Re: [Flightgear-devel] Red Bull Air Race for FlightGear

2008-02-10 Thread Maik Justus
Hi Torsten
Torsten Dreyer schrieb am 01.02.2008 22:01:
 Thank you very much for this work. Unfortunately I am not able to get it
 running. I can't see any pylon. I just want to know, if it works for
 someone else?
 
 Hi Maik,

 please check:
 did you use the --prop=/sim/rbar/filename=Berlin_2006.xml argument?
 is the Berlin_2006.xml file in your $HOME/.fgfs directory?
   
That was my problem. I placed this file in my $FGROOT/data directory. 
(Maybe this would be the better place for that? For no other extension I 
had to install any data in the home directory. And the home directory is 
not within the cvs-tree.)

Thank you very much and best regards,
Maik


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Re: [Flightgear-devel] Scenery pager Compilation error

2008-02-10 Thread AnMaster
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA512

Durk Talsma wrote:
 Hi all,
 
 I'm getting the following compilation error, using today's cvs version of 
 OSG, 
 SimGear, and FlightGear. Any clue as to what might be going on?
 
 Cheers,
 Durk
CVS of OSG? They changed to SVN a long time ago. That could possibly be the 
problem?

Regards,

Arvid Norlander
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Re: [Flightgear-devel] Scenery pager Compilation error

2008-02-10 Thread Durk Talsma
On Sunday 10 February 2008 17:23, AnMaster wrote:
 Durk Talsma wrote:
  Hi all,
 
  I'm getting the following compilation error, using today's cvs version of
  OSG, SimGear, and FlightGear. Any clue as to what might be going on?
 
  Cheers,
  Durk

 CVS of OSG? They changed to SVN a long time ago. That could possibly be the
 problem?


No, SVN for OSG and CVS for FlightGear/SimGear is what I meant to say. 

Cheers,
Durk

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[Flightgear-devel] Flying over an island

2008-02-10 Thread LeeE
Hi all,

Finally remembered to raise this:)

I don't know exactly when it started happening but for a couple of 
months now I've noticed that, regardless of where I'm flying, I 
always seem to be flying over an island of about 12nm radius and 
surrounded by sea/ocean.

I don't think the problem is anything to do with tile loading but 
with clipping in the renderer.  As I fly forwards (yes, in some 
tests against very high winds I occasionally fly backwards) I can 
see the terrain smoothly appearing at the ~12nm boundary - this is 
especially noticeable in hilly or mountainous regions.

I had a look for suitable parameters in the property tree but didn't 
find anything so I'm guessing that there's a hard-coded limit 
somewhere.  Anyone else seeing this problem?

If there is a hard-coded limit for this then it's much too low.  
Twenty+ mile visibility at ground level isn't uncommon - people are 
often able to see across the English Channel (22 miles) and higher 
Mountains and peaks are often visible at much greater distances.

LeeE

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Re: [Flightgear-devel] Scenery pager Compilation error

2008-02-10 Thread Tim Moore
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Durk Talsma wrote:
| Hi all,
|
| I'm getting the following compilation error, using today's cvs version of OSG,
| SimGear, and FlightGear. Any clue as to what might be going on?
|
| Cheers,
| Durk
|
| make[2]: Entering directory
| `/home/durk/src/FlightGear-0.9/source-clean/src/Scenery'
| if
| g++ -DHAVE_CONFIG_H -I. -I. -I../../src/Include -I../.. -I../../src  
-I/usr/X11R6/include -I/usr/local/include  -g -O3 -D_REENTRANT -MT
| SceneryPager.o -MD -MP -MF .deps/SceneryPager.Tpo -c -o SceneryPager.o
| SceneryPager.cxx; \
| then mv -f .deps/SceneryPager.Tpo .deps/SceneryPager.Po; else
| rm -f .deps/SceneryPager.Tpo; exit 1; fi
| /usr/local/include/OpenThreads/Thread: In copy
| constructor ‘osgDB::DatabasePager::DatabasePager(const
| osgDB::DatabasePager)’:
| /usr/local/include/OpenThreads/Thread:364:
| error: ‘OpenThreads::Thread::Thread(const OpenThreads::Thread)’ is private
| /usr/local/include/osgDB/DatabasePager:41: error: within this context
| /usr/local/include/OpenThreads/Mutex:73:
I think you have an old version of OpenThreads around.

Tim
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Pq6i0is/+OvGtzArqRWocYU=
=64Zq
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Re: [Flightgear-devel] Flying over an island

2008-02-10 Thread Heiko Schulz

--- LeeE [EMAIL PROTECTED] schrieb:

 Hi all,
 
 Finally remembered to raise this:)
 
 I don't know exactly when it started happening but
 for a couple of 
 months now I've noticed that, regardless of where
 I'm flying, I 
 always seem to be flying over an island of about
 12nm radius and 
 surrounded by sea/ocean.
 
 I don't think the problem is anything to do with
 tile loading but 
 with clipping in the renderer.  As I fly forwards
 (yes, in some 
 tests against very high winds I occasionally fly
 backwards) I can 
 see the terrain smoothly appearing at the ~12nm
 boundary - this is 
 especially noticeable in hilly or mountainous
 regions.
 
 I had a look for suitable parameters in the property
 tree but didn't 
 find anything so I'm guessing that there's a
 hard-coded limit 
 somewhere.  Anyone else seeing this problem?
 
 If there is a hard-coded limit for this then it's
 much too low.  
 Twenty+ mile visibility at ground level isn't
 uncommon - people are 
 often able to see across the English Channel (22
 miles) and higher 
 Mountains and peaks are often visible at much
 greater distances.
 
 LeeE
 
Hi,


Not your specific problem, but I noticed the problem
with the visibility- I fly with real weather, but the
visibility doesen't match to the weather outside my
appartement. Seems to be there a hard coded limit of
11- 12 miles with real weather.

Another thing is, when I increase the visibility
manually I noticed with the last OSG-version that
there is a white surface in the sky - the blue sky
disapears, no stars. 

HHS

still in work: http://www.hoerbird.net/galerie.html
But already done: http://www.hoerbird.net/reisen.html


  Lesen Sie Ihre E-Mails auf dem Handy.
www.yahoo.de/go

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[Flightgear-devel] ParticleEffects : Rain Snow

2008-02-10 Thread Nicolas
Hi, 

I have started to learn FG, SG and OSG programmation...

Since severals months, I use FG (nickname : Nicklas with pa24-250) ;
Now, I want to try bring my help to project.

So, I prepare a little contribution to FG project.

My first screenshots :

http://www.progweb.com/fgfs.png
http://www.progweb.com/fgfs2.png

Regards,

Nicolas VIVIEN



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Re: [Flightgear-devel] ParticleEffects : Rain Snow

2008-02-10 Thread LeeE
On Sunday 10 February 2008 18:10, Nicolas wrote:
 Hi,

 I have started to learn FG, SG and OSG programmation...

 Since severals months, I use FG (nickname : Nicklas with
 pa24-250) ; Now, I want to try bring my help to project.

 So, I prepare a little contribution to FG project.

 My first screenshots :

 http://www.progweb.com/fgfs.png
 http://www.progweb.com/fgfs2.png

 Regards,

 Nicolas VIVIEN

They look very effective:)

LeeE

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Re: [Flightgear-devel] Flying over an island

2008-02-10 Thread LeeE
On Sunday 10 February 2008 18:19, Heiko Schulz wrote:
 --- LeeE [EMAIL PROTECTED] schrieb:
  On Sunday 10 February 2008 17:45, Heiko Schulz
 
  wrote:
   --- LeeE [EMAIL PROTECTED] schrieb:
Hi all,
   
Finally remembered to raise this:)
   
I don't know exactly when it started happening
 
  but
 
for a couple of
months now I've noticed that, regardless of
 
  where
 
I'm flying, I
always seem to be flying over an island of about
12nm radius and
surrounded by sea/ocean.
   
I don't think the problem is anything to do with
tile loading but
with clipping in the renderer.  As I fly
 
  forwards
 
(yes, in some
tests against very high winds I occasionally fly
backwards) I can
see the terrain smoothly appearing at the ~12nm
boundary - this is
especially noticeable in hilly or mountainous
regions.
   
I had a look for suitable parameters in the
 
  property
 
tree but didn't
find anything so I'm guessing that there's a
hard-coded limit
somewhere.  Anyone else seeing this problem?
   
If there is a hard-coded limit for this then
 
  it's
 
much too low.
Twenty+ mile visibility at ground level isn't
uncommon - people are
often able to see across the English Channel (22
miles) and higher
Mountains and peaks are often visible at much
greater distances.
   
LeeE
  
   Hi,
  
  
   Not your specific problem, but I noticed the
 
  problem
 
   with the visibility- I fly with real weather, but
 
  the
 
   visibility doesen't match to the weather outside
 
  my
 
   appartement. Seems to be there a hard coded limit
 
  of
 
   11- 12 miles with real weather.
  
   Another thing is, when I increase the visibility
   manually I noticed with the last OSG-version that
   there is a white surface in the sky - the blue sky
   disapears, no stars.
  
   HHS
  
   still in work:
 
  http://www.hoerbird.net/galerie.html
 
   But already done:
 
  http://www.hoerbird.net/reisen.html
 
 Lesen Sie Ihre E-Mails auf dem Handy.
   www.yahoo.de/go
 
  Is your problem due to the fetched METAR visibility
  being incorrect
  or is the fetched METAR data correct but not being
  used correctly?
 
  When you increase the visibility manually do you see
  any terrain
  that is further away than ~12nm?
 
  I see the white sky problem too.  I've noticed that
  once I get above
  ~8000ft asl the sky, starting at the corners of the
  screen become
  white.  As I continue climbing it looks as though
  the sky has been
  reduced to a single polygon and if I bank and turn
  the poly appears
  to rotate.  Actually, I think the poly doesn't
  change it's
  alignment - the apparent rotation being due to the
  change in
  heading.
 
  I thought it might be possible that the white sky
  problem is related
  to the terrain clipping problem, so I was going to
  see the outcome
  of that before I raised the white sky issue:)
 
  LeeE

 It seems to mee, that METAR is not used correctly.
 METAR ssems alright to me, if in RL the visibility is
 under 11nm, ti is in FGFS too. But above 11nm - FGFS
 can't show this

 still in work: http://www.hoerbird.net/galerie.html
 But already done: http://www.hoerbird.net/reisen.html


__  Ihre erste Baustelle?
 Wissenswertes für Bastler und Hobby Handwerker.
 www.yahoo.de/clever

Sound like the same problem.

LeeE

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Re: [Flightgear-devel] ParticleEffects : Rain Snow

2008-02-10 Thread Heiko Schulz
Hi,

this is looking great - did you add this to the
Aircraft or is this hardcoded?

Now the working wipers on the DHC6 makes sense! ;-)

Regards
HHS
--- Nicolas [EMAIL PROTECTED] schrieb:

 Hi, 
 
 I have started to learn FG, SG and OSG
 programmation...
 
 Since severals months, I use FG (nickname : Nicklas
 with pa24-250) ;
 Now, I want to try bring my help to project.
 
 So, I prepare a little contribution to FG project.
 
 My first screenshots :
 
 http://www.progweb.com/fgfs.png
 http://www.progweb.com/fgfs2.png
 
 Regards,
 
 Nicolas VIVIEN
 
 
 

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still in work: http://www.hoerbird.net/galerie.html
But already done: http://www.hoerbird.net/reisen.html


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www.yahoo.de/go

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Re: [Flightgear-devel] Flying over an island

2008-02-10 Thread Heiko Schulz

--- LeeE [EMAIL PROTECTED] schrieb:

 On Sunday 10 February 2008 17:45, Heiko Schulz
 wrote:
  --- LeeE [EMAIL PROTECTED] schrieb:
   Hi all,
  
   Finally remembered to raise this:)
  
   I don't know exactly when it started happening
 but
   for a couple of
   months now I've noticed that, regardless of
 where
   I'm flying, I
   always seem to be flying over an island of about
   12nm radius and
   surrounded by sea/ocean.
  
   I don't think the problem is anything to do with
   tile loading but
   with clipping in the renderer.  As I fly
 forwards
   (yes, in some
   tests against very high winds I occasionally fly
   backwards) I can
   see the terrain smoothly appearing at the ~12nm
   boundary - this is
   especially noticeable in hilly or mountainous
   regions.
  
   I had a look for suitable parameters in the
 property
   tree but didn't
   find anything so I'm guessing that there's a
   hard-coded limit
   somewhere.  Anyone else seeing this problem?
  
   If there is a hard-coded limit for this then
 it's
   much too low.
   Twenty+ mile visibility at ground level isn't
   uncommon - people are
   often able to see across the English Channel (22
   miles) and higher
   Mountains and peaks are often visible at much
   greater distances.
  
   LeeE
 
  Hi,
 
 
  Not your specific problem, but I noticed the
 problem
  with the visibility- I fly with real weather, but
 the
  visibility doesen't match to the weather outside
 my
  appartement. Seems to be there a hard coded limit
 of
  11- 12 miles with real weather.
 
  Another thing is, when I increase the visibility
  manually I noticed with the last OSG-version that
  there is a white surface in the sky - the blue sky
  disapears, no stars.
 
  HHS
 
  still in work:
 http://www.hoerbird.net/galerie.html
  But already done:
 http://www.hoerbird.net/reisen.html
 
 
Lesen Sie Ihre E-Mails auf dem Handy.
  www.yahoo.de/go
 
 Is your problem due to the fetched METAR visibility
 being incorrect 
 or is the fetched METAR data correct but not being
 used correctly?
 
 When you increase the visibility manually do you see
 any terrain 
 that is further away than ~12nm?
 
 I see the white sky problem too.  I've noticed that
 once I get above 
 ~8000ft asl the sky, starting at the corners of the
 screen become 
 white.  As I continue climbing it looks as though
 the sky has been 
 reduced to a single polygon and if I bank and turn
 the poly appears 
 to rotate.  Actually, I think the poly doesn't
 change it's 
 alignment - the apparent rotation being due to the
 change in 
 heading.
 
 I thought it might be possible that the white sky
 problem is related 
 to the terrain clipping problem, so I was going to
 see the outcome 
 of that before I raised the white sky issue:)
 
 LeeE
 
It seems to mee, that METAR is not used correctly.
METAR ssems alright to me, if in RL the visibility is
under 11nm, ti is in FGFS too. But above 11nm - FGFS
can't show this

still in work: http://www.hoerbird.net/galerie.html
But already done: http://www.hoerbird.net/reisen.html


   __  Ihre erste Baustelle? Wissenswertes 
für Bastler und Hobby Handwerker. www.yahoo.de/clever

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Re: [Flightgear-devel] Flying over an island

2008-02-10 Thread LeeE
On Sunday 10 February 2008 17:45, Heiko Schulz wrote:
 --- LeeE [EMAIL PROTECTED] schrieb:
  Hi all,
 
  Finally remembered to raise this:)
 
  I don't know exactly when it started happening but
  for a couple of
  months now I've noticed that, regardless of where
  I'm flying, I
  always seem to be flying over an island of about
  12nm radius and
  surrounded by sea/ocean.
 
  I don't think the problem is anything to do with
  tile loading but
  with clipping in the renderer.  As I fly forwards
  (yes, in some
  tests against very high winds I occasionally fly
  backwards) I can
  see the terrain smoothly appearing at the ~12nm
  boundary - this is
  especially noticeable in hilly or mountainous
  regions.
 
  I had a look for suitable parameters in the property
  tree but didn't
  find anything so I'm guessing that there's a
  hard-coded limit
  somewhere.  Anyone else seeing this problem?
 
  If there is a hard-coded limit for this then it's
  much too low.
  Twenty+ mile visibility at ground level isn't
  uncommon - people are
  often able to see across the English Channel (22
  miles) and higher
  Mountains and peaks are often visible at much
  greater distances.
 
  LeeE

 Hi,


 Not your specific problem, but I noticed the problem
 with the visibility- I fly with real weather, but the
 visibility doesen't match to the weather outside my
 appartement. Seems to be there a hard coded limit of
 11- 12 miles with real weather.

 Another thing is, when I increase the visibility
 manually I noticed with the last OSG-version that
 there is a white surface in the sky - the blue sky
 disapears, no stars.

 HHS

 still in work: http://www.hoerbird.net/galerie.html
 But already done: http://www.hoerbird.net/reisen.html


   Lesen Sie Ihre E-Mails auf dem Handy.
 www.yahoo.de/go

Is your problem due to the fetched METAR visibility being incorrect 
or is the fetched METAR data correct but not being used correctly?

When you increase the visibility manually do you see any terrain 
that is further away than ~12nm?

I see the white sky problem too.  I've noticed that once I get above 
~8000ft asl the sky, starting at the corners of the screen become 
white.  As I continue climbing it looks as though the sky has been 
reduced to a single polygon and if I bank and turn the poly appears 
to rotate.  Actually, I think the poly doesn't change it's 
alignment - the apparent rotation being due to the change in 
heading.

I thought it might be possible that the white sky problem is related 
to the terrain clipping problem, so I was going to see the outcome 
of that before I raised the white sky issue:)

LeeE

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Re: [Flightgear-devel] ParticleEffects : Rain Snow

2008-02-10 Thread SydSandy
On Sun, 10 Feb 2008 19:22:08 +0100 (CET)
Heiko Schulz [EMAIL PROTECTED] wrote:

 Hi,
 
 this is looking great - did you add this to the
 Aircraft or is this hardcoded?
 
 Now the working wipers on the DHC6 makes sense! ;-)
 

I don't know about yours, but my car wipers work even when it's not raining :)
 
SydSandy [EMAIL PROTECTED]

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Re: [Flightgear-devel] ParticleEffects : Rain Snow

2008-02-10 Thread Georg Vollnhals
Nicolas schrieb:
 Hi, 

 I have started to learn FG, SG and OSG programmation...

 Since severals months, I use FG (nickname : Nicklas with pa24-250) ;
 Now, I want to try bring my help to project.

 So, I prepare a little contribution to FG project.

 My first screenshots :

 http://www.progweb.com/fgfs.png
 http://www.progweb.com/fgfs2.png

 Regards,

 Nicolas VIVIEN



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Wow, very impressive!
We should have that nice stuff in FG :-)
Thanks a lot
Georg EDDW

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Re: [Flightgear-devel] ParticleEffects : Rain Snow

2008-02-10 Thread Heiko Schulz

--- SydSandy [EMAIL PROTECTED] schrieb:

 On Sun, 10 Feb 2008 19:22:08 +0100 (CET)
 Heiko Schulz [EMAIL PROTECTED] wrote:
 
  Hi,
  
  this is looking great - did you add this to the
  Aircraft or is this hardcoded?
  
  Now the working wipers on the DHC6 makes sense!
 ;-)
  
 
 I don't know about yours, but my car wipers work
 even when it's not raining :)
  
 SydSandy [EMAIL PROTECTED]
 
He he- of course they are working! But iin FGFS it
makes no sense without rain ( and flys!)



still in work: http://www.hoerbird.net/galerie.html
But already done: http://www.hoerbird.net/reisen.html


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Re: [Flightgear-devel] ParticleEffects : Rain Snow

2008-02-10 Thread SydSandy
On Sun, 10 Feb 2008 20:13:31 +0100 (CET)
Heiko Schulz [EMAIL PROTECTED] wrote:

 
 
 --- SydSandy [EMAIL PROTECTED] schrieb:
 
  On Sun, 10 Feb 2008 19:22:08 +0100 (CET)
  Heiko Schulz [EMAIL PROTECTED] wrote:
  
   Hi,
   
   this is looking great - did you add this to the
   Aircraft or is this hardcoded?
   
   Now the working wipers on the DHC6 makes sense!
  ;-)
   
  
  I don't know about yours, but my car wipers work
  even when it's not raining :)
   
  SydSandy [EMAIL PROTECTED]
  
 He he- of course they are working! But iin FGFS it
 makes no sense without rain ( and flys!)
 

Well it doesn't hurt to be prepared  :)
-- 
SydSandy [EMAIL PROTECTED]

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Re: [Flightgear-devel] ParticleEffects : Rain Snow

2008-02-10 Thread Heiko Schulz

--- SydSandy [EMAIL PROTECTED] schrieb:

 On Sun, 10 Feb 2008 20:13:31 +0100 (CET)
 Heiko Schulz [EMAIL PROTECTED] wrote:
 
  
  
  --- SydSandy [EMAIL PROTECTED] schrieb:
  
   On Sun, 10 Feb 2008 19:22:08 +0100 (CET)
   Heiko Schulz [EMAIL PROTECTED] wrote:
   
Hi,

this is looking great - did you add this to
 the
Aircraft or is this hardcoded?

Now the working wipers on the DHC6 makes
 sense!
   ;-)

   
   I don't know about yours, but my car wipers work
   even when it's not raining :)

   SydSandy [EMAIL PROTECTED]
   
  He he- of course they are working! But iin FGFS it
  makes no sense without rain ( and flys!)
  
 
 Well it doesn't hurt to be prepared  :)
 -- 
 SydSandy [EMAIL PROTECTED]
 
Right- it is better I should apply hail insurance for
the EC135 and buy a good snow shovel and deicer for
the future! 

still in work: http://www.hoerbird.net/galerie.html
But already done: http://www.hoerbird.net/reisen.html


  Machen Sie Yahoo! zu Ihrer Startseite. Los geht's: 
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Re: [Flightgear-devel] tree textures

2008-02-10 Thread Csaba Halász
On Feb 9, 2008 12:29 PM, Vivian Meazza [EMAIL PROTECTED] wrote:

 I would be pleasantly surprised if condition worked in materials.xml

Here you go :)

As a side effect, we could get rid of the ugly code that makes
Terrain.season out of Terrain at the expense of some more xml.

I attached a patch against Syd's new materials.xml as well.

-- 
Greets,
Csaba/Jester
Index: src/Main/fg_init.cxx
===
RCS file: /var/cvs/FlightGear-0.9/source/src/Main/fg_init.cxx,v
retrieving revision 1.192
@@ -1613,7 +1613,7 @@
 SGPath mpath( globals-get_fg_root() );
 mpath.append( materials.xml );
 string season = fgGetString(/sim/startup/season, summer);
-if ( ! globals-get_matlib()-load(globals-get_fg_root(), mpath.str(), 
season.c_str()) ) {
+if ( ! globals-get_matlib()-load(globals-get_fg_root(), mpath.str(), 
season.c_str(), globals-get_props()) ) {
 SG_LOG( SG_GENERAL, SG_ALERT, Error loading material lib! );
 exit(-1);
 }
Index: simgear/scene/material/matlib.cxx
===
RCS file: /var/cvs/SimGear-0.3/source/simgear/scene/material/matlib.cxx,v
retrieving revision 1.29
diff -u -r1.29 matlib.cxx
--- simgear/scene/material/matlib.cxx   24 Jan 2008 23:05:19 -  1.29
+++ simgear/scene/material/matlib.cxx   10 Feb 2008 21:28:06 -
@@ -63,6 +63,7 @@
 #include simgear/misc/sg_path.hxx
 #include simgear/misc/sgstream.hxx
 #include simgear/props/props_io.hxx
+#include simgear/props/condition.hxx
 #include simgear/scene/tgdb/userdata.hxx
 
 #include mat.hxx
@@ -77,7 +78,7 @@
 }
 
 // Load a library of material properties
-bool SGMaterialLib::load( const string fg_root, const string mpath, const 
char *season ) {
+bool SGMaterialLib::load( const string fg_root, const string mpath, const 
char *season, SGPropertyNode *prop_root ) {
 
 SGPropertyNode materials;
 
@@ -94,6 +95,16 @@
 for (int i = 0; i  nMaterials; i++) {
 const SGPropertyNode * node = materials.getChild(i);
 if (!strcmp(node-getName(), material)) {
+const SGPropertyNode* conditionNode = node-getChild(condition);
+if (conditionNode) {
+SGSharedPtrconst SGCondition condition = 
sgReadCondition(prop_root, conditionNode);
+if (!condition-test()) {
+SG_LOG(SG_INPUT, SG_DEBUG, Skipping material entry #
+ i   (condition false));
+continue;
+}
+}
+
 SGSharedPtrSGMaterial m = new SGMaterial(fg_root, node, season);
 
 vectorSGPropertyNode_ptrnames = node-getChildren(name);
Index: simgear/scene/material/matlib.hxx
===
RCS file: /var/cvs/SimGear-0.3/source/simgear/scene/material/matlib.hxx,v
retrieving revision 1.16
diff -u -r1.16 matlib.hxx
--- simgear/scene/material/matlib.hxx   24 Jan 2008 23:05:19 -  1.16
+++ simgear/scene/material/matlib.hxx   10 Feb 2008 21:28:06 -
@@ -41,6 +41,7 @@
 #include osg/StateSet
 
 class SGMaterial;
+class SGPropertyNode;
 
 SG_USING_STD(string);
 SG_USING_STD(map);
@@ -65,7 +66,7 @@
 SGMaterialLib ( void );
 
 // Load a library of material properties
-bool load( const string fg_root, const string mpath, const char *season 
);
+bool load( const string fg_root, const string mpath, const char *season, 
SGPropertyNode *prop_root );
 
 // Add the named texture with default properties
 bool add_item( const string tex_path );
--- materials.xml.test  2008-02-10 00:30:00.0 +0100
+++ materials.xml   2008-02-10 22:37:09.0 +0100
@@ -657,6 +657,12 @@
 
 !-- Coniferous Summer--
 material
+ condition
+  not-equals
+   propertysim/startup/season/property
+   valuewinter/value
+  /not-equals
+ /condition
  nameLandmass/name
  nameSomeSort/name
  nameEvergreenBroadCover/name
@@ -679,6 +685,12 @@
 /material
 
 material
+ condition
+  not-equals
+   propertysim/startup/season/property
+   valuewinter/value
+  /not-equals
+ /condition
  nameEvergreenNeedleCover/name
  nameWoodedTundraCover/name
  textureTerrain/evergreen.rgb/texture
@@ -696,6 +708,12 @@
 /material
 
 material
+ condition
+  not-equals
+   propertysim/startup/season/property
+   valuewinter/value
+  /not-equals
+ /condition
  nameDeciduousNeedleCover/name
  textureTerrain/dec_evergreen.rgb/texture
  xsize1000/xsize
@@ -711,14 +729,14 @@
  bumpiness1/bumpiness
 /material
 
-!-- Coniferous Winter
+!-- Coniferous Winter --
 
 material
  condition
- equals
- propertysim/startup/season/property
- valuewinter/value
- /equals
+  equals
+   propertysim/startup/season/property
+   valuewinter/value
+  /equals
  /condition
  nameLandmass/name
  nameSomeSort/name
@@ -741,10 +759,10 @@
 
 material
  condition
- equals
- propertysim/startup/season/property
- valuewinter/value
- /equals
+  equals
+   propertysim/startup/season/property
+ 

Re: [Flightgear-devel] tree textures

2008-02-10 Thread Heiko Schulz

--- Csaba Halász [EMAIL PROTECTED] schrieb:

 On Feb 9, 2008 12:29 PM, Vivian Meazza
 [EMAIL PROTECTED] wrote:
 
  I would be pleasantly surprised if condition
 worked in materials.xml
 
 Here you go :)
 
 As a side effect, we could get rid of the ugly code
 that makes
 Terrain.season out of Terrain at the expense
 of some more xml.
 
 I attached a patch against Syd's new materials.xml
 as well.
 
 -- 
 Greets,
 Csaba/Jester
  Index: src/Main/fg_init.cxx


Did I read right? That meand the thae lakes, Rivers
etc. will be frozen ( solid!) if it is winter in FGFS?

We discussed this on IRC- but it seemed not really
possible ( to me)

still in work: http://www.hoerbird.net/galerie.html
But already done: http://www.hoerbird.net/reisen.html


   __  Ihre erste Baustelle? Wissenswertes 
für Bastler und Hobby Handwerker. www.yahoo.de/clever

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Re: [Flightgear-devel] tree textures

2008-02-10 Thread Csaba Halász
On Feb 10, 2008 11:22 PM, Heiko Schulz [EMAIL PROTECTED] wrote:

 Did I read right? That meand the thae lakes, Rivers
 etc. will be frozen ( solid!) if it is winter in FGFS?

 We discussed this on IRC- but it seemed not really
 possible ( to me)

http://picasaweb.google.com/Csaba.Halasz/MiscFlightgear/photo#5165494507393805650

Certainly looks possible :)

-- 
Csaba/Jester

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Re: [Flightgear-devel] tree textures

2008-02-10 Thread SydSandy
On Mon, 11 Feb 2008 00:41:31 +0100 (CET)
Heiko Schulz [EMAIL PROTECTED] wrote:

 
 --- Csaba Halász [EMAIL PROTECTED] schrieb:
 
  On Feb 10, 2008 11:22 PM, Heiko Schulz
  [EMAIL PROTECTED] wrote:
  
   Did I read right? That meand the thae lakes,
  Rivers
   etc. will be frozen ( solid!) if it is winter in
  FGFS?
  
   We discussed this on IRC- but it seemed not really
   possible ( to me)
  
 
 http://picasaweb.google.com/Csaba.Halasz/MiscFlightgear/photo#5165494507393805650
  
  Certainly looks possible :)
  
  -- 
  Csaba/Jester
 
  Flightgear-devel@lists.sourceforge.net
 
 https://lists.sourceforge.net/lists/listinfo/flightgear-devel
  
 You are genious! Can we add this feature to the
 runways too? Means that the runway is more slippery?
 

Im testing now , but yes you can change solid , bumpiness , friction , etc , so 
it should be possible
Cheers


 still in work: http://www.hoerbird.net/galerie.html
 But already done: http://www.hoerbird.net/reisen.html
 
 
   Lesen Sie Ihre E-Mails auf dem Handy.
 www.yahoo.de/go
 
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-- 
SydSandy [EMAIL PROTECTED]

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Re: [Flightgear-devel] tree textures

2008-02-10 Thread Heiko Schulz

--- Csaba Halász [EMAIL PROTECTED] schrieb:

 On Feb 10, 2008 11:22 PM, Heiko Schulz
 [EMAIL PROTECTED] wrote:
 
  Did I read right? That meand the thae lakes,
 Rivers
  etc. will be frozen ( solid!) if it is winter in
 FGFS?
 
  We discussed this on IRC- but it seemed not really
  possible ( to me)
 

http://picasaweb.google.com/Csaba.Halasz/MiscFlightgear/photo#5165494507393805650
 
 Certainly looks possible :)
 
 -- 
 Csaba/Jester

 Flightgear-devel@lists.sourceforge.net

https://lists.sourceforge.net/lists/listinfo/flightgear-devel
 
You are genious! Can we add this feature to the
runways too? Means that the runway is more slippery?

still in work: http://www.hoerbird.net/galerie.html
But already done: http://www.hoerbird.net/reisen.html


  Lesen Sie Ihre E-Mails auf dem Handy.
www.yahoo.de/go

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Re: [Flightgear-devel] tree textures

2008-02-10 Thread Heiko Schulz

 
 Im testing now , but yes you can change solid ,
 bumpiness , friction , etc , so it should be
 possible
 Cheers
 
Even, when it is raining or snowing? That would be a
feature which MSFS has not ( only graphic, but not in
the behaviour of the aircraft)

still in work: http://www.hoerbird.net/galerie.html
But already done: http://www.hoerbird.net/reisen.html


  Lesen Sie Ihre E-Mails auf dem Handy.
www.yahoo.de/go

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Re: [Flightgear-devel] tree textures

2008-02-10 Thread Heiko Schulz

 
 Im testing now , but yes you can change solid ,
 bumpiness , friction , etc , so it should be
 possible
 Cheers
 
Even, when it is raining or snowing? That would be a
feature which MSFS has not ( only graphic, but not in
the behaviour of the aircraft)

still in work: http://www.hoerbird.net/galerie.html
But already done: http://www.hoerbird.net/reisen.html


  E-Mails jetzt auf Ihrem Handy.
www.yahoo.de/go

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Re: [Flightgear-devel] tree textures

2008-02-10 Thread Georg Vollnhals
Csaba Halász schrieb:
 On Feb 9, 2008 12:29 PM, Vivian Meazza [EMAIL PROTECTED] wrote:
   
 I would be pleasantly surprised if condition worked in materials.xml
 

 Here you go :)

 As a side effect, we could get rid of the ugly code that makes
 Terrain.season out of Terrain at the expense of some more xml.

 I attached a patch against Syd's new materials.xml as well.

   
Hi  Csaba,

after applying your patches, recompiling and starting FG with
--season=winter I get some strange effects regarding the trees.
It seems as if the both crossing planes are not fitting - so I get a 2-D
display (and it seems to  me the proportions of the trees are not right,
they look rather strange, very high but small).
I am not sure the problem is only on my side, therefore I made some
screenshots so that you can see what I mean:

(click on the preview picture(s) to get the big ones)
http://home.arcor.de/vollnhals-bremen/WinterTrees/

Apart from this, the improvement of the seasonal effects is enhancing
the FlightGear world one more step. Thank you for this work.

Regards
Georg EDDW



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Re: [Flightgear-devel] tree textures

2008-02-10 Thread Csaba Halász
On Feb 11, 2008 2:09 AM, Georg Vollnhals [EMAIL PROTECTED] wrote:

 Apart from this, the improvement of the seasonal effects is enhancing
 the FlightGear world one more step. Thank you for this work.

I just did the condifion part, you should thank Stuart, Syd and Tim ...

-- 
Csaba/Jester

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Re: [Flightgear-devel] tree textures

2008-02-10 Thread Georg Vollnhals
Csaba Halász schrieb:
 On Feb 11, 2008 2:09 AM, Georg Vollnhals [EMAIL PROTECTED] wrote:
   
 Apart from this, the improvement of the seasonal effects is enhancing
 the FlightGear world one more step. Thank you for this work.
 

 I just did the condifion part, you should thank Stuart, Syd and Tim ...

   
I really hope Stuart, Syd and Tim already know how thankful I am for
their work :-)
It is really thrilling for me how many of my secret wishes now are
getting reality - landing lights, populated landscape (better autogen,
trees, seasonal effects), rain (and snow???), particle effects, etc.

But now back to your patches and my problems. Although it is in the
middle of the night I could not but do some further tests (.. and
because I do not have to work today :-) ).

When I start FG with no season argument, there is a strange display and
I cannot see any tree:

http://home.arcor.de/vollnhals-bremen/NoSeason/

Trying with --season=summer als seems to be ok, the surface textures are
normal and the trees look not only normal but very nice:

http://home.arcor.de/vollnhals-bremen/SummerTrees/

So my conclusion is after applying your patches:

-- you have to start FG with the --season=summer argument to have a
normal summer display
-- if you start FG without a --season=... argument there is a
partially strange display regarding the ground textures and with no
trees visible
-- starting FG with --season=winter shows corrupted trees (see my
earlier eMail).

Is there anyone out there who also has tested Csaba's work and can
confirm / not confirm my observations?

Regards
Georg

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Re: [Flightgear-devel] tree textures

2008-02-10 Thread SydSandy
On Mon, 11 Feb 2008 03:47:26 +0100
Georg Vollnhals [EMAIL PROTECTED] wrote:

 Csaba Halász schrieb:
  On Feb 11, 2008 2:09 AM, Georg Vollnhals [EMAIL PROTECTED] wrote:

  Apart from this, the improvement of the seasonal effects is enhancing
  the FlightGear world one more step. Thank you for this work.
  
 
  I just did the condifion part, you should thank Stuart, Syd and Tim ...
 

 I really hope Stuart, Syd and Tim already know how thankful I am for
 their work :-)
 It is really thrilling for me how many of my secret wishes now are
 getting reality - landing lights, populated landscape (better autogen,
 trees, seasonal effects), rain (and snow???), particle effects, etc.
 
 But now back to your patches and my problems. Although it is in the
 middle of the night I could not but do some further tests (.. and
 because I do not have to work today :-) ).
 
 When I start FG with no season argument, there is a strange display and
 I cannot see any tree:
 
 http://home.arcor.de/vollnhals-bremen/NoSeason/
 
 Trying with --season=summer als seems to be ok, the surface textures are
 normal and the trees look not only normal but very nice:
 
 http://home.arcor.de/vollnhals-bremen/SummerTrees/
 
 So my conclusion is after applying your patches:
 
 -- you have to start FG with the --season=summer argument to have a
 normal summer display
 -- if you start FG without a --season=... argument there is a
 partially strange display regarding the ground textures and with no
 trees visible
 -- starting FG with --season=winter shows corrupted trees (see my
 earlier eMail).
 
 Is there anyone out there who also has tested Csaba's work and can
 confirm / not confirm my observations?
 
 Regards
 Georg
 

Hi Georg , the tree problem is because I created a set of 8 instead of 4 trees 
per texture for the 
coniferous trees , and the originally commented out parts of the material.xml 
file probably still have 
tree-varieties4/tree-varieties
If you change that to tree-varieties8/tree-varieties everything should be 
fine ... I'm also adding winter textures that were missing from the 
Terrain.winter folder but that's a bit more work , so it will take a while ...
I'm still getting a few strange things here but still testing ... 
Cheers
-- 
SydSandy [EMAIL PROTECTED]

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[Flightgear-devel] forum troubles...

2008-02-10 Thread Yurik V. Nikiforoff

I have account at www.flightgear.org/forums since may 2007. I don't write 
messages at all. Today, I attempt to log-in, and my login/passwd was 
rejected. It's say - my account was locked.

I can't find emai of administrators/moderators on forum, and personal messages 
was disabled for this board, so I can't describe my trouble and get any help.

Is anybody of administrators read this list? Please, send me your email or any 
contact links.

Sorry for offtopic.

-- 
Wbr, Yurik

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