Re: [Flightgear-devel] OSG and material animation, livery change ??
* 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. - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] The Release
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 - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your
Re: [Flightgear-devel] OSG and material animation, livery change ??
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 - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] The Release
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 - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [Bug-Report] Stutterer and pauses with dynamic-view
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 __ Kennt man wirklich jeden über 3 Ecken? Die Antworten gibt's bei Yahoo! Clever. www.yahoo.de/clever - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
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 - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [Bug-Report] Stutterer and pauses withdynamic-view
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). - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] The Release
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 - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] OLeg The Pilot Part 1A Introduction to Movie - Before Nimitz
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- This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] 787 with AI version
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 Josh- This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Particle Systems
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 Unique text: 2f585eeea02e2c79d7b1d8c4963bae2d - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Particle Systems
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 - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Particle Systems
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 - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Particle Systems
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 Unique text: 2f585eeea02e2c79d7b1d8c4963bae2d - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Sport Model (was: altitude above 61831 feet) (was: AWOS) (was: instrument flags)
-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- - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Particle Systems
-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 - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.7 (GNU/Linux) iD8DBQFG2chRWmK6ng/aMNkRCovFAKCBwWxbMEFKx/7+1R3pGcU3R4WrfgCguTMd OXHiiart31NHZmbgPabrvEs= =yc1i -END PGP SIGNATURE- - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] The Release
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 - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
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 - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Particle Systems
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 - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Particle Systems
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 - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel __ Yahoo! Clever - Der einfachste Weg, Fragen zu stellen und Wissenswertes mit Anderen zu teilen. www.yahoo.de/clever - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Sport Model (was: altitude above 61831 feet) (was: AWOS)
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 - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] The Release
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. - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel