Re: [Flightgear-devel] The next FlightGear release (summer 2012) & Doom SHADOWS

2012-06-11 Thread Michael
So why not use that technique for shadows? 
Anyway, I await 2.9 for the new 850 format...



--- On Mon, 6/11/12, Frederic Bouvier  wrote:

> From: Frederic Bouvier 
> Subject: Re: [Flightgear-devel] The next FlightGear release (summer 2012)
> To: "FlightGear developers discussions" 
> 
> Date: Monday, June 11, 2012, 5:39 PM
> If I recall correctly, Doom3 used
> shadow volumes (the famous Carmack's reverse) and not shadow
> mapping.
> As the technique was patented by Creative, Carmack had to
> rewrite it recently before making the Doom3 engine Open
> Source
> 
> Regards,
> -Fred
> 
> - Mail original -
> > De: "Michael" 
> > À: "FlightGear developers discussions" 
> > 
> > Envoyé: Lundi 11 Juin 2012 10:17:33
> > Objet: Re: [Flightgear-devel] The next FlightGear
> release (summer 2012)
> > 
> > I wonder how it was done back in 2002 for Doom3 with
> OpenGL.
> > Doom3 looks great, a huge contrast for ex. to X-Plane
> which is
> > struggling as well to get flicker free shadows.
> > 
> > 
> > 
> > 
> > --- On Fri, 6/8/12, Geoff McLane 
> wrote:
> > 
> > > From: Geoff McLane 
> > > Subject: Re: [Flightgear-devel] The next
> FlightGear release (summer
> > > 2012)
> > > To: "FlightGear developers discussions"
> > > 
> > > Date: Friday, June 8, 2012, 12:00 PM
> > > Hi,
> > > 
> > > FWIIW I would opt for version 2.8
> > > 
> > > Concerning Rembrandt, it does not work on either
> > > of my 2 ATI cards - Radeon HD 2600 XT, running
> Ubuntu
> > > 64-bit, and Windows Vista 32-bit, and a Radeon HD
> 7700
> > > series, in Windows 7 64-bit. I think I have tried
> all
> > > the options mentioned here...
> > > 
> > > On the 2600 I usually see the corner buffer
> images,
> > > but no shadows. On the 7700 even no corner
> images,
> > > and after a certain time the card driver FAILS! I
> get
> > > a black screen, but thankfully it auto-recovers
> ;=()
> > > 
> > > Oh, and I get about a 50%+ drop in frame rate...
> and
> > > at low viewing angles get flashing lime green
> over
> > > the foreground...
> > > 
> > > So yes, for sure mention Rembrandt, but clearly
> mark it
> > > as in development ;=))
> > > 
> > > Is there a list anywhere of cards/drivers it DOES
> > > work on? If not too expensive maybe I would buy
> > > and try one ;=)) I seem to remember someone
> mentioning
> > > such a listing...
> > > 
> > > On converting a/c, as I think someone mentioned
> why
> > > or how can this be done if the results can not be
> > > seen on his system! Sort of chicken and egg
> story...
> > > 
> > > And for the 2.8 release, assume the MULTIPLE
> warnings
> > > will be 'removed', or suppressed, namely -
> > > 
> > > Failed to create beacon for unknown runway 'KONT
> 26L OM'
> > > and about 28 more like this...
> > > 
> > > Image
> "C:/FG/fgdata/Textures/Water/waves-ver10-nm.dds"
> > > uses compressed textures which cannot be supported
> on some
> > > systems.
> > > Please decompress this texture for improved
> portability.
> > > and about 6 more like this...
> > > 
> > > We should not need to air this dirty washing on a
> release
> > > product ;=))!
> > > 
> > > Regards,
> > > Geoff.
> > > 
> > > 
> > > 
> > >
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> > > 
> > 
> >
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Re: [Flightgear-devel] AirwaveXtreme150 Hang glider converted to JSBSim

2012-06-11 Thread Christian Schmitt
Thank you once more for your efforts. The merge is done, just that everyone 
knows.

Chris

Hugo Meier wrote:

>  
> Hello,
> 
> after bringing back airwaveXtreme150 in
> February I noticed that a hang glider without environment interaction
> is unacceptable. Therefore a conversion from UIUC to JSBSim was due.
> 
> The aim of my February release was the
> restoration of the original state, where I tried to change as less as
> possible.
> In contrast to this the JSBSim-Version
> is an extensive further development:
> - more realistic appearance (e.g.
> twisted wing)
> - added legs and shoes
> - running animation
> - view animation
> - highly configurable
> - FDM is more or less a 1:1 conversion
> from UIUC to JSBSim (No weight shift -> this is planned for another hang
> glider in the future)
> 
> Note the difference in reference system
> on ground and in air: On ground the glider rotates around the pilot and in
> air the pilot rotates in the glider system (animation and FDM).
> 
> If something is going wrong in flight,
> don't hesitate to press "}"   and a rescue chute will
> open.
> 
> AirwaveXtreme is now a 3 in 1 hang
> glider:
> You could configure it as a novice
> (single surface, kingpost), intermediate (double surface, kingpost)
> or
> high performance (double surface,
> without kingpost) hang glider. Also individual colors and wheels
> could be chosen.
> Since real life hang gliders are built
> in different sizes to match different pilot weights a "Performance
> Settings"
> menu allows you to configure pilot
> weight, sail area and glide ratio.
> All appearance and performance settings
> could be chosen independently. In order to prevent inexperienced
> users to
> configure weird unrealistic settings a
> few pre-configured versions are also available.
> 
> Flying this hang glider is great fun. I
> found that flying in ridge lift conditions close to the terrain is (and
> looks) quite realistic. With appropriate wind settings a astonishing good
> agreement compared to real life is achievable. I really think this hang
> glider simulator could assist hang gliding instructions (e.g. flying and
> landing in strong wind conditions; demonstrating the considerable
> increased sink rate in the lee of mountains) and if you once tried the
> "cold front" weather scenario in FlightGear you will never
> ever try this in real life!
> 
> Recommended flying sites:
> A very beautiful site is the real life
> hang gliding launch "Hafelekar" which is located near LOWI
> (--lon=11.377417 --lat=47.30525 –heading=180 --on-ground). Choose 15kt
> wind from 180deg for all altitudes and soar up to the summits.
> A more challenging flight is "Fort
> Funston" near KSFO. It's a famous hang gliding site located at
> the coast with an altitude difference of only (250ft).
> Unfortunately directly at "Fort Funston" the FlightGear
> terrain is too smeared to produce sufficient ridge lift but a little bit
> further south (--lon=-122.4942234 --lat=37.6980674 –heading=270
> –on-ground) ridge lift works perfectly. Choose wind with 20kt from 270deg.
> Be careful with the angle of attack on ground. Turn left after launch
> and fly very close to the cliff. Play with the performance
> settings to explore their influence on sink rate and
> wind-penetration.
> 
> My original plan was to release this
> hang glider after I finished everything without any bugs. But I have
> to learn that modeling an aircraft in FlightGear is a
> NON-convergent process. Every time I implement one feature I get
> ideas of two new ones. However I think that the
> actual state is worth to be released.
> Known issues are
> - kingpost contact point is not working
> - FDM on ground not complete (only
> pitch input is taken into account)
> - multiplayer: generic variables (e.g.
> for running animation) don't work
> 
> For the latter issue help from the
> experts is highly appreciated (and needed). The versions settings are
> transmitted correctly but customized colors, the various toggles
> and the variables for running animation (all defined in
> sim/multiplay/generic) do not work. I am at a loss.
> 
> Still missing features are winch and
> aero-towing. It's a shame that aero towing is not yet implemented
> since we have towing planes (Dragonfly / Flash2A) in
> FlightGear since years. This isn't realistic at all. In real life hang
> glider pilots are always looking for tow
> planes and not vice versa. :-)
> 
> The files are already waiting for a
> merge. This is my first merge request. Hopefully everything is fine.
> 
> See you in the air. My dream is seeing a bunch of hang gliders at the same
> time and at the same site in multiplayer. All with different colors and
> performance settings like in real life!
> 
> Best regards
> 
> D-NXKT

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[Flightgear-devel] AirwaveXtreme150 Hang glider converted to JSBSim

2012-06-11 Thread Hugo Meier
 
Hello,

after bringing back airwaveXtreme150 in
February I noticed that a hang glider without environment interaction
is unacceptable. Therefore a conversion from UIUC to JSBSim was due.

The aim of my February release was the
restoration of the original state, where I tried to change as less as
possible.
In contrast to this the JSBSim-Version
is an extensive further development:
- more realistic appearance (e.g.
twisted wing)
- added legs and shoes
- running animation
- view animation
- highly configurable
- FDM is more or less a 1:1 conversion
from UIUC to JSBSim (No weight shift -> this is planned for another hang glider 
in the future)

Note the difference in reference system
on ground and in air: On ground the glider rotates around the pilot and in air 
the pilot rotates in the
glider system (animation and FDM). 

If something is going wrong in flight,
don't hesitate to press "}"   and a rescue chute will
open.

AirwaveXtreme is now a 3 in 1 hang
glider:
You could configure it as a novice
(single surface, kingpost), intermediate (double surface, kingpost)
or 
high performance (double surface,
without kingpost) hang glider. Also individual colors and wheels
could be chosen. 
Since real life hang gliders are built
in different sizes to match different pilot weights a "Performance
Settings" 
menu allows you to configure pilot
weight, sail area and glide ratio.
All appearance and performance settings
could be chosen independently. In order to prevent inexperienced
users to
configure weird unrealistic settings a
few pre-configured versions are also available.

Flying this hang glider is great fun. I
found that flying in ridge lift conditions close to the terrain is (and looks) 
quite realistic. With
appropriate wind settings a astonishing good agreement compared to
real life is achievable. I really think this hang
glider simulator could assist hang gliding instructions (e.g. flying and 
landing in strong wind
conditions; demonstrating the considerable increased sink rate in the
lee of mountains) and if you once tried the
"cold front" weather scenario in FlightGear you will never
ever try this in real life! 

Recommended flying sites:
A very beautiful site is the real life
hang gliding launch "Hafelekar" which is located near LOWI
(--lon=11.377417 --lat=47.30525 –heading=180 --on-ground). Choose 15kt wind 
from 180deg for all
altitudes and soar up to the summits.
A more challenging flight is "Fort
Funston" near KSFO. It's a famous hang gliding site located at
the coast with an altitude difference of only (250ft).
Unfortunately directly at "Fort Funston" the FlightGear
terrain is too smeared to produce sufficient ridge lift but a little bit
further south (--lon=-122.4942234 --lat=37.6980674 –heading=270
–on-ground) ridge lift works perfectly. Choose wind with 20kt from 270deg. Be
careful with the angle of attack on ground. Turn left after launch
and fly very close to the cliff. Play with the performance
settings to explore their influence on sink rate and
wind-penetration.

My original plan was to release this
hang glider after I finished everything without any bugs. But I have
to learn that modeling an aircraft in FlightGear is a
NON-convergent process. Every time I implement one feature I get
ideas of two new ones. However I think that the
actual state is worth to be released. 
Known issues are
- kingpost contact point is not working
- FDM on ground not complete (only
pitch input is taken into account)
- multiplayer: generic variables (e.g.
for running animation) don't work

For the latter issue help from the
experts is highly appreciated (and needed). The versions settings are 
transmitted
correctly but customized colors, the various toggles
and the variables for running animation (all defined in
sim/multiplay/generic) do not work. I am at a loss.

Still missing features are winch and
aero-towing. It's a shame that aero towing is not yet implemented
since we have towing planes (Dragonfly / Flash2A) in
FlightGear since years. This isn't realistic at all. In real life hang
glider pilots are always looking for tow
planes and not vice versa. :-)

The files are already waiting for a
merge. This is my first merge request. Hopefully everything is fine.

See you in the air. My dream is seeing a bunch of hang gliders at the same time 
and at the same site in multiplayer. All with
different colors and performance settings like in real life!

Best regards

D-NXKT 
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Re: [Flightgear-devel] C172P light switches

2012-06-11 Thread Stuart Buchanan
On Sat, Jun 9, 2012 at 2:00 PM, Tommy Karlstedt wrote:
> For the c172p aircraft i cant change the initial state (edit "c172p-set.xml"
> of any of the light switches.
>
> By moving the code section:
> 
>   true
>   true
>   true
> 
>
> to section  i can change the initial state.

Thanks Tommy. I've just committed a fix to this problem.

-Stuart

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Re: [Flightgear-devel] A plan for a 3.0 release?

2012-06-11 Thread Stuart Buchanan
On Sun, Jun 10, 2012 at 11:10 AM, Renk Thorsten wrote:
>
> Torsten's question about what the release number should be got me thinking a 
> bit what I would expect from a 3.0 version, and I thought maybe I can put my 
> outcome for a discussion:
>
> I think what makes the difference isn't so much new cool feature, but really 
> a good and intuitive integration of the existing features. Say, in particular 
> I'd like to see for a 3.0 (I'm focusing mainly on my area of expertise...):
>
> * lightfields and Rembrandt working together
> * lightfields properly supported by Basic Weather

I'd add to this list

* lightfields integrating well with other shaders.

For example,  I know that the random vegetation doesn't work with
lightfield shaders, and the fix that Emilian put together to allow the
random buildings to work was a workaround rather than a full fix.  I
think this is probably something you and I will need to work on
together to fix.

> * a redesign of the weather interfaces, basically going to the unified 
> weather system people have been talking about - some ideas and brainstorming 
> urgently needed!

Agreed.

> And then, ship 3.0 with (finally) the next edition of a world scenery 
> release, so we can really present much better visuals! So, personally I'd 
> like 3.0 to be a release that doesn't only have cool features, but also cool 
> features which work basically everywhere and a release that doesn't have the 
> current snags like 'this doesn't work with that, and the GUI is 
> counter-intuitive and so on.
>
> Let me be the first to admit that it's much more fun doing my own stuff the 
> way I like and then just merge it in. But if we can find consensus about any 
> plan having to do with integration of new features and making it all work 
> together, then I'm willing to reserve the majority of my coding time for 
> working towards that goal. Would this be something to aim for in a 3.0 
> release?

+1

-Stuart

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Re: [Flightgear-devel] rembrandt

2012-06-11 Thread Stuart Buchanan
Hi Syd,

On Sun, Jun 10, 2012 at 12:25 PM, syd adams wrote:
> These are the errors I get with Rembrandt enabled :
>
>
> FRAGMENT glCompileShader
> "/home/syd/FG/fgdata/Shaders/ubershader-gbuffer.frag" FAILED
> FRAGMENT Shader "/home/syd/FG/fgdata/Shaders/ubershader-gbuffer.frag" infolog:
> Fragment shader failed to compile with the following errors:
> ERROR: 0:79: error(#162) Wrong operand types no operation '+' exists
> that takes a left-hand operand of type '3-component vector of float'
> and a right operand of type 'uniform 4-component vector of float' (or
> there is no acceptable conversion)
> ERROR: error(#273) 1 compilation errors.  No code generated
>
> glLinkProgram "" FAILED
> Program "" infolog:
> Fragment shader(s) were not successfully compiled before
> glLinkProgram() was called.  Link failed.

I think this error is caused by a bug in one of the shaders itself.  I
think gl_FrontMaterial.emission
is a vec4, and your shader compiler is complaining about a type mismatch.

Can you change line 79 of
/home/syd/FG/fgdata/Shaders/ubershader-gbuffer.frag from

float emission = dot( gl_FrontLightModelProduct.sceneColor.rgb +
gl_FrontMaterial.emission,

to

float emission = dot( gl_FrontLightModelProduct.sceneColor.rgb +
gl_FrontMaterial.emission.rgb,

and see if the error goes away?

(You may see subsequent errors from other shaders that also make the
same statement)

-Stuart

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Re: [Flightgear-devel] rembrandt

2012-06-11 Thread Frederic Bouvier
Hi Syd,

it looks like not all internal buffers are resized. Maybe you don't have enough 
memory. Try to reduce the shadow map size in the preferences

Rembrandt currently works only with no shader or just the model shader (the 
uber shader)

Regards,
-Fred

- Mail original -
> De: "syd adams" 
> À: "FlightGear developers discussions" 
> 
> Envoyé: Dimanche 10 Juin 2012 13:11:29
> Objet: [Flightgear-devel] rembrandt
> 
> Thought I'd show the state of rembrandt here .This is on an Acer
> Aspire laptop with ATI Mobility Radeon HD4250 graphics...
> and Ive heard that this current Ubuntu fglrx driver is buggy , but
> haven't successfully installed the latest driver from AMD ...
> maybe its time to go back to a desktop setup , and Nvidia :)
> 
> 
> http://en.zimagez.com/zimage/screenshot-12-06-10-044654am.php
> 
> http://en.zimagez.com/zimage/screenshot-12-06-10-043606am.php
> 
> Switching on skydome shader  restores model color .
> Switching off ALL shaders gets me closer to a flyable system.
> 
> Im just posting this to show my results here , I still think the card
> buffering is messed up and things might improve
> with an updated driver.
> 
> Syd
> 
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Re: [Flightgear-devel] The next FlightGear release (summer 2012)

2012-06-11 Thread Frederic Bouvier
If I recall correctly, Doom3 used shadow volumes (the famous Carmack's reverse) 
and not shadow mapping.
As the technique was patented by Creative, Carmack had to rewrite it recently 
before making the Doom3 engine Open Source

Regards,
-Fred

- Mail original -
> De: "Michael" 
> À: "FlightGear developers discussions" 
> 
> Envoyé: Lundi 11 Juin 2012 10:17:33
> Objet: Re: [Flightgear-devel] The next FlightGear release (summer 2012)
> 
> I wonder how it was done back in 2002 for Doom3 with OpenGL.
> Doom3 looks great, a huge contrast for ex. to X-Plane which is
> struggling as well to get flicker free shadows.
> 
> 
> 
> 
> --- On Fri, 6/8/12, Geoff McLane  wrote:
> 
> > From: Geoff McLane 
> > Subject: Re: [Flightgear-devel] The next FlightGear release (summer
> > 2012)
> > To: "FlightGear developers discussions"
> > 
> > Date: Friday, June 8, 2012, 12:00 PM
> > Hi,
> > 
> > FWIIW I would opt for version 2.8
> > 
> > Concerning Rembrandt, it does not work on either
> > of my 2 ATI cards - Radeon HD 2600 XT, running Ubuntu
> > 64-bit, and Windows Vista 32-bit, and a Radeon HD 7700
> > series, in Windows 7 64-bit. I think I have tried all
> > the options mentioned here...
> > 
> > On the 2600 I usually see the corner buffer images,
> > but no shadows. On the 7700 even no corner images,
> > and after a certain time the card driver FAILS! I get
> > a black screen, but thankfully it auto-recovers ;=()
> > 
> > Oh, and I get about a 50%+ drop in frame rate... and
> > at low viewing angles get flashing lime green over
> > the foreground...
> > 
> > So yes, for sure mention Rembrandt, but clearly mark it
> > as in development ;=))
> > 
> > Is there a list anywhere of cards/drivers it DOES
> > work on? If not too expensive maybe I would buy
> > and try one ;=)) I seem to remember someone mentioning
> > such a listing...
> > 
> > On converting a/c, as I think someone mentioned why
> > or how can this be done if the results can not be
> > seen on his system! Sort of chicken and egg story...
> > 
> > And for the 2.8 release, assume the MULTIPLE warnings
> > will be 'removed', or suppressed, namely -
> > 
> > Failed to create beacon for unknown runway 'KONT 26L OM'
> > and about 28 more like this...
> > 
> > Image "C:/FG/fgdata/Textures/Water/waves-ver10-nm.dds"
> > uses compressed textures which cannot be supported on some
> > systems.
> > Please decompress this texture for improved portability.
> > and about 6 more like this...
> > 
> > We should not need to air this dirty washing on a release
> > product ;=))!
> > 
> > Regards,
> > Geoff.
> > 
> > 
> > 
> > --
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> > Exclusive live event will cover all the ways today's
> > security and
> > threat landscape has changed and how IT managers can
> > respond. Discussions
> > will include endpoint security, mobile security and the
> > latest in malware
> > threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/
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> > Flightgear-devel@lists.sourceforge.net
> > https://lists.sourceforge.net/lists/listinfo/flightgear-devel
> > 
> 
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Re: [Flightgear-devel] The next FlightGear release (summer 2012)

2012-06-11 Thread Curtis Olson
On Sun, Jun 10, 2012 at 7:37 AM, Frederic Bouvier wrote:

> > The summer release will become v2.8.0. Rembrandt is included but
> > disabled by default and announced as an experimental but cool new
> > feature.
>
> Rembrandt is not the default renderer and to follow the consensus,
> I won't add a Rembrandt option to fgrun. The braves willing to
> experiment will have to discover the right enabling property.
>

Hi Fred,

I don't have a strong opinion here, but I have no problem with adding an
enable rembrandt option to the fgrun before the next release.  Why make it
extra difficult for the brave and adventurous to test it out (it is already
very cool and enjoyable, even if there is more work to do.)  One of the
really fun things about FlightGear is seeing the update pace and trying new
ideas and features -- as long as we give people fair and realistic
expectations, I don't mind having the option there in fgrun. Release early,
release often, distributed debugging, etc. etc. etc. :-)

Thanks,

Curt.
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[Flightgear-devel] reflectmap

2012-06-11 Thread syd adams
hi all.
I updated the Citation-II to use model-combined-deferred , but it
originally used reflect.eff.Try as i might i cant seem to get the
reflectmap section to work.Is this a bug? Ive tried greymaps and alpha
maps but see no effect . I get a constant environment reflection over
all.
Syd

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Re: [Flightgear-devel] The next FlightGear release (summer 2012)

2012-06-11 Thread Michael
I wonder how it was done back in 2002 for Doom3 with OpenGL. 
Doom3 looks great, a huge contrast for ex. to X-Plane which is 
struggling as well to get flicker free shadows.




--- On Fri, 6/8/12, Geoff McLane  wrote:

> From: Geoff McLane 
> Subject: Re: [Flightgear-devel] The next FlightGear release (summer 2012)
> To: "FlightGear developers discussions" 
> 
> Date: Friday, June 8, 2012, 12:00 PM
> Hi,
> 
> FWIIW I would opt for version 2.8
> 
> Concerning Rembrandt, it does not work on either 
> of my 2 ATI cards - Radeon HD 2600 XT, running Ubuntu 
> 64-bit, and Windows Vista 32-bit, and a Radeon HD 7700 
> series, in Windows 7 64-bit. I think I have tried all 
> the options mentioned here...
> 
> On the 2600 I usually see the corner buffer images, 
> but no shadows. On the 7700 even no corner images, 
> and after a certain time the card driver FAILS! I get 
> a black screen, but thankfully it auto-recovers ;=()
> 
> Oh, and I get about a 50%+ drop in frame rate... and 
> at low viewing angles get flashing lime green over 
> the foreground...
> 
> So yes, for sure mention Rembrandt, but clearly mark it 
> as in development ;=))
> 
> Is there a list anywhere of cards/drivers it DOES 
> work on? If not too expensive maybe I would buy 
> and try one ;=)) I seem to remember someone mentioning 
> such a listing...
> 
> On converting a/c, as I think someone mentioned why 
> or how can this be done if the results can not be 
> seen on his system! Sort of chicken and egg story...
> 
> And for the 2.8 release, assume the MULTIPLE warnings 
> will be 'removed', or suppressed, namely -
> 
> Failed to create beacon for unknown runway 'KONT 26L OM'
> and about 28 more like this...
> 
> Image "C:/FG/fgdata/Textures/Water/waves-ver10-nm.dds"
> uses compressed textures which cannot be supported on some
> systems.
> Please decompress this texture for improved portability.
> and about 6 more like this...
> 
> We should not need to air this dirty washing on a release 
> product ;=))!
> 
> Regards,
> Geoff.
> 
> 
> 
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Re: [Flightgear-devel] Help with compilation of FlightGear + Locating the Failure module code

2012-06-11 Thread Ahmad Y Javaid
Hello Arnt,

I was able to compile fresh copy of the FG code thru the link provided from
the wiki after several tries. And i m still testing the code and I am
planning to put it on GPL but i don't know how to do that.

Also, I am trying to look for the code of failures available in the system
but I am unable to find them. Is it possible for you to point me in the
right direction? It would be really gr8 if u can advise me on how to put my
code in GPL.

Thanks
Ahmad

On Wed, Jun 6, 2012 at 6:50 AM, Arnt Karlsen  wrote:

> On Tue, 5 Jun 2012 22:06:40 -0400, Ahmad wrote in message
> :
>
> > Hello Everyone,
> >
> > I am very new to FlightGear and have been using FlightGear for past
> > few months on Windows. I wanted to develop a module which can use the
> > AI module. I just compiled the whole thing on my Ubuntu machine and
> > even after several tries of compilation, I get the same error -
> > "*execv :: No such file or directory*". I have no idea what to do. I
> > can't make it run no matter what i do.
> >
> > Please help me with this issue.
>
> ..first things first, in case I'm the first one to respond:
> First, _Back_up_your_own_code_!!!
>
> ..then tell us, does e.g. the scripted compile script work
> for you in a _fresh_ tree?:
> http://wiki.flightgear.org/Scripted_Compilation_on_Linux_Debian/Ubuntu
>
> ..if this script above works for you in a fresh tree, put in
> a copy of your own code and try again, and tell us what happens
> when you try to compile your own code.
>
> ..note that it is _much_ easier to get help if you put your own
> code under the GPL, that way it can become part of FlightGear.
> If you do not want to put your own code under the GPL, you should
> find helpers who are willing to sign Non-Disclosure Agreements.
> The GPL allows commercial use of FlightGear, and uses copyright
> law and penal law enforcement to enforce your rights as an author.
> http://www.groklaw.net/staticpages/index.php?page=20050131065655645
> http://www.gnu.org/licenses/gpl-faq.html
>
> ..assuming your code is GPL ;o), put your compile logs on a web
> server and post the url to your compile log(s) here.
>
> ..without knowing your methods and your compile log error etc
> messages, _we_ "don't know what to do." ;o)
>
> ..the experienced guys here are usually able to diagnose compile
> failures by looking at the end of the logs, but in some cases
> the entire log set is needed.
>
> --
> ..med vennlig hilsen = with Kind Regards from Arnt Karlsen
> ...with a number of polar bear hunters in his ancestry...
>  Scenarios always come in sets of three:
>  best case, worst case, and just in case.
>
>
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Re: [Flightgear-devel] Enabled random buildings in preferences.xml

2012-06-11 Thread Oliver Thurau
That error is not exclusive for the random buildings (at least with the 
win 32bit fgfs).
Just try to fly over detailed scenery long enough. With trees enabled 
the problem shows up sooner.
And if you use a heavy airplane like the 787-8 from Omega95, fgfs will 
run out of memory on startup if you have a detailed scenery.

The current win fgfs 32bit makes it impossible to fly a distance without 
running in this error.

Oliver

Am 09.06.2012 23:29, schrieb Heiko Schulz:
> Stuart,
>
> I got following error message:
>
> Warning: detected OpenGL error 'out of memory' at after RenderBin::draw(..)
>
> Heiko


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[Flightgear-devel] rembrandt

2012-06-11 Thread syd adams
Thought I'd show the state of rembrandt here .This is on an Acer
Aspire laptop with ATI Mobility Radeon HD4250 graphics...
and Ive heard that this current Ubuntu fglrx driver is buggy , but
haven't successfully installed the latest driver from AMD ...
maybe its time to go back to a desktop setup , and Nvidia :)


http://en.zimagez.com/zimage/screenshot-12-06-10-044654am.php

http://en.zimagez.com/zimage/screenshot-12-06-10-043606am.php

Switching on skydome shader  restores model color .
Switching off ALL shaders gets me closer to a flyable system.

Im just posting this to show my results here , I still think the card
buffering is messed up and things might improve
with an updated driver.

Syd

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[Flightgear-devel] A plan for a 3.0 release?

2012-06-11 Thread Renk Thorsten

Torsten's question about what the release number should be got me thinking a 
bit what I would expect from a 3.0 version, and I thought maybe I can put my 
outcome for a discussion:

I think what makes the difference isn't so much new cool feature, but really a 
good and intuitive integration of the existing features. Say, in particular I'd 
like to see for a 3.0 (I'm focusing mainly on my area of expertise...):

* lightfields and Rembrandt working together
* lightfields properly supported by Basic Weather 

or even better

* a redesign of the weather interfaces, basically going to the unified weather 
system people have been talking about - some ideas and brainstorming urgently 
needed!

Then some fixes for long-standing, not really critical but annoying bugs

* the current rain system still only works for Basic Weather
* turbulence should affect YaSim and JSBSim the same way

Then maybe some cool, but not so important features to make things complete:

* lightning (and thunder?) for thunderstorms
* windsocks moving with ground wind rather than wind at aircraft position

Ideally, making full use of things we already have to present the best possible 
scenery

* regionalized random building types
* dedicated texture packs for the main vegetation zones
* exploit the placement mask possibilities fully

And then, ship 3.0 with (finally) the next edition of a world scenery release, 
so we can really present much better visuals! So, personally I'd like 3.0 to be 
a release that doesn't only have cool features, but also cool features which 
work basically everywhere and a release that doesn't have the current snags 
like 'this doesn't work with that, and the GUI is counter-intuitive and so on.

Let me be the first to admit that it's much more fun doing my own stuff the way 
I like and then just merge it in. But if we can find consensus about any plan 
having to do with integration of new features and making it all work together, 
then I'm willing to reserve the majority of my coding time for working towards 
that goal. Would this be something to aim for in a 3.0 release?

* Thorsten
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Re: [Flightgear-devel] rembrandt

2012-06-11 Thread syd adams
These are the errors I get with Rembrandt enabled :


FRAGMENT glCompileShader
"/home/syd/FG/fgdata/Shaders/ubershader-gbuffer.frag" FAILED
FRAGMENT Shader "/home/syd/FG/fgdata/Shaders/ubershader-gbuffer.frag" infolog:
Fragment shader failed to compile with the following errors:
ERROR: 0:79: error(#162) Wrong operand types no operation '+' exists
that takes a left-hand operand of type '3-component vector of float'
and a right operand of type 'uniform 4-component vector of float' (or
there is no acceptable conversion)
ERROR: error(#273) 1 compilation errors.  No code generated

glLinkProgram "" FAILED
Program "" infolog:
Fragment shader(s) were not successfully compiled before
glLinkProgram() was called.  Link failed.

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Re: [Flightgear-devel] Enabled random buildings in preferences.xml

2012-06-11 Thread Renk Thorsten
> I'd like to propose having random buildings enabled in
> preferences.xml, so they are switched on by default.  I think they
> improve the realism of our Urban, Suburban and Town sceneries  
> significantly.

I would suggest to have them on as default (so that people are aware that they 
are there) but set to a low default density (0.2 or so) (so that there are no 
really bad framerate and/or memory issues).

Does thay sound like a plan?

> Would some of the textures also be applicable to the Caribbean?

Yes, I guess the theme 'volcanic tropical island' is fairly generic and would 
also fit, say, parts of Indonesia really well. As I said earlier, I see 
gathering textures as assembling something like a toolkit - we don't really 
want new textures for every region, we just want to get the mix right for 
various regions. If anyone is interested in defining yet more regions, feel 
free!

> I wonder whether we should set the regions/materials.xml as the
> default in preferences.xml?  They represent a significant improvement
> to texturing in the regions that are defined.

I certainly prefer the regional pack, but I'm hardly objective...

* Thorsten
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Re: [Flightgear-devel] The next FlightGear release (summer 2012)

2012-06-11 Thread Frederic Bouvier
> The summer release will become v2.8.0. Rembrandt is included but
> disabled by default and announced as an experimental but cool new
> feature.

Rembrandt is not the default renderer and to follow the consensus, 
I won't add a Rembrandt option to fgrun. The braves willing to 
experiment will have to discover the right enabling property.

Regards,
-Fred

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