[Flightgear-devel] new potential developer :)
Hi, Let me introduce myself, before I start with what I'm interested at. I had a first look at flightgear about 1.5 years ago, but decided to go with FS2K and got deeply involved in scenery creation (also done some panel work). The last year I spent mostly trying to crack FS2K2 bgls, and I probably know them better than anyone else who is not part of the M$ FS team. I have to say that I've had it know with the obvious complete stubbornness on Microsofts part to not provide any form of help to customize their simulator. All the time I have spent trying to do my own things, probably would have been spent better spent helping out here, and trying to incorporate the FS2K2 features into FG. I decided that I'd from now on rather help here, then continue to hit my head against the brick wall in Redmond. My main goal is to convert the commercial 1:25000 topographical data for New Zealand, I'm sitting on into a flight simulator and to get some decent scenery + good framerates. I actually haven't downloaded the latest FG yet, but I will do so as soon as I have time (I'll be away for a week now), and then try to set everything up. I'll be probably working in both Linux and Windows as I only have Windows at home (I didn't use Linux at home anymore so got rid of it, not enough diskspace :) ). I'm a postdoc at Melbourne University working in the field of environmental visualisation. I have so far been programming in ArcGIS (C++, and some VB, because I had to teach VB). I've been programming C++ for probably 5 years now or so. My next task will be to look into our own renderer which is based on OpenGL Performer. So, I would think that I can do quite similar tasks, I work for my 'real research work' and reuse some stuff for FG. However, the performer libraries are commercial, so I suspect that there is some more low level OpenGL demand here. I'm actually quite looking forward to play around with opengl, and maybe we can bring the scenery engine up to a standard that surpasses FS2K2, eg using bump-mapping on buildings / cockpits. I'm planning to use flight simulation stuff for my research in the long run, so I'm quite serious about all this. I'm quite interested into 'real world terrain training', and recognition of landmarks, etc. Finally, a good point to start would maybe be a bgl importer for FG, I have seen a webpage on that already, with my bgl knowledge it shouldn't be hard to get some decent advances in that field. What I would like to have a go at development wise (apart from converting my NZ data to FG scenery), is to improve the terrain in FG. If I'm informed right, FG uses TIN models (a big plus compared to FS2K2), so that's a good start. How is the LOD of the elevation mesh handled? I think FS2K2 uses a tree structure, but I found the ASD solution of Performer much more performance friendly (and looks better too). Some technical discussion on this issue would probably good. Next, how is the texturing handled? I assume using a tree structure and with different levels of LODs, ie mipmaps? What's really missing I think is a sort of blending between different texture classes. The squares I have seen in the screenshots look quite nasty, I think FS2K2 uses some bitmap strips as a mask to make this more realistic looking. I can have a closer look into that. Also, are seasons implemented? The bitmaps could also look better, but I know someone who made a complete replacement set of the FS2K2 textures as freeware, they look really good and I think I can maybe organise something there :). And finally, the new 'autogen' feature of FS2K2 is one of the features I really like. Having autogenerated 3D objects depending on land use textures is just great (looks good and gives you more of a feel of 'beeing there'). I can also have a look into how this works in detail. So, this was quite a long email. I know there's lots of stuff to do, but I'm looking quite forward to this new challenge. It should be more fun then these endless hours of trying to beat sense into some random hex code. Is there maybe a state of the art document for the terrain part, or will I have to just have a look at the source code and make some sense out of it? Looking forward to get involved here. Cheers, Christian ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] BGL Loader for PLIB
This is perfect timing, I guess. I just decided to quit MSFS development 2 days ago and I know the FS2002 bgls inside out. So I can definitely help out here... Cheers, Christian At 06:49 PM 5/06/2002 +0200, you wrote: >Hi Steve, Hello Flighgear Developers, > >I followed your projects since quite a long time now.. > >As I am interested in 3D programming very much but didn't find the time >to dig into it, I recently decided to write a BGL loader for PLIB. >I reused the MDL loader part of PLIB with the BGL patch of John Tsao >as a starting point. > From there I enhanced it quite a lot so that by now I am able to >load some free BGL sceneries found in the web. >Up to now I can load the static part of the sceneries of FS5, FS98 and >FS2000 BGL files into PPE and Flightgear with more or less success. > >The loader is not yet finished but I think it is somehow stable and I feel >that it's time to share the patch (against PLIB 1.42) if you're interested. > > >cu > >Juergen > > > >___ >Flightgear-devel mailing list >[EMAIL PROTECTED] >http://mail.flightgear.org/mailman/listinfo/flightgear-devel ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] new potential developer :)
Ok, here are some replies, I've been away for 2 days... To add to my MSFS work which Cameron mentioned, I have to say that I had a webpage at spaceports which was far more impressive :) The page doesn't exist anymore though, but you can check my NZ 'elevation mesh' and 'land use' scenery out here: www.geographx.com About my NZ scenery plans and M$ BGL plans. Yes, my NZ scenery could not be integrated to the FG project as such. But that's a general problem since really good geographical data (apart from the US) is commercial and we just have to live with it. However, I'll still do it (because I'm working together with geographx in this respect, who kindly offer me the data for use with flight sims) and as long as it's distributed separately from FG, there shouldn't be any problems. Plus, it should crank the realism level up quite a few notches. To use a potential BGL loader you'd have to own FS2K2 of course. But then, there's nothing really forbidding you using those bgls in another flight sim, is there? I only see this as an 'in between' solution, until we'll have much better native FG scenery :) I had a look at the terragen page, I guess I'll have to get my hands dirty now :) From reading your replies, I think the best way to start is with working on a terrain LOD method. I just read a PhD which nicely summarised the available methods we have. If I'm informed right, FG uses TIN models? I think this is the right way to go. One thing we may want to follow up is developped by NVIDIA called 'slicing'. I'll have more research into that: (http://developer.nvidia.com: S Dietrich: Elevation maps). We could either use static, discrete LODS (fs2K2 uses this), but I'm in favour of the continuous LOD, which is computed while rendering, for example Performer uses it and called it ASD. I'll have more research into this. I really should have a look at plib I guess. Glad to hear it's similar to Performer! I also approximately know how to get rid of those land use texture squares, but I think I should really get started with elevation mesh LOD programming. This really is imperative to have. Ok, I hope I can download and compile the sources of the weekend and then I'll have a look into the sources... Cheers, Christian ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] compiling error on MSVC
I just downloaded flightgear 0.7.10 and I'm trying to get it to compile on Windoze MSVC 6.0. I got glut, plib, sim-gear compiled w/o any probs. For FG I get this error at quite a few places. error C2661: 'Tie' : no overloaded function takes 4 parameters I had a look at the Tie functions in FGPropertyManager, but couldn't work out what's wrong. Maybe I have to include a cast or so (doesn't really make sense because those functions use templates anyway)? Anyone come across this and knows how to fix it? Cheers, Christian ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] compiling error on MSVC
Thanks, Fred. I have downloaded the CVS version now, and as you said this has been fixed. However, I get a lot of link errors when I compile flightgear (simgear cvs compiled fine). Do I have to be aware where to put the plib and simgear libs? Or are the incompatibilities between version, eg simgear cvs doesn't work with flightgear cvs? Cheers, Christian At 09:58 AM 9/06/2002 +0200, you wrote: >This error has been fixed in CVS. MSVC6 is not able to choose between two >member functions, one const and the other not const, so you have to cast >the 4th argument : > > PropertyManager->Tie("atmosphere/p-turb-rad_sec", this,1, >&FGAtmosphere::GetTurbPQR); > >becomes: > > PropertyManager->Tie("atmosphere/p-turb-rad_sec", this,1, > (double (FGAtmosphere::*PMF)(int) const)&FGAtmosphere::GetTurbPQR); > >and so on for different classes in different files. > >Cheers, > >-Fred > >_ >Frederic Bouvier >Maintainer of the FlightGear Scenery Designer project >http://fgsd.sourceforge.net > > >- Original Message - >From: "Christian Stock" <[EMAIL PROTECTED]> >To: <[EMAIL PROTECTED]> >Sent: Sunday, June 09, 2002 5:18 AM >Subject: [Flightgear-devel] compiling error on MSVC > > > > I just downloaded flightgear 0.7.10 and I'm trying to get it to compile on > > Windoze MSVC 6.0. > > > > I got glut, plib, sim-gear compiled w/o any probs. For FG I get this error > > at quite a few places. > > > > error C2661: 'Tie' : no overloaded function takes 4 parameters > > > > I had a look at the Tie functions in FGPropertyManager, but couldn't work > > out what's wrong. Maybe I have to include a cast or so (doesn't really >make > > sense because those functions use templates anyway)? > > > > Anyone come across this and knows how to fix it? > > > > Cheers, Christian > > > > > > ___ > > Flightgear-devel mailing list > > [EMAIL PROTECTED] > > http://mail.flightgear.org/mailman/listinfo/flightgear-devel > > > > > >___ >Flightgear-devel mailing list >[EMAIL PROTECTED] >http://mail.flightgear.org/mailman/listinfo/flightgear-devel ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Fwd: Re: FlightGear
> > I am interested in participating with you in flight > > gear development but i confused which librarys should > > i download > > i have windows operating system and msvc 6 I'm trying much the same. You have to download plib, simgear,and flightgear sources. Since you want to develop stuff, you should probably get the latest files via cvs (read on the flightgear site how to do this). I got plib and simgear to compile (just load the workspaces that come with the cvs, there is an error in the plib cvs, you'll have to copy the js.h from the js dir into the main dir), and flightgear goes through fine until it hits the link part. I'll still have to fix that. Have a look through the archived messages, there should be my cry for help somewhere, and there are 2 answers, which I still have to follow up (hopefully tomorrow!). On a side note, I tried to compile the latest plib cvs on linux, but that fails right at the beginning. There was no configure file, so I ran autoconf, but the resulting configure file doesn't work. I guess, I should join the plib list. Cheers, Christian At 09:54 AM 17/06/2002 -0700, you wrote: >Note: forwarded message attached. > > >__ >Do You Yahoo!? >Yahoo! - Official partner of 2002 FIFA World Cup >http://fifaworldcup.yahoo.comX-Apparently-To: [EMAIL PROTECTED] via >web21409.mail.yahoo.com; 17 Jun 2002 07:17:16 -0700 (PDT) >X-Track: 1: 40 >Return-Path: <[EMAIL PROTECTED]> >Received: from mail.me.umn.edu (128.101.141.206) > by mta625.mail.yahoo.com with SMTP; 17 Jun 2002 07:17:16 -0700 (PDT) >Received: from dundicut.me.umn.edu (dundicut.me.umn.edu [128.101.140.177]) > by mail.me.umn.edu (8.11.3/8.11.3) with ESMTP id g5HEHFM39901 > for <[EMAIL PROTECTED]>; Mon, 17 Jun 2002 09:17:15 -0500 (CDT) > (envelope-from [EMAIL PROTECTED]) >Received: (from curt@localhost) > by dundicut.me.umn.edu (8.9.3/8.9.1) id JAA12502; > Mon, 17 Jun 2002 09:17:15 -0500 >MIME-Version: 1.0 >Content-Type: text/plain; charset=us-ascii >Content-Transfer-Encoding: 7bit >Date: Mon, 17 Jun 2002 09:17:15 -0500 (CDT) >From: "Curtis L. Olson" <[EMAIL PROTECTED]> >To: Ibrahim al-bazae <[EMAIL PROTECTED]> >Subject: Re: FlightGear >In-Reply-To: <[EMAIL PROTECTED]> >References: <[EMAIL PROTECTED]> >X-Mailer: VM 6.75 under Emacs 19.34.1 > >Ibrahim, > >I do all my development under Linux and things are a bit different in >msvc6. I would recommend that you post your question to our >developers mailing list. There are many msvc6 developers there that >could answer your specific questions much more intelligently than I >can. > >Regards, > >Curt. > > >Ibrahim al-bazae writes: > > > > I am interested in participating with you in flight > > gear development but i confused which librarys should > > i download > > > > so if you please tell me what is the best way to > > download all sources for flightgear so i can compile > > it with no errors > > > > i have windows operating system and msvc 6 > > > > thank you very much for your cooperation with best > > regards > > > > > > > > __ > > Do You Yahoo!? > > Yahoo! - Official partner of 2002 FIFA World Cup > > http://fifaworldcup.yahoo.com > >-- >Curtis Olson IVLab / HumanFIRST Program FlightGear Project >Twin Cities[EMAIL PROTECTED] [EMAIL PROTECTED] >Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] MSVC Build Problem for props.cxx
I haven't tried building this, but this sort of error looks like you just have to put a using namespace std; into the props.cxx Cheers, Christian At 07:50 PM 20/06/2002 -0500, you wrote: >I just updated to the latest CVS for SimGear and tried to build. While Mac >OS X builds like a champ, MSVC is complaining (again). If I backup two >versions of the file, I can get it to build (but I get link errors with >FlightGear). The compilation errors I get are as follows (looks like >another STL problem?). > >props.cxx >c:\simgear\simgear\misc\props.cxx(1997) : error C2653: 'vector >' : is not >a class or namespace name >c:\simgear\simgear\misc\props.cxx(1997) : error C2065: 'iterator' : >undeclared identifier >c:\simgear\simgear\misc\props.cxx(1997) : error C2146: syntax error : >missing ';' before identifier 'it' >c:\simgear\simgear\misc\props.cxx(1997) : error C2065: 'it' : undeclared >identifier >c:\simgear\simgear\misc\props.cxx(1998) : error C2065: 'find' : undeclared >identifier >c:\simgear\simgear\misc\props.cxx(1999) : error C2446: '!=' : no >conversion from 'class SGPropertyChangeListener ** ' to 'int' > This conversion requires a reinterpret_cast, a C-style cast or > function-style cast >c:\simgear\simgear\misc\props.cxx(1999) : error C2040: '!=' : 'int' >differs in levels of indirection from 'class SGPropertyChangeListener ** ' >c:\simgear\simgear\misc\props.cxx(2299) : error C2653: 'vector >' : is not >a class or namespace name >c:\simgear\simgear\misc\props.cxx(2299) : error C2146: syntax error : >missing ';' before identifier 'it' >c:\simgear\simgear\misc\props.cxx(2300) : error C2440: '=' : cannot >convert from 'class SGPropertyNode ** ' to 'int' > This conversion requires a reinterpret_cast, a C-style cast or > function-style cast >c:\simgear\simgear\misc\props.cxx(2300) : error C2446: '!=' : no >conversion from 'class SGPropertyNode ** ' to 'int' > This conversion requires a reinterpret_cast, a C-style cast or > function-style cast >c:\simgear\simgear\misc\props.cxx(2300) : error C2040: '!=' : 'int' >differs in levels of indirection from 'class SGPropertyNode ** ' >c:\simgear\simgear\misc\props.cxx(2301) : error C2100: illegal indirection >c:\simgear\simgear\misc\props.cxx(2301) : error C2227: left of >'->removeChangeListener' must point to class/struct/union >c:\simgear\simgear\misc\props.cxx(2333) : error C2653: 'vector >' : is not >a class or namespace name >c:\simgear\simgear\misc\props.cxx(2333) : error C2146: syntax error : >missing ';' before identifier 'it' >c:\simgear\simgear\misc\props.cxx(2335) : error C2446: '!=' : no >conversion from 'class SGPropertyNode ** ' to 'int' > This conversion requires a reinterpret_cast, a C-style cast or > function-style cast >c:\simgear\simgear\misc\props.cxx(2335) : error C2040: '!=' : 'int' >differs in levels of indirection from 'class SGPropertyNode ** ' > > >Jonathan Polley > ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] transponder
I've done some graphics for FS2K, they aren't very high resolution, but if I'll remember, I'll send them from my home computer (I'm at work now :) ). BTW, my graphics are for the KT76A, not KT70/71, but functionality wise they are similar (as far as I know). They also have an upper limit, but that's quite high, 35,000 (76A/C) and 50,000 (70/71) feet. Cheers, Christian At 10:27 PM 2/07/2002 -0500, you wrote: >I've been looking at the Bendix/King KT 70/71 (transponder) manual and >plan to start implimenting this instrument. Other than tuning in a >freq and having it report flight level is there anything else that I >need to think about? We don't have much in the way of ATC at the >moment so I'm guessing this instrument will be more cosmetic than >anything. But, if you are training with an instructor who is playing >the role of ATC, you can at least go through the motions ... > >John, interested in doing panel graphics for this one too? :-) > >Regards, > >Curt. >-- >Curtis Olson IVLab / HumanFIRST Program FlightGear Project >Twin Cities[EMAIL PROTECTED] [EMAIL PROTECTED] >Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org > >___ >Flightgear-devel mailing list >[EMAIL PROTECTED] >http://mail.flightgear.org/mailman/listinfo/flightgear-devel ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] ANN: a new dimension to FlightGear
At 01:36 PM 16/07/2002 -0400, you wrote: >Curtis L. Olson writes: > > > Your cows are hideous but humorous. On my computer they are missing > > the head. :-) > >If you're flying close enough to notice, you're flying too low (I've >been waiting almost 24 hours to make that comment). > > > In real life you'd likely see clustered groups of cows rather than > > randomly spread out over a field. > >Ditto for trees -- you'll tend to see stands of trees of the same type >grouped together rather than, say, pine and maple mixed randomly. Any >suggestions? FS2K2 solves this problem with using the placement info in the textures. All you need is a 2bit texture where bit 1 means place an object here and bit 0 means no object here. You'd need these masks for each ground texture you have. Placing the objects manually on top of each texture is not that much work, unless you really have a lot of textures. It also has the advantage that 3D trees are above the trees in the image... >I suppose I should make some sheep for our friends in the UK and Eire >-- as I recall, sheep account for about 75% of the scenery over there. Please don't forget New Zealand (probably about 90% :) )!!! Cheers, Christian ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Re: [Flightgear-users] Extracting mesh from BGL
There's no way you can extract the data at this stage. It's in the new terrain mesh bgl format which was introduced in FS2000 and some new features were added for CFS2 and FS2002. This new bgl section contains elevation, land class (which is a land use texture map), decals (roads, shorelines), and 'flatten' polygons (and some other stuff). M$ has revealed absolutely no info on this format at this stage. I have cracked about 70% of the format which took me about a year! I can read land class files and possibly elevation maps, but only when they aren't compressed. You will only find compressed files on the net, and I have no clue what the compression could be, I assume it would be some 2D lossless compression, but I don't know enough about these things... On the other hand, the Satpac mesh is based on the AUSLIG 250 DTM, and by the end of the year we should have the better 90m SRTM dataset. Juergen, I assume your elevation support is the old FS98 elevation bgl commands? I have also cracked the 'flatten' polygons and the decal polygons, but decal lines remain a mystery at this stages... Cheers, Christian At 08:48 PM 22/07/2002 +0200, you wrote: >Hi David, > >I just found this in the users archive: > >Satpac has a great freeware mesh for the whole of australia, that looks m= > >uch=20 > >better than ours. I was just wondering if there is any way to extract the= > >=20 > >mesh from the BGL files, and use it in FlightGear. Thanks, > >Check out the latest version of PLIB. >I recently implemented the support for bgl elevation maps. >By this you could convert it to all formats plib writers support. >May be this helps already > >regards, > >Juergen > > >___ >Flightgear-devel mailing list >[EMAIL PROTECTED] >http://mail.flightgear.org/mailman/listinfo/flightgear-devel ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Re: [Plib-devel] ANN: new version of the BGLloader in plib
> >Do you know whether you can read gmax-generated BGL files? >For the MDL loader, this is IMO the biggest limitation. >BTW, I used the MDL loader intensively the last week or two and >it works very similar to the old one, which is good news :). I've know all of about the new gmax bgls. CFS2 has a few new bgl commands that should be very easy to convert to opengl. Actually, this was to be one of my first missions in flightgear. I sort of got sidetracked with other things in the mean time, but I will return to flightgear at some stage. (I've done some research on CLOD elevation and I'm learning opengl at the moment). My first mission still is to get FG to compile on my system! In the meantime, Juergen, if you have any questions about the bgl format, feel free to ask, chances are I know the answer... I have written a close to complete bgl decompiler for FS2002 (which unfortunately writes mostly pseudo bgl code, I realised only later the real power of BGL macros and started a rewrite). My knowledge includes the completely undocumented AFD bgls (which include airport and airspace info), the new undocumented FS2002 bgl commands (for example, I had a brief look at the plib bgl reader and saw that it still uses the old 'haze' command which has been replaced with the new taxilines in FS2002), and the new TMF (terrain mesh) format (although I haven't worked all out there). I also had a brief look over the new FS2002 mdl code, and I should know all about that as well as it isn't very complicated. M$ actually released a small sdk about the new mdl format, but it has a few mistakes in it, very embarrassing! Cheers, Christian ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
RE: [Flightgear-devel] compiling error on MSVC
It's been a while, but I got a bit side tracked with other things Thanks for the help on getting my FG compiled with VC6 on win xp, but I still haven't succeeded. I think I'm a bit stuck with the compiler options. Maybe someone can give me a quick rundown on the libraries and options I need to use? I have compiled plib and simgear, but flightgear won't find the plib and simgear functions in the linking process. I have included the paths to the libs in my options, so flightgear should find the libs. Should I use the /MTd option and why (I recently learned what MTd means, and it actually makes sense to my to use this, but how does this work, do I have to copy all the libs into one dir? It would just be nice to learn a bit about the options I have and how they work)? I think the standard options in the project files that come with cvs are different... Although I have a lot of coding experience, I'm a newbie when it comes to set complex projects up properly, so maybe someone on this list can give a quick rundown on whats important to know when setting things up in VC6? Cheers, Christian At 12:39 PM 10/06/2002 +0200, you wrote: >Did you compile all libraries (and fgfs.exe) with the same >run-time libs (LIBCMTD.LIB: /MTd compiler option)? > >regards > >georg > > > > -Original Message- > > From: Christian Stock [mailto:[EMAIL PROTECTED]] > > Sent: Montag, 10. Juni 2002 04:02 > > To: [EMAIL PROTECTED] > > Subject: Re: [Flightgear-devel] compiling error on MSVC > > > > > > Thanks, Fred. > > > > I have downloaded the CVS version now, and as you said this > > has been fixed. > > However, I get a lot of link errors when I compile flightgear > > (simgear cvs > > compiled fine). Do I have to be aware where to put the plib > > and simgear > > libs? Or are the incompatibilities between version, eg > > simgear cvs doesn't > > work with flightgear cvs? > > > > Cheers, Christian > > > > > > At 09:58 AM 9/06/2002 +0200, you wrote: > > >This error has been fixed in CVS. MSVC6 is not able to > > choose between two > > >member functions, one const and the other not const, so you > > have to cast > > >the 4th argument : > > > > > > PropertyManager->Tie("atmosphere/p-turb-rad_sec", this,1, > > >&FGAtmosphere::GetTurbPQR); > > > > > >becomes: > > > > > > PropertyManager->Tie("atmosphere/p-turb-rad_sec", this,1, > > > (double (FGAtmosphere::*PMF)(int) > > const)&FGAtmosphere::GetTurbPQR); > > > > > >and so on for different classes in different files. > > > > > >Cheers, > > > > > >-Fred > > > > > >_ > > >Frederic Bouvier > > >Maintainer of the FlightGear Scenery Designer project > > >http://fgsd.sourceforge.net > > > > > > > > >- Original Message - > > >From: "Christian Stock" <[EMAIL PROTECTED]> > > >To: <[EMAIL PROTECTED]> > > >Sent: Sunday, June 09, 2002 5:18 AM > > >Subject: [Flightgear-devel] compiling error on MSVC > > > > > > > > > > I just downloaded flightgear 0.7.10 and I'm trying to get > > it to compile on > > > > Windoze MSVC 6.0. > > > > > > > > I got glut, plib, sim-gear compiled w/o any probs. For FG > > I get this error > > > > at quite a few places. > > > > > > > > error C2661: 'Tie' : no overloaded function takes 4 parameters > > > > > > > > I had a look at the Tie functions in FGPropertyManager, > > but couldn't work > > > > out what's wrong. Maybe I have to include a cast or so > > (doesn't really > > >make > > > > sense because those functions use templates anyway)? > > > > > > > > Anyone come across this and knows how to fix it? > > > > > > > > Cheers, Christian > > > > > > > > > > > > ___ > > > > Flightgear-devel mailing list > > > > [EMAIL PROTECTED] > > > > http://mail.flightgear.org/mailman/listinfo/flightgear-devel > > > > > > > > > > > > > > > >___ > > >Flightgear-devel mailing list > > >[EMAIL PROTECTED] > > >http://mail.flightgear.org/mailman/listinfo/flightgear-devel > > > > > > ___ > > Flightgear-devel mailing list > > [EMAIL PROTECTED] > > http://mail.flightgear.org/mailman/listinfo/flightgear-devel > > > >___ >Flightgear-devel mailing list >[EMAIL PROTECTED] >http://mail.flightgear.org/mailman/listinfo/flightgear-devel ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] compiling error on MSVC
Thanks, Jonathan That may be a good idea (I had a project file already, but accidently deleted it during a massive cleanup). Will it build the latest cvs files (ie plib, simgear, flightgear)? Send to [EMAIL PROTECTED] Thanks, Christian At 08:47 PM 22/07/2002 -0500, you wrote: >Christian, > > If you are interested, I can send you my MSVC project files. You > will have to edit the paths to match your directory structure, but they > are building just fine for me. > >Jonathan Polley > >On Monday, July 22, 2002, at 08:20 PM, Christian Stock wrote: > >>It's been a while, but I got a bit side tracked with other things >> >>Thanks for the help on getting my FG compiled with VC6 on win xp, but I >>still haven't succeeded. I think I'm a bit stuck with the compiler >>options. Maybe someone can give me a quick rundown on the libraries and >>options I need to use? >> >>I have compiled plib and simgear, but flightgear won't find the plib and >>simgear functions in the linking process. I have included the paths to >>the libs in my options, so flightgear should find the libs. Should I use >>the /MTd option and why (I recently learned what MTd means, and it >>actually makes sense to my to use this, but how does this work, do I have >>to copy all the libs into one dir? It would just be nice to learn a bit >>about the options I have and how they work)? I think the standard options >>in the project files that come with cvs are different... Although I have >>a lot of coding experience, I'm a newbie when it comes to set complex >>projects up properly, so maybe someone on this list can give a quick >>rundown on whats important to know when setting things up in VC6? >> >>Cheers, Christian >> >> >> >>At 12:39 PM 10/06/2002 +0200, you wrote: >> >>>Did you compile all libraries (and fgfs.exe) with the same >>>run-time libs (LIBCMTD.LIB: /MTd compiler option)? >>> >>>regards >>> >>>georg >>> >>> >>> > -Original Message- >>> > From: Christian Stock [mailto:[EMAIL PROTECTED]] >>> > Sent: Montag, 10. Juni 2002 04:02 >>> > To: [EMAIL PROTECTED] >>> > Subject: Re: [Flightgear-devel] compiling error on MSVC >>> > >>> > >>> > Thanks, Fred. >>> > >>> > I have downloaded the CVS version now, and as you said this >>> > has been fixed. >>> > However, I get a lot of link errors when I compile flightgear >>> > (simgear cvs >>> > compiled fine). Do I have to be aware where to put the plib >>> > and simgear >>> > libs? Or are the incompatibilities between version, eg >>> > simgear cvs doesn't >>> > work with flightgear cvs? >>> > >>> > Cheers, Christian >>> > >>> > >>> > At 09:58 AM 9/06/2002 +0200, you wrote: >>> > >This error has been fixed in CVS. MSVC6 is not able to >>> > choose between two >>> > >member functions, one const and the other not const, so you >>> > have to cast >>> > >the 4th argument : >>> > > >>> > > PropertyManager->Tie("atmosphere/p-turb-rad_sec", this,1, >>> > >&FGAtmosphere::GetTurbPQR); >>> > > >>> > >becomes: >>> > > >>> > > PropertyManager->Tie("atmosphere/p-turb-rad_sec", this,1, >>> > > (double (FGAtmosphere::*PMF)(int) >>> > const)&FGAtmosphere::GetTurbPQR); >>> > > >>> > >and so on for different classes in different files. >>> > > >>> > >Cheers, >>> > > >>> > >-Fred >>> > > >>> > >_ >>> > >Frederic Bouvier >>> > >Maintainer of the FlightGear Scenery Designer project >>> > >http://fgsd.sourceforge.net >>> > > >>> > > >>> > >- Original Message - >>> > >From: "Christian Stock" <[EMAIL PROTECTED]> >>> > >To: <[EMAIL PROTECTED]> >>> > >Sent: Sunday, June 09, 2002 5:18 AM >>> > >Subject: [Flightgear-devel] compiling error on MSVC >>> > > >>> > > >>> > > > I just downloaded flightgear 0.7.10 and I'm trying to get >>> > it to compile on >>> > > &
Re: [Flightgear-devel] Website updates
I've done a bit of research into terrain modelling (and I'll be doing some more), so some comments: To get CLOD working the scenery engine has to revert to regular spaced elevation grids. TIN's are too slow for CLOD terrain (the insert / remove algorithms are the main slowdown, regular spaced grids are usually based on quadtrees which will just work faster). The most recent trend is to use fast insert/remove algorithms that not necessarily minimise the number of polygons. The reason for that is that modern graphics cards (Geforce, Radeon, etc) are capable of rendering > 1,000,000 polys per sec, so older CLOD algorithms like ROAM are too slow. Roads, etc should really be done with decals, or as a second texture layer that get's mapped on top of the first one. I don't like how M$ solved it in FS2002, I'll look into this at some stage, because I'll have to do it for my work anyway, and I'll report here on my progress... Cheers, Christian At 08:32 PM 22/07/2002 -0400, you wrote: >James A. Treacy writes: > > > This brings up something I've been wondering for a while. It appears we > > can add roads and rivers. Why, then, isn't this the default? > >Unfortunately, to get roads, railroads, and rivers, we have to give up >some quality in the terrain mesh. You don't notice much in flat >terrain, but sometimes the mountains come out looking funny. > > >All the best, > > >David > >-- >David Megginson, [EMAIL PROTECTED], http://www.megginson.com/ > >___ >Flightgear-devel mailing list >[EMAIL PROTECTED] >http://mail.flightgear.org/mailman/listinfo/flightgear-devel ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] still not able to compile
I just had a big compiling session (once again, VC6.0). I tried the default workspace and the one I've been sent yesterday from Jonathan. Everything compiles (SimGear, plib, etc...) until Flightgear tries to link. Here's what I get: MSVCRT.lib(MSVCRT.dll) : error LNK2005: _strchr already defined in LIBCMTD.lib(strchr.obj) MSVCRT.lib(MSVCRT.dll) : error LNK2005: _memmove already defined in LIBCMTD.lib(memmove.obj) MSVCRT.lib(MSVCRT.dll) : error LNK2005: _strrchr already defined in LIBCMTD.lib(strrchr.obj) MSVCRT.lib(MSVCRT.dll) : error LNK2005: _strpbrk already defined in LIBCMTD.lib(strpbrk.obj) MSVCRT.lib(MSVCRT.dll) : error LNK2005: _strstr already defined in LIBCMTD.lib(strstr.obj) MSVCRT.lib(MSVCRT.dll) : error LNK2005: _strcspn already defined in LIBCMTD.lib(strcspn.obj) MSVCRT.lib(MSVCRT.dll) : error LNK2005: _free already defined in LIBCMTD.lib(dbgheap.obj) MSVCRT.lib(MSVCRT.dll) : error LNK2005: _realloc already defined in LIBCMTD.lib(dbgheap.obj) MSVCRT.lib(MSVCRT.dll) : error LNK2005: _malloc already defined in LIBCMTD.lib(dbgheap.obj) MSVCRT.lib(MSVCRT.dll) : error LNK2005: __strdup already defined in LIBCMT.lib(strdup.obj) MSVCRT.lib(MSVCRT.dll) : error LNK2005: _fclose already defined in LIBCMTD.lib(fclose.obj) MSVCRT.lib(MSVCRT.dll) : error LNK2005: _fread already defined in LIBCMTD.lib(fread.obj) MSVCRT.lib(MSVCRT.dll) : error LNK2005: _fwrite already defined in LIBCMTD.lib(fwrite.obj) MSVCRT.lib(MSVCRT.dll) : error LNK2005: _fseek already defined in LIBCMTD.lib(fseek.obj) MSVCRT.lib(MSVCRT.dll) : error LNK2005: _ftell already defined in LIBCMTD.lib(ftell.obj) MSVCRT.lib(MSVCRT.dll) : error LNK2005: _time already defined in LIBCMTD.lib(time.obj) MSVCRT.lib(MSVCRT.dll) : error LNK2005: __get_osfhandle already defined in LIBCMTD.lib(osfinfo.obj) MSVCRT.lib(MSVCRT.dll) : error LNK2005: __fdopen already defined in LIBCMTD.lib(fdopen.obj) MSVCRT.lib(MSVCRT.dll) : error LNK2005: __open already defined in LIBCMTD.lib(open.obj) MSVCRT.lib(MSVCRT.dll) : error LNK2005: _fflush already defined in LIBCMTD.lib(fflush.obj) MSVCRT.lib(MSVCRT.dll) : error LNK2005: __stricmp already defined in LIBCMTD.lib(stricmp.obj) LINK : warning LNK4098: defaultlib "LIBCMT" conflicts with use of other libs; use /NODEFAULTLIB:library LINK : warning LNK4098: defaultlib "MSVCRT" conflicts with use of other libs; use /NODEFAULTLIB:library Release/FlightGear.exe : fatal error LNK1169: one or more multiply defined symbols found This looks really silly to me. Why are LIBCMT and MSVCRT both default libs, when they conflict?!? I'm sure the mistake is somewhere else though... BTW, disabling the default libs won't help... Any help? Cheers, Christian ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] finally compiled and some remarks on terrain and random 3D objects
Thanks for the help. Now that wasn't hard, I could have done that myself :P It works now! I get a warning for the metar.h in simgear: inconsistent dll linkage: dll export assumed. Do I have to worry about that? Well, it certainly is a pleasure to fly at 40-80 fps I have to say. To be fair though, FS2K2 has quite a bit more detail... I was following the discussion on the random placed 3D objects. I have one comment after having seen it in action. It seems as if there is a threshold for distance, and if an object is close enough it gets rendered. I don't know how it's done in detail, but it seems to be computationally expensive. FS2K2 uses a quadtree and renders whole blocks or not. This approach should be much faster, but then again maybe something similar is done here already. I have also spent some time thinking about a CLOD approach. As I wrote already there are 2 ways to tackle this problem, one more suited for low end systems and one for high end systems, maybe I'll program both. One thing I'd like comments on though is the following: One of the big framerate savers is frustrum culling, this means terrain only in front of you gets rendered. This makes quite a bit of sense because mainly you'll be looking ahead and it really saves a lot of framerates. fs2k2 uses frustrum culling and it annoys the hell out of me on landing approaches. If you fly a pattern, you often want to check where the runway is by looking over your left shoulder. Since only the scene in front of you is filled with elevations, the scenery engine has to suddenly run the CLOD computations on the scenery to your left, and it really takes some time (you'll get a pause). The 'front scenery' remains cached (otherwise you'd get constant pauses when switching between left and front view), but since you get at least double the polygon count (and CLOD calculations) the framerate drops significantly. Hence, on landing approaches you get a quite noticeable framerate drop which is quite annoying. The bad news is that even top performing systems (>2GHz + GF4) are probably still not fast enough for highly detailed terrain elevations without frustrum culling (I'll buy such a system in a few weeks time so I can do some experimenting, once I actually have a CLOD algorithm running). After some thinking I came up with a solution. Maybe there can be 2 modes, one highres terrain with frustrum culling and one lowres terrain without frustrum culling, and you can switch to the lowres just before entering the traffic pattern. In most cases you won't need highres elevations anyway when landing, but framerates are much more important. The only time you actually want highres terrain when landing is probably when the terrain is 'part' of the landing approach, eg in New Zealand, Milford Sound or Quintin airstrip. Any comments? Before I dive into the CLOD stuff though, I'll do some work on the bgl and mdl loaders. I know a lot about both formats (especially FS2K2) and this should be a nice project to get me comfortable with the FG / plib source code... Cheers, Christian At 04:18 PM 24/07/2002 +0200, you wrote: >To second what Richard is saying, verify that all your projects ( all plib >projects, metakit, simgear and flightgear, possibly zlib ) generate the >same kind of code. Look at Project -> Settings... then in the C/C++ tab >choose Category = Code Generation and then look at the combo 'Use run-time >library:' . You have to choose the same value for all. I use preferably >'Debug Multithreaded DLL'. > >FYI: >LIBCMT.lib is 'Multithreaded', >LIBCMTD.lib is 'Debug Multithreaded', >MSVCRT.lib is 'Multithreaded DLL', >MSVCRTD.lib is 'Debug Multithreaded DLL', >LIBC.lib is 'Single-Threaded' and >LIBCD.lib is 'Debug Single-Threaded' > >Cheers, > >-Fred > > >Messsage du 24/07/2002 10:07 > >De : <[EMAIL PROTECTED]> > >A : <[EMAIL PROTECTED]> > >Copie à : > >Objet : RE: [Flightgear-devel] still not able to compile > > > > Recompile all projects using multithreaded apartment (of sigle threaded > > if you would like) but you sannot combine them. All means SimGear, Plib, > > Metakit, FlightGear... > > > > Richard Kis > > > > > > -Original Message- > > From: Christian Stock [mailto:[EMAIL PROTECTED]] > > Sent: Wednesday, July 24, 2002 9:53 AM > > To: [EMAIL PROTECTED] > > Subject: [Flightgear-devel] still not able to compile > > > > > > I just had a big compiling session (once again, VC6.0). I tried the > > default > > workspace and the one I've been sent yesterday from Jonathan. Everything > > > > compiles (SimGear, plib, etc...) until
Re: [Flightgear-devel] still not able to compile
Hi Mally, Following on from the work you're doing to get FlightGear compiling under VC6.0, >do you think there is any chance that we could end up with a VC6.0 compilation >that works as a matter of routine for anyone coming into the project at any >time, rather than being something that only works at one particular point in >time? I think the problem is that the VC project files are constantly updated and it would be quite a job to stay up to date. something I'm not really comfortable with at the moment, since I still have to work out how to use the whole cvs stuff (I know how to check stuff out, but actually have never submitted any code). I think, what makes more sense is a small VC6.0 howto, that explains a few basics (eg, set compile option to 'multithreaded dll' for all projects, howto include lib and include paths, etc). I also had to install glut and had to figure out that zlib came with SimGear and simply had to be decompressed. Then the SimGear project is inconsistent as metakit is compiled as 'multithreaded dll', whereas simgear and zlib aren't compiled as dlls. A small howto may really help, but I'm still in the learning process of howto set up projects in VC, so maybe someone else with more experience? Cheers, Christian ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
re: [Flightgear-devel] finally compiled and some remarks on terrainand random 3D objects
At 09:48 PM 24/07/2002 -0400, you wrote: >Christian Stock writes: > > > I was following the discussion on the random placed 3D objects. I have > one > > comment after having seen it in action. It seems as if there is a > threshold > > for distance, and if an object is close enough it gets rendered. I don't > > know how it's done in detail, but it seems to be computationally > expensive. > > FS2K2 uses a quadtree and renders whole blocks or not. This approach > should > > be much faster, but then again maybe something similar is done here > already. > >There's a two-level approach: > >1. There is an ssgRangeSelector for every group of objects on every >triangle; for example, all of the trees in one triangle will be >under the same selector, even if the triangle is many kilometers >wide and/or long. I think this is the way to go for CLOD. Once we have CLOD, the triangle size will depend on distance, so this should be good enough (ie triangle number will be lower). Maybe when I program CLOD, I add a 3rd ssgRangeSelector based on quadtrees which should be even better. I suppose you use frustrum culling before the ssgRangeSelector (no use testing for distance when the object isn't visible anyway). Yes, I get quite a big framerate drop on my system (AMD1.4 GF3). Not that it makes much of a difference, it's still quite smooth. Given the low polygon count of the added 3D objects my GF3 should take virtually no performance hit. That's why I'd assume it's the range selection causes the drop. Using a quad based approach, you'd discard most of the trees in one go and only look for trees in the closer quads... Anyway, I'm talking about things I don't understand that well because I actually haven't implemented them myself. I should really get going with the CLOD and do some of my own experiments before I voice my opinion here loudly :) Cheers, Christian ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel