Re: [Flightgear-devel] FlightGear 2.0.0 release process: Update

2010-02-03 Thread Tim Moore
On Wed, Feb 3, 2010 at 12:33 AM, John Denker  wrote:

>
>
> The "rc4" from a couple of days ago has a glitch
> that I haven't seen before:
>
> FRAGMENT glCompileShader "" FAILED
> FRAGMENT Shader "" infolog:
> Fragment shader failed to compile with the following errors:
> ERROR: 0:28: error(#162) Wrong operand types no operation '*' exists that
> takes a left-hand operand of type 'default varying 4-component vector of
> float' and a right operand of type '3-component vector of float' (or there
> is no acceptable conversion)
> ERROR: 0:27: error(#160) Cannot convert from '4-component vector of float'
> to '3-component vector of float'
> ERROR: error(#273) 2 compilation errors.  No code generated
>
> What hardware and driver? A possible workaround is to comment out the
conditional tests related to  gl_FrontFacing
in Shaders/default.frag and Shaders/mat-anim.frag.

Tim
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Re: [Flightgear-devel] memory hemorrhage

2010-02-03 Thread John Denker
On 02/03/2010 12:22 AM, Tim Moore wrote:
> This might be associated with the replay system, and I don't see a good way
> to turn it off completely. Try starting with /sim/replay/disable set to true
> and see if that changes anything.

No change.

Also FWIW turning off random vegetation = no change.

Also FWIW there are intermittent segfaults.  (The
memory hemorrhage is 100% reproducible chez moi, but
the segfaults are not.)  For example:
  http://www.av8n.com/fly/fgfs/jfk-segv-2feb10.log

> Does this number keep going up after the scenery is loaded?

All the relevant scenery was loaded in the first minute.

Remember, this occurs while sitting on the ground.  No
movement, no new scenery.

Well, actually there is some movement, because we still
have problems with parked aircraft sliding around, but
that's a whole different bug.

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Re: [Flightgear-devel] Get rid of annoying "Failed to load object" message

2010-02-03 Thread Erik Hofman
John Denker wrote:
> The commit messages for these commits seem self-explanatory.
> 
> commit f38db3f433e77cd59c2332dbda779774768bcf96
> Author: John Denker 
> Date:   Tue Feb 2 22:00:17 2010 -0700
> 
> Get rid of annoying "Failed to load object" message.
> 
> diff --git a/materials.xml b/materials.xml
> index 0ccd581..9e65486 100644
> --- a/materials.xml
> +++ b/materials.xml
> @@ -988,7 +988,6 @@ Shared parameters for various materials.
> Models/Residential/zone_maisons_carre-ba.ac
> Models/Residential/zone_maisons_long-ba.ac
> Models/Residential/zone_maisons_grd-ba.ac
> -   
> 10
> random
>

Oops, my bad. Thanks for the report.

Erik

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Re: [Flightgear-devel] FlightGear 2.0.0 release process: Update

2010-02-03 Thread Tim Moore
On Wed, Feb 3, 2010 at 9:09 AM, Tim Moore  wrote:

>
>
> On Wed, Feb 3, 2010 at 12:33 AM, John Denker  wrote:
>
>>
>>
>> The "rc4" from a couple of days ago has a glitch
>> that I haven't seen before:
>>
>> FRAGMENT glCompileShader "" FAILED
>> FRAGMENT Shader "" infolog:
>> Fragment shader failed to compile with the following errors:
>> ERROR: 0:28: error(#162) Wrong operand types no operation '*' exists that
>> takes a left-hand operand of type 'default varying 4-component vector of
>> float' and a right operand of type '3-component vector of float' (or there
>> is no acceptable conversion)
>> ERROR: 0:27: error(#160) Cannot convert from '4-component vector of float'
>> to '3-component vector of float'
>> ERROR: error(#273) 2 compilation errors.  No code generated
>>
>> What hardware and driver? A possible workaround is to comment out the
> conditional tests related to  gl_FrontFacing
> in Shaders/default.frag and Shaders/mat-anim.frag.
> Tim
>
> Whoops, never mind. Try the Shaders/mat-anim.frag that I just checked into
CVS data.

I devine that the hardware is ATI...

Tim
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Re: [Flightgear-devel] memory hemorrhage

2010-02-03 Thread Tim Moore
On Wed, Feb 3, 2010 at 9:10 AM, John Denker  wrote:

> On 02/03/2010 12:22 AM, Tim Moore wrote:
> > This might be associated with the replay system, and I don't see a good
> way
> > to turn it off completely. Try starting with /sim/replay/disable set to
> true
> > and see if that changes anything.
>
> No change.
>
> Also FWIW turning off random vegetation = no change.
>
> Also FWIW there are intermittent segfaults.  (The
> memory hemorrhage is 100% reproducible chez moi, but
> the segfaults are not.)  For example:
>  http://www.av8n.com/fly/fgfs/jfk-segv-2feb10.log
>
> > Does this number keep going up after the scenery is loaded?
>
> All the relevant scenery was loaded in the first minute.
>
> Remember, this occurs while sitting on the ground.  No
> movement, no new scenery.
>
I can't reproduce the memory hemorrhage here, with either the default
aircraft or the dhc3W. Do you still get it now, after the shader errors have
(hopefully) been banished?

Tim
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[Flightgear-devel] BugFix - 787

2010-02-03 Thread Patrice Poly
( not sure how to reply to the thread, I don't have it in my mail.
This is in reference to : 
http://sourceforge.net/mailarchive/message.php?msg_name=4B58FCDF.1000905%40daffodil.uk.com
 )

Hello,

I have been looking into the 787 yasim fuselage , using the blender
import script by Melchior Franz as suggested.

Using the original 787.xml file as it is in CVS now, ie :



we see the following : http://imagebin.org/83127
Without surprise, that fuselage section has zero length.

I stretched it in blender so that it fits the model fuselage ( shown in
wire on the image ) :
http://imagebin.org/83128

So blender gives us the following measurements for the tip of that section:
http://imagebin.org/83129

Given that X is reverted in blender,  the corrected relevant yasim line
would then be :



This makes a total yasim fuselage length of   25.91 + 29.338 = 55.248,
closer to the 56.7 that LeeE gives us as reference.

I presume this fix makes it much closer to the author's original intention.

Now this would need flight testing, and I am no expert with 787 flight,
so my experiments would not give a good lighting on the problem.
If someone with 787 knowledge could try this, and finds it flies
correctly, maybe we could commit it to CVS, hoping that the author will
not be upset that we change his file.

I just wanted to give my 2 cents , and try to revive a plane that seems
to be a nice one , and suffers a little typo that sticks it in the garage :)


Please find the corrected 787.xml file attached.








  
  
  
  
  
  
  




  
  
  
  
  
  

















  
  
  
  
  
  
  
  
  
  
  
  
  
  
  




  
  
  
  
  



  
  
  
  
  



  
  
  
  




  
  
  
  




   




  
  
  
  



  
  
  
  
  



  
  
  
  
  






















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Re: [Flightgear-devel] BugFix - Re: Bugs: 787

2010-02-03 Thread Patrice Poly
Hello,

I have been looking into the 787 yasim fuselage , using the blender
import script by Melchior Franz as suggested.

Using the original 787.xml file as it is in CVS now, ie :



we see the following : http://imagebin.org/83127
Without surprise, that fuselage section has zero length.

I stretched it in blender so that it fits the model fuselage ( shown in
wire on the image ) :
http://imagebin.org/83128

So blender gives us the following measurements for the tip of that section:
http://imagebin.org/83129

Given that X is reverted in blender,  the corrected relevant yasim line
would then be :



This makes a total yasim fuselage length of   25.91 + 29.338 = 55.248,
closer to the 56.7 that LeeE gives us as reference.

I presume this fix makes it much closer to the author's original intention.

Now this would need flight testing, and I am no expert with 787 flight,
so my experiments would not give a good lighting on the problem.
If someone with 787 knowledge could try this, and finds it flies
correctly, maybe we could commit it to CVS, hoping that the author will
not be upset that we change his file.

I just wanted to give my 2 cents , and try to revive a plane that seems
to be a nice one , and suffers a little typo that sticks it in the garage :)


Please find the corrected 787.xml file attached.











  
  
  
  
  
  
  




  
  
  
  
  
  

















  
  
  
  
  
  
  
  
  
  
  
  
  
  
  




  
  
  
  
  



  
  
  
  
  



  
  
  
  




  
  
  
  




   




  
  
  
  



  
  
  
  
  



  
  
  
  
  






















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Re: [Flightgear-devel] configuration info

2010-02-03 Thread John Denker
On 02/03/2010 01:37 AM, Tim Moore wrote:

>>> What hardware and driver? A possible workaround is to comment out the
>> conditional tests related to  gl_FrontFacing
>> in Shaders/default.frag and Shaders/mat-anim.frag.
>> Tim
>>
>> Whoops, never mind. Try the Shaders/mat-anim.frag that I just checked into
> CVS data.
> 
> I devine that the hardware is ATI...

No need for divination.  As always, configuration info is at
  http://www.av8n.com/fly/fgfs/barf.log

There is a little script to collect that information:
  http://www.av8n.com/fly/fgfs/barf

You might want to encourage people to use such a script
when submitting bug reports.  It obviates a lot of 
divination.

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Re: [Flightgear-devel] memory hemorrhage

2010-02-03 Thread John Denker
On 02/03/2010 02:00 AM, Tim Moore wrote:

>  Do you still get it now, after the shader errors have
> (hopefully) been banished?

Three answers:

1) The shader issue is greatly improved.  No more nasty
 shader-related error messages on the console.  This is
 an improvement at all airports, not just JFK, whereas
 the memory hemorrhage was observed only at JFK.

2) The memory issue is improved.  I no longer observe
 the 144 megabytes per minute steady hemorrhage.  The
 "RES" number goes rather quickly to about 900 megs
 and sits there.

3) Whether the new behavior is entirely correct is
 something we should discuss.  The memory usage at
 JFK is 400 or 500 megs larger than it would be at
 a "normal" airport.  I know the NYC scene is
 complex, but jeepers, 500 megs complex?

 As the saying goes, a picture is worth athousand
 words, but half a billion?  Really?  That's about 
 500 bytes for every pixel on the screen.

 I mention this because I betcha lots of users of
 the new release will not have hardware that can
 handle this.  I've got a rather capable machine,
 capable of 70 frames per second of "normal"
 scenery, but it can only do 20 in the NYC area.
 An it is an ugly 20.  Very jerky.  It "looks"
 more like 10 fps, and sometimes only 5, even 
 though FG writes 20 in the corner of the screen.

 Do we really need hundreds of bytes of scenery
 /for every pixel on the screen/ ... or is there
 some way to lower the memory usage and/or raise 
 the frame rate?


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Re: [Flightgear-devel] memory hemorrhage

2010-02-03 Thread Heiko Schulz
Hi,


> 
>  I mention this because I betcha lots of users of
>  the new release will not have hardware that can
>  handle this.  I've got a rather capable machine,
>  capable of 70 frames per second of "normal"
>  scenery, but it can only do 20 in the NYC area.
>  An it is an ugly 20.  Very jerky.  It "looks"
>  more like 10 fps, and sometimes only 5, even 
>  though FG writes 20 in the corner of the screen.
> 
>  Do we really need hundreds of bytes of scenery
>  /for every pixel on the screen/ ... or is there
>  some way to lower the memory usage and/or raise 
>  the frame rate?
> 
I did not yet look at at this scenery tile, but could it be that it uses a lot 
of .xml's? 

Vivian and me noticed already that a scenery using many .xml's will slow down 
even high capable systems a lot! 
Bad example are Paris and currently EDDP around the small villages inside the 
airport. 

Cheers
Heiko

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Re: [Flightgear-devel] FlightGear Mac OS X pre3

2010-02-03 Thread Jari Häkkinen
Hi,

I tested pre3 on my two macs.

Dual core 27" iMac report: As previously fg won't work on my iMac. As 
with the previous pre-releases fg crashes during initialization. I am 
working on getting a debug compile of Tats code. I've reached the end of 
compiling all the packages but fail on getting the linker to produce 
fgfs - the linker complains about not being able to find fopen!! I have 
started a new repoupdate and compile of macflightgear with debug flags 
using Tat's localbuild script.

Atlas crashes too, more about this below.


Dual core 2 year old MacBook Pro: fg and terrasync works. Atlas fails.


Atlas:

The issue with Atlas crashing is that the apt.dat.gz in the package 
outdated. If I replace apt.dat.gz with the latest CVS version Atlas 
works. The issue with ATLAS/apt.dat.gz was reported some days ago and 
fixed in CVS.

There is another issue with Atlas. The map goes black when starting from 
another airport than San Fransisco. Restarting fg will not generated the 
needed png's. Is Map run properly?


Cheers,

Jari


On 2/3/10 2:53 AM, Tatsuhiro Nishioka wrote:
> Hi there,
>
> I've released the pre3 package of FlightGear Mac OS X at the macflightgear 
> site.
> http://macflightgear.sourceforge.net
>
> Please check it out very quickly so I can have improve the quality of 2.0.0.
>
> Best,
>
> Tat
>
> p.s.
> Many mac users who gave me emails in the past week:
> Sorry for my very late reply.
> I'll be replying one by one tonight.
>
>
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Re: [Flightgear-devel] FlightGear Mac OS X pre3

2010-02-03 Thread Andrew Gillanders
Hi Tat,

First of all, thanks for putting the OS X release together - great work.

I have just been trying 2.0.0 pre 3, and have a few comments.  
Overall, just about everything works, and it is very stable. I am  
using OS X 10.4 on MacBook (Intel GMA 950 graphics chip set). I flew  
from KSFO, and went around SF Bay, flying the Seneca II.

1. Shaders: not working. The land mass and water reflection shaders  
showed strange textures. The fancy new clouds were partly right. They  
look good, but they are all the same shape, and are 2d. (I can post  
images if needed)

2. Atlas: did not run when selected in the launcher. (No problems  
here with 1.9.1)

3. Frame rates are about the same or a bit lower, but much lower when  
flying over KSFO. I think that might be the extra models in the  
scenery (there are a lot more electricity towers than in 1.9.1).

4. Cessna 172: this did not work on my machine in 1.9.1 (a crash  
somewhere in OSG), but does run in 2.0.0, although the frame rate is  
very low when looking from outside the plane. Something in the  
aircraft model perhaps?

5. Chase view: The chase view view point does not follow the  
airplane. The airplane stays in view, but the view point does not  
stay behind the aircraft, maintaining a constant direction of view  
(relative to ground rather than aircraft).

Hope this is useful feedback.

Cheers
Andrew

On 03/02/2010, at 11:53 AM, Tatsuhiro Nishioka wrote:

> Hi there,
>
> I've released the pre3 package of FlightGear Mac OS X at the  
> macflightgear site.
> http://macflightgear.sourceforge.net
>
> Please check it out very quickly so I can have improve the quality  
> of 2.0.0.
>
> Best,
>
> Tat
>
> p.s.
> Many mac users who gave me emails in the past week:
> Sorry for my very late reply.
> I'll be replying one by one tonight.
>
>
> -- 
> 
> The Planet: dedicated and managed hosting, cloud storage, colocation
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> the business
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> contracts
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