Re: [Flightgear-devel] OSG and material animation, livery change ??

2007-09-01 Thread Melchior FRANZ
* Detlef Faber -- 8/31/2007 4:50 PM:
 Just great! I've reworked the bf109 and it just works!

That's funny. Haven't I sent you a patch for the bf109 to use the
new livery dialog *months* ago? You said you'd commit it later ...

m.

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[Flightgear-devel] The Release

2007-09-01 Thread Durk Talsma
Gentlemen,

A few months back, we had an increase in activity related to a possible 
release of FlightGear 0.9.11. After the initial pre-release, things fell 
silent again. Most of us probably know that Curt has been forced to cut back 
on his FlightGear time, mainly for reasons beyond his control. This makes it 
increasingly harder for him to find the time to get the release out the door. 
In the days following, I notified Curt, that I would possibly be interested 
in taking over some duties related to the release process. As it is right 
now, I won't be taking over full responsibility, but assist in doing a lot of 
ground work. 

Until now, I didn't really find a decent chunk of time to actually do much 
work, other than collecting some ideas and shaping up a plan. This morning, I 
had the first opportunity to look at the code, and to some prepartory work 
(more on that at the end of this mail). 

One thing I think we all agree on is that we would like to increase the 
release frequency drastically. As of late, the release frequency has been 
falling to less than a year, and the latest release is dated April 2006. My 
initial goal would be to initially increase that frequency to 3 releases a 
year, as that seems doable in terms of my time-constraints. In addition, I'd 
like to set more or less fixed target dates for each new release: 1 around 
February 1st, one around June 1st, and one around October 1st. Prior to each 
release, we should have a fixed one-month feature freeze to iron out any 
bugs. This way we'd have a fixed cycle of 3-months of development, followed 
by one-month of bugfixes-only. Sticking to a fixed schedule has the advantage 
that everybody knows where we're at, which makes it a lot easier to plan 
incorporating new features. If anybody has reasonable objections agains this, 
I'd be happy to hear about them. 

As for my own duties, there are some things that I can do, but there's also a 
lot of stuff I can't do. The things I can do include:
- Test and update autoconf dependency checks
- Roll up tar files of FlightGear source / SimGear source / base package
- Write the announcement message
- Try to keep the release process on track (with cooperation of the other 
developers that is. :-) )

What I probably can't do include the following items:
- Keep an up to date changelog
- Build the Mac/Windows binaries
- Maintain the website.


Having said that, today is September 1st, and according to my proposed 
schedule, that would imply start of the feature-freeze period. Without any 
prior announcement, that is quite an unreasonable request. :-) However, I 
would like to pick-up the pieces and try to get the existing FlightGear-plib 
out the door in the forseeable future. I started doing some preparatory 
groundwork by wiping my linuxbox clean of all the dependent libraries and 
tried to build FlightGear from scratch. 

Right at the beginning, I found one significant problem: FlightGear / SimGear 
require plib-1.8.4, but this version no longer builds on my box (using gcc 
4.1.2). I'm getting the following compiler error:

make[2]: Entering directory `/home/durk/src/plib-1.8.4/src/ssgAux'
if 
g++ -DPACKAGE_NAME=\\ -DPACKAGE_TARNAME=\\ -DPACKAGE_VERSION=\\ 
-DPACKAGE_STRING=\\ -DPACKAGE_BUGREPORT=\\ -DPACKAGE=\plib\ 
-DVERSION=\1.8.4\ -DHAVE_LIBPTHREAD=1 -DHAVE_LIBGL=1 -DHAVE_LIBDL=1 
-DSTDC_HEADERS=1 -DHAVE_SYS_TYPES_H=1 -DHAVE_SYS_STAT_H=1 -DHAVE_STDLIB_H=1 
-DHAVE_STRING_H=1 -DHAVE_MEMORY_H=1 -DHAVE_STRINGS_H=1 -DHAVE_INTTYPES_H=1 
-DHAVE_STDINT_H=1 -DHAVE_UNISTD_H=1 -I. -I. -I../../src/sg -I../../src/ssg 
-I../../src/util-g -O2 -Wall -MT 
ssgaCelestialBody.o -MD -MP -MF .deps/ssgaCelestialBody.Tpo -c -o 
ssgaCelestialBody.o ssgaCelestialBody.cxx; \
then mv -f .deps/ssgaCelestialBody.Tpo .deps/ssgaCelestialBody.Po; 
else rm -f .deps/ssgaCelestialBody.Tpo; exit 1; fi
ssgaSky.h:107: error: extra qualification ‘ssgaCelestialBodyList::’ on 
member ‘ssgaCelestialBodyList’
ssgaSky.h:195: error: extra qualification ‘ssgaCloudLayerList::’ on 
member ‘ssgaCloudLayerList’
make[2]: *** [ssgaCelestialBody.o] Error 1
make[2]: Leaving directory `/home/durk/src/plib-1.8.4/src/ssgAux'
make[1]: *** [all-recursive] Error 1
make[1]: Leaving directory `/home/durk/src/plib-1.8.4/src'
make: *** [all-recursive] Error 1


This problem is fixed in CVS/SVN, so it would be natural to require plib-1.8.5 
for the next version. That version isn't released yet, however. The most 
reasonable approach would be request a new release of plib, like we have done 
many times in the past. The question is, however, whether that will happen in 
the foreseeabel future. So we should seriously think of a backup plan. 

Comments are appreciated.

Cheers,
Durk

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Re: [Flightgear-devel] OSG and material animation, livery change ??

2007-09-01 Thread Detlef Faber
Hello Melchior,

Am Samstag, den 01.09.2007, 09:15 +0200 schrieb Melchior FRANZ:
 * Detlef Faber -- 8/31/2007 4:50 PM:
  Just great! I've reworked the bf109 and it just works!
 
 That's funny. Haven't I sent you a patch for the bf109 to use the
 new livery dialog *months* ago? You said you'd commit it later ...

 m.

...and I did, the generic livery handling was among the first things I
ever committed to CVS myself. Afterwards you gave me the hint to remove
the obsolete livery.nas ;-)

quote

 Datum: 
Wed, 20 Jun 2007 13:36:47 -0500  

Update of /var/cvs/FlightGear-0.9/data/Aircraft/bf109
In directory baron:/tmp/cvs-serv25904/data/Aircraft/bf109

Modified Files:
bf109g-set.xml bf109g-yasim.xml bf109.nas pilot-g.nas 
Log Message:
improved stall characteristic, better documentation. generic livery 
select, removed headshake

...

/quote

But this was unrelated to the not working of the livery switching in OSG
(it always worked in plib). 
Actually the patch changes the b1900 to use the generic livery handling
but that was already done for the 109. 

I really appreciate your work on FlightGear and your input to my work.

Greetings

Detlef
 
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Re: [Flightgear-devel] The Release

2007-09-01 Thread AJ MacLeod
On Saturday 01 September 2007 09:18:18 Durk Talsma wrote:

 Right at the beginning, I found one significant problem: FlightGear /
 SimGear require plib-1.8.4, but this version no longer builds on my box
 (using gcc 4.1.2). I'm getting the following compiler error:
 This problem is fixed in CVS/SVN, so it would be natural to require
 plib-1.8.5 for the next version. That version isn't released yet, however.

Actually, I don't think there's really a problem there.  Most people (on 
Linux, anyway) are just going to install the plib package that their distro 
provides, which is almost certain to be 1.8.4 owing to the age of that 
release.

Even on source-based distros there's no problem; The Gentoo ebuild for plib 
pulls in a patch for the GCC 4.1 build issue.

If FG depended on a feature not included in plib 1.8.4 (bugfixes are always 
nice of course) there would of course be a problem, but that should be fairly 
easy to avoid for this release at least.

Anyway, it's great to hear that we might get some progress on another release 
(and some hope of more frequent releases); I hope the Windows and Mac people 
will be able to assist.

Cheers,

AJ

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Re: [Flightgear-devel] [Bug-Report] Stutterer and pauses with dynamic-view

2007-09-01 Thread Heiko Schulz
Quote:Bug #1: stutters and pauses with 1-2 sec
lenght when dynamic view is 
enabled
(observed by Heiko in a recent build by Thomas). We
don't know much about
this bug, not even if it's fg/osg or fg/plib and
when it started. It 
didn't happen when
I ran fgfs last time (about two weeks ago).

Hello,

Sorry, I did not mentioned that is was both version. 
If we would know much about this bug, we would know
how to fix it or where could be the location.

I did some further test with the ufo. Interesting to
see, that even I stand still, no moving, I still have
this periodic stutter. So in this case maybe it is not
the tile loader.

I remember that we did not have this problem when the
first OSG-version came up. Because  Windows-User, I
could not use the frame-rates-throttle for further
tests. 

But If we want to have a fgfs v1.0 we have to solve
this problem, so I wish that is not leading to a new
flame war about any nasal and other stuff. 

Greetings
HHS


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Re: [Flightgear-devel] The Release

2007-09-01 Thread Stewart Andreason
Did anybody ever acknowledge, duplicate, or fix the bug I reported in 
Simgear-0.3.11-pre1 on May21?

make[3]: Entering directory `/usr/src/SimGear-0.3.11-pre1/simgear/math'
FAIL: SGMathTest

Stewart



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Re: [Flightgear-devel] [Bug-Report] Stutterer and pauses withdynamic-view

2007-09-01 Thread Laurence Vanek
Melchior FRANZ wrote:

 Bug #3: Lee threw in an old bug and repeated the long disproved myth that
 listeners are the cause. They are not! This bug causes fgfs to freeze for
 a tenth of a second in 8 seconds intervals beginning a few minutes after 
 startup
 (but not always). The intervals stay the same, but the freezing time becomes
 longer and longer over time. This happens now since years and on my machine
 it can reliably be fixed by turning off AI traffic (the c172/pa28 
 aircraft). I tried
 to track it down but didn't invest enough time. The fact that this AI 
 part was
 full of bugs just didn't make it worthwhile. (I just say tower.cxx. :-)


   
sorry to break your state of bliss on bug #3 but I have ,  had for some 
time, this bug without AI enabled.

as far as I am concerned this is a long standing, semi-serious bug that 
remains unresolved. No, its not my hardware (popular explanation in 
months past).




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Re: [Flightgear-devel] The Release

2007-09-01 Thread Vivian Meazza
 Stewart Andreason

 Sent: 01 September 2007 15:03
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] The Release
 
 
 Did anybody ever acknowledge, duplicate, or fix the bug I reported in 
 Simgear-0.3.11-pre1 on May21?
 
 make[3]: Entering directory 
 `/usr/src/SimGear-0.3.11-pre1/simgear/math'
 FAIL: SGMathTest
 
 Stewart
 

Not under MSVC8 - compiles correctly.

Vivian


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[Flightgear-devel] OLeg The Pilot Part 1A Introduction to Movie - Before Nimitz

2007-09-01 Thread Forums Virgin Net
I did a basic introduction to the OLeg movie see following link, I also Gave 
Oleg his own engine sound, I made in Cool Edit.

http://files.ww.com/files/38515.html

Regards, Aerotro


Other Feed-Back Form http://freespace.virgin.net/mike.perla/feedbackform.html

Online FlightGear Simulator Tracker Page.
http://mpserver04.flightgear.org
http://www.flightgear.org-
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[Flightgear-devel] 787 with AI version

2007-09-01 Thread JOSHUA WILSON
I have made an AI version of the 787 model, one which does not have cockpit 
instrumentation.  I also have made a transparent windscreen and changed the 
properties for some of the lights.  http://www.golffoxtrotsierra.741.com/787.zip
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Re: [Flightgear-devel] Particle Systems

2007-09-01 Thread Curtis Olson
On 9/1/07, Detlef Faber wrote:

 Hello everybody,

 I've been playing around with OSGs Particle Systems and found this might
 be suitable to create some 3d clouds. But see yourself:

 http://www.sol2500.net/flightgear/ksfo-under-clouds.jpg
 http://www.sol2500.net/flightgear/cloudfront.jpg
 http://www.sol2500.net/flightgear/clouds-over-ksfo.jpg
 http://www.sol2500.net/flightgear/bushfire.jpg

 Here is a zip containing the files.
 http://www.sol2500.net/flightgear/ParticleSys.tar.gz

 Put it in /Models/ and use the ufo to place them.
 clouds.xml creates a 20x20 km big cloud field.

 Sometimes particle systems do not work at once. They cannot (yet) be
 placed as static objects in the scenery. Finally they get clipped by the
 Cloud Layer, so be sure to switch off any clouds.

 Perhaps someone with knowlage of the weather system has an idea how to
 use these.


I'm only able to look at the still shots this afternoon, but the one thing I
wonder about with a partical system versus an imposter system is how would
the particles look as you move?  Do you get a sense of 3d or will things
look a bit strange if the texture is always turning and facing the camera?
Perhaps it will look good, but that is the first thing I'd look for.  But
maybe this system would work well for certain types of cloud layers?  From
the static screen shots it certainly looks promising.  Ground fires + water
bombing would be a cool thing  if we could put the forest fire into the
MP system some how so that we could work cooperatively to put out fires,
that would be another nifty thing. :-)

Regards,

Curt.
-- 
Curtis Olson - University of Minnesota - FlightGear Project
http://baron.flightgear.org/~curt/  http://www.humanfirst.umn.edu/
http://www.flightgear.org
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Re: [Flightgear-devel] Particle Systems

2007-09-01 Thread AJ MacLeod
On Saturday 01 September 2007 19:13:51 Detlef Faber wrote:

 I've been playing around with OSGs Particle Systems and found this might
 be suitable to create some 3d clouds. But see yourself:

Haven't tried them in FG yet, but I must say the screenshots look really nice.  
Even if they didn't end up being used for the main clouds for whatever 
reason, I'm sure your work will be very useful for other types of smoke / 
vapour (like in the bushfire screenshot). Have you tried using them for 
contrails, or engine exhaust smoke?

It's always great to get more eye candy in FG :-)

Cheers,

AJ

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Re: [Flightgear-devel] Particle Systems

2007-09-01 Thread Detlef Faber
Am Samstag, den 01.09.2007, 19:45 +0100 schrieb AJ MacLeod:
 On Saturday 01 September 2007 19:13:51 Detlef Faber wrote:
 
  I've been playing around with OSGs Particle Systems and found this might
  be suitable to create some 3d clouds. But see yourself:
 
 Haven't tried them in FG yet, but I must say the screenshots look really 
 nice.  
 Even if they didn't end up being used for the main clouds for whatever 
 reason, I'm sure your work will be very useful for other types of smoke / 
 vapour (like in the bushfire screenshot). Have you tried using them for 
 contrails, or engine exhaust smoke?

I like to, but I have not yet figured out how to move them relative to
the aircraft, so the contrails would get curved. This is definitely on
my wishlist. But I will add jet engine flames to the F-86.

 
 It's always great to get more eye candy in FG :-)
 
 Cheers,
 
 AJ
 
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Re: [Flightgear-devel] Particle Systems

2007-09-01 Thread Detlef Faber
Am Samstag, den 01.09.2007, 13:38 -0500 schrieb Curtis Olson:
 On 9/1/07, Detlef Faber wrote:
 Hello everybody,
 
 I've been playing around with OSGs Particle Systems and found
 this might
 be suitable to create some 3d clouds. But see yourself:
 
 http://www.sol2500.net/flightgear/ksfo-under-clouds.jpg
 http://www.sol2500.net/flightgear/cloudfront.jpg
 http://www.sol2500.net/flightgear/clouds-over-ksfo.jpg
 http://www.sol2500.net/flightgear/bushfire.jpg
 
 Here is a zip containing the files.
 http://www.sol2500.net/flightgear/ParticleSys.tar.gz
 
 Put it in /Models/ and use the ufo to place them.
 clouds.xml creates a 20x20 km big cloud field.
 
 Sometimes particle systems do not work at once. They cannot
 (yet) be 
 placed as static objects in the scenery. Finally they get
 clipped by the
 Cloud Layer, so be sure to switch off any clouds.
 
 Perhaps someone with knowlage of the weather system has an
 idea how to
 use these.
 
 I'm only able to look at the still shots this afternoon, but the one
 thing I wonder about with a partical system versus an imposter system
 is how would the particles look as you move?  Do you get a sense of 3d
 or will things look a bit strange if the texture is always turning and
 facing the camera?  Perhaps it will look good, but that is the first
 thing I'd look for. 

The particles are basically round shaped and have little contrast, so
the movement isn't really disturbing. Flyinf through the cloud layer
looks authentic to me.
I am still experimenting to find the best balance between number and
size of particles.

  But maybe this system would work well for certain types of cloud
 layers?  From the static screen shots it certainly looks promising.  

Scattered to broken looks good, but the number of particles drops the
framerate. It is possible to create growing cumulus clouds (as indicator
of thermals) too.

 Ground fires + water bombing would be a cool thing  if we could
 put the forest fire into the MP system some how so that we could work
 cooperatively to put out fires, that would be another nifty
 thing. :-) 

I like to make the fires extingushable too, but before that I need to
figure out how to create falling water (with particles of course).

 
 Regards,
 
 Curt.
 
 -- 
 Curtis Olson - University of Minnesota - FlightGear Project
 http://baron.flightgear.org/~curt/  http://www.humanfirst.umn.edu/  
 http://www.flightgear.org
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Re: [Flightgear-devel] Sport Model (was: altitude above 61831 feet) (was: AWOS) (was: instrument flags)

2007-09-01 Thread Tim Moore
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

John,
Is this information about your git repositories still current?

Thanks,
Tim

John Denker wrote:
 A few minutes ago, I explained how in environment.cxx,

 
 If you want to have all these features, the easiest way is
 to pull down a copy of the _Sport Model_ of FG.  (For details
 on this, see the git section, below.  This is not meant to
 be a fork, as explained below.)
 
...
 For quite a while I've been using git to keep track of FlightGear
 files.  Using git instead of CVS is like having a sports car instead
 of a skateboard.
...
 
 If you want to go try this, the work required to get started will be
 greatly lessened if you download the git repositories in their
 already-packed form.  The FlightGear source tree is available via
 the commands
 
mkdir $top/fgs
cd $top/fgs
git-init
time git-pull  http://www.av8n.com/repo/fgs/.git origin:origin
## less than a minute
time git-pull  http://www.av8n.com/repo/fgs/.git sport:sport
## even less
git branch## take a look
git checkout sport
git checkout -b myversion  ## or whatever you want to call it
edit...as...desired
time ./autogen.sh
./configure
time make

...
 
 The same procedure used for the source tree works for the data tree:
mkdir $top/fgd
cd $top/fgd
time git-pull  http://www.av8n.com/repo/fgd/.git origin:origin
## 600 megabytes of network traffic, expands to 1.5 gigs on disk
time git-pull  http://www.av8n.com/repo/fgd/.git sport:sport
## incrementally almost nothing
git checkout sport
git checkout -b myversion  ## or whatever you want to call it
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.7 (GNU/Linux)
Comment: Using GnuPG with Fedora - http://enigmail.mozdev.org

iD8DBQFG2b61eDhWHdXrDRURArDmAJ9hLsPS/kYgRDoYEIL2colTiVhuvgCfdiQx
llg9wZLMpeCbiRygirWiSVE=
=Aosr
-END PGP SIGNATURE-

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Re: [Flightgear-devel] Particle Systems

2007-09-01 Thread AnMaster
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA512

In your picture there are odd sharp edges in the clouds, without that fixed
it would be unacceptable. See for example right part of clouds in
http://www.sol2500.net/flightgear/clouds-over-ksfo.jpg

/AnMaster

Detlef Faber wrote:
 Hello everybody,

 I've been playing around with OSGs Particle Systems and found this might
 be suitable to create some 3d clouds. But see yourself:

 http://www.sol2500.net/flightgear/ksfo-under-clouds.jpg
 http://www.sol2500.net/flightgear/cloudfront.jpg
 http://www.sol2500.net/flightgear/clouds-over-ksfo.jpg
 http://www.sol2500.net/flightgear/bushfire.jpg

 Here is a zip containing the files.
 http://www.sol2500.net/flightgear/ParticleSys.tar.gz

 Put it in /Models/ and use the ufo to place them.
 clouds.xml creates a 20x20 km big cloud field.

 Sometimes particle systems do not work at once. They cannot (yet) be
 placed as static objects in the scenery. Finally they get clipped by the
 Cloud Layer, so be sure to switch off any clouds.

 Perhaps someone with knowlage of the weather system has an idea how to
 use these.

 Greetings

 Detlef


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Re: [Flightgear-devel] The Release

2007-09-01 Thread olaf flebbe
Hi,

AJ MacLeod schrieb:
 On Saturday 01 September 2007 09:18:18 Durk Talsma wrote:
 
 Right at the beginning, I found one significant problem: FlightGear /
 SimGear require plib-1.8.4, but this version no longer builds on my box
 (using gcc 4.1.2). I'm getting the following compiler error:
 This problem is fixed in CVS/SVN, so it would be natural to require
 plib-1.8.5 for the next version. That version isn't released yet, however.

There is still an patch for MSVC8 waiting to be applied.

http://sourceforge.net/tracker/index.php?func=detailaid=1584727group_id=382atid=100382

The root cause of the problem is tricky, however. Unfortunatly they have
renamed a symbol, but they haven't fixed it properly until now.

I would vote for pulling the relevant plib parts right into Flightgear
(or SimGear?) and fix the problems ourselfs, removing this external
dependency.

Olaf


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Re: [Flightgear-devel] Particle Systems

2007-09-01 Thread John Wojnaroski
I've yet to see a system that IMHO tops what Mark Harris did a few years 
ago part of his doctoral thesis.

See http://www.lfstech.com/img/sfo_clouds.jpg.

Someone made a decision a few years ago to replace rather than improve.  
Think we all lost a very promising
implementation, but there might be an opportunity to recover what was lost.

Stay tuned...

John

Detlef Faber wrote:
  

Hello everybody,

I've been playing around with OSGs Particle Systems and found this might
be suitable to create some 3d clouds. But see yourself:

http://www.sol2500.net/flightgear/ksfo-under-clouds.jpg
http://www.sol2500.net/flightgear/cloudfront.jpg
http://www.sol2500.net/flightgear/clouds-over-ksfo.jpg
http://www.sol2500.net/flightgear/bushfire.jpg

Here is a zip containing the files.
http://www.sol2500.net/flightgear/ParticleSys.tar.gz

Put it in /Models/ and use the ufo to place them.
clouds.xml creates a 20x20 km big cloud field.

Sometimes particle systems do not work at once. They cannot (yet) be
placed as static objects in the scenery. Finally they get clipped by the
Cloud Layer, so be sure to switch off any clouds.

Perhaps someone with knowlage of the weather system has an idea how to
use these.

Greetings

Detlef


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Re: [Flightgear-devel] Particle Systems

2007-09-01 Thread Vivian Meazza
John Wojnaroski

 Behalf Of 
 Sent: 01 September 2007 21:47
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Particle Systems
 
 
 I've yet to see a system that IMHO tops what Mark Harris did 
 a few years 
 ago part of his doctoral thesis.
 
 See http://www.lfstech.com/img/sfo_clouds.jpg.
 
 Someone made a decision a few years ago to replace rather 
 than improve.  
 Think we all lost a very promising
 implementation, but there might be an opportunity to recover 
 what was lost.
 
 Stay tuned...
 
 John
 
 Detlef Faber wrote:
   
 
 Hello everybody,
 
 I've been playing around with OSGs Particle Systems and found this 
 might be suitable to create some 3d clouds. But see yourself:
 
 http://www.sol2500.net/flightgear/ksfo-under-clouds.jpg
 http://www.sol2500.net/flightgear/cloudfront.jpg
 http://www.sol2500.net/flightgear/clouds-over-ksfo.jpg
 http://www.sol2500.net/flightgear/bushfire.jpg
 
 Here is a zip containing the files. 
 http://www.sol2500.net/flightgear/ParticleSys.tar.gz
 
 Put it in /Models/ and use the ufo to place them.
 clouds.xml creates a 20x20 km big cloud field.
 
 Sometimes particle systems do not work at once. They cannot 
 (yet) be 
 placed as static objects in the scenery. Finally they get 
 clipped by 
 the Cloud Layer, so be sure to switch off any clouds.
 
 Perhaps someone with knowlage of the weather system has an 
 idea how to 
 use these.
 
 Greetings
 
 Detlef
 
 

I'm with you on this one John, except I can't see how to integrate that
solution, or the particle solution with the weather radar. But perhaps some
real expert can ...

Vivian 


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Re: [Flightgear-devel] Particle Systems

2007-09-01 Thread Heiko Schulz
Hello,

are you sure?

Everone knows the system of 3D-clouds of MSFS?
Everyone knows the clouds of X-Plane?
And of SilverLine? 

They all are based on the work of Mark Harris! Even
the system of today are bnased on it, but got
improvements of the shading technic and the build of
the clouds.
The OSG-Particle-clouds of Detlef could be a beginning
for a new cloud system.

Windward has a new cloud system, which is used now in
Second Life. see here:
http://www.windwardmark.net/products.php?page=nimblesub=technology
The interesting thing: it is based on Ogre, a 3D
library for OpenGL and/or Direct3D which is under the
same licence like FGFS. 

Just my two cents
Greetings
HHS


--- John Wojnaroski [EMAIL PROTECTED] schrieb:

 I've yet to see a system that IMHO tops what Mark
 Harris did a few years 
 ago part of his doctoral thesis.
 
 See http://www.lfstech.com/img/sfo_clouds.jpg.
 
 Someone made a decision a few years ago to replace
 rather than improve.  
 Think we all lost a very promising
 implementation, but there might be an opportunity to
 recover what was lost.
 
 Stay tuned...
 
 John
 
 Detlef Faber wrote:
   
 
 Hello everybody,
 
 I've been playing around with OSGs Particle
 Systems and found this might
 be suitable to create some 3d clouds. But see
 yourself:
 

http://www.sol2500.net/flightgear/ksfo-under-clouds.jpg
 http://www.sol2500.net/flightgear/cloudfront.jpg

http://www.sol2500.net/flightgear/clouds-over-ksfo.jpg
 http://www.sol2500.net/flightgear/bushfire.jpg
 
 Here is a zip containing the files.

http://www.sol2500.net/flightgear/ParticleSys.tar.gz
 
 Put it in /Models/ and use the ufo to place them.
 clouds.xml creates a 20x20 km big cloud field.
 
 Sometimes particle systems do not work at once.
 They cannot (yet) be
 placed as static objects in the scenery. Finally
 they get clipped by the
 Cloud Layer, so be sure to switch off any clouds.
 
 Perhaps someone with knowlage of the weather
 system has an idea how to
 use these.
 
 Greetings
 
 Detlef
 
 

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Re: [Flightgear-devel] Sport Model (was: altitude above 61831 feet) (was: AWOS)

2007-09-01 Thread John Denker
On 09/01/2007 03:34 PM, Tim Moore wrote:
 John,
 Is this information about your git repositories still current?

Probably.  I haven't tested it in a while.  I've been away
from my simulator ... way too busy with other stuff, including
flying real airplanes.



 John Denker wrote:
 A few minutes ago, I explained how in environment.cxx,
 
 If you want to have all these features, the easiest way is
 to pull down a copy of the _Sport Model_ of FG.  (For details
 on this, see the git section, below.  This is not meant to
 be a fork, as explained below.)
 
 ...
 For quite a while I've been using git to keep track of FlightGear
 files.  Using git instead of CVS is like having a sports car instead
 of a skateboard.
 ...
 If you want to go try this, the work required to get started will be
 greatly lessened if you download the git repositories in their
 already-packed form.  The FlightGear source tree is available via
 the commands
 
mkdir $top/fgs
cd $top/fgs
git-init
time git-pull  http://www.av8n.com/repo/fgs/.git origin:origin
## less than a minute
time git-pull  http://www.av8n.com/repo/fgs/.git sport:sport
## even less
git branch## take a look
git checkout sport
git checkout -b myversion  ## or whatever you want to call it
edit...as...desired
time ./autogen.sh
./configure
time make
 
 ...
 The same procedure used for the source tree works for the data tree:
mkdir $top/fgd
cd $top/fgd
time git-pull  http://www.av8n.com/repo/fgd/.git origin:origin
## 600 megabytes of network traffic, expands to 1.5 gigs on disk
time git-pull  http://www.av8n.com/repo/fgd/.git sport:sport
## incrementally almost nothing
git checkout sport
git checkout -b myversion  ## or whatever you want to call it

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Re: [Flightgear-devel] The Release

2007-09-01 Thread Stewart Andreason
Thank you Vivian for that report,

I'm running Linux-2.4.34 with GCC-3.3.2 and make-3.79.2a1 , and have
checked for library conflicts, but ldd lists the same 5 .so files as
SimGear-0.3.10/simgear/math/SGMathTest, which DOES work correctly.

Checking further, I can say that the error occurs in SGMathTest.cxx at line 350
   // Check geodetic/geocentric/cartesian conversions
   if (!GeodesyTest())
 return EXIT_FAILURE;

But why would this newly un-commented test fail on my system?

I'm hoping to narrow down, if it is unique to my system somehow, or if anyone 
else has gotten this error during make check.

Stewart

Vivian Meazza wrote:
 Did anybody ever acknowledge, duplicate, or fix the bug I reported in 
 Simgear-0.3.11-pre1 on May21?

 make[3]: Entering directory 
 `/usr/src/SimGear-0.3.11-pre1/simgear/math'
 FAIL: SGMathTest

 
 Not under MSVC8 - compiles correctly.


   



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