[Flightgear-devel] CMake, tomorrow (Sunday 23rd)

2011-10-22 Thread James Turner
Hello again,

Barring last-minute objections, I would like to declare CMake 'the' build 
system, from tomorrow onwards. Since my last email I've added a README.cmake to 
flightgear, and I'm working on ensuring the 'make dist' features of automake 
are replicated in CMake (via CPack) so when 2.6 time comes around, we don't 
have too many surprises.

My plan is to disable the automake builds on Jenkins tomorrow (Sunday), and 
then start removing the automake build machinery, and the projects/ 
subdirectory, from the simgear and flightgear source trees.

(I can create a Git tag prior to removing any files, if that's of interest?)

If there's lingering queries about Cmake, or requests on the 'best' way to 
handle the transition, please let me know. Feedback on the README file would be 
appreciated too, or even commits / patches to improve it!

Regards,
James


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Re: [Flightgear-devel] CMake, tomorrow (Sunday 23rd)

2011-10-22 Thread Curtis Olson
On Sat, Oct 22, 2011 at 10:03 AM, James Turner wrote:

 Hello again,

 Barring last-minute objections, I would like to declare CMake 'the' build
 system, from tomorrow onwards. Since my last email I've added a README.cmake
 to flightgear, and I'm working on ensuring the 'make dist' features of
 automake are replicated in CMake (via CPack) so when 2.6 time comes around,
 we don't have too many surprises.

 My plan is to disable the automake builds on Jenkins tomorrow (Sunday), and
 then start removing the automake build machinery, and the projects/
 subdirectory, from the simgear and flightgear source trees.

 (I can create a Git tag prior to removing any files, if that's of
 interest?)

 If there's lingering queries about Cmake, or requests on the 'best' way to
 handle the transition, please let me know. Feedback on the README file would
 be appreciated too, or even commits / patches to improve it!


It might be a bit extra work, but it would be good to take the source.tar.gz
files that cmake creates, unpack them in a new directory and just make sure
we can do a clean build from them.  This always seems to expose a file or
two, or a header that someone forgot to add to the automake.am so it never
got included in the source distribution.  (i.e. you could build from git
just fine, but things were missing in the source distribution.)  These are
usually easy to fix, but it's good to catch them earlier rather than later.

Thanks,

Curt.
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Re: [Flightgear-devel] CMake, tomorrow (Sunday 23rd)

2011-10-22 Thread Alan Teeder


-Original Message- 
From: James Turner
Sent: Saturday, October 22, 2011 4:03 PM
To: FlightGear developers discussions
Subject: [Flightgear-devel] CMake, tomorrow (Sunday 23rd)

If there's lingering queries about Cmake, or requests on the 'best' way to 
handle the transition, please let me know. Feedback on the README file would 
be appreciated too, or even commits / patches to improve it!

Regards,
James


Already done for Windows Cmake gui. Did you miss it?

Alan 


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Re: [Flightgear-devel] FGData Split Completed

2011-10-22 Thread S Andreason
Cedric Sodhi wrote:
  You will have to clone
 every aircraft which you would like to have as a git repository. And you
 should clone them into a different directory than fgdata (strongly
 recommented).
   

Is there any recommended way to reference instruments outside the
aircraft's directory?
Currently I am using
path../../../Instruments-3d/alt-2/alt2.ac/path
and
texture../../../Generic/Effects/smoke.png/texture
etc.

In the new structure, these no longer point to $fgdata locations.

Either the model can't be run directly from the git directory structure,
or the paths need updating to another method.


I would like to say thank you for making it possible for me to update my
own aircraft. (bluebird)

Stewart on dialup, 3Kb/sec, 4 hr maximum per connection.

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Re: [Flightgear-devel] CMake, tomorrow (Sunday 23rd)

2011-10-22 Thread James Turner

On 22 Oct 2011, at 16:09, Curtis Olson wrote:

 It might be a bit extra work, but it would be good to take the source.tar.gz 
 files that cmake creates, unpack them in a new directory and just make sure 
 we can do a clean build from them.  This always seems to expose a file or 
 two, or a header that someone forgot to add to theautomake.am so it never got 
 included in the source distribution.  (i.e. you could build from git just 
 fine, but things were missing in the source distribution.)  These are usually 
 easy to fix, but it's good to catch them earlier rather than later.

Will do!

Although, the CPack approach to this is rather different from automake - 
basically it packages *everything* in the source dir. I've added exclude rules 
for .git and .gitignore, but aside from that, everything from Git goes into the 
source tarball.

Is there anything else that ought to be excluded? I can't imagine what that 
might be, but suggestions welcome.

James


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Re: [Flightgear-devel] FGData Split Completed

2011-10-22 Thread James Turner

On 22 Oct 2011, at 16:26, S Andreason wrote:

 Is there any recommended way to reference instruments outside the
 aircraft's directory?
 Currently I am using
 path../../../Instruments-3d/alt-2/alt2.ac/path
 and
 texture../../../Generic/Effects/smoke.png/texture
 etc.

Please use:

/Aircraft/Instruments-3d/alt-2/alt2.ac
/Aircraft/Generic/Effects/smoke.png

OR

Instruments-3d/alt-2/alt2.ac
Generic/Effects/smoke.png

Either way is fine, and will work for the future.  

(Thorsten B, should we recommend one or the other as 'best practice'?)

Note relative paths are fine 'inside' an aircraft's directory, still. It's just 
'cross-aircraft' paths that should be defined as above.

James

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Re: [Flightgear-devel] FGData Split Completed

2011-10-22 Thread S Andreason
James Turner wrote:
 Is there any recommended way to reference instruments outside the
 aircraft's directory?
 Currently I am using
 path../../../Instruments-3d/alt-2/alt2.ac/path
 and
 texture../../../Generic/Effects/smoke.png/texture
 etc.
 

 Please use:

 /Aircraft/Instruments-3d/alt-2/alt2.ac
 /Aircraft/Generic/Effects/smoke.png

 OR

 Instruments-3d/alt-2/alt2.ac
 Generic/Effects/smoke.png

 Either way is fine, and will work for the future.  
   

Just to let you know, this is not backward compatible with earlier FG 
versions.
  gofgfs-osg --aircraft=bluebird --airport=WA49
Running /usr/local/bin/fgfs-osg --fg-root=/usr/local/FlightGear/2.0/data 
--geometry=1024x768 --bpp=32 --aircraft=bluebird --airport=WA49
Failed to load submodel: Failed to load 3D model
 at 
/usr/local/FlightGear/2.0/data/Aircraft/bluebird/Instruments-3d/yoke/Aircraft/Instruments-3d/yoke/yoke.ac
Failed to load submodel: Failed to load 3D model
 at 
/usr/local/FlightGear/2.0/data/Aircraft/bluebird/Instruments-3d/yoke/Aircraft/Instruments-3d/yoke/yoke.ac
Failed to load model: Failed to load 3D model
 at 
/usr/local/FlightGear/2.0/data/Aircraft/bluebird/Instruments-3d/yoke/Aircraft/Instruments-3d/yoke/yoke.ac
Abnormal termination:  system code=11


I know you'll say everybody must upgrade, but I still see a lot of 
downloads of my models for older Fg versions. (Which does make sense for 
older graphics hardware.)

Stewart


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[Flightgear-devel] New git mirror

2011-10-22 Thread HB-GRAL
Hi all

I just set up a mirror of your (not ours, I will get it) gitorious 
repos with git/gitolite/cgit. It is easy to explore the repositories 
with cgit, just have a look. There is no use for this, but it is fun (at 
least for me).

http://git.fgx.ch/

Cheers, Yves

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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-22 Thread Jason Cox
James,
good work :)
I can now build more scenery but still hit the spaghetti network
around YSSY. 
Was the change that you made only to a 32bit int?
What do i need to do to change to 64bit int?

I can also report that on my box running a GeForce 8400 that the frame
rate above 80/sec :)

Jason


On Thu, 2011-10-20 at 10:04 +0100, James Turner wrote:
 On 20 Oct 2011, at 09:48, Jason Cox wrote:
 
  I am trying to test some builds around YWLM and just need to know if the
  changes for higher detailed scenery that you spoke of is in the repo?
  
  How do I tell the changes that were made to sg_binobj.cxx as I do not
  understand how to drive GIT to change to a branch?
 
 Yep it's all committed, and even tested!
 
 However you do need a tearrgear compiled against latest simgear, *not* 
 against simgear-cs.
 
 James
 
 
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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-22 Thread James Turner

On 23 Oct 2011, at 00:41, Jason Cox wrote:

 I can now build more scenery but still hit the spaghetti network
 around YSSY. 
 Was the change that you made only to a 32bit int?
 What do i need to do to change to 64bit int?

I'd be pretty suspicious of this - much more likely, there's a bug in my code, 
than you actually need 64-bit indices. I won't say 'impossible', but I don't 
think GPUs or OSG actually support indices larger than 32-bits anyway, and even 
if they did, you'd still bring your GPU to its knees before hitting that limit.

I have tests for  2^16 vertices / texture coords, which are all working, which 
suggests there's 'something else' going on. (Or my tests need to be extended)

Can you make available, a zip/tarball with your work directories, so I can test 
locally? Or the produced btg?

James


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Re: [Flightgear-devel] FGData Split Completed

2011-10-22 Thread James Turner

On 22 Oct 2011, at 23:20, S Andreason wrote:

 I know you'll say everybody must upgrade, but I still see a lot of 
 downloads of my models for older Fg versions. (Which does make sense for 
 older graphics hardware.)

Yep - I would say upgrade - but I understand there's reasons not too. If 
possible, I'd suggest maintaining multiple versions of the download (2.0 
compatible and 2.4 compatible), but of course that's more hassle for you. 
Fundamentally, we want aircraft to do things they previously did not (work 
outside FG_DATA), and without introducing too many hacks, so there has to be a 
compromise somewhere.

James

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