[Flightgear-devel] Problems with FG slave...

2010-05-05 Thread Mattt

Hi,

 I've a slave instance running on a separate machine. Relevant specs are:

   - Ubuntu Karmic
   - Xorg Edgers PPA (to get 3D support)
   - 3ghz P4 (non-HT)
   - 1gb RAM
   - ATI X300 PCIe / 128mb

 I basically just want a chase view window on which I can also open a 
couple of FG dialogue boxes.


 The updated Xorg and video drivers got me a 640x480 window with all 
rendering options presently min'ed out (as opposed to being max'ed), 
running at a capped 20fps.


 The two main problems I have are:

   - Warning: detected OpenGL error 'invalid operation' at after 
RenderBin::draw(..) -- this message repeats constantly on the CLI.


   - A very jerky display. As in, the aircraft sorta jerks backwards 
a little a couple of times per second when it's on the move. Sitting 
still and moving the control surfaces, it seems okay (although that's 
not much of a sample to go by...). This only happens with external views 
(particularly the heli and chase views - dunno about tower views). In 
cockpit and fly-by views, it's okay.


 I'm running at 30hz for both FDM and model rendering on the slave.

 While I'm at it, I'd also like to ask how much functionality I should 
be seeing across the socket/s (I also have the native-ctrls configured, 
although I have no clue what that's for). I generally like to spawn dark 
- no engines running, no power / APU, no lights, dark cockpit, etc, etc. 
Turning the lights on (for instance) doesn't propagate to the slave 
instance. Similarly, neither does setting stuff (like, say, the AP or 
the radios) from dialogue boxes on the slave instance. Should / can this 
stuff be working across both instances?


 Note: I posted this message to the forum several days ago. Anders 
suggested I set the FDM data rate to half the FPS throttle, which didn't 
help (but I've left those settings as they are - the slave's refresh is 
throttled to 20fps, and 10hz is likely all I need for the slave display 
I'm after). He also suggested that this may be the known update order 
problem, which I've asked him to explain and haven't seen a response to 
(I'm in AU... gotta love timezones ;-)).


 Another thing I've been wondering is that I compiled the suite (from 
CVS) on my main workstation (briefly, an e7400 @ ~3.2ghz and a PCIe 
nVidia 8400gs), then copied the entire tree over to the slave PC. Could 
this problem be, at least in part, due to building against one set of GL 
libraries but running on another?


Cheers,
Mattt.
--
Cheers,
Mattt.

SpotSafe - WiFi Hotspot solution - http://spotsafe.net

There are only 10 kinds of people.
Those who understand binary, and those that don't...
--
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Problems with FG slave...

2010-05-05 Thread Anders Gidenstam
On Wed, 5 May 2010, Mattt wrote:

   - A very jerky display. As in, the aircraft sorta jerks backwards a 
 little a couple of times per second when it's on the move. Sitting still and 
 moving the control surfaces, it seems okay (although that's not much of a 
 sample to go by...). This only happens with external views (particularly the 
 heli and chase views - dunno about tower views). In cockpit and fly-by views, 
 it's okay.

...

 Note: I posted this message to the forum several days ago. Anders suggested 
 I set the FDM data rate to half the FPS throttle, which didn't help (but I've 
 left those settings as they are - the slave's refresh is throttled to 20fps, 
 and 10hz is likely all I need for the slave display I'm after). He also 
 suggested that this may be the known update order problem, which I've asked 
 him to explain and haven't seen a response to (I'm in AU... gotta love 
 timezones ;-)).

Hi,

I think this is the same problem as this recent (inconclusive) discussion:

http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg26721.html

Further, but without much actual investigations I think the jitter is an 
artifact of the main loop update order which has a history breaking one 
neat feature or another when moving subsystems around.
I seem to recall that the question about the jitter in external views 
when using network replay has showed up several times during the last years.

Looking at the log for src/Main/main.cxx, if it worked ok in 1.9.1
I'd look closer at this commit:

commit ea4a3ee1df65b75169941af64f6f772737ff7ca4
Date:   Mon Sep 7 07:27:38 2009 +

Otherwise I suspect that this jitter problem has been present since Feb 
2008 and was traded for other neat features in these commits:

commit 366178f801a921e73ca991f69a61bbea7faf9d0e
Date:   Mon Feb 25 12:59:24 2008 +

commit 0bca82cb6c1e1fc7891fa349964e58dc5b6875c7 
Date:   Sat Feb 23 09:45:56 2008 +

commit 271487328aa78570c70bffc62620ba840c924174
Date:   Tue Nov 6 21:05:38 2007 +

(Commit IDs from the gitorious FG/CVS mirror)

Cheers,

Anders
-- 
---
Anders Gidenstam
WWW: http://www.gidenstam.org/FlightGear/

--
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


[Flightgear-devel] Question about *LUT/*lut.h OSX

2010-05-05 Thread HB-GRAL
Hello James(?)

I will call it *LUT just not to add another thread to a long long list. 
Took me some days to read about this problem on OSX. I apologize that I 
can not solve my new compiler issues with this 
holy-book-of-keeping-alut-thread ;-)

Recent SimGear CVS change in Soundmanager push me to install a new 
ALUT.framework (my recent OpenAL installation with fake alut.h on OSX 
worked well until last monday).

I tried to work with new changes but I get undefined symbols 
alutGetError and alutGetErrorString from SoundManager when I try to 
compile FG CVS (SimGear CVS compiles well also with new SoundManager).

First question is probably: Can you give me some hints how I have to set 
correct PREFIX path with --with-openal-framework= when my new 
OpenAL.framework exists at /Library/Frameworks/?

Thanks- Y.

--
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


[Flightgear-devel] toow many bugs on flightgear sources

2010-05-05 Thread Ingels David
There is a lot of bugs in the structure of the project
 
None of .cpp/.cxx files include all the files they needs, they includes
files which includes other files that this .cpp/.cxx depends on. Then if
you modify the first include and the consequence is the first include
does nt include the other files needed by the .cpp/.cxx then this
.cpp/.cxx doesnt compile and its become to be very expensive to detect
which include is missing. In collaborative project its really a problem
!
 
The hierarchy of directory is not good enought,
 
The includes directives are bugged: the files includes with absolute
reference path and not relative than we have to guess what include
directories to set  on the path search:
A project doesnt have to set include path for all the subproject: you
must use relative path on the source code.
 
The interdepencies are chaotics
 
In first attemp to compil i took 3 days to resolve dependencies.
 
Today, after succesfully compile flightgear since a week, I have got the
new jsbsim sources and tried to include it on the Flightgear: then i got
a lot of dependencies errors (includes, namespace disapeared ect ...) 
 
Before to continue to develop the project,  structure and hierarchies
must be cleaned !!
 
David Ingels
 
 
--
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] toow many bugs on flightgear sources

2010-05-05 Thread Jari Häkkinen
Hi David,

This post will probably not be taken well by many subscribers but I 
understand your frustration. The build process works but to get the 
first clean compile is a highly non-trivial task as you noticed. Your 
post is not very descriptive so I can only give you general pointers.

You need to build the different dependencies in proper order using the 
build tools provided in the different packages (cmake and autotools). 
You are best of installing the different modules (make install) and use 
the install location in subsequent build steps. Create a build script 
that automates the compilation of all packages, run it regularly.

Usually you need to use the latest synchronized CVS versions of simgear 
and flightgear (assuming you are using repository version, replace with 
git if that is were you fetch the sources).

I haven't had time to build flightgear et al. since two months back so 
cannot say if my set up compiles cleanly today. I expect that it needs 
some tweaking ... as always. Which isn't a bad thing and should be 
expected since using the repository stuff is to live on the edge.


Cheers,

Jari


On 5/5/10 12:10 PM, Ingels David wrote:
 There is a lot of bugs in the structure of the project

 None of .cpp/.cxx files include all the files they needs, they includes
 files which includes other files that this .cpp/.cxx depends on. Then if
 you modify the first include and the consequence is the first include
 does nt include the other files needed by the .cpp/.cxx then this
 .cpp/.cxx doesnt compile and its become to be very expensive to detect
 which include is missing. In collaborative project its really a problem
 !

 The hierarchy of directory is not good enought,

 The includes directives are bugged: the files includes with absolute
 reference path and not relative than we have to guess what include
 directories to set  on the path search:
 A project doesnt have to set include path for all the subproject: you
 must use relative path on the source code.

 The interdepencies are chaotics

 In first attemp to compil i took 3 days to resolve dependencies.

 Today, after succesfully compile flightgear since a week, I have got the
 new jsbsim sources and tried to include it on the Flightgear: then i got
 a lot of dependencies errors (includes, namespace disapeared ect ...)

 Before to continue to develop the project,  structure and hierarchies
 must be cleaned !!

 David Ingels






 --



 ___
 Flightgear-devel mailing list
 Flightgear-devel@lists.sourceforge.net
 https://lists.sourceforge.net/lists/listinfo/flightgear-devel

--
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Question about *LUT/*lut.h OSX

2010-05-05 Thread James Turner

On 5 May 2010, at 10:41, HB-GRAL wrote:

 I will call it *LUT just not to add another thread to a long long list. 
 Took me some days to read about this problem on OSX. I apologize that I 
 can not solve my new compiler issues with this 
 holy-book-of-keeping-alut-thread ;-)
 
 Recent SimGear CVS change in Soundmanager push me to install a new 
 ALUT.framework (my recent OpenAL installation with fake alut.h on OSX 
 worked well until last monday).
 
 I tried to work with new changes but I get undefined symbols 
 alutGetError and alutGetErrorString from SoundManager when I try to 
 compile FG CVS (SimGear CVS compiles well also with new SoundManager).
 
 First question is probably: Can you give me some hints how I have to set 
 correct PREFIX path with --with-openal-framework= when my new 
 OpenAL.framework exists at /Library/Frameworks/?

Right, it sounds like you are pretty close. The new situation is as follows:

- don't touch your standard Apple OpenAL *at all* (apart from maybe the ALCvoid 
- void tweak which I suspect we are stuck with)

- grab ALUT.framework from here:
http://files.goneabitbursar.com/fg/alut-osx-universal.zip
(temporary location)

- put the framework somewhere sensible, probably /Library/Frameworks is easiest

- If you are using autoconf/automake, you will need to add -framework ALUT to 
someplace; I haven't made the autoconf changes yet since I wanted to get some 
feedback on the code parts of the change before we completely commit to this 
new approach (if you use Tat's XCode projects, you will need to adjust things 
too, but I assume that is obvious)

This should give you a real ALUT 1.1, no problems with the Apple OpenAL, and no 
compile/link problems with SimGear. At least that's the hope! Let me know what 
you experience, because that's exactly what I want to discover in the next 
couple of weeks from other Mac developers. Once I'm sure it works and makes 
sense for people, I will make the configure changes and put my ALUT framework 
somewhere official (and write some Wiki documentation, I guess)

James



--
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] toow many bugs on flightgear sources

2010-05-05 Thread Martin Spott
Ingels David wrote:

 The interdepencies are chaotics

[ ]  I've tried to understand the build instructions / FAQ

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

--
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] toow many bugs on flightgear sources

2010-05-05 Thread Jon S. Berndt
 Hi David,
 
 This post will probably not be taken well by many subscribers but I
 understand your frustration. The build process works but to get the
 first clean compile is a highly non-trivial task as you noticed. Your
 post is not very descriptive so I can only give you general pointers.

 ...
 
 Cheers,
 
 Jari

I'd have to agree with all this. I stopped trying to build FlightGear years
ago because it is highly non-trivial. Having been involved in several large
engineering and training simulations over the years, I can say that in my
experience it's almost always non-trivial.  :-)  But, I think that if some
effort was expended, that process could be improved and made simpler or more
automated for FlightGear. I'd like to see the build process formalized for
building under:

1) Linux
2) Cygwin
3) MSVC++ (using the latest Express compiler freely downloadable)
4) Mac

There ought to be some kind of install wizard for the source code, and an
interdependency checker, or similar.

Jon



--
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] toow many bugs on flightgear sources

2010-05-05 Thread Jim Duchek
As another note, it seems that simgear and terragear from CVS have some
problems -- using simgear-cs and terragear-cs from git seems to work better.
 Not sure what the -cs means or why we have two different repositories in
the first place.

Jim



On 5 May 2010 06:33, Jon S. Berndt jonsber...@comcast.net wrote:

  Hi David,
 
  This post will probably not be taken well by many subscribers but I
  understand your frustration. The build process works but to get the
  first clean compile is a highly non-trivial task as you noticed. Your
  post is not very descriptive so I can only give you general pointers.
 
  ...
 
  Cheers,
 
  Jari

 I'd have to agree with all this. I stopped trying to build FlightGear years
 ago because it is highly non-trivial. Having been involved in several large
 engineering and training simulations over the years, I can say that in my
 experience it's almost always non-trivial.  :-)  But, I think that if some
 effort was expended, that process could be improved and made simpler or
 more
 automated for FlightGear. I'd like to see the build process formalized for
 building under:

 1) Linux
 2) Cygwin
 3) MSVC++ (using the latest Express compiler freely downloadable)
 4) Mac

 There ought to be some kind of install wizard for the source code, and an
 interdependency checker, or similar.

 Jon




 --
 ___
 Flightgear-devel mailing list
 Flightgear-devel@lists.sourceforge.net
 https://lists.sourceforge.net/lists/listinfo/flightgear-devel

--
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] toow many bugs on flightgear sources

2010-05-05 Thread James Turner

On 5 May 2010, at 12:33, Jon S. Berndt wrote:

 I'd have to agree with all this. I stopped trying to build FlightGear years
 ago because it is highly non-trivial. Having been involved in several large
 engineering and training simulations over the years, I can say that in my
 experience it's almost always non-trivial.  :-)  But, I think that if some
 effort was expended, that process could be improved and made simpler or more
 automated for FlightGear.

To be honest, I'm not sure much simplification is possible - FG *is* a large, 
complex piece of code, and it doesn't live inside a build ecosystem like Gnome 
or KDE, so if we don't want to pull every dependency into the sources, there 
will always be some initial steps. It's more awkward to get building than a 
Linux kernel, but no worse than (say) Blender or Firefox.
 
On Linux, the steps are (from a clean Ubuntu/Fedora install)
 - install various -dev packages using apt-get/yum/synaptic (openAL-dev, 
compiler, freetype-dev, libpng-dev, boost, cmake, cvs/svn/git clients etc)
 - download OSG, cmake, make and make install
 - download PLIB tarball, configure, make and make install
 - download Simgear, configure,make, make install
 - download FlightGear, configure, make, make install

(I've done this recently to validate my Hudson build system for FG)

Not trivial, but not exactly the end of the world, either. The situation on 
Cygwin is not as good, but the same fundamentals apply - just more work has to 
be done to get FreeType, boost, cmake and so on into place. In each case I 
don't believe *any* unusual configure arguments are required, except maybe 
--prefix and --with-osg/--with-simgear; The autoconf script is pretty smart 
these days, though I wouldn't claim it's perfect :)

On Mac and Visual Studio, there's certainly more messing around, but if anyone 
asks here they will be helped out; probably some better Wiki documentation 
would help.

And, as always, documenting and making beautiful build systems is less fun that 
hacking code - and most of us *are* doing this for fun :)

Regards,
James


--
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] toow many bugs on flightgear sources

2010-05-05 Thread Martin Spott
Jim Duchek wrote:

 As another note, it seems that simgear and terragear from CVS have some
 problems -- using simgear-cs and terragear-cs from git seems to work better.
 Not sure what the -cs means or why we have two different repositories in
 the first place.

-cs is the short form for Custom Scenery - see this site for a
little background:

  http://www.custom-scenery.org/

terragear-cs is a fork of the 'traditional' TerraGear/CVS stuff after
maintenance of the latter had stalled. simgear-cs is a derivate of
SimGear/CVS to allow headless operation (without a $DISPLAY),

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

--
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Question about *LUT/*lut.h OSX

2010-05-05 Thread HB-GRAL
James Turner schrieb:
 - grab ALUT.framework from here:
   http://files.goneabitbursar.com/fg/alut-osx-universal.zip
   (temporary location)

I have a own freealut 1.1.0 compiled/installed for i386. Do I have to 
replace this one with your framework/universal?

 
 - put the framework somewhere sensible, probably /Library/Frameworks is 
 easiest

I have tried this and SimGear/SoundManager compiles without problems. 
Also with my own freealut/alut.h.

 
 - If you are using autoconf/automake, you will need to add -framework ALUT to 
 someplace; I haven't made the autoconf changes yet since I wanted to get some 
 feedback on the code parts of the change before we completely commit to this 
 new approach (if you use Tat's XCode projects, you will need to adjust things 
 too, but I assume that is obvious)

I do not use XCode and I found the link to a new needed precompiled 
framework in your CVS log message by accident ;-)

Now my FG CVS is broken at the moment and does not compile anymore. But 
I will give it another try with your hints.

Thank you for your answer -Y


--
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Question about *LUT/*lut.h OSX

2010-05-05 Thread James Turner

On 5 May 2010, at 13:36, HB-GRAL wrote:

 James Turner schrieb:
 - grab ALUT.framework from here:
  http://files.goneabitbursar.com/fg/alut-osx-universal.zip
  (temporary location)
 
 I have a own freealut 1.1.0 compiled/installed for i386. Do I have to 
 replace this one with your framework/universal?

Yes, probably - we're trying to get away from the situation where each Mac 
developer needs to come up with their own solution to this problem. The code in 
the framework I mentioned should be exactly the same code as your freealut 
1.1.0, just packaged as a framework.

 - put the framework somewhere sensible, probably /Library/Frameworks is 
 easiest
 
 I have tried this and SimGear/SoundManager compiles without problems. 
 Also with my own freealut/alut.h.
 
 
 - If you are using autoconf/automake, you will need to add -framework ALUT 
 to someplace; I haven't made the autoconf changes yet since I wanted to get 
 some feedback on the code parts of the change before we completely commit to 
 this new approach (if you use Tat's XCode projects, you will need to adjust 
 things too, but I assume that is obvious)
 
 I do not use XCode and I found the link to a new needed precompiled 
 framework in your CVS log message by accident ;-)

Well, that's why the message is there :)

Unfortunately these kind of changes are hard to make 'smooth', especially when 
everybody has made their own work-around for the past problems. Also part of 
the excitement of using CVS!

 
 Now my FG CVS is broken at the moment and does not compile anymore. But 
 I will give it another try with your hints.

Just to be clear, are the compile problems are caused by my changes, or 
something else? If you have an *unmodified* Simgear from latest CVS (a problem 
right now, since the CVS server is broken) I would expect it to compile with 
just some simple changes to configure.ac:

add '-framework ALUT' to libs:

LIBS=$LIBS -framework IOKit -framework OpenAL -framework ALUT   

The check below for --with-openal-framework needs to be fixed, since it should 
probably be renamed to --with-alut-framework, now that people can hopefully 
always use the official Apple OpenAL.

Hope that all makes sense, let me know if you need more help.

Regards,
James


--
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] toow many bugs on flightgear sources

2010-05-05 Thread Frederic Bouvier
Hi David, 

your rant could have more weight if you included some examples. Please be more 
specific to help us improve the current situation. 

-Fred 

- Ingels David david.ing...@laposte.net a écrit : 
 There is a lot of bugs in the structure of the project 


-- 
Frédéric Bouvier 
http://my.fotolia.com/frfoto/ Photo gallery - album photo 
http://www.youtube.com/user/fgfred64 Videos 

--
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


[Flightgear-devel] THE ADVENTURES OF OLEG - POSTER DOC (226.8 KB bytes)

2010-05-05 Thread Forums Virgin Net
For posperity
Please get a copy of my Draft promotional small poster 
document for THE ADVENTURES OF OLEG
 I had to make the images small to fit it all on the page and to save on ink 
levels, it's something you can print out and stick on a wall for Attracting 
Interest BOTH FOR FLIGHTGEAR and the Movie :)

http://files.ww.com/files/67504.html

Michelle--
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] CPRC Autonomous UAV Helicopter

2010-05-05 Thread Thomas Hamilton
Thank you for the response Maik,

I am sure 
your helicopter has flapping. Maybe not a visible flapping 
hinge, 
but some elasticity within the blades or the blade holder. The 
Bo105 and the Ec135 has no flapping hinge as well.
I gather then, that we need to somehow measure effective values for
all of the parameters that aren't obvious?
How would you recommend measuring or calculating the effective flap
hinge ratio?

Thanks again,
Thomas



  --
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


[Flightgear-devel] RE : toow many bugs on flightgear sources

2010-05-05 Thread Ingels David
Example taken from hasard: the file fg_props.hxx
 
the begining  of the file is: 
 
// fg_props.hxx - Declarations and inline methods for property handling.
// Written by David Megginson, started 2000.
//
// This file is in the Public Domain, and comes with no warranty.
 
#ifndef __FG_PROPS_HXX
#define __FG_PROPS_HXX 1
 
#include iosfwd
 
#include simgear/structure/subsystem_mgr.hxx
#include simgear/math/SGMath.hxx
 
#include Main/globals.hxx
 
== it didnt include the file /simgear/props.hxx which defines namespace
props and enum simgear::props:STRING
 
but later it uses namespace and the enum defined in it: 
 
class FGMakeUpperCase : public SGPropertyChangeListener {
public:
void valueChanged(SGPropertyNode *node) {
if (node-getType() != simgear::props::STRING) == here
return;
 
char *s = const_castchar *(node-getStringValue());
for (; *s; s++)
*s = toupper(*s);
}
 
== if any of the 4 files included in top of source doesnt include
/simgear/props.hxx than this file doesnt compile: it s abnormal.
 
The 
#include simgear/structure/subsystem_mgr.hxx
 
is absolute includes and depends on the search path added on the project
configuration
 
If the directory hierarchie is well defined, you can set for example a
relative path
 
#include “../../../../simgear/structure/subsystem_mgr.hxx”
 
the reader of the source can find immediately where the file included is
and can read it quickly without searching.
 
I am not against include directory path in project configuration for
example to set up dependencys from external project
Like openscenegraph in flightgear, but, simgear is semi-external, like
jsbsim the sources are compiled in flightgear project
Than it can be considered internal and no include path have to be added
on project, or it can be considered external in the form of a simple lib
to link with and include path in the project are added. 
 
there are other examples where the part simgear/ is missing because the
project configuration include the path:
“../../../../simgear”
 
other example : the project configuration include the paths :
“../../../src”
“../../../src/include”
 
= its abnormal use only one of the two solution and set #include
directive in accordance
 
other example:
 in my first atempt to compile flightgear i have used
Openscenegraph2.9.7 because in the doc it is say that
openSceneGraph2.9.6 and above is needed
 
OpenSceneGraph2.9.7 doesnt link, an obscure probleme of zlib version
used in openscenegraph2.9.7. I have decided to delete 2.9.7 and using
OpenSceneGraph2.9.6
Than i can link  with 2.9.6 version 
 
There must be someone designed to decide wich version of external
software to use and responsible of the good integration and test of the
external modules.
Do not tell to “use Version2.9.6 and above”,  tell “use only version
2.9.6“ flightgear validated with 2.9.6.
 
 
Okay there are tools to setup a new jsbsim in flightgear for example, i
didnt know that before my mail, but i find its not very normal to have
to using tools.
 
Ok, i am returning to learn how integrate the new jsbsim in FG.
 
Cordialy,
 
David Ingels
 
 
-Message d'origine-
De : Frederic Bouvier [mailto:fredfgf...@free.fr] 
Envoyé : mercredi 5 mai 2010 17:34
À : FlightGear developers discussions
Objet : Re: [Flightgear-devel] toow many bugs on flightgear sources
 
Hi David,

your rant could have more weight if you included some examples. Please
be more specific to help us improve the current situation.

-Fred

- Ingels David david.ing...@laposte.net a écrit : 
 There is a lot of bugs in the structure of the project


-- 
Frédéric Bouvier
http://my.fotolia.com/frfoto/  Photo gallery - album photo
http://www.youtube.com/user/fgfred64   Videos
--
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


[Flightgear-devel] RE : toow many bugs on flightgear sources

2010-05-05 Thread Ingels David
An other sample :
 
In source JSBSim.cxx :
 
#include JSBSim.hxx
#include FDM/JSBSim/FGFDMExec.h
#include FDM/JSBSim/FGJSBBase.h
#include FDM/JSBSim/initialization/FGInitialCondition.h
 
== absolutes paths, depends on projectconfiguration
 
i have compiling problems because i have copied the new jsbsim version,
without scratching the old one, in another position in directory, made
another directory in project configuration and removed from compilation
the old files. (than i have 2 directorys JSBSIM in my project
FlightGear: the old one (configured to not compil) and the new one.)
== i want to be capable to switch betwen the two versions
 
if the file was with relativepath it wil search the correct includes and
compile :
 
#include JSBSim.hxx
#include “FGFDMExec.h” // same directory as the source jsbsim.cxx
#include “FGJSBBase.h”
#include “initialization/FGInitialCondition.h” // relative to the source
compiling (jsbsim.cxx)
 
 
 
cordialy 
david ingels
 
 
-Message d'origine-
De : Frederic Bouvier [mailto:fredfgf...@free.fr] 
Envoyé : mercredi 5 mai 2010 17:34
À : FlightGear developers discussions
Objet : Re: [Flightgear-devel] toow many bugs on flightgear sources
 
Hi David,

your rant could have more weight if you included some examples. Please
be more specific to help us improve the current situation.

-Fred

- Ingels David david.ing...@laposte.net a écrit : 
 There is a lot of bugs in the structure of the project


-- 
Frédéric Bouvier
http://my.fotolia.com/frfoto/  Photo gallery - album photo
http://www.youtube.com/user/fgfred64   Videos
--
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] CPRC Autonomous UAV Helicopter

2010-05-05 Thread Maik Justus
Hello Thomas,

Thomas Hamilton schrieb am 05.05.2010 19:57:
 Thank you for the response Maik,

 I am sure your helicopter has flapping. Maybe not a visible flapping
 hinge, but some elasticity within the blades or the blade holder. The
 Bo105 and the Ec135 has no flapping hinge as well.
 I gather then, that we need to somehow measure effective values for
 all of the parameters that aren't obvious?
 How would you recommend measuring or calculating the effective flap
 hinge ratio?

For the flap hinge I would use the value which is used at the bo105.  Up 
to now there is no example of a helicopter with a bell-hiller rotor head 
for flightgear. The UH1 has the bell rotor head with stabilizer bar, but 
as far I know the cvs version of the uh1 is broken since some days. I 
have no idea, if or when helijah will commit my patch. Maybe it's easier 
if you just provide a (maybe very simple but right size) 3d Model of 
your helicopter. Then I can make a FDM similar to my rc-helicopters. At 
the end we only need to adjust it to make it fly as your helicopter does.
 Thanks again,
 Thomas
Best regards,
Maik


--
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] RE : toow many bugs on flightgear sources

2010-05-05 Thread Jari Häkkinen
Read James' post:

On Linux, the steps are (from a clean Ubuntu/Fedora install)
  - install various -dev packages using apt-get/yum/synaptic 
(openAL-dev, compiler, freetype-dev, libpng-dev, boost, cmake, 
cvs/svn/git clients etc)
  - download OSG, cmake, make and make install
  - download PLIB tarball, configure, make and make install
  - download Simgear, configure,make, make install
  - download FlightGear, configure, make, make install

And as James points out there are more tweaking needed on macs.

The build system works, try it. simgear is built independent of 
flightgear and flighgear is build with simgear installed somewhere 
(normally) outside its own build directory. If you follow the path above 
everything should compile.

Do not pursue your include strategy below.

OSG 2.9.7 works for me, and if I remember correctly even 2.9.8 works.

Please search the mailing list archive on building fg et al. There is a 
lot of information there.

Still, we do not know what OS you are working on? But then again you 
aren't really asking for help.


Jari - is it really me writing this? Is this what happens after a while 
with fg? ;-)


On 5/5/10 8:18 PM, Ingels David wrote:
 Example taken from hasard: the file fg_props.hxx

 the begining  of the file is:

 // fg_props.hxx - Declarations and inline methods for property handling.
 // Written by David Megginson, started 2000.
 //
 // This file is in the Public Domain, and comes with no warranty.

 #ifndef __FG_PROPS_HXX
 #define __FG_PROPS_HXX 1

 #includeiosfwd

 #includesimgear/structure/subsystem_mgr.hxx
 #includesimgear/math/SGMath.hxx

 #includeMain/globals.hxx

 ==  it didnt include the file /simgear/props.hxx which defines namespace
 props and enum simgear::props:STRING

 but later it uses namespace and the enum defined in it:

 class FGMakeUpperCase : public SGPropertyChangeListener {
 public:
  void valueChanged(SGPropertyNode *node) {
  if (node-getType() != simgear::props::STRING)== here
  return;

  char *s = const_castchar *(node-getStringValue());
  for (; *s; s++)
  *s = toupper(*s);
  }

 ==  if any of the 4 files included in top of source doesnt include
 /simgear/props.hxx than this file doesnt compile: it s abnormal.

 The
 #includesimgear/structure/subsystem_mgr.hxx

 is absolute includes and depends on the search path added on the project
 configuration

 If the directory hierarchie is well defined, you can set for example a
 relative path

 #include “../../../../simgear/structure/subsystem_mgr.hxx”

 the reader of the source can find immediately where the file included is
 and can read it quickly without searching.

 I am not against include directory path in project configuration for
 example to set up dependencys from external project
 Like openscenegraph in flightgear, but, simgear is semi-external, like
 jsbsim the sources are compiled in flightgear project
 Than it can be considered internal and no include path have to be added
 on project, or it can be considered external in the form of a simple lib
 to link with and include path in the project are added.

 there are other examples where the part simgear/ is missing because the
 project configuration include the path:
 “../../../../simgear”

 other example : the project configuration include the paths :
 “../../../src”
 “../../../src/include”

 =  its abnormal use only one of the two solution and set #include
 directive in accordance

 other example:
   in my first atempt to compile flightgear i have used
 Openscenegraph2.9.7 because in the doc it is say that
 openSceneGraph2.9.6 and above is needed

 OpenSceneGraph2.9.7 doesnt link, an obscure probleme of zlib version
 used in openscenegraph2.9.7. I have decided to delete 2.9.7 and using
 OpenSceneGraph2.9.6
 Than i can link  with 2.9.6 version

 There must be someone designed to decide wich version of external
 software to use and responsible of the good integration and test of the
 external modules.
 Do not tell to “use Version2.9.6 and above”,  tell “use only version
 2.9.6“ flightgear validated with 2.9.6.


 Okay there are tools to setup a new jsbsim in flightgear for example, i
 didnt know that before my mail, but i find its not very normal to have
 to using tools.

 Ok, i am returning to learn how integrate the new jsbsim in FG.

 Cordialy,

 David Ingels


--
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel