Re: [Flightgear-devel] FW: Compute ground elevation dynamically for STG format

2012-08-27 Thread Mathias Fröhlich

Hi,

On Monday, August 27, 2012 10:57:57 Torsten Dreyer wrote:
> If that feature helps scenery developers to _temporary_ place objects,
> may I suggest that this code is enclosed in #ifdef's and only enabled
> during compile time with a special CMAKE switch and never enabled for a
> release?

That's possible.
We can guard this with a cmake configure time variable.

Greetings

Mathias

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Re: [Flightgear-devel] fgdata merge request 91:Animated Jetways

2012-08-27 Thread Ryan M
Martin Spott wrote:
> Anyhow, the reason why I had been writing EMail several times is the
> removal of the "/sim/paths/use-custom-scenery-data" clause.  This
> property has been removed, the state which had been activated by the
> flag is now permanent - see:

Ah, I missed that change. :-) It turns out it doesn't really make a
difference, at least for now. The Nasal file will search for the
models in the $FG_SCENERY directory if this (now-removed) property is
turned on; otherwise it will search in $FG_ROOT (which is now in-sync
with the master object repository). Obviously this does create dead
code. I'll revise it soon.

On Mon, Aug 27, 2012 at 2:51 AM, Julien Nguyen  wrote:
> Hi Ryan,
>
> When I wanted to create some thumbnails for the models in
> scenemodels.com, every models named generic.airline.***.xml doesn't
> display anything in Flightgear and I met the following error:
>
> Could not find at least one of the following objects for animation:
> 'AirlineSign'
>
> Same problem with the model from fgdata git and terrasync.
>
> Don't know where it comes, I'm not really an expert on it.
>
> Cheers,
>
>  Julien
>

Hello Julien,

Those files are "dummy" models; they serve no purpose whatsoever
except to specify the texture paths for the different airlines in the
jetway models. Trying to load them as full models will cause
FlightGear to not find a model, and- you guessed it- not find this
mythical "AirlineSign" object. ;-)

I'll admit it is an odd setup, and probably one that deserves a
rethink in the future. I'm considering a partial rewrite of my Nasal
files during the FG 3.0.0 development cycle, so I'll definitely take a
look here.

~Ryan

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Re: [Flightgear-devel] FlightGear v2.9 debug version, error about GUI

2012-08-27 Thread Geoff McLane
PS: You may have to 'adjust' the library 
names a little since I think in the find 
plib case cmake searches for xxx_d.lib for debug,
and these are just with a xxxd.lib...

You have to make sure cmake 'finds' and uses 
these debug libraries for the Debug link...

Regards,
Geoff.



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Re: [Flightgear-devel] FlightGear v2.9 debug version, error about GUI

2012-08-27 Thread Geoff McLane
Hi Liuwh,

Just added plib-msvc100-rel-4.zip and 
plib-msvc100-dbg-4.zip... to -
 http://downloads.fgx.ch/WIN32/ 
so you could try linking with those...

Should be able to unzip them into your 
3rdparty folder, overwriting the existing 
ones...

But you may still be missing some others...

Regards,
Geoff.

On Mon, 2012-08-27 at 14:19 +0800, Liuwh wrote:
> Hi all,
>  
> I downloaded FlightGear/SimGear/fgdata v2.9 via GIT, and also
> downloaded pre-compiled 3rdParty dependencies from 
> ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32/MSVC/fgfs-win32-VS100-3rdParty+OSG-20120411.zip
>  
> I built it, the release version can run well, but the debug version
> crashed when I the weather from dialog and click "close",  the result
> was the same when I operated the menu and click apply or close.  The
> call stack indicates that program stopped in _CrtIsValidHeapPointer
> called by puGroup from PLIB functions.
>  
> Did anyone ever encounter this problem?
>  
> BTW, the debug version runs very slow, I don't know whether this also
> occured when others debugging FlightGear.
>  
> Thanks!
> 



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Re: [Flightgear-devel] FlightGear v2.9 debug version, error about GUI

2012-08-27 Thread Geoff McLane
On Mon, 2012-08-27 at 14:19 +0800, Liuwh wrote:
> Hi all,
>  
> I downloaded FlightGear/SimGear/fgdata v2.9 via GIT, and also
> downloaded pre-compiled 3rdParty dependencies from 
> ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32/MSVC/fgfs-win32-VS100-3rdParty+OSG-20120411.zip
>  
> I built it, the release version can run well, but the debug version
> crashed when I the weather from dialog and click "close",  the result
> was the same when I operated the menu and click apply or close.  The
> call stack indicates that program stopped in _CrtIsValidHeapPointer
> called by puGroup from PLIB functions.
>  
> Did anyone ever encounter this problem?
>  
> BTW, the debug version runs very slow, I don't know whether this also
> occured when others debugging FlightGear.
>  
> Thanks!

Hi Liuwh,

Not sure why you are trying to build the Debug 
version of fgfs, since the 3rd party zip you mentioned 
does NOT contain the 3rdparty Debug library builds...

This is no particular problem when the library is a 
DLL (shared) library, except you will not be able 
to trace into it, but you are mixing the runtimes 
Release and Debug when using static libraries like 
PLIB... 

Quite surprised you even got Debug fgfs to link...

I am steadily building up a parallel Release and 
Debug build, see - 
 http://downloads.fgx.ch/WIN32 
but note I have not yet added say plib-msvc100-rel,
nor dbg.zip, and some others, yet... Must try to get 
to that soon...,

Second, the Debug version certainly runs up to 10 
or MORE times SLOWER ;=((

(a) All functions have extended entry and exit code,
prologue and epilogue, where the user stack is filled 
with a pattern like 0xdd, so the runtime can check if 
you have initialized all the required variables before 
using them...

(b) All functions perform stack level checking on 
exit. 

(c) All memory allocated is a special debug allocation 
where more than the requested bytes is allocated, 
and a leader and trailer area are again filled with a 
pattern, 0xde IIRC, and the application receives a pointer 
after the leader so on memory release, the runtime 
can check if you have under or over run the requested 
memory...

Now fgfs allocates a LOT of memory, and this includes 
memory for std lists, vectors, maps, etc, so for example 
you will see it spends a long time to say load the 
navaids... and lots more time loading scenery... etc.

(d) And the Debug version has a LOT of assert() 
code added... In fact it is sometimes difficult to 
get the Debug version to run without the usual 
assertion failed dialog... Maybe that is what you 
mentioned as _CrtIsValidHeapPointer...

These 'bugs' that show up only in the MSVC Debug 
version seldom get addressed, since there are very few 
of us ready to take all the time required to track 
them down ;=(( and then convince the big unix base 
developers that there is a problem that they just 
do NOT see...

HTH, and I am glad to hear the Release runs 
well... congrats on doing your own build ;=))
That takes some effort...

Enjoy...

Regards,
Geoff.





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Re: [Flightgear-devel] fgdata merge request 91:Animated Jetways

2012-08-27 Thread Julien Nguyen
Hi Ryan,

When I wanted to create some thumbnails for the models in 
scenemodels.com, every models named generic.airline.***.xml doesn't 
display anything in Flightgear and I met the following error:

Could not find at least one of the following objects for animation: 
'AirlineSign'

Same problem with the model from fgdata git and terrasync.

Don't know where it comes, I'm not really an expert on it.

Cheers,

 Julien

Le 26/08/2012 03:19, A Person a écrit :
> Martin,
>
> I can assure you that I do care. Over the past several months, life
> has been really occupying me and I have not had much time to check
> email or keep up with the FlightGear mailing list. Sorry for missing
> your messages; the only reason I was able to catch this one was
> because a friend on IRC informed me of it.
>
> Feel free to discuss the problems with the jetways. I _did_ push a
> small maintenance commit before 2.8 was released; as of now, they
> should work fine.
>
> On Thu, Aug 23, 2012 at 12:13 AM, Martin Spott  wrote:
>> Hi, if anybody meets Ryan Miller, please let him know that there appear
>> to be issues with the current state of the Jetways.
>> I've tried to get in contact with him several times over the past
>> months, but never got a response - I have no idea wether his EMail
>> address changed or if he just doesn't care.
>>
>> Cheers,
>>  Martin.
>> --
>>   Unix _IS_ user friendly - it's just selective about who its friends are !
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Re: [Flightgear-devel] FW: Compute ground elevation dynamically for

2012-08-27 Thread Martin Spott
Torsten Dreyer wrote:

> I can think of one scenario where the information "offset from ground 
> aka AGL" is necessary. This is when the scenery gets recreated and the 
> ground elevation changes. In that case, objects may float above or sink 
> into the ground with a fixed altitude. IMHO, our scenery database needs 
> to know about that offset to create the correct altitude for an object 
> in the scenery.

The Scenemodels database stores these offsets where needed and we're
prepared to automatically adjust object elevations to the current
Terrain whenever required.  In fact we're actually doing this every
once in a while   so, if the model and/or object you submitted
several weeks or months ago looks really funny now (or in the near
future), you might have forgotten to tell us about the offset  :-)

Cheers,
Martin.
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Re: [Flightgear-devel] FW: Compute ground elevation dynamically for STG format

2012-08-27 Thread Torsten Dreyer
Computing constant values at runtime is bad design and we should not do 
that. No matter if we notice a significant increase in load time now or 
not. The ground elevation at a specific point is well known at scenery 
generation time and that is where the vertical position of an object has 
to be computed. Not in the main loop at the moment of scenery loading 
where computing time is precious.

I can think of one scenario where the information "offset from ground 
aka AGL" is necessary. This is when the scenery gets recreated and the 
ground elevation changes. In that case, objects may float above or sink 
into the ground with a fixed altitude. IMHO, our scenery database needs 
to know about that offset to create the correct altitude for an object 
in the scenery.

I would not want to see _any_ object in the scenery with a position 
specified by AGL.

If that feature helps scenery developers to _temporary_ place objects, 
may I suggest that this code is enclosed in #ifdef's and only enabled 
during compile time with a special CMAKE switch and never enabled for a 
release?

Torsten

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[Flightgear-devel] Re : Rembrandt Compatibility and Triple Monitor Configuration: Hardware Recommendations?

2012-08-27 Thread Frederic Bouvier
Hi Durk,

Rembrandt sort of work in multiscreen: you'll get a correct scene but with 
shadows and lights misplaced. There should be a matrix offset or perspective 
divide problem, that I wasn't able to fix for the moment. If Tim, Mathias or 
anybody else could have a look, I would be very grateful.

re hardware upgrade: look at the wiki page for the memory requirements. I 
currently have a GTX 470 and it runs dual fullscreen well. I recently switched 
from an i7 930 to an i7 3770 (latest generation) and it made a huge difference 
in term of framerate (about 33% gain). Tim and Mathias already said that we are 
CPU bound and I can confirm by experience. Anyway, if I was about to change 
GPU, I'd take a GTX 660 Ti or a GTX 670.

BTW: I also tested an AMD 7750 and it works pretty well for the price. I got 20 
fps in 1280x720 geometry. I wouldn't consider it for multiscreen though ( 
admitedly, I didn't try)

Regards,
-Fred
http://wiki.flightgear.org/Project_Rembrandt

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Re: [Flightgear-devel] fgdata merge request 91:Animated Jetways

2012-08-27 Thread Martin Spott
Hi Ryan,

A Person wrote:

> I can assure you that I do care. Over the past several months, life
> has been really occupying me and I have not had much time to check
> email or keep up with the FlightGear mailing list. Sorry for missing
> your messages; the only reason I was able to catch this one was
> because a friend on IRC informed me of it.

I really wonder how you manage to afford time for IRC when your budget
is too tight to check EMail  :-)

Anyhow, the reason why I had been writing EMail several times is the
removal of the "/sim/paths/use-custom-scenery-data" clause.  This
property has been removed, the state which had been activated by the
flag is now permanent - see:

  
http://mapserver.flightgear.org/git/gitweb.pl?p=flightgear;a=commit;h=8d3e1b06be9ad55b17b90a9ee4c38b97cb362913

and:

  
http://mapserver.flightgear.org/git/gitweb.pl?p=fgdata;a=commit;h=85c4550cc9e10bd3a0169906155be6d5199b45ee


For the other stuff I'll try to guide the person reporting the issues
to this thread.

Cheers,
Martin.
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Re: [Flightgear-devel] (no subject)

2012-08-27 Thread Olivier
Hello,



 De : Madaliso Soko 
Envoyé le : Dimanche 26 août 2012 22h10

> i hve got a problem with my in built flight gear map, it does not
> show data navaids even when i click on the data check box
> am using windows by the way

I would probably recommand using the forum for this kind of support.
What version of FG are you using ? Could not reproduce this over
here. Anything error displayed, etc.?
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