[Flightgear-devel] Re: CVS: FlightGear/src/MultiPlayer tiny_xdr.cxx, 1.1, 1.2

2005-12-01 Thread Alex Romosan
Mathias Fröhlich <> writes:

> Please use this one. And I believe, without looking into the code,
> that there are likely more of them ...

please apply the attached patch which uses static_cast:

Index: src/MultiPlayer/tiny_xdr.cxx
===
RCS file: /var/cvs/FlightGear-0.9/FlightGear/src/MultiPlayer/tiny_xdr.cxx,v
retrieving revision 1.2
diff -u -r1.2 tiny_xdr.cxx
--- src/MultiPlayer/tiny_xdr.cxx	2 Dec 2005 00:10:25 -	1.2
+++ src/MultiPlayer/tiny_xdr.cxx	2 Dec 2005 07:12:41 -
@@ -122,42 +122,24 @@
 xdr_data_t
 XDR_encode_float ( const float & f_Val )
 {
-xdr_data_t* tmp;
-
-tmp = (xdr_data_t*) &f_Val;
-return (XDR_encode_int32 (*tmp));
+return (XDR_encode_int32 (static_cast(f_Val)));
 }
 
 float
 XDR_decode_float ( const xdr_data_t & f_Val )
 {
-float* tmp;
-static xdr_data_t dummy;
-
-dummy = XDR_decode_int32 (f_Val);
-tmp = (float*) &dummy;
-return (*tmp);
+return (static_cast (XDR_decode_int32 (f_Val)));
 }
 
 /* double */
 xdr_data2_t
 XDR_encode_double ( const double & d_Val )
 {
-xdr_data2_t* tmp;
-
-tmp = (xdr_data2_t*) &d_Val;
-return (XDR_encode_int64 (*tmp));
+return (XDR_encode_int64 (static_cast (d_Val)));
 }
 
 double
 XDR_decode_double ( const xdr_data2_t & d_Val )
 {
-double* tmp;
-static xdr_data2_t dummy;
-
-dummy = XDR_decode_int64 (d_Val);
-tmp = (double*) &dummy;
-return (*tmp);
+return (static_cast (XDR_decode_int64 (d_Val)));
 }
-
-

--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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[Flightgear-devel] Re: CVS: FlightGear/src/MultiPlayer tiny_xdr.cxx, 1.1, 1.2

2005-12-01 Thread Alex Romosan
Mathias Fröhlich <[EMAIL PROTECTED]> writes:

> By the way: the right fix would be:
>
> float
> XDR_decode_float ( const xdr_data_t & f_Val )
> {
> union {
>   float f;
>   xdr_data_t x;
> } tmp;
> tmp.x = XDR_decode_int32 (f_Val);
> return tmp.f;
> }
>
> Please use this one. And I believe, without looking into the code,
> that there are likely more of them ...

well, this is c++ so the appropriate fix would be

float
XDR_decode_float ( const xdr_data_t & f_Val )
{
return (static_cast (XDR_decode_int32 (f_Val)));
}

i.e., we should be using static_cast.

--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] RenderTexture bug

2005-12-01 Thread Frederic Bouvier
Selon "Ampere K. Hardraade":

> On November 30, 2005 08:22 pm, Curtis L. Olson wrote:
> > Perhaps explain to them what our code is attempting to do, and then ask
> > if they know of a GLX supported way to do it.
> I would do that if I can.  However, I am not a programmer, and nothing in
> RenderTexture.cpp makes any sense to me. :(
>
> What exactly is our code attempting to do?

I won't look at the RenderTexture code. I'd rather do something like :

cvs -z4 -q diff -u bbcache.cxx (in directory
I:\FlightGear\cvs\SimGear\simgear\scene\sky\)
Index: bbcache.cxx
===
RCS file: /var/cvs/SimGear-0.3/SimGear/simgear/scene/sky/bbcache.cxx,v
retrieving revision 1.7
diff -u -r1.7 bbcache.cxx
--- bbcache.cxx 5 Sep 2005 08:17:37 -   1.7
+++ bbcache.cxx 2 Dec 2005 06:58:29 -
@@ -122,7 +122,7 @@

 // rt->Reset("rgba tex2D ctt");
 // rt->Reset("rgba tex2D");
-   if( rt->Initialize(256, 256, true) ) {
+   if( !problemOnRenderTexture && rt->Initialize(256, 256, true) ) {
SG_LOG(SG_ALL, SG_INFO, "bbcache:Initialize sucessfull");
if (rt->BeginCapture())
{



And at other location where RenderTexture is used.

-Fred

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Re: [Flightgear-devel] Re: CVS: FlightGear/src/MultiPlayer tiny_xdr.cxx, 1.1, 1.2

2005-12-01 Thread Mathias Fröhlich

By the way: the right fix would be:

float
XDR_decode_float ( const xdr_data_t & f_Val )
{
union {
  float f;
  xdr_data_t x;
} tmp;
tmp.x = XDR_decode_int32 (f_Val);
return tmp.f;
}

Please use this one. And I believe, without looking into the code, that there 
are likely more of them ...

  Greetings

  Mathias

-- 
Mathias Fröhlich, email: [EMAIL PROTECTED]

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Re: [Flightgear-devel] Re: CVS: FlightGear/src/MultiPlayer tiny_xdr.cxx, 1.1, 1.2

2005-12-01 Thread Mathias Fröhlich
On Freitag 02 Dezember 2005 02:29, Melchior FRANZ wrote:
> Is it a gcc 4.0.2 (SuSE 10.0) compiler bug? tiny_xdr.cxx contains
> this function;
>
>   float
>   XDR_decode_float ( const xdr_data_t & f_Val )
>   {
>   float* tmp;
>   xdr_data_t dummy;
>
>   dummy = XDR_decode_int32 (f_Val);
>   tmp = (float*) &dummy;
>   return (*tmp);
>   }
>
>
> And it turned out that when compiled with gcc 4.0.2 the return
> value wasn't safe. When called three times in a row with different
> values, we would get three times the same result. None of those
> correct. This placed MP aircraft somewhere around the middle
> of our Earth. For those understanding x86 assembler, here is
> the resulting code (why does it not call _Z16XDR_decode_int32RKj?
> "Optimized" away?):

Try with -fno-strict-aliasing
:)
I for myself really like this feature in C/C++ called 'aliasing rules'. It 
enables the optimizer to do really good jobs in reodering instructions and 
eliminating dead stores which in the end keeps the CPU piplines full.
But be careful with casts like this one ...

Greetings

Mathias

-- 
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Re: [Flightgear-devel] Segfaults with recent and latest CVS

2005-12-01 Thread Mathias Fröhlich
On Freitag 02 Dezember 2005 04:02, Jim Wilson wrote:
> I just checked and this problem is in the 0.9.9 release.
>
> August 14th there was a patch from Mathias:
>
> - Introduces a FGScenery::get_elevation_m method which queries the altitude
> at a given position. In constrast to the groundcache functions this is the
> best choice if you ask for one *single* altitude value. Make use of that
> thing in AI/ATC classes and for the current views ground level. At the
> current views part the groundcache is reused if possible.- The computation
> of the 'current groundlevel' is no longer done on the tilemanagers update
> since the required functions are now better seperated.
>
> I'd put money on the problem originating here.   Problem is I don't have
> time to look into this right now,  but if someone wants to fix what is
> probably a source of multiple bug reports this is a good place to start
> investigating.

Melchior and I are currently investigating.
We already have something but not yet something to check in.

Sorry that I did not respond to that thread earlier ...

Greetings

Mathias

-- 
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Re: [Flightgear-devel] FlightGear FDM

2005-12-01 Thread bass pumped
On 12/1/05, bass pumped <[EMAIL PROTECTED]> wrote:
> Hi,
>
> I'm glad to report that I am an idiot and that there is nothing wrong
> with the data transmission code.  It works fine except
> when trying to write throttle over udp.
>
> For some wierd reason it takes values of one or zero at random when
> the throttle is pushed from 0 to 1.  For example, when sending a
> throttle value of 0.3459 the throttle gets set to 1 but stays at 0 at
> most points before and after that.  I do remember seeing this same
> problem with 9.8 and also remember mentioning to me that this might be
> a bug.  Would someone be able to give me some pointers on how I may be
> able to fix this?
>
> Thanks,
>

Is there anybody out there??
<< follow up with pink floyd sound effects>>:-)

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[Flightgear-devel] Segfaults with recent and latest CVS

2005-12-01 Thread Jim Wilson
> From: AJ MacLeod
> 
> Last night (using completely up-to-date CVS) I noticed that fgfs segfaults 
> reliably if one relocates the a/c to KOAK using the "position a/c on ground" 
> menu.
> 
> After a bit more investigation, it appears that this is caused by a nan in 
> the 
> yasim turbulence stuff, because it's being fed garbage.  Using a JSBSim a/c, 
> one is unceremoniously dumped into the sea.
> 
> Starting the sim at KOAK does not display the problem, one must start 
> somewhere else (anywhere, as far as I can tell) and relocate for the problem 
> to show.
> 

I just checked and this problem is in the 0.9.9 release.

August 14th there was a patch from Mathias:

- Introduces a FGScenery::get_elevation_m method which queries the altitude at
  a given position. In constrast to the groundcache functions this is the best
  choice if you ask for one *single* altitude value. Make use of that thing in
  AI/ATC classes and for the current views ground level. At the current views
  part the groundcache is reused if possible.- The computation of the 'current 
groundlevel' is no longer done on the
  tilemanagers update since the required functions are now better seperated.

I'd put money on the problem originating here.   Problem is I don't have time 
to look into this right now,  but if someone wants to fix what is probably a 
source of multiple bug reports this is a good place to start investigating.

Best,

Jim



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[Flightgear-devel] Re: CVS: FlightGear/src/MultiPlayer tiny_xdr.cxx, 1.1, 1.2

2005-12-01 Thread Melchior FRANZ
* Curtis L. Olson -- Friday 02 December 2005 02:55:
> Here you are just returning the contents of a memory location, not the 
> pointer itself (aka a value).

I know. That's why I had written 

> > * Melchior FRANZ -- Friday 02 December 2005 01:43:
> > > But ... we weren't really returning the address of an auto var.

I was just overwhelmed by the joy. And the not so early hour did
the rest. 02:00 here in Europe then. Even later now ...  -/



> So this should be perfectly safe.  My bet is that the value didn't 
> get decoded properly, but whatever got decoded  
> incorrectly was returned correctly.

XDR_decode_int32() seemed OK, judging by the assembler code.
It's a simple byte swapper and I couldn't imagine that the compiler
wouldn't get it. But, of course, a compiler bug could also be
there.



> I'd check the value if (*tmp) before it get's returned to see if
> it looks like what you think it should. 

Yes. I'll do that. It works now, but the fix doesn't make sense.
And depending on silly hacks isn't a pleasure.



> I'll bail out here before I get to the x86 assembler portion of your 
> message. :-)

I was fluent in 68000 assembler. But I always detested little
endianness and couldn't imagine to learn x86 assembler. :-)

m.

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Re: [Flightgear-devel] [PATCH] Include Saitek X36 with X45 joystick xml file

2005-12-01 Thread [EMAIL PROTECTED]
Take this back.. I'm playing with the X45 now and things are completely
different.  

Might be best to have a seperate X36.xml file.


On Thu, 2005-12-01 at 14:42 -0800, [EMAIL PROTECTED] wrote:
> >From what I'm seeing, the Saitek X45 is almost identical to the Saitek
> X36
> joystick.
> 
> I own both of them and the only differences I'm seeing (from just
> looking
> at them) is the X45 has a candy blue decals along with more fancy red
> lights.
> 
> All in all, they look and almost perform identical.
> 
> This patch merrily adds the X36 system device naming scheme to the
> top of the file of
> the /usr/share/games/FlightGear/Input/Joysticks/Saitek/X45.xml file.
> 
> I've been testing it & seems to work exceptionally well.
> 
> 
> --
> Roger
> http://www.eskimo.com/~roger/index.html
> Key fingerprint = 8977 A252 2623 F567 70CD 1261 640F C963 1005 1D61
> 
> Thu Dec 1 14:39:29 PST 2005
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Thu Dec 1 18:06:04 PST 2005


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Re: [Flightgear-devel] Re: CVS: FlightGear/src/MultiPlayer tiny_xdr.cxx, 1.1, 1.2

2005-12-01 Thread Curtis L. Olson

Melchior FRANZ wrote:


* Melchior FRANZ -- Friday 02 December 2005 01:43:
 


But ... we weren't really returning the address of an auto var.
   



Is it a gcc 4.0.2 (SuSE 10.0) compiler bug? tiny_xdr.cxx contains
this function;

 float
 XDR_decode_float ( const xdr_data_t & f_Val )
 {
 float* tmp;
 xdr_data_t dummy;

 dummy = XDR_decode_int32 (f_Val);
 tmp = (float*) &dummy;
 return (*tmp);
 }

 



Here you are just returning the contents of a memory location, not the 
pointer itself (aka a value).  So this should be perfectly safe.  My bet 
is that the value didn't get decoded properly, but whatever got decoded 
incorrectly was returned correctly.  I'd check the value if (*tmp) 
before it get's returned to see if it looks like what you think it should.


I'll bail out here before I get to the x86 assembler portion of your 
message. :-)


Curt.

--
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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[Flightgear-devel] Re: CVS: FlightGear/src/MultiPlayer tiny_xdr.cxx, 1.1, 1.2

2005-12-01 Thread Melchior FRANZ
* Melchior FRANZ -- Friday 02 December 2005 01:43:
> But ... we weren't really returning the address of an auto var.

Is it a gcc 4.0.2 (SuSE 10.0) compiler bug? tiny_xdr.cxx contains
this function;

  float
  XDR_decode_float ( const xdr_data_t & f_Val )
  {
  float* tmp;
  xdr_data_t dummy;

  dummy = XDR_decode_int32 (f_Val);
  tmp = (float*) &dummy;
  return (*tmp);
  }


And it turned out that when compiled with gcc 4.0.2 the return
value wasn't safe. When called three times in a row with different
values, we would get three times the same result. None of those
correct. This placed MP aircraft somewhere around the middle
of our Earth. For those understanding x86 assembler, here is
the resulting code (why does it not call _Z16XDR_decode_int32RKj?
"Optimized" away?):



non-static "dummy"  (-O2) --> doesn't work

(gdb) disass XDR_decode_float
Dump of assembler code for function _Z16XDR_decode_floatRKj:
0x08310816 <_Z16XDR_decode_floatRKj+0>:  push   %ebp
0x08310817 <_Z16XDR_decode_floatRKj+1>:  mov%esp,%ebp
0x08310819 <_Z16XDR_decode_floatRKj+3>:  sub$0x10,%esp
0x0831081c <_Z16XDR_decode_floatRKj+6>:  flds   0xfffc(%ebp)
0x0831081f <_Z16XDR_decode_floatRKj+9>:  leave
0x08310820 <_Z16XDR_decode_floatRKj+10>: ret
End of assembler dump.



The following was compiled without optimization. The resulting code
works.


non-static "dummy"  (-O0) --> works

(gdb) disass XDR_decode_float
Dump of assembler code for function _Z16XDR_decode_floatRKj:
0x083be33a <_Z16XDR_decode_floatRKj+0>:  push   %ebp
0x083be33b <_Z16XDR_decode_floatRKj+1>:  mov%esp,%ebp
0x083be33d <_Z16XDR_decode_floatRKj+3>:  sub$0x18,%esp
0x083be340 <_Z16XDR_decode_floatRKj+6>:  mov0x8(%ebp),%eax
0x083be343 <_Z16XDR_decode_floatRKj+9>:  mov%eax,(%esp)
0x083be346 <_Z16XDR_decode_floatRKj+12>: call   0x83be1b4 
<_Z16XDR_decode_int32RKj>
0x083be34b <_Z16XDR_decode_floatRKj+17>: mov%eax,0xfff8(%ebp)
0x083be34e <_Z16XDR_decode_floatRKj+20>: lea0xfff8(%ebp),%eax
0x083be351 <_Z16XDR_decode_floatRKj+23>: mov%eax,0xfffc(%ebp)
0x083be354 <_Z16XDR_decode_floatRKj+26>: mov0xfffc(%ebp),%eax
0x083be357 <_Z16XDR_decode_floatRKj+29>: mov(%eax),%eax
0x083be359 <_Z16XDR_decode_floatRKj+31>: mov%eax,0xffec(%ebp)
0x083be35c <_Z16XDR_decode_floatRKj+34>: flds   0xffec(%ebp)
0x083be35f <_Z16XDR_decode_floatRKj+37>: leave
0x083be360 <_Z16XDR_decode_floatRKj+38>: ret
End of assembler dump.


and this hack (committed to cvs) works with and without optimization.
Making "dummy" static shouldn't be necessary, but 


static "dummy"--> works

(gdb) disass XDR_decode_float
Dump of assembler code for function _Z16XDR_decode_floatRKj:
0x08310816 <_Z16XDR_decode_floatRKj+0>:  push   %ebp
0x08310817 <_Z16XDR_decode_floatRKj+1>:  mov%esp,%ebp
0x08310819 <_Z16XDR_decode_floatRKj+3>:  sub$0x4,%esp
0x0831081c <_Z16XDR_decode_floatRKj+6>:  mov0x8(%ebp),%eax
0x0831081f <_Z16XDR_decode_floatRKj+9>:  mov%eax,(%esp)
0x08310822 <_Z16XDR_decode_floatRKj+12>: call   0x83107e2 
<_Z16XDR_decode_int32RKj>
0x08310827 <_Z16XDR_decode_floatRKj+17>: mov%eax,0x8560e00
0x0831082c <_Z16XDR_decode_floatRKj+22>: flds   0x8560e00
0x08310832 <_Z16XDR_decode_floatRKj+28>: leave
0x08310833 <_Z16XDR_decode_floatRKj+29>: ret
End of assembler dump.


clueless
m.

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Re: [Flightgear-devel] OpenGL and new video drivers

2005-12-01 Thread bass pumped
On 12/1/05, Richard Bytheway <[EMAIL PROTECTED]> wrote:
> Use the latest drivers from the chipset manufacturer's website (nVidia
> or ATI). The card manufacturers have been known to "optimise" the
> drievrs that they ship on the CD.
>
> Richard
>
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of
> > Jon S Berndt
> > Sent: 01 December 2005 12:09
> > To: Flightgear-devel@flightgear.org
> > Subject: [Flightgear-devel] OpenGL and new video drivers
> >
> > I just installed a new video card (eVGA GeForce 6800) on my
> > Windows 2000 box and after installing the drivers I find that
> > OpenGL applications crash. I've uninstalled (in safe mode)
> > and reinstalled (in safe mode) earlier versions of the
> > drivers, but no luck, so far. I am trying to find the
> > solution through the manufacturer's web site and support
> > mechanism, but any suggestions given here would be much
> > appreciated, as well - I know many of you may have gone
> > through the same thing.
> >
> > Jon
> >
> > 
>
> 
> This e-mail has been scanned for Bede Scientific Instruments for all
> viruses by Star Internet. The service is powered by MessageLabs. For
> more information on a proactive anti-virus service working around the
> clock, around the globe, visit: http://www.star.net.uk
> 
>
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Try this as an idea...  I did it for the same card, but on win XP box.
 I installed the version of drivers needed for nvidia stereo
graphics... did it in regular mode...   i don't know... maybe it might
help.

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[Flightgear-devel] Re: CVS: FlightGear/src/MultiPlayer tiny_xdr.cxx, 1.1, 1.2

2005-12-01 Thread Melchior FRANZ
* Melchior Franz -- Friday 02 December 2005 01:10:
> Modified Files:
>   tiny_xdr.cxx 
> Log Message:
> returning addresses of auto vars is *dangerous* [...]

But ... we weren't really returning the address of an auto var.
Making dummy "static" fixes the problem, but the reason must be
another one. gcc 4.0.2 bug? 

m.

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Re: [Flightgear-devel] RenderTexture bug

2005-12-01 Thread Ampere K. Hardraade
On November 30, 2005 08:22 pm, Curtis L. Olson wrote:
> Perhaps explain to them what our code is attempting to do, and then ask
> if they know of a GLX supported way to do it.
I would do that if I can.  However, I am not a programmer, and nothing in 
RenderTexture.cpp makes any sense to me. :(

What exactly is our code attempting to do?

Ampere

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Re: [Flightgear-devel] Possible new thinking for 2D/3D cockpit instruments

2005-12-01 Thread John Wojnaroski



Curtis L. Olson wrote:


John Wojnaroski wrote:

One of the knocks from the May show ( which is totally my fault) was 
the cheezy joystick.  So here we were with a full scale 747 glass 
cockpit with a large screen plasma OTW display running top of the 
line flight dynamics (JSBSim), world class scenery (FlightGear), high 
fidelity subsystem models (Mathworks), and a "noodle" for control.


If we had had a decent control system, we could have faked the rest ;-)




Come on Jack, when are you going to drive up to Mojave with your 
hacksaw?  I can get you past the fence, the rest is up to you. :-)


I hear you.  There is also a boneyard at El Mirage which has some hulks 
that go back to WWII.  I understand the tv series LOST got some of the 
props from that site.  I ought to give Tom a call now that the daytime 
temps up there have become bearable.


Just a question of time and energy.  The design issue is how to keep it 
portable so we can haul the gear around to shows like Scale4x coming up 
in Feb 06. Same problem with putting everything into a shell,  fantastic 
for a fixed installation
but kind of like the old story of the fellow who builds the 30 foot 
sailboat in his cellar


Regards
John W.



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Re: [Flightgear-devel] YASim twist/incidence fix

2005-12-01 Thread Joacim Persson

On Thu, 1 Dec 2005, Andy Ross wrote:


AN-225/AN-225-yasim.xml


The patched Yasim spitted it out again.
No twist set in that file, only incidence (4° positive).___
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Re: [Flightgear-devel] Possible new thinking for 2D/3D cockpit instruments

2005-12-01 Thread Josh Babcock
Steve Hosgood wrote:
> On Thu, 2005-12-01 at 14:15, Josh Babcock wrote:
> 
>>Just as a note, this functionality already exists. You can use the mouse
>>to look around and zoom in. Zoom in, click, zoom out. I do it all the time.
>>
> 
> 
> That's a very good trick (just tried it). Never thought of that one, and
> yes, I can even read the buttons on the autopilot by doing that.
> 
> The only trouble with that approach is that you can't both look out of
> the window *and* read the autopilot without quite a few mouse-clicks and
> some x/X keypresses.
> 

Oh, I forgot to mention, I can do it without any key presses because of
this:
http://jrbabcock.home.comcast.net/flightgear/scripts/mice.xml
I bound my scroll wheel to zoom in look mode. It takes me at most two
mouse clicks, two mouse movements and two scroll wheel movements to get
there and back. I also changed the head motion bindings a bit.

Also, have you considered looking into OpenGC? It won't give you the
MSFS like functionality of dragable sub windows, but I think it would
allow you to make arbitrary windows to display instruments in cutouts.

Josh

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[Flightgear-devel] [PATCH] Include Saitek X36 with X45 joystick xml file

2005-12-01 Thread [EMAIL PROTECTED]
>From what I'm seeing, the Saitek X45 is almost identical to the Saitek
X36
joystick.

I own both of them and the only differences I'm seeing (from just
looking
at them) is the X45 has a candy blue decals along with more fancy red
lights.

All in all, they look and almost perform identical.

This patch merrily adds the X36 system device naming scheme to the
top of the file of
the /usr/share/games/FlightGear/Input/Joysticks/Saitek/X45.xml file.

I've been testing it & seems to work exceptionally well.


--
Roger
http://www.eskimo.com/~roger/index.html
Key fingerprint = 8977 A252 2623 F567 70CD 1261 640F C963 1005 1D61

Thu Dec 1 14:39:29 PST 2005
--- /usr/share/games/FlightGear/Input/Joysticks/Saitek/._X45.xml.orig	2005-12-01 05:30:52.0 -0800
+++ /usr/share/games/FlightGear/Input/Joysticks/Saitek/X45.xml	2005-12-01 05:32:05.0 -0800
@@ -56,6 +56,10 @@
  Saitek Saitek X45
  Saitek X45 Flight Controller USB
  Saitek X45 Flight Control Stick 
+ Saitek X36
+ Saitek Saitek X36
+ Saitek X36 Flight Controller USB
+ Saitek X36 Flight Control Stick 
 
  
   Aileron
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Re: [Flightgear-devel] YASim twist/incidence fix

2005-12-01 Thread Lee Elliott
On Thursday 01 Dec 2005 21:08, Andy Ross wrote:
> I've been short of time recently, but Curt is keen on getting
> the twist/incidence fix into YASim in time for the next
> release.  So I've committed it more or less blind. :)
>
> A quick grep through the source code gives a list of affected
> aircraft configurations that I've attached below.  The fix is
> *supposed* to either do nothing or improve handling of each of
> these aircraft, but problems do happen.  If anyone is
> interested in QA work, could you load up and play with
> some/all of these aircraft to validate that nothing weird has
> happened?  Just make sure that (1) it solves and (2) doesn't
> have handling bugs like odd stalling, snap rolls, etc... (or
> at least handling bugs that weren't present before).
>
> The one exception is (I think) the Citation, which had its
> twist and incidence numbers negated in CVS prior to the 0.9.9
> release.  That one will have to be re-negated now that the fix
> is in code.
>
> Planes affected:
>
> MiG-15/MiG-15bis-yasim.xml
> B-52F/B-52F-yasim.xml
> b29/b29-yasim.xml
> Hurricane/hurricaneIIb.xml
> Citation-Bravo/Citation-Bravo-yasim.xml
> dhc2/dhc2F.xml
> dc3/dc3.xml
> Hunter/hunter-yasim-2t.xml
> Hunter/hunter-yasim.xml
> YF-23/YF-23-yasim.xml
> pa28-161/pa28-161.xml
> tu154/tu154.xml
> seahawk/seahawk-3d-yasim.xml
> seahawk/seahawk-yasim.xml
> Citation/Citation-II-yasim.xml
> j22/j22-yasim.xml
> 747/747.xml
> p51d/p51d.xml
> AN-225/AN-225-yasim.xml
> j3cub/j3cub.xml
> Spitfire/spitfireIIa.xml
> Spitfire/seafireIIIc.xml
> A-10/A-10-yasim.xml
> TU-114/TU-114-yasim.xml
> b1900d/b1900d.xml
>
> Thanks,
> Andy

I'm expecting several of the ones I've done to break, in fact I'm 
surprised some of them fly at all in view of the -ve incidence 
they've apparently had but it's better to have the s/w right.

LeeE


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[Flightgear-devel] Segfaults with recent and latest CVS

2005-12-01 Thread Jim Wilson
> From: AJ MacLeod 
> 
> Last night (using completely up-to-date CVS) I noticed that fgfs segfaults 
> reliably if one relocates the a/c to KOAK using the "position a/c on ground" 
> menu.
> 
> After a bit more investigation, it appears that this is caused by a nan in 
> the 
> yasim turbulence stuff, because it's being fed garbage.  Using a JSBSim a/c, 
> one is unceremoniously dumped into the sea.
> 
> Starting the sim at KOAK does not display the problem, one must start 
> somewhere else (anywhere, as far as I can tell) and relocate for the problem 
> to show.
> 

I cannot rememeber exactly what it is about KOAK but on more than one occasion 
teleporting it revealed bugs in the tile(manager|cache)/ground elevation parts 
of the code.  It has been a while since I've been into that,  but I see that a 
few months ago some work was done with ground elevation.  I'm away from my pc 
right now,  but I wonder: does this problem exist in 0.9.9?

Best,

Jim



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Re: [Flightgear-devel] Possible new thinking for 2D/3D cockpit instruments

2005-12-01 Thread Curtis L. Olson

John Wojnaroski wrote:

One of the knocks from the May show ( which is totally my fault) was 
the cheezy joystick.  So here we were with a full scale 747 glass 
cockpit with a large screen plasma OTW display running top of the line 
flight dynamics (JSBSim), world class scenery (FlightGear), high 
fidelity subsystem models (Mathworks), and a "noodle" for control.


If we had had a decent control system, we could have faked the rest ;-)



Come on Jack, when are you going to drive up to Mojave with your 
hacksaw?  I can get you past the fence, the rest is up to you. :-)


Curt.

--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] Possible new thinking for 2D/3D cockpit instruments

2005-12-01 Thread John Wojnaroski



Curtis L. Olson wrote:


Ralf Gerlich wrote:

Heh, I'd like to see you looking at the Autopilot _and_ out of the 
window in a real plane. ;-)


As was mentioned, the nearest you could come to the "flow" in the 
cockpit IRL - not looking at the instrument and still changing its 
setting - is probably using the keyboard...at least as far as I see 
that as a pure simulation pilot ;-)




You could have *perfect* flight dynamics that nailed all the numbers 
and all the nuances of the model exactly right, but if you are sitting 
at your desk, holding a $20 joystick in one hand and typing on your 
keyboard with another, while peering at a 17" monitor ... it's just 
not going to ever be all that realistic of an 'experience.'
 


One of the knocks from the May show ( which is totally my fault) was the 
cheezy joystick.  So here we were with a full scale 747 glass cockpit 
with a large screen plasma OTW display running top of the line flight 
dynamics (JSBSim), world class scenery (FlightGear), high fidelity 
subsystem models (Mathworks), and a "noodle" for control.


If we had had a decent control system, we could have faked the rest ;-)

JW


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[Flightgear-devel] YASim twist/incidence fix

2005-12-01 Thread Andy Ross
I've been short of time recently, but Curt is keen on getting the
twist/incidence fix into YASim in time for the next release.  So I've
committed it more or less blind. :)

A quick grep through the source code gives a list of affected aircraft
configurations that I've attached below.  The fix is *supposed* to
either do nothing or improve handling of each of these aircraft, but
problems do happen.  If anyone is interested in QA work, could you
load up and play with some/all of these aircraft to validate that
nothing weird has happened?  Just make sure that (1) it solves and (2)
doesn't have handling bugs like odd stalling, snap rolls, etc... (or
at least handling bugs that weren't present before).

The one exception is (I think) the Citation, which had its twist and
incidence numbers negated in CVS prior to the 0.9.9 release.  That one
will have to be re-negated now that the fix is in code.

Planes affected:

MiG-15/MiG-15bis-yasim.xml
B-52F/B-52F-yasim.xml
b29/b29-yasim.xml
Hurricane/hurricaneIIb.xml
Citation-Bravo/Citation-Bravo-yasim.xml
dhc2/dhc2F.xml
dc3/dc3.xml
Hunter/hunter-yasim-2t.xml
Hunter/hunter-yasim.xml
YF-23/YF-23-yasim.xml
pa28-161/pa28-161.xml
tu154/tu154.xml
seahawk/seahawk-3d-yasim.xml
seahawk/seahawk-yasim.xml
Citation/Citation-II-yasim.xml
j22/j22-yasim.xml
747/747.xml
p51d/p51d.xml
AN-225/AN-225-yasim.xml
j3cub/j3cub.xml
Spitfire/spitfireIIa.xml
Spitfire/seafireIIIc.xml
A-10/A-10-yasim.xml
TU-114/TU-114-yasim.xml
b1900d/b1900d.xml

Thanks,
Andy

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[Flightgear-devel] Re: GPS/Autopilot

2005-12-01 Thread Steve Knoblock
On Wed, 30 Nov 2005 21:27:15 -0600, you wrote:

>> aircraft (like GPS in MSFS). Given that the wiring can be potentially
>> different with each aircraft, the autopilot code may need customizing
>> each time it is placed on a panel.
>> 
>
>Ideally the instruments will be as multi-usable as possible, and nasal is 
>probably ideal to do the plumbing.  But the more complex the systems we are 
>modelling, inevitably the more complex the sim integration will become.  Let 
>me know what you need exported from the GPS and I'll try to oblige (but bear 
>in mind I sometimes can't get online for a few days at a time).
>
>BTW, can you remind me again where I can download your autopilot from.

http://www.city-gallery.com/vpilot/flightgear/

I've stopped work on it until I learn the new electrical system.

I do not need any code from the GPS. I need to know the properties it
uses. The digitrak can accept a GPS data signal. It can even work off
a Garmin 35, which is a GPS built in to an antenna that just provides
ground track and speed. I do not pretend to know how they communicate,
but there is no equivalent to a data connection in FlightGear GPS, I
have to watch properties in the GPS. If you look at digitrak.nas, it
uses properties from

/instrumentation/gps/

to maintain GPS track.

Steve



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Re: [Flightgear-devel] Possible new thinking for 2D/3D cockpit instruments

2005-12-01 Thread Curtis L. Olson

Ralf Gerlich wrote:

Heh, I'd like to see you looking at the Autopilot _and_ out of the 
window in a real plane. ;-)


As was mentioned, the nearest you could come to the "flow" in the 
cockpit IRL - not looking at the instrument and still changing its 
setting - is probably using the keyboard...at least as far as I see 
that as a pure simulation pilot ;-)



This touches on one of the *big* differences between a 'toy' and a real 
pilot training tool.  Having the entire instrument panel available at 
it's correct scale and location as well as having all the cockpit 
controls in their right location with the right amount of force feedback 
is a *huge* thing in terms of making the simulator realistic.


This is why all those oddball home/hobby cockpit builders aren't as far 
off their rockers as it might first appear.  They are taking a huge step 
towards a more realistic simulation environment.  And I'm sure all these 
people have spouses who understand the importance of a realistic flying 
experience.


You could have *perfect* flight dynamics that nailed all the numbers and 
all the nuances of the model exactly right, but if you are sitting at 
your desk, holding a $20 joystick in one hand and typing on your 
keyboard with another, while peering at a 17" monitor ... it's just not 
going to ever be all that realistic of an 'experience.'


I will even go so far as to assert that when creating a 'realistic' 
flying experience,  having the flight model right exactly on, is less 
important than having a full scale cockpit with controls that have the 
right amount of force feedback at the right times.  An enclosure is a 
huge addition because it blocks out many of the real world distractions 
that can snap you back to reality.  In addition, assembling a wrap 
around visual system that projects a field of view that exacatly matches 
the field of view covered by your display device is also very helpful.


All of this is said from the perspective of creating a realistic flying 
experience.  If you are using flightgear for other purposes (such as an 
engineering simulator or visualization tool, running it on a desktop PC 
or laptop may be exactly what is needed.)


Regards,

Curt.

--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] Possible new thinking for 2D/3D cockpit instruments

2005-12-01 Thread Ralf Gerlich

Steve Hosgood wrote:
[SNIP]

The only trouble with that approach is that you can't both look out of
the window *and* read the autopilot without quite a few mouse-clicks and
some x/X keypresses.


Heh, I'd like to see you looking at the Autopilot _and_ out of the 
window in a real plane. ;-)


As was mentioned, the nearest you could come to the "flow" in the 
cockpit IRL - not looking at the instrument and still changing its 
setting - is probably using the keyboard...at least as far as I see that 
as a pure simulation pilot ;-)


Cheers,
Ralf

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Re: [Flightgear-devel] Plugins, Was: KLN89 GPS added

2005-12-01 Thread Paul Surgeon
On Thursday 01 December 2005 11:12, Erik Hofman wrote:
> Joacim Persson wrote:
> > On Thu, 1 Dec 2005, David Luff wrote:
> >> I have no experience of plugin architectures, and don't feel competent
> >> to attempt it at the moment.
> >
> > First of all: there's obviously no panic. (If there were fifty-seven
> > hard-linked GPS models, AP's etc it would be a problem, ;)
>
> Personally I'd much rather see the rest of FlightGear advance in a
> direction that this kind of stuff can be done using Nasal (ultimately).
> The bonus is that others gain from those additions too.
>
> Erik

I'd hate to see full blown graphical GPS units like the Garmin GNS430 running 
purely  in Nasal unless there are lots of generic C/C++ functions that are 
being called to do the hard work in the background.

In MSFS the GPS units and complex instruments are coded in C and you should 
see how many CPU cycles they require to update. It would only be a lot worse 
in Nasal.

Paul

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Re: [Flightgear-devel] Re: [BUG] [PATCH] (announcement) throwing stale exceptions and missing copy ctor/assignment

2005-12-01 Thread Vassilii Khachaturov
> > So I'm unsure if it is a good idea to include those patches.
>
> They are harmless, but according to what Melchior has pointed out, some of
> the code (what I added to the exceptions classes) is redundant (basically,
> what is written there is auto-generated by the compiler unless it has
> problems). For the other parts of the patch, it is still relevant.
> I'm going to rework it later by eliminating the above redundancy when
> I have time (probably this weekend).

Actually, I've looked at them now myself, and I ask the patching powers
that be to apply it, save for the redundant parts patching the files
SimGear/source/simgear/structure/exception.cxx
and
SimGear/source/simgear/structure/exception.hxx
for which Melchior has voiced rightful objection.

The 2nd revision of the patch is just a cleanup of some exception
throwing and catching, sometimes providing additional diagnostics
(e.g., the mysterious "Failed to open file" is now augmented
with the actual file location caught).

Vassilii


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[Flightgear-devel] Segfaults with recent and latest CVS

2005-12-01 Thread AJ MacLeod
Last night (using completely up-to-date CVS) I noticed that fgfs segfaults 
reliably if one relocates the a/c to KOAK using the "position a/c on ground" 
menu.

After a bit more investigation, it appears that this is caused by a nan in the 
yasim turbulence stuff, because it's being fed garbage.  Using a JSBSim a/c, 
one is unceremoniously dumped into the sea.

Starting the sim at KOAK does not display the problem, one must start 
somewhere else (anywhere, as far as I can tell) and relocate for the problem 
to show.

AJ

GDB shows;

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread -1225333040 (LWP 32321)]
yasim::Turbulence::getTurbulence (this=0xfc39620, loc=0xa1e0c008,
alt=nan(0x40), up=0xbfc60cc0, turbOut=0xbfc60d10) at 
Turbulence.cpp:100
100 static inline float c2fu(unsigned char c) { return 
(c+0.5)*(1.0/256); }
(gdb) bt
#0  yasim::Turbulence::getTurbulence (this=0xfc39620, loc=0xa1e0c008,
alt=nan(0x40), up=0xbfc60cc0, turbOut=0xbfc60d10) at 
Turbulence.cpp:100
#1  0x081d2843 in yasim::Model::localWind (this=0xfc31bac, pos=0xbfc60df0,
s=0xbfc60f10, out=0xbfc60e00, alt=-1.52296607e-18) at Model.cpp:537
#2  0x081d2113 in yasim::Model::calcForces (this=0xfc31bac, s=0xbfc60f10)
at Model.cpp:399
#3  0x081cf70c in yasim::Integrator::calcNewInterval (this=0xfc31bb0)
at Integrator.cpp:176
#4  0x081c79d4 in yasim::FGFDM::iterate (this=0xfc31ba8, dt=0.0083377)
at FGFDM.cpp:91
#5  0x081c1b70 in YASim::update (this=0xbc03698, dt=0.22352000276247658)
at YASim.cxx:213
#6  0x08051b45 in fgUpdateTimeDepCalcs () at main.cxx:168
#7  0x08052714 in fgMainLoop () at main.cxx:476
#8  0x08089ac9 in fgOSMainLoop () at fg_os_sdl.cxx:232
#9  0x080551b0 in fgMainInit (argc=2, argv=0xbfc61824) at main.cxx:1007
#10 0x080515da in main (argc=-1579106296, argv=0xa1e0c008) at 
bootstrap.cxx:193
(gdb)

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Re: [Flightgear-devel] Possible new thinking for 2D/3Dcockpitinstruments

2005-12-01 Thread Curtis L. Olson

Norman Vine wrote:


Steve  Hosgood writes:
 


Agreed, but if we've got a better scheme, why keep the dialog boxes?
Every disjoint aspect to the GUI is just another thing waiting to go
wrong, as with the Cessna autopilot where the dialog box is invisibly
disconnected from the real autopilot.
   



Steve 


Apparently I wasn't clear in my initital response

FlightGear is more then just a first person sim

These other uses may have reasons to want 


dialog box displays.

Again  if you don't ike the dialog boxes don't use them

but please do not advocate taking them away.

FWIW they are also the simplest interface to build and 


as such are useful in development and debugging
 



And just to put words in Norman's mouth (which I'm sure he will 
appreciate) :-) ...


Norman isn't saying blindly keep dumb or broken stuff.  What he is 
saying is entirely compatible with a discussion about fixing bugs or 
making the gui work better or be more intuitive or less confusing.  
There is ample room for this sort of thing.


Regards,

Curt.

--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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RE: [Flightgear-devel] Possible new thinking for 2D/3Dcockpitinstruments

2005-12-01 Thread Norman Vine
Steve  Hosgood writes:
> 
> Agreed, but if we've got a better scheme, why keep the dialog boxes?
> Every disjoint aspect to the GUI is just another thing waiting to go
> wrong, as with the Cessna autopilot where the dialog box is invisibly
> disconnected from the real autopilot.

Steve 

Apparently I wasn't clear in my initital response

FlightGear is more then just a first person sim

These other uses may have reasons to want 

dialog box displays.

Again  if you don't ike the dialog boxes don't use them

but please do not advocate taking them away.

FWIW they are also the simplest interface to build and 

as such are useful in development and debugging

Cheers

Norman 

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Re: [Flightgear-devel] Possible new thinking for 2D/3D cockpit instruments

2005-12-01 Thread Vassilii Khachaturov
> windowmanagers have a "magnifier tool". It can't magnify beyond the screen
> resolution of course (640x480 would still be 640x480), but it solves the
> problem with blurred tiny characters on small weathered monitors, like

is it not the same effect as if the characters are rendered w/o
antialiasing? Is it possible to do from within flightgear (to render them
in this way)?


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RE: [Flightgear-devel] OpenGL and new video drivers

2005-12-01 Thread Richard Bytheway
Use the latest drivers from the chipset manufacturer's website (nVidia
or ATI). The card manufacturers have been known to "optimise" the
drievrs that they ship on the CD.

Richard 

> -Original Message-
> From: [EMAIL PROTECTED] 
> [mailto:[EMAIL PROTECTED] On Behalf Of 
> Jon S Berndt
> Sent: 01 December 2005 12:09
> To: Flightgear-devel@flightgear.org
> Subject: [Flightgear-devel] OpenGL and new video drivers
> 
> I just installed a new video card (eVGA GeForce 6800) on my 
> Windows 2000 box and after installing the drivers I find that 
> OpenGL applications crash. I've uninstalled (in safe mode) 
> and reinstalled (in safe mode) earlier versions of the 
> drivers, but no luck, so far. I am trying to find the 
> solution through the manufacturer's web site and support 
> mechanism, but any suggestions given here would be much 
> appreciated, as well - I know many of you may have gone 
> through the same thing.
> 
> Jon
> 
> 


This e-mail has been scanned for Bede Scientific Instruments for all 
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RE: [Flightgear-devel] OpenGL and new video card

2005-12-01 Thread Norman Vine
Jon Berndt writes:
> 
> I've installed a new video card (eVGA 6800, 128mb) in my Windows 2K box. 
> Unfortunately,
> now OpenGL apps give an application error - they don't even start up. I'm 
> trying to get
> some answers out of the card and driver manufacturer, but if anyone here has 
> any
> suggestions, I'd appreciate hearing them

Try installing the latest driver from NVIDIA
http://www.nvidia.com/object/winxp_2k_81.95.html

HTH

Norman

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Re: [Flightgear-devel] OpenGL and new video card

2005-12-01 Thread Curtis L. Olson

Jon Berndt wrote:


I've installed a new video card (eVGA 6800, 128mb) in my Windows 2K box. 
Unfortunately,
now OpenGL apps give an application error - they don't even start up. I'm 
trying to get
some answers out of the card and driver manufacturer, but if anyone here has any
suggestions, I'd appreciate hearing them
 



I could be trying too hard to read between the lines here, but generally 
with nvidia based cards, it's a really good idea to skip the 
manufacturer provided drivers (in this case eVGA) and go straight to the 
nvidia site and get the latest drivers from there.  The manufacturer 
drivers typically are buggy and lag horribly.  And I wouldn't be 
surprised if you'd be hard pressed to find an engineer inside eVGA who's 
ever heard of opengl. :-)


Regards,

Curt.

--
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] Possible new thinking for 2D/3D cockpit instruments

2005-12-01 Thread Steve Hosgood
On Thu, 2005-12-01 at 14:15, Josh Babcock wrote:
> Just as a note, this functionality already exists. You can use the mouse
> to look around and zoom in. Zoom in, click, zoom out. I do it all the time.
> 

That's a very good trick (just tried it). Never thought of that one, and
yes, I can even read the buttons on the autopilot by doing that.

The only trouble with that approach is that you can't both look out of
the window *and* read the autopilot without quite a few mouse-clicks and
some x/X keypresses.

I'll grant you that it does allow you read small buttons and things,
it's a great workaround for my main gripe.

> I also recognize that
> there are a lot of people out there (myself included) that would much
> rather use the keyboard, dialog box or pulldown menu.
> 
> In short, It's all well and good to add a functionality, but talking
> about taking away a functionality that someone wanted enough to go to
> the trouble of creating is not productive.

Yeah, OK. Several people have said the same thing now, so obviously the
dialog-box option is regarded as a must-have. As you say, let's not
throw out something that works.

However, can the implementation be changed so that repeats of the
autopilot snafu "can't happen"? I suggested in a different reply that
maybe the "instrument object" should be in charge of all its related
displays - whether that's the OpenGL one, the dialog box or (if it was
accepted as a good idea) my separate pop-up window alternate-view idea.

>  If you don't like it, don't
> use it.

I get the message!
(And I have no problems with that.)

Steve.



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[Flightgear-devel] OpenGL and new video drivers

2005-12-01 Thread Jon S Berndt
I just installed a new video card (eVGA GeForce 6800) on my Windows 
2000 box and after installing the drivers I find that OpenGL 
applications crash. I've uninstalled (in safe mode) and reinstalled 
(in safe mode) earlier versions of the drivers, but no luck, so far. I 
am trying to find the solution through the manufacturer's web site and 
support mechanism, but any suggestions given here would be much 
appreciated, as well - I know many of you may have gone through the 
same thing.


Jon

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[Flightgear-devel] OpenGL and new video card

2005-12-01 Thread Jon Berndt
I've installed a new video card (eVGA 6800, 128mb) in my Windows 2K box. 
Unfortunately,
now OpenGL apps give an application error - they don't even start up. I'm 
trying to get
some answers out of the card and driver manufacturer, but if anyone here has any
suggestions, I'd appreciate hearing them

Jon


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Re: [Flightgear-devel] Possible new thinking for 2D/3D cockpit instruments

2005-12-01 Thread Steve Hosgood
On Thu, 2005-12-01 at 11:56, Buchanan, Stuart wrote:
> > I propose then that every single instrument on the cockpit has the
> > ability to be double-clicked, and if so then a separate draggable window
> > appears containing a magnified view of that same instrument. 

> Personally I think this is a fine idea, and indeed gets around the
> challenge of having generic dialog boxes that don't match specific
> instruments. I'm not sure whether it would need to be magnified, it would
> be sufficient just to display them at "normal" resolution (e.g. 128X128
> for most round gauges, 256x60 (ish) for radio stacks).
> 

On my screen I can just about read the round gauges and radios and can't
read the compass (on the 3D Cessna). The 2D cockpit is much more
legible. Hence the comment about magnification.

> However, I don't know whether we can easily display the gauges in windows
> by themselves - I'm not familiar with the graphics routines we have, but I
> suspect that we are stuck with a single rendered window (as opposed to
> dialogs created using GUI widgets), unless we want to take huge perf hits.
> 

I was thinking of using the machine's underlying windows system for
these popup per-instrument displays. So that would be GTK or similar on
X-Windows and native MS Windows API on M$Windows machines.

Alternatively, FlightGear could standardise on GTK for writing the
things, and use the fact that there already are "GTK-on-M$Windows" and
"GTK-on-MacOS" libraries out there that would take care of the
platform-dependencies.
 
> I think the main issue here is with the radios, GPS and autopilot. One
> simple solution would be to create a "radio" panel for the plane
> containing these components, the visibility of which could be toggled
> either from the menu, or from a keypress.
> 

I would leave the OpenGL engine to display the panel as it does now, but
some instruments (at the users' discretion) may get duplicated in their
draggable, scalable windows.

> - The panel couldn't be dragged and dropped - though it could be shifted
> using the normal controls.

It could, if it was written to employ the ordinary windows-system
windows, not be part of the OpenGL main display window.

> - I don't think we'd be able to use the double-click idea, as that
> normally causes two increments/decrements.  
> 

Double-click is normally detected as such really low down and doesn't
normally get confused with two single-clicks.

> - You can bind the key normally used for the radio dialog to displaying
> this specific panel.
> 

Indeed.


And there's another possible plus side. There was a thread here a few
weeks back about the serious flightsim-heads who like to build physical
cockpits and have "real" instruments. Apparently, one way to get the
effect of real instruments on a budget is to fit an LCD panel behind
cutouts in a fascia plate and display the instruments on that LCD panel.

Well, doing this gets a load easier if we've already written the code
for every instrument to be able to render itself (magnified) in
photo-realistic style in individual windows. The builder of a fake
cockpit can then drag all the magnified instruments to wherever they're
needed behind the cutouts in the fascia, and hey presto! Job done
(pretty much).

FlightGear would need to be able to remember at start-up how the user
wants to display any instruments that have to start in this "windowed"
mode: i.e their magnification (or window-size) and window location (X
and Y coords on which physical screen).


Steve.



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RE: [Flightgear-devel] Possible new thinking for 2D/3D cockpitinstruments

2005-12-01 Thread Steve Hosgood
On Thu, 2005-12-01 at 11:52, Norman Vine wrote:
> I agree that it would be nice to have all instruments etc have interactive
> interfaces ala a mouse click, if that is at all realistic, but this does not 
> necessarily
> mean that the dialog boxes should go.
> [Flightgear has] a much broader vision then a first person experience of 
> flight !!
> 
> So if you don't want to use the menu or dialog box interface don't
> and they won't spoil your experience  :-)
> 

Agreed, but if we've got a better scheme, why keep the dialog boxes?
Every disjoint aspect to the GUI is just another thing waiting to go
wrong, as with the Cessna autopilot where the dialog box is invisibly
disconnected from the real autopilot.

Now, maybe if the autopilot dialog box was part of the "autopilot
object" so to speak, then such a mistake couldn't happen, and I'd
retract my complaint on those grounds at least.

It would be neat if the instruments were objects in that way (I suspect
they're not currently). If your airplane uses one, its instantiation
code would to hook any dialog box interface that it may have into the
list of things on a given menu, to start feeding polygons and textures
reflecting its state to the OpenGL engine. Later, if that object sees a
double-click on itself, it pops open a draggable, scalable window
containing a photorealistic image of its front panel, maybe allowing
clicks on that window to set its parameters.


Steve.




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Re: [Flightgear-devel] Autopilot

2005-12-01 Thread AJ MacLeod
On Thursday 01 December 2005 09:48, Steve Hosgood wrote:
> I knew there was an autopilot on the cockpit display, but on my monitor
> at home (1024x768) it was a bit difficult to read. 

This is a "problem" for many instruments in many a/c - on higher resolution 
screens too.  The "solution" is to make frequent use of the FOV keys and the 
mouse controlled view direction - in other words, "look at" the relevant 
instrument with the mouse and "zoom in" a little with the x key.

Usually, you can find a balance between keeping some kind of visual reference 
to what the a/c is doing and being able to see the particular instrument or 
device clearly enough to use.

With a little practice, this becomes almost automatic.  Outside of a clever 
head and eye tracking system, I doubt there's a much better way of 
replicating what your eyes and visual processing systems do so effortlessly 
IRL.

Cheers,

AJ

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[Flightgear-devel] OpenGL and new video card

2005-12-01 Thread Jon Berndt
I've installed a new video card (eVGA 6800, 128mb) in my Windows 2K box. 
Unfortunately,
now OpenGL apps give an application error - they don't even start up. I'm 
trying to get
some answers out of the card and driver manufacturer, but if anyone here has any
suggestions, I'd appreciate hearing them

Jon


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Re: [Flightgear-devel] Possible new thinking for 2D/3D cockpit instruments

2005-12-01 Thread Josh Babcock
Steve Hosgood wrote:

> Makes me wonder whether there's an excuse for some new thinking on the
> subject of UI design, regardless of whether a cockpit is 3D or 2D.
> Here's what I propose - please be kind with your comments, I'm not
> trying to dictate terms or tread on anyone's toes:
> 

> I propose then that every single instrument on the cockpit has the
> ability to be double-clicked, and if so then a separate draggable window
> appears containing a magnified view of that same instrument. Obviously,
> it will be a *lot* easier to click on buttons and knobs on this
> magnified instrument, though some people with colossal screens won't
> need to bother and can carry on with the normal-size instruments.
> 

Just as a note, this functionality already exists. You can use the mouse
to look around and zoom in. Zoom in, click, zoom out. I do it all the time.

> 
> Just my $0.04
> Now just off to don fireproof suit


Heh, I'll try to keep the temperature down :)

My personal view is that clicking on a little box on the screen is
nothing at all like reaching out and touching/feeling a knob or switch.
I don't think that the mouse can come anywhere close to providing a real
experience, nor is it capable of even supplying the kind of
effectiveness that a ergonomically designed (real) cockpit can provide.

This is not to say that I am against making everything in the cockpit
clickable, I think it's great that the functionality is there and I try
to provide it when I am designing a cockpit, but I also recognize that
there are a lot of people out there (myself included) that would much
rather use the keyboard, dialog box or pulldown menu.

In short, It's all well and good to add a functionality, but talking
about taking away a functionality that someone wanted enough to go to
the trouble of creating is not productive. If you don't like it, don't
use it. If you want something that doesn't already exist, add it.

Josh

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Re: [Flightgear-devel] Possible new thinking for 2D/3D cockpit instruments

2005-12-01 Thread Joacim Persson

I just struck me that it's already possible to get a better look at the
instruments, both 2D and 3D, in a very simple way: I think all OS's and
windowmanagers have a "magnifier tool". It can't magnify beyond the screen
resolution of course (640x480 would still be 640x480), but it solves the
problem with blurred tiny characters on small weathered monitors, like
mine.

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Re: [Flightgear-devel] Possible new thinking for 2D/3D cockpit instruments

2005-12-01 Thread Vassilii Khachaturov
> Flightgear (and any other flight sim) is trying to reproduce the
> experience of flying, both in terms of the flight dynamics and (to a
> limited extent) "the whole experience".
>
> As such, many of the instruments in the virtual cockpit can be
> configured with mouse-clicks on the instruments themselves. Some can
> also be configured through dialog boxes.
>
> If FG wants to try and model the "flight experience", these alternative
> dialog-box UIs must go. There are no pull-down menus on a real plane,
> and no dialog-boxes. Providing them therefore breaks the "flight
> experience".
>
I disagree with the fact that it breaks the flight experience.
On the real plane, you extend your hand and twist a knob. Unless
you're building an external hardware to augment your flight simulation
experience (i.e., actual radio stack panel with the knobs to twist
that will interface the PC), you will not have the same experience.
Touchscreen might be smth, but most of us don't have a touchscreen either.
Doing a mouse click on a radio knob (that is rendered to a tiny circle
less than the natural size as the whole screen is less than 1:1 at the
default zoom where you see both the window and the radios) is thus
significantly more difficult and a more time consuming task.
BTW, I am comparing it to real flight experiences. Mostly
you even twist these knobs BLIND in the real life, only occasionally
glancing at the frequency displays when you make the approximately
correct amount of clicks, and look outside. No way to model that w/o
a real knob. There is a concept of "flow" in real flying, referring
to the flow of your hands around the cockpit, and the only way to
train these is to do it in 1:1 scale 3D physical environment. Clicking
will not give you the correct flows, because your hand doesn't move the
same.

Therefore, a way to do it via keyboard shortcuts/dialogs is a reasonable
compromise --- you want to be able to make it with an approximately
same ease. If, however, you want to do the clicking, that's all right,
too --- but please back off from the idea that everything but the clicking
must go.

Vassilii


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RE: [Flightgear-devel] Possible new thinking for 2D/3D cockpitinstruments

2005-12-01 Thread Norman Vine
Steve Hosgood writes:
>
> Makes me wonder whether there's an excuse for some new thinking on the
> subject of UI design, regardless of whether a cockpit is 3D or 2D.
> Here's what I propose - please be kind with your comments, I'm not
> trying to dictate terms or tread on anyone's toes:
>
> Flightgear (and any other flight sim) is trying to reproduce the
> experience of flying, both in terms of the flight dynamics and (to a
> limited extent) "the whole experience".
>
> As such, many of the instruments in the virtual cockpit can be
> configured with mouse-clicks on the instruments themselves. Some can
> also be configured through dialog boxes.
>
> If FG wants to try and model the "flight experience", these alternative
> dialog-box UIs must go. There are no pull-down menus on a real plane,
> and no dialog-boxes. Providing them therefore breaks the "flight
> experience".

Steve

I agree that it would be nice to have all instruments etc have interactive
interfaces ala a mouse click, if that is at all realistic, but this does not 
necessarily
mean that the dialog boxes should go.

Please note the following from  http://www.flightgear.org/introduction.html

"""The goal of the FlightGear project is to create a sophisticated flight 
simulator framework for use in research or academic
environments, for the development and pursuit of other interesting flight 
simulation ideas, and as an end-user application. We are
developing a sophisticated, open simulation framework that can be expanded and 
improved upon by anyone interested in contributing.""

Is a much broader vision then a first person experience of flight !!

So if you don't want to use the menu or dialog box interface don't
and they won't spoil your experience  :-)

Cheers

Norman


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Re: [Flightgear-devel] Possible new thinking for 2D/3D cockpit instruments

2005-12-01 Thread Buchanan, Stuart
--- Steve Hosgood <> wrote:



> I propose then that every single instrument on the cockpit has the
> ability to be double-clicked, and if so then a separate draggable window
> appears containing a magnified view of that same instrument. 

Hi Steve,

Personally I think this is a fine idea, and indeed gets around the
challenge of having generic dialog boxes that don't match specific
instruments. I'm not sure whether it would need to be magnified, it would
be sufficient just to display them at "normal" resolution (e.g. 128X128
for most round gauges, 256x60 (ish) for radio stacks).

However, I don't know whether we can easily display the gauges in windows
by themselves - I'm not familiar with the graphics routines we have, but I
suspect that we are stuck with a single rendered window (as opposed to
dialogs created using GUI widgets), unless we want to take huge perf hits.

I think the main issue here is with the radios, GPS and autopilot. One
simple solution would be to create a "radio" panel for the plane
containing these components, the visibility of which could be toggled
either from the menu, or from a keypress.

The downside to this approach are:
- each plane would need to have the panel created specifically (unless
someone wants to write a generic routine to pick up all the appropriate
controls and automagically generate a panel on the fly)
- The panel couldn't be dragged and dropped - though it could be shifted
using the normal controls.
- I don't think we'd be able to use the double-click idea, as that
normally causes two increments/decrements.  

On the plus side:
- I think this is quite easy to implement using the existing code, so is
fairly "safe" for v1.0.0
- Just about anyone could do it - it's just a bit of messing around with
panels, so we can all pitch in.
- You can bind the key normally used for the radio dialog to displaying
this specific panel.

-Stuart





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[Flightgear-devel] Possible new thinking for 2D/3D cockpit instruments

2005-12-01 Thread Steve Hosgood
On Wed, 2005-11-30 at 20:25, Steve Knoblock wrote:
> >It'll still be the same. The C172 doesn't use the generic autopilot code 
> >- it has a KAP140 autopilot model - which is controlled by clicking the 
> >buttons on the device in the cockpit.
> 
> This confusion will raise its head every time a person comes to
> FlightGear for the first time. They will start with the Cessna and
> reach for the Autopilot dialog on the toolbar and wonder why it does
> not work. How could they know it is not hooked up for the particular
> aircraft

Steve Knoblock is replying to my query about bizarre inconsistent
autopilot behaviour on the default Cessna.

Makes me wonder whether there's an excuse for some new thinking on the
subject of UI design, regardless of whether a cockpit is 3D or 2D.
Here's what I propose - please be kind with your comments, I'm not
trying to dictate terms or tread on anyone's toes:

Flightgear (and any other flight sim) is trying to reproduce the
experience of flying, both in terms of the flight dynamics and (to a
limited extent) "the whole experience".

As such, many of the instruments in the virtual cockpit can be
configured with mouse-clicks on the instruments themselves. Some can
also be configured through dialog boxes.

If FG wants to try and model the "flight experience", these alternative
dialog-box UIs must go. There are no pull-down menus on a real plane,
and no dialog-boxes. Providing them therefore breaks the "flight
experience".

I'm not saying get rid of the menu-bar as such, because the menu bar has
a valid raison d'etre in that it allows you to control aspects of the
world outside that are not part of the flying experience. For instance,
setting the weather, time of day, type of plane, lat, long and altitude
of the plane. That sort of thing has to stay on the menus.

Everything else (autopilot, comms and navigation radio settings etc)
must go. Trouble is, as Steve comments above (and as caused me to get
messed over by the Cessna autopilot fake dialog-box bug in the first
place), you can't always read the virtual instruments on the 2D/3D
cockpit on smaller screens. For instance I can't read the compass on my
screen - the numbers are too small.

I propose then that every single instrument on the cockpit has the
ability to be double-clicked, and if so then a separate draggable window
appears containing a magnified view of that same instrument. Obviously,
it will be a *lot* easier to click on buttons and knobs on this
magnified instrument, though some people with colossal screens won't
need to bother and can carry on with the normal-size instruments.

Being able to double-click the comms radio, click on the buttons to tune
it and set it up will remove the need for the dialog-box option for
setting it. Likewise the autopilot.

The user will be able to choose to declutter his/her screen by
dismissing the magnified instrument once they're done with it, The
smaller version on the instrument panel will of course reflect the same
information. Any time you want a closer look, you double-click again.

In my case, I'd probably double-click the magnetic compass at takeoff
time, drag it to a convenient corner and leave it here for the flight.
At least I'd know where I was going!

In my case, I'd expect to double-click the altimeter at takeoff time to
adjust it for QNH, then dismiss it (I can read the altimeter OK on my
screen anyway).

The user would have the option to double-click *every* instrument on the
panel of course - they'd end up with an awful lot of draggable windows
and probably nowhere to put them all, but that's their choice. Users of
'gimp' will know what I mean by this sort of idea.


Just my $0.04
Now just off to don fireproof suit

Steve


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Re: [Flightgear-devel] Autopilot

2005-12-01 Thread Steve Hosgood
On Wed, 2005-11-30 at 16:55, Jon Stockill wrote:
> Steve Hosgood wrote:
> 
> > 3) It was broken in 0.9.8 but is fixed now. I *think* I may have tried
> > it in 0.9.9 with the same results. Not sure. Can't check right now.
> 
> It'll still be the same. The C172 doesn't use the generic autopilot code 
> - it has a KAP140 autopilot model - which is controlled by clicking the 
> buttons on the device in the cockpit.

Others wrote with much the same info.


Guys, this is a 1.0.0 killer.

I knew there was an autopilot on the cockpit display, but on my monitor
at home (1024x768) it was a bit difficult to read. So, like any random
punter would, I figured that the (fully functioning) autopilot dialog
box would be an alternative interface to the *same bloody autopilot*.
Not so, it appears.

If we want to have FG 1.0.0 laughed at by one and all on release day,
this is the way to go. Pleeese fix it?

Can anyone else point out instances where a non-greyed-out menu item or
dialog box offers what looks like an alternative UI for a cockpit
instrument, but actually does nothing of the sort?

Any other related inconsistencies?

Steve



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Re: [Flightgear-devel] Plugins, Was: KLN89 GPS added

2005-12-01 Thread Erik Hofman

Joacim Persson wrote:

On Thu, 1 Dec 2005, David Luff wrote:


I have no experience of plugin architectures, and don't feel competent to
attempt it at the moment.


First of all: there's obviously no panic. (If there were fifty-seven
hard-linked GPS models, AP's etc it would be a problem, ;)


Personally I'd much rather see the rest of FlightGear advance in a 
direction that this kind of stuff can be done using Nasal (ultimately).

The bonus is that others gain from those additions too.

Erik


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Re: [Flightgear-devel] Re: NASAL Scripted Pushback

2005-12-01 Thread Erik Hofman

Carsten Hoefer wrote:


BTW: How do I play sounds by Nasal scripts?


The same way one would do animations using Nasal;

Adjust properties in Nasal (they may be "private" properties in your own 
subtree of the property list, say /tmp/) and let the sound 
configuration file act on those properties.


Erik

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Re: [Flightgear-devel] Win32 binary (Was: KLN89 GPS added )

2005-12-01 Thread Frederic Bouvier

There is a Win32 binary that include the KLN89 here :
ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32/fgfs-win32-20051130.zip

As always, it needs a matching base package ( same date ) that you can 
get via CVS.


-Fred



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Re: [Flightgear-devel] RenderTexture bug

2005-12-01 Thread Frederic Bouvier

Mathias Fröhlich wrote :


On Sonntag 27 November 2005 13:14, Frederic Bouvier wrote:
 


Why not installing an X11 error handler to trap this instead of letting the
default handler simply exiting ?
   


Well, ist this possible?

I was very excited about that idea, but found in the documentation that the 
error handler needs to call exit otherwise the calling function of the error 
handler will call exit past return of the error handler ...
 



And what about a command line option, or a preferences.xml entry, that 
would disable the whole feature when the end user knows that there is a 
problem ?


-Fred



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