Re: [Flightgear-devel] Bug 479 has come back

2012-11-16 Thread Alan Teeder


-Original Message- 
From: ThorstenB
Sent: Thursday, November 15, 2012 7:09 PM
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Bug 479 has come back



Apparently the path checker somehow mismatches the given file path and
the fg-aircraft path. This is obviously caused by the conversion of the
path to an absolute path - but it's strange since absolute paths should
certainly work (and they are what should normally be given on the
command-line in the first place, so the conversion should not really
have changed anything, except for those who were using relative paths -
but those weren't even working before).

We either need someone running Windows to debug this.
Alternatively, please provide the exact values of the

* fg-aircraft command-line parameter (--fg-aircraft=...)
* The value of the /sim/fg-aircraft property (see property tree)
* The exact path given in the error message (loadxml: reading '...'
denied)

Make sure to copy the paths exactly as shown - even tiny differences
(such as / vs \, or an appended extra slash may make a difference).

cheers,
Thorsten


--
Thortsen

Here is my system.fgsrc file and then the log output.~

My TSR2, if you need it,  is at g...@gitorious.org:fg-ajt/tsr2.git.
The final Nasal error (nil used in numeric context) only occurs when I use 
the new version of simgear/misc/sg_path.cxx.

Changing --fg-aircraft=C:\FlightGear\MyAircraft 
to --fg-aircraft=C:\FlightGear\MyAircraft\ ,
or to   --fg-aircraft=C:/FlightGear/MyAircraft has no effect.

In each case the property /sim/fg-aircraft is that specified 
by --fg-aircraft=, except that the trailing  \ is discarded.

I ran flightgear with the command:
C:\FlightGear\install\msvc100\bin\fgfs.exe  fgfsrun.txt  21

system.fgsrc:-
--fg-root=C:/FlightGear/fgdata
--fg-scenery=C:\FlightGear\MyScenery;C:\FlightGear\Terrasync;C:\FlightGear\flightgear
--fg-aircraft=C:\FlightGear\MyAircraft
--airport=EGNO
--aircraft=TSR2
--control=joystick
--enable-random-objects
--enable-horizon-effect
--enable-enhanced-lighting
--enable-ai-models
--enable-real-weather-fetch
--enable-clouds3d
--prop:/sim/frame-rate-throttle-hz=60
--prop:/sim/traffic-manager/enabled=0
--geometry=1024x768
--visibility-miles=30
--bpp=32
--log-level=alert
--timeofday=noon
--enable-rembrandt


Log file:
  No GAIN specified (default: 1.0)
loadxml: reading 'C:/FlightGear/MyAircraft/TSR2/Dialogs/config.xml' denied 
(unauthorized access)
Nasal runtime error: Dialog class: XML dialog must have name
  at C:/FlightGear/fgdata/Nasal/gui.nas, line 354
  called from: C:/FlightGear/fgdata/Nasal/gui.nas, line 334
  called from: C:/FlightGear/fgdata/Nasal/globals.nas, line 100
Nasal runtime error: container index not scalar
  at C:/FlightGear/fgdata/Nasal/gui.nas, line 336
  called from: C:/FlightGear/MyAircraft/TSR2/Nasal/TSR2-main.nas, line 26
Switches.nas
Annunciator.nas
controls.nas
timers.nas
electrical.nas
Engine-Start-Stop.nas
TSR2 undercarriage.nas
settimer(gearLights, 0);
navradiodisplay.nas
g-meter.nas
ice-warn.nas
Init properties.nas
startup.nas
dropview.nas
TSR2-moving-map.nas
TSR2 autopilot.nas
TSR2 contrail.nas
TSR2 liveries.nas
loadxml: reading 
'C:/FlightGear/MyAircraft/TSR2/Models/Liveries/BlackTest.xml' denied 
(unauthorized access)
Nasal runtime error: non-objects have no members
  at C:/FlightGear/fgdata/Nasal/gui.nas, line 479
  called from: C:/FlightGear/fgdata/Nasal/gui.nas, line 460
  called from: C:/FlightGear/fgdata/Nasal/gui.nas, line 450
  called from: C:/FlightGear/fgdata/Nasal/aircraft.nas, line 519
  called from: C:/FlightGear/MyAircraft/TSR2/Nasal/liveries.nas, line 4
dialogs.nas
loadxml: reading 
'C:/FlightGear/MyAircraft/TSR2/Dialogs/TSR2-autopilot-dlg.xml' denied 
(unauthorized access)
Nasal runtime error: Dialog class: XML dialog must have name
  at C:/FlightGear/fgdata/Nasal/gui.nas, line 354
  called from: C:/FlightGear/fgdata/Nasal/gui.nas, line 334
  called from: C:/FlightGear/fgdata/Nasal/globals.nas, line 100
Nasal runtime error: container index not scalar
  at C:/FlightGear/fgdata/Nasal/gui.nas, line 336
  called from: C:/FlightGear/MyAircraft/TSR2/Nasal/TSR2-dialogs.nas, line 7
TSR2 canvas HUD.nas
loading scenario 'nimitz_demo'
map init-props
moving map loaded
Nasal runtime error: nil used in numeric context
  at C:/FlightGear/MyAircraft/TSR2/Nasal/TSR2-canvas-HUD.nas, line 276
  called from: C:/FlightGear/MyAircraft/TSR2/Nasal/TSR2-canvas-HUD.nas, line 
354
  called from: C:/FlightGear/fgdata/Nasal/globals.nas, line 100
Nasal runtime error: nil used in numeric context
  at C:/FlightGear/MyAircraft/TSR2/Nasal/TSR2-g-meter.nas, line 14
icewarn

I hope that this helps debug the problem.

Alan


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[Flightgear-devel] Some shader work updates

2012-11-16 Thread Renk Thorsten

I don't know if anyone is interested in what precisely I've been up to of late, 
but I do know that I get frequently asked why the reflection (bump, you name 
it) effect isn't yet working in atmospheric light scattering, so this is sort 
of an answer to that. Well, I also sort of wanted to write that up, to 
illustrate what kind of problems shader code produces. I'm guessing Fred Co. 
know that rather well...

So. it all started with me being unhappy with some visuals of clouds in sunset 
conditions, and I decided I have to use some data. I spent a few hours 
measuring (rgb) values of a time series of sunset photographs I had recently 
taken, in addition I measured light and shadow contrasts from a variety of 
other sunset pictures. This gave me the clue to at least one source of my 
unhappiness - unlike implemented in the FG default rendering scheme from where 
my current light curves are basically taken, ambient light never gets red. 
Regardless of the rgb value of an illuminated cloud, all shaded parts fall into 
a very narrow range of blue-grey hue with varying intensity.

That's good news as such, because having to compute just the intensity saves 
two expensive light computations in the shader. So the project was to update 
the ambient light to a more plausible value everywhere.

In computer science textbooks, one does things like Emilian suggested once 
here, writes a general light and fog scheme which is referenced by all effects 
and just updates it. Unfortunately, in reality... let's see.

I have a scheme which does light correctly for the terrain. This is based on 
computing light based on the relative location of a vertex to the terminator 
(the light/shadow line drawn by the sun), and I can compute light and fogging 
for all positions.

I can't simply take the scheme over to the skydome, because the skydome has no 
'real' geometry like the terrain. A skydome vertex may return me some position, 
but that is not a *real* position which would actually tell me how light and 
fog are there. Instead, the light and fog scheme needs to be adapted to the 
pseudo-geometry of the skydome where angles more meaningful than distances.

I've once tried to take over the scheme to cloud rendering. That, 
unfortunately, results in very nice still images of beautifully fogged and 
illuminated clouds at a rate of 1 fps or so. It's way too slow to treat the 
clouds in a light/fog scheme that works for the terrain. So - clouds need some 
much faster suitable approximation. For instance, clouds don't even see the 
ambient light channel - they're just shaded at the bottom/back. So the trick is 
to make the color of that shade match the ambient light. And that means that 
shade of clouds isn't just an intensity multiplier, it corresponds to a 
hue/saturation trafo to the ambient light color.

The terrain scheme doesn't work for the water sine shader either, because... 
that doesn't probe separate ambient light either but is based on the specular 
light channel. So to get ambient light here, the specular light needs to be 
post-processed to match up with the ambient light elsewhere if the water is in 
shade. Unfortunately, as I discovered, a hue/sat rotation becomes numerically 
unstable if the input color is solid black (as the specular light at midnight 
is set to be) - so I got this amazing effect where suddenly the water was 
brightly blue-green illuminated around pitch black islands (I know there's 
glowing algae bloom in some locations - we can do this...). Some extra code 
needs to be inserted to prevent this from happening.

The default terrain scheme doesn't work for trees either... The reason is 
rather subtle - in low light, fog is not a device to make the horizon match up, 
but it becomes largely the object you render. Looking against a hill with the 
sun behind, you will notice that the hill is dark. We tend to thing that this 
is because there's only ambient light, so naturally it's dark, but that's in 
many cases a minor correction to the actual effect, which is that the hill 
shades the fog between it and the eye, and hence you see the hill through 
shaded fog, thus it is dark. Regardless of what you do with ambinent and 
diffuse light, unless the visibility is extremely high, the hill does not 
appear dark if you do not shade the fog. Of course we can't actually render 
volumetric shadows in fog, so... we fake it by making the fog color in a 
semi-clever way dependent on the dot product of light direction and terrain 
normal, which looks plausible enough. But we don't know the terrain slope for 
tree rendering, the slope of the tree model is way too steep, so we don't 
really want to have that effect for trees which don't shade fog appreciably in 
reality, and thus some additional cleverness is needed. 

For the urban effect, the default terrain scheme doesn't work either (you 
probably guessed this at this point, right) - the reason is that the urban 
effect before atmospheric light uses up too many 

Re: [Flightgear-devel] FSWeekend 2012...

2012-11-16 Thread Arnt Karlsen
On Thu, 15 Nov 2012 21:44:59 +0100, Gijs wrote in message 
dub002-w526f44a3616768d066e468d3...@phx.gbl:

 Anyone got a Kinect or two? This would make a nice attention-grabber
 (controlling an aircraft by moving your bare hands in space) :-)
 
 http://threegearsystems.blogspot.nl/2012/11/flightgear-demo.html
 

..enjoy the legal side: ;o)
http://uk.gamespot.com/news/microsoft-denies-kinect-hack-claims-6283696
http://www.zdnet.com/blog/open-source/microsoft-surrenders-on-linux-kinect-hack/7769

..the tech side:
http://www.linuxjournal.com/content/kinect-linux
http://openkinect.org/wiki/Main_Page
http://www.freenect.com/
http://www.kinecthacks.com/kinect-linux-multitouch-screen/
http://www.youtube.com/watch?v=llNSQ2u2rT4feature=related

..alternatives independent of Kinect:
http://www.youtube.com/watch?v=1GhNXHCQGsMfeature=related
http://www.youtube.com/watch?v=NCtYdUEMotgfeature=related
http://www.youtube.com/watch?v=91tYEgpmN4Mfeature=related
http://www.youtube.com/watch?v=Ni9nAm-Thswfeature=related

..further hacks... ;o)
http://www.youtube.com/watch?v=aiNX-vpDhMofeature=related
http://www.youtube.com/watch?v=Sw4RvwhQ73Efeature=related
http://www.youtube.com/watch?v=cVCghLfdzsYfeature=related

-- 
..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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[Flightgear-devel] Canvas/C++ bindings: Simgera compilation fails with MSVC

2012-11-16 Thread Alan Teeder
Another heads up.

Alan


commit 392ba18ff7295f2622ae3a052049c76e9d760e26
Author: Thomas Geymayer
Date: Thu Nov 15 21:17:33 2012 +0100

Canvas/C++ bindings: automatically detect dynamic type of polymorphic exposed 
classes

MSVC output:-

5  cppbind_test.cxx
5c:\flightgear\simgear\simgear\nasal\cppbind\Ghost.hxx(282): error C2276: '' 
: illegal operation on bound member function expression
5  c:\flightgear\simgear\simgear\nasal\cppbind\Ghost.hxx(323) : see 
reference to function template instantiation 'nasal::GhostT 
nasal::GhostT::basesnasal::GhostBase(void)' being compiled
5  with
5  [
5  T=Derived
5  ]
5  C:\FlightGear\simgear\simgear\nasal\cppbind\cppbind_test.cxx(93) : 
see reference to function template instantiation 'nasal::GhostT 
nasal::GhostT::basesBase(void)' being compiled
5  with
5  [
5  T=Derived
5  ]--
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Re: [Flightgear-devel] Bug 479 has come back

2012-11-16 Thread Vivian Meazza
Alan wrote:

 -Original Message-
 From: ThorstenB
 Sent: Thursday, November 15, 2012 7:09 PM
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Bug 479 has come back
 
 
 
 Apparently the path checker somehow mismatches the given file path and
 the fg-aircraft path. This is obviously caused by the conversion of the
 path to an absolute path - but it's strange since absolute paths should
 certainly work (and they are what should normally be given on the
 command-line in the first place, so the conversion should not really
 have changed anything, except for those who were using relative paths -
 but those weren't even working before).
 
 We either need someone running Windows to debug this.
 Alternatively, please provide the exact values of the
 
 * fg-aircraft command-line parameter (--fg-aircraft=...)
 * The value of the /sim/fg-aircraft property (see property tree)
 * The exact path given in the error message (loadxml: reading '...'
 denied)
 
 Make sure to copy the paths exactly as shown - even tiny differences
 (such as / vs \, or an appended extra slash may make a difference).
 
 cheers,
 Thorsten
 
 


--
 Thortsen
 
 Here is my system.fgsrc file and then the log output.~
 
 My TSR2, if you need it,  is at g...@gitorious.org:fg-ajt/tsr2.git.
 The final Nasal error (nil used in numeric context) only occurs when I use
 the new version of simgear/misc/sg_path.cxx.
 
 Changing --fg-aircraft=C:\FlightGear\MyAircraft
 to --fg-aircraft=C:\FlightGear\MyAircraft\ ,
 or to   --fg-aircraft=C:/FlightGear/MyAircraft has no effect.
 
 In each case the property /sim/fg-aircraft is that specified
 by --fg-aircraft=, except that the trailing  \ is discarded.
 
 I ran flightgear with the command:
 C:\FlightGear\install\msvc100\bin\fgfs.exe  fgfsrun.txt  21
 
 system.fgsrc:-
 --fg-root=C:/FlightGear/fgdata
 --fg-
 scenery=C:\FlightGear\MyScenery;C:\FlightGear\Terrasync;C:\FlightGear\fli
 ghtgear
 --fg-aircraft=C:\FlightGear\MyAircraft
 --airport=EGNO
 --aircraft=TSR2
 --control=joystick
 --enable-random-objects
 --enable-horizon-effect
 --enable-enhanced-lighting
 --enable-ai-models
 --enable-real-weather-fetch
 --enable-clouds3d
 --prop:/sim/frame-rate-throttle-hz=60
 --prop:/sim/traffic-manager/enabled=0
 --geometry=1024x768
 --visibility-miles=30
 --bpp=32
 --log-level=alert
 --timeofday=noon
 --enable-rembrandt
 
 
 Log file:
   No GAIN specified (default: 1.0)
 loadxml: reading 'C:/FlightGear/MyAircraft/TSR2/Dialogs/config.xml' denied
 (unauthorized access)
 Nasal runtime error: Dialog class: XML dialog must have name
   at C:/FlightGear/fgdata/Nasal/gui.nas, line 354
   called from: C:/FlightGear/fgdata/Nasal/gui.nas, line 334
   called from: C:/FlightGear/fgdata/Nasal/globals.nas, line 100
 Nasal runtime error: container index not scalar
   at C:/FlightGear/fgdata/Nasal/gui.nas, line 336
   called from: C:/FlightGear/MyAircraft/TSR2/Nasal/TSR2-main.nas, line 26
 Switches.nas
 Annunciator.nas
 controls.nas
 timers.nas
 electrical.nas
 Engine-Start-Stop.nas
 TSR2 undercarriage.nas
 settimer(gearLights, 0);
 navradiodisplay.nas
 g-meter.nas
 ice-warn.nas
 Init properties.nas
 startup.nas
 dropview.nas
 TSR2-moving-map.nas
 TSR2 autopilot.nas
 TSR2 contrail.nas
 TSR2 liveries.nas
 loadxml: reading
 'C:/FlightGear/MyAircraft/TSR2/Models/Liveries/BlackTest.xml' denied
 (unauthorized access)
 Nasal runtime error: non-objects have no members
   at C:/FlightGear/fgdata/Nasal/gui.nas, line 479
   called from: C:/FlightGear/fgdata/Nasal/gui.nas, line 460
   called from: C:/FlightGear/fgdata/Nasal/gui.nas, line 450
   called from: C:/FlightGear/fgdata/Nasal/aircraft.nas, line 519
   called from: C:/FlightGear/MyAircraft/TSR2/Nasal/liveries.nas, line 4
 dialogs.nas
 loadxml: reading
 'C:/FlightGear/MyAircraft/TSR2/Dialogs/TSR2-autopilot-dlg.xml' denied
 (unauthorized access)
 Nasal runtime error: Dialog class: XML dialog must have name
   at C:/FlightGear/fgdata/Nasal/gui.nas, line 354
   called from: C:/FlightGear/fgdata/Nasal/gui.nas, line 334
   called from: C:/FlightGear/fgdata/Nasal/globals.nas, line 100
 Nasal runtime error: container index not scalar
   at C:/FlightGear/fgdata/Nasal/gui.nas, line 336
   called from: C:/FlightGear/MyAircraft/TSR2/Nasal/TSR2-dialogs.nas, line
7
 TSR2 canvas HUD.nas
 loading scenario 'nimitz_demo'
 map init-props
 moving map loaded
 Nasal runtime error: nil used in numeric context
   at C:/FlightGear/MyAircraft/TSR2/Nasal/TSR2-canvas-HUD.nas, line 276
   called from: C:/FlightGear/MyAircraft/TSR2/Nasal/TSR2-canvas-HUD.nas,
 line
 354
   called from: C:/FlightGear/fgdata/Nasal/globals.nas, line 100
 Nasal runtime error: nil used in numeric context
   at C:/FlightGear/MyAircraft/TSR2/Nasal/TSR2-g-meter.nas, line 14
 icewarn
 
 I hope that this helps debug the problem.
 


I was going to check on my version of FG/SG pulled today with MCVC10 but it
failed with:


[Flightgear-devel] Next FlightGear release (Feb. 17 2013)

2012-11-16 Thread Torsten Dreyer
Hi,

in just about one month from now we are entering another round of the 
release process, starting with the four weeks feature freeze period.
This is probably a good time to check in all the great and fancy new 
features that still hide in your local branches.  I'd also like to see 
JSBSim synced before December, 17th.

How should we call our new baby? Is it 3.0.0 or is it 2.10.0? This is a 
carry-over from our last release and gets answered along with: Is 
Rembrandt production ready?

I'd also like to use the remaining four weeks to walk through the 
Lessons Learned section of our Release Plan 
(http://wiki.flightgear.org/index.php/Release_Plan#Lessons_learned)

Somebody was kind enough to add a few points worth thinking about:

1. A lack of stress testing.
We have a four weeks testing period with release binaries publically 
available, so I am not sure how to improve that. Do we need more 
testers? Do we need more time?

2. Lack of graceful feature scaling.
Is this really something we can solve in the release process?

3. Change of the NOAA METAR url
Also, this is more a bug or feature request than an issue with the 
release process

4. broken OSX downloads
Yes - we need to improve the OSX builds. Does Jenkins provide stable 
binaries or do we still need a manual build provided by James or Tat?

5. Irritation caused by code signing
Probably same as 4.?

6. GLSL errors
Probably just a special case of 1.

7. Missing files in the Windows build
Probably just a special case of 1.

8. Write the changelog ASAP
Yes - That can easily start right now. As it is just a simple wiki page, 
please contribute to
http://wiki.flightgear.org/Changelog_3.0.0

9. Lifting the code freeze for certain new features.
As a clarification: We do not enter a code freeze but a feature freeze. 
Code changes are welcome after December 17th as long as it is guaranteed 
(not just unlikely) that they do not introduce any side effects and 
become a release blocker. It is the sole responsibility of the commiter 
to decide if that is the case or not. Every new feature that didn't make 
it into the respository by the deadline may probably easily wait for 
another four weeks to get commited. Remember: most aircraft are not 
affected by the feature freeze and aircraft developers quickly adopt and 
use new features as they become available.

10. Updating the wiki w.r.t. hardware recommendations
Yes - this is a task for everybody.

Last, but not least:
Will we be able to create release binaries for our three major platforms 
automatically and probably release candidates for them on a regular 
schedule (e.g. once a week) from the same code base using the same 
pre-release version number?

Thanks for reading that awfully long post ;-)

Torsten

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Re: [Flightgear-devel] Canvas/C++ bindings: Simgera compilation fails with MSVC

2012-11-16 Thread Thomas Geymayer
Am 2012-11-16 14:12, schrieb Alan Teeder:
 Another heads up.

Thanks. Fixed.

Tom

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--- Austria 

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Re: [Flightgear-devel] Bug 479 has come back

2012-11-16 Thread Thomas Geymayer
Am 2012-11-16 14:39, schrieb Vivian Meazza:
 It has also failed to build in Jenkins with the same error.
 
 When someone gets around to fixing it I'll try to test again. Just as an
 aside, would it be possible to test for developers to test  their inputs
 BEFORE they get pushed into Gitorious?

I always test my code before pushing anything to gitorious. The problem
is that I have not always access to a computer running Windows and
Visual Studio so sometimes I have just to rely on the output of Jenkins.
Especially the last commits made heavy use of templates where VS seems
to be very buggy.
If something doesn't work I normally fix it within a few hours, so sorry
for any inconveniences if you happen to checkout before I've been able
to push a fix.

Tom

-- 
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  Student of Computer Science @ Graz University of Technology
--- Austria 

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Re: [Flightgear-devel] Canvas/C++ bindings: Simgera compilation fails with MSVC

2012-11-16 Thread Alan Teeder
Now compiles and runs OK.

Thanks

Alan

-Original Message- 
From: Thomas Geymayer
Sent: Friday, November 16, 2012 3:01 PM
To: flightgear-devel@lists.sourceforge.net
Subject: Re: [Flightgear-devel] Canvas/C++ bindings: Simgera compilation 
fails with MSVC

Am 2012-11-16 14:12, schrieb Alan Teeder:
 Another heads up.

Thanks. Fixed.

Tom

-- 
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  Student of Computer Science @ Graz University of Technology
--- Austria 

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Re: [Flightgear-devel] Next FlightGear release (Feb. 17 2013)

2012-11-16 Thread Arnt Karlsen
On Fri, 16 Nov 2012 15:27:52 +0100, Torsten wrote in message 
50a64d68.80...@t3r.de:

 in just about one month from now we are entering another round of the 
 release process, starting with the four weeks feature freeze period.
 This is probably a good time to check in all the great and fancy new 
 features that still hide in your local branches.  I'd also like to
 see JSBSim synced before December, 17th.

..this is too late for e.g. commercial actors who might wanna stick
a FG-3.0.0 dvd on their Christmas magazines, looong lead times. 

 How should we call our new baby? Is it 3.0.0 or is it 2.10.0?

..if we want to adjust to other peoples long lead times, cases can 
be made for delaying 2.10 into March (Because it's not ready) or 
for 2.12 around Easter and 2.14 next Soptember to celebrate my
election into parliament or whatever.  Just an idea. ;o)

 This is a carry-over from our last release and gets answered along
 with: Is Rembrandt production ready?

..this would be a 3.0.0 trigger. :o)

-- 
..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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[Flightgear-devel] Tracking BitTorrent fgdata-update02.bundle download

2012-11-16 Thread Roland Haeder
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Hash: SHA1

Hi all,

there is now a second (incremental) update bundle available:
http://www.flightgear.org/forums/viewtopic.php?f=17t=17268

The tracker itself can be found here:
http://mxchange.org:23456/

This is for people where git causes to much connection losses and
forces them to restart the whole download as git doesn't support resume.

Regards,
Roland

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Re: [Flightgear-devel] Bug 479 has come back

2012-11-16 Thread ThorstenB

Am 16.11.2012 10:13, schrieb Alan Teeder:

Changing --fg-aircraft=C:\FlightGear\MyAircraft
to --fg-aircraft=C:\FlightGear\MyAircraft\ ,
or to   --fg-aircraft=C:/FlightGear/MyAircraft has no effect.


Pull latest fgdata and see if it has any effect.

Is it possible that things were only working before, when the path given 
for --fg-aircraft used / instead of the usual Windows \ path 
separator? There was something goofed up in Nasal/io.nas, which suggests 
this should have been the case.


If it's still not working, replace your fgdata/Nasal/io.nas with the 
attached version, run fgfs, reproduce the issue and send the log output 
to me (default log settings are enough).


cheers,
Thorsten

# Reads and returns a complete file as a string
var readfile = func(file) {
if ((var st = stat(file)) == nil)
die(Cannot stat file:  ~ file);
var sz = st[7];
var buf = bits.buf(sz);
read(open(file), buf, sz);
return buf;
}


# Loads Nasal file into namespace and executes it. The namespace
# (module name) is taken from the optional second argument, or
# derived from the Nasal file's name.
#
# Usage:   io.load_nasal(filename [, modulename]);
#
# Example:
#
# io.load_nasal(getprop(/sim/fg-root) ~ /Local/test.nas);
# io.load_nasal(/tmp/foo.nas, test);
#
var load_nasal = func(file, module = nil) {
if (module == nil)
module = split(., split(/, file)[-1])[0];

printlog(info, loading , file,  into namespace , module);

if (!contains(globals, module))
globals[module] = {};
elsif (typeof(globals[module]) != hash)
die(io.load_nasal(): namespace ' ~ module ~ ' already in use, but 
not a hash);

var code = call(func compile(readfile(file), file), nil, var err = []);
if (size(err)) {
(func nil)();  # FIXME hack around 
Nasal bug

if (substr(err[0], 0, 12) == Parse error:) { # hack around Nasal 
feature
var e = split( at line , err[0]);
if (size(e) == 2)
err[0] = string.join(, [e[0], \n  at , file, , line , 
e[1], \n ]);
}
for (var i = 1; (var c = caller(i)) != nil; i += 1)
err ~= subvec(c, 2, 2);
debug.printerror(err);
return 0;
}
call(bind(code, globals), nil, nil, globals[module], err);
debug.printerror(err);
return !size(err);
}


# Load XML file in FlightGear's native PropertyList format.
# If the second, optional target parameter is set, then the properties
# are loaded to this node in the global property tree. Otherwise they
# are returned as a separate props.Node tree. Returns the data as a
# props.Node on success or nil on error.
#
# Usage:   io.read_properties(filename [, props.Node or property-path]);
#
# Examples:
#
# var target = props.globals.getNode(/sim/model);
# io.read_properties(/tmp/foo.xml, target);
#
# var data = io.read_properties(/tmp/foo.xml, /sim/model);
# var data = io.read_properties(/tmp/foo.xml);
#
var read_properties = func(path, target = nil) {
var args = props.Node.new({ filename: path });
if (target == nil) {
var ret = args.getNode(data, 1);
} elsif (isa(target, props.Node)) {
args.getNode(targetnode, 1).setValue(target.getPath());
var ret = target;
} else {
args.getNode(targetnode, 1).setValue(target);
var ret = props.globals.getNode(target, 1);
}
return fgcommand(loadxml, args) ? ret : nil;
}

# Load XML file in FlightGear's native PropertyList format.
# file will be located in the airport-scenery directories according to
# ICAO and filename, i,e in Airports/I/C/A/ICAO.filename.xml
# If the second, optional target parameter is set, then the properties
# are loaded to this node in the global property tree. Otherwise they
# are returned as a separate props.Node tree. Returns the data as a
# props.Node on success or nil on error.
#
# Usage:   io.read_airport_properties(icao, filename [, props.Node or 
property-path]);
#
# Examples:
#
# var data = io.read_properties(KSFO, rwyuse);
#
var read_airport_properties = func(icao, fname, target = nil) {
var args = props.Node.new({ filename: fname, icao:icao });
if (target == nil) {
var ret = args.getNode(data, 1);
} elsif (isa(target, props.Node)) {
args.getNode(targetnode, 1).setValue(target.getPath());
var ret = target;
} else {
args.getNode(targetnode, 1).setValue(target);
var ret = props.globals.getNode(target, 1);
}
return fgcommand(loadxml, args) ? ret : nil;
}

# Write XML file in FlightGear's native PropertyList format.
# Returns the filename on success or nil on error. If the source
# is a props.Node that refers to a node in the main tree, then
# the data are directly written from the tree, yielding a more
# accurate result. Otherwise the data need to be copied first,
# which may slightly change node types (FLOAT becomes DOUBLE etc.)
#
# Usage:   io.write_properties(filename, 

Re: [Flightgear-devel] Bug 479 has come back

2012-11-16 Thread Alan Teeder


-Original Message- 
From: ThorstenB
Sent: Friday, November 16, 2012 8:18 PM
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Bug 479 has come back

Am 16.11.2012 10:13, schrieb Alan Teeder:
 Changing --fg-aircraft=C:\FlightGear\MyAircraft
 to --fg-aircraft=C:\FlightGear\MyAircraft\ ,
 or to   --fg-aircraft=C:/FlightGear/MyAircraft has no effect.

Pull latest fgdata and see if it has any effect.

Is it possible that things were only working before, when the path given
for --fg-aircraft used / instead of the usual Windows \ path
separator? There was something goofed up in Nasal/io.nas, which suggests
this should have been the case.

If it's still not working, replace your fgdata/Nasal/io.nas with the
attached version, run fgfs, reproduce the issue and send the log output
to me (default log settings are enough).

cheers,
Thorsten


Thorsten

It all works out of the (git)  box now. I have not tried the io.nas that you 
attached to your post, but can do if you wish.

Thanks

Alan 


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Re: [Flightgear-devel] Bug 479 has come back

2012-11-16 Thread ThorstenB
Am 16.11.2012 22:28, schrieb Alan Teeder:
 It all works out of the (git)  box now. I have not tried the io.nas that you
 attached to your post, but can do if you wish.

No need to, if it's working now.

I believe we've fixed another old and ugly bug here, requiring Windows 
users to use Unix-style paths for some command-line parameters to make 
Nasal access work (namely for --fg-aircraft and --fg-scenery).

The realpath patch only extended the existing issue - since realpath 
converts Unix-style paths back to proper Windows-style paths - so now 
the issue also caught those using Unix-style paths as a work-around so far.

Thanks,
Thorsten


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Re: [Flightgear-devel] Bug 479 has come back

2012-11-16 Thread Vivian Meazza
Tom wrote:

 -Original Message-
 From: Thomas Geymayer [mailto:tom...@gmail.com]
 Sent: 16 November 2012 15:07
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] Bug 479 has come back
 
 Am 2012-11-16 14:39, schrieb Vivian Meazza:
  It has also failed to build in Jenkins with the same error.
 
  When someone gets around to fixing it I'll try to test again. Just as
  an aside, would it be possible to test for developers to test  their
  inputs BEFORE they get pushed into Gitorious?
 
 I always test my code before pushing anything to gitorious. The problem is
 that I have not always access to a computer running Windows and Visual
 Studio so sometimes I have just to rely on the output of Jenkins.
 Especially the last commits made heavy use of templates where VS seems to
 be very buggy.
 If something doesn't work I normally fix it within a few hours, so sorry
for any
 inconveniences if you happen to checkout before I've been able to push a
 fix.
 
 Tom

Always happy to help with testing - although probably not fixing
work-arounds for MSVC10 shortcomings.  All built here now - and all seems to
be working as it should with my models anyway - is there any particular
aircraft which is causing problems?

Vivian





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Re: [Flightgear-devel] Bug 479 has come back

2012-11-16 Thread Roland Haeder
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

On 11/16/2012 11:48 PM, Vivian Meazza wrote:
 
 Always happy to help with testing - although probably not fixing 
 work-arounds for MSVC10 shortcomings.  All built here now - and all
 seems to be working as it should with my models anyway - is there
 any particular aircraft which is causing problems?
 
 Vivian

Some revisions ago, the A380 was fine, now some buttons in overhead
panel are incorrectly shown.

Roland
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Re: [Flightgear-devel] Bug 479 has come back

2012-11-16 Thread Alan Teeder


-Original Message- 
From: Vivian Meazza
Sent: Friday, November 16, 2012 10:48 PM
To: 'FlightGear developers discussions'
Subject: Re: [Flightgear-devel] Bug 479 has come back


Always happy to help with testing - although probably not fixing
work-arounds for MSVC10 shortcomings.  All built here now - and all seems to
be working as it should with my models anyway - is there any particular
aircraft which is causing problems?

Vivian





Vivian

This only affected aircraft outside the fgdata/aircraft path e.g. 
/fgdata/myaircraft/foobird. Even then (AFAIK) it only affected dialogues and 
livery schemes on windows boxes, so it would not have been apparent to many 
users/developers.

It did get me on all of those counts ;-(

Alan 


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[Flightgear-devel] Crash on exit

2012-11-16 Thread Roland Haeder
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hi all,

I got this crash:
http://pastie.org/5389947

I think line 18 is most interesting:
corrupted double-linked list

Regards,
  Roland

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Re: [Flightgear-devel] Fwd: [Flightgear-commitlogs] FlightGear branch, next, updated. fe1222a90dd809560e787ce09391d5cf97bbe6fe

2012-11-16 Thread Thomas Geymayer
Am 2012-11-15 14:01, schrieb James Turner:
 Maybe they already exist, but some wiki docs on using the perf tools 
 (optionally!) might be interesting;

Now they exist: http://wiki.flightgear.org/Built-in_Profiler

 it's not something I have time to look at right now, but I already saw
some discussion about it a few months ago.

Yes. Hooray has suggested adding the profiling commands while speeding
up the airport selection dialog.

Tom


-- 
Thomas Geymayer  www.tomprogs.at / C-Forum und Tutorial: www.proggen.org

  Student of Computer Science @ Graz University of Technology
--- Austria 

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