Re: [Flightgear-devel] Iceland textures

2013-03-02 Thread Renk Thorsten
  Did you test your airfield grass with some of the newer generated  
 terrain
  (LOWI in my case)?

 No, I didn't. Shouldn't make a difference for rendering purposes how you
 created it, at this stage it's all vertices and pixels and the shaders
 don't care where they come from or how they connect.


 Not sure about the airfield grass, but at least the concrete and tar
 surfaces for taxiways and apron use a different mapping.
 If i remember correctly 1 x 1 meter in the new scenery builds.

I'm not sure I understand the problem. After the scenery generation process, 
you have vector data of the terrain mesh, but textures are mapped at tile load 
time using materials.xml - so here we find that a 512x512 sheet of terrain is 
mapped to, say, 2000x2000 m. This is done independent of how the vector 
resolution of the terrain mesh is and has nothing to do with how you generated 
the scenery.

You're also usually not free to change the mapping as you like - texture sheets 
depict real-world structures with a real-world size, and showing 1000 m sized 
houses on the texture just doesn't do.

Shader effects add noise and overlay textures to the base texture mapping, and 
here is where it gets tricky:

* Overlay textures inherit the uv-mapping of the base texture sheet for lookup 
purposes (you can't look them up in world or local cartesian coordinates), and 
read the overlay texture at a fixed fraction of the base texture uv 
coordinates. Which means that if you shrink the base texture, normal maps, 
heightmaps and overlay structures shrink proportionally. This makes sense - 
imagine the urban effect in which you change the scale of the base texture but 
not of the heightmap - suddenly random bits of the base texture show the relief.

* Procedural noise is usually generated at fixed scale in world coordinates or 
local cartesian coordinates - this needs to be so because you need to be able 
to fade it out at a given distance to avoid Moire patterns and flickering, and 
also because the noise often stands for some fixed-size phenomenon (rocks lying 
around, ocean waves...)

So texture size mapping declarations and shader-internal noise  mappings can in 
general not be varied arbitrarily or independently and need to be considered 
together. It would be possible to code shaders in which overlay textures are 
also done at fixed physical sizes - but you'd need a lot of extra parameters to 
do that and I'm not really sure in improves usability. 

If that's what you're doing, i.e. you're changing the mapping of a base texture 
to a physical size, my recommendation is just to undo these changes or to map 
your airports to a different effect in materials.xml. 

The reason is that we have a balance between what details we want to generate 
procedurally and what details need to be on a texture. Some structures (grass 
for instance, agriculture patterns, buildings) need to be on the texture sheet 
because the functions to generate them are very expensive, other more random 
structures can more cheaply be generated by evaluating a function.

So in the case of fields we use a top-down approach - the fields which we can't 
do by function are shown in the texture, the local grainy detail structure is 
done in the shader. The airfield grass uses a bottom-up strategy - the grass 
which isn't easily generated by a function is done by a hires texture mapping, 
this leads to tiling when seen at larger scales, so shader-generated noise is 
used to de-tile the effect.

If you come with a different idea of the base texture size, you may need to 
change the whole approach from top-down to bottom-up or at least the balance 
between what detail scales are on the texture and what detail scale you add 
procedurally. I admit that it's not exactly convenient that all these things 
need to be taken into account when doing texturing together with effects, but 
it's very hard to write an effect like the airfield grass or the runway that 
will work with any base texture  you could come up with - the issues listed 
above are not going to go away easily.

I don't know if that is the issue, but perhaps the explanation makes sense (?)

* Thorsten


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Re: [Flightgear-devel] Air-to-air refuelling enhancement

2013-03-02 Thread jean pellotier
Le 24/02/2013 23:44, Stuart Buchanan a écrit :
 Hi All,

 I've just committed some small changes to the AI air-to-air refueling 
 function:

 1) Added support for multiple tankers of each type, selectable through
 the AI-Tankers GUI.  Tankers are now defined in AI/tankers.xml.
 2) Added an A-4F buddy tanker.
 3) Enhanced the UI to allow the user to set the speed of the tanker,
 and the radius at which contact is made.  Note that this is based on
 the origin of tanker and user.  As a future enhancement I want to add
 offsets to indicate the position of the refuelling probe/receiver
 on the user aircraft, and the location of the boom/drogue on the tanker.
 4) Added a user-toggled function to display messages when contact i
 made or lost.  Some aircraft
 don't seem to have any obvious cockpit indicator that refuelling is in
 progress, and we don't currently animate the probe being in the drogue
 :)
 5) Added maximum fuel flow definitions to both the tanker and
 receiver.  While the KC-135 supports
 flow of 6000 lbs/min, smaller tankers (such as the A4-F buddy tanker)
 only provided ~1300 lbs/min.  the actual fuel flow is taken as the
 minimum of the two.

 Note that the maximum fuel flow affects both AI and MP tankers.  I've
 been unable to test with the latter, but have set a default to ensure
 backwards compatibility.

 Feedback welcome as always.

 -Stuart


hi Stuart,

after a few runs behind ai tankers, and some crashs in the sky, i think 
the a4f need to have at least the drogue and hose not hot.

here's a diff :

--- a/Models/Geometry/A4-F/a4-f-tanker.xml
+++ b/Models/Geometry/A4-F/a4-f-tanker.xml
@@ -14,6 +14,12 @@
object-nameFixedCanopyGlass/object-name
object-nameCanopy_1/object-name
/effect
+
+ animation
+ object-nameHose/object-name
+ object-nameDrogue/object-name
+ enable-hotfalse/enable-hot
+ /animation

model
pathPilot/pilot.xml/path


the radius definitely need the offsets , i was unable to make contact in 
the usual position with a short radius :)


when you're in tanker.nas , I think that in turns, the tanker don't have 
a rotation correct respect to the bank angle, when you follow you don't 
have the same bank angle and it's a bit strange.  here i got a much 
better behaviour with this patch:

--- a/Nasal/tanker.nas
+++ b/Nasal/tanker.nas
@@ -155,7 +155,7 @@ var Tanker = {
 }

 var distance = dt * (me.ktas - me.headwind) * NM2M / 3600;
-   var deviation = me.roll ? 0.5 * dt * 1085.941 * 
math.tan(me.roll * D2R) / me.ktas : 0;
+   var deviation = me.roll ?  dt * 1085.941 * 
math.tan(me.roll * D2R) / me.ktas : 0;

 if (me.mode == leg) {
 if (me.lastmode != leg) {

jano

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Re: [Flightgear-devel] Advanced Weather updates

2013-03-02 Thread James Turner

On 1 Mar 2013, at 07:53, Renk Thorsten thorsten.i.r...@jyu.fi wrote:

 However, the change does mean that if you leave the visibility at cruise 
 altitudes of airliners at 10 km, you will not get to see many clouds 
 regardless of how the cloud visibility range is set (because they now respect 
 the real visibility setting in addition), so this is potentially an issue for 
  Basic Weather users. If this is a show-stopper, then we may need to undo the 
 changes, but fading to alpha is by far the fastest way to deal with heavily 
 fogged clouds.

This feels like a moderately large issue to me, because out of the box, we 
select basic weather, and hence we're going to get bug reports about clouds not 
appearing. We could make basic weather drive the real visibility based on 
altitude, but then we're moving away from 'basic weather does what you set'. We 
could give basic weather sea-level and altitude visibility and interpolate 
between them, which I guess is what advanced weather does?

And of course if we drive 'real' visibility in that way, we're back to 
upsetting the performance of people who are using visibility range to modulate 
performance.

Suggestion:
rename cloud 'visibility' distance to 'draw distance' (since it's in 
the rendering dialog anyway), to make it clear it's nothing to do with weather 
/ environment
in basic weather, have clouds ignore environment/visibility, and simply 
use draw distance (as before)
in advanced weather, cloud use the minimum of both, and get fogged, 
with nice results in low vis situations.


This assumes distinguishing weather models i the cloud code is possible, of 
course.

James





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Re: [Flightgear-devel] Advanced Weather updates

2013-03-02 Thread James Turner

On 1 Mar 2013, at 07:53, Renk Thorsten thorsten.i.r...@jyu.fi wrote:

 One problemhere  is that rain textures are still orphaned (i.e. don't move in 
 the wind with the clouds) - I'm running out of ideas here - my Nasal moving 
 code creates frame spacing issues, Vivian's C++ moving code patch wasn't 
 accepted, so I'd appreciate a helping hand from C++ coders before the next 
 release.

I need someone to reset my brain on this, explain to me what functionality is 
required, show me the Nasal code and Vivian's version, and so on.

James
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Re: [Flightgear-devel] Advanced Weather updates

2013-03-02 Thread Renk Thorsten
 This feels like a moderately large issue to me, because out of the box,  
 we select basic weather, and hence we're going to get bug reports about  
 clouds not appearing. We could make basic weather drive the real  
 visibility based on altitude, but then we're moving away from 'basic  
 weather does what you set'. We could give basic weather sea-level and  
 altitude visibility and interpolate between them, which I guess is what  
 advanced weather does?

Well, the problem arises because a number of issues have so far been handled in 
a peculiar way:

* Basic Weather 'out of the box' assumes, when driven with METAR, that the 
reported visibility has no altitude dependence (I think) - which isn't 
particularly realistic in the first place

* clouds, unlike practically all other objects, do not really respect 
visibility the same way as other objects (they are fogged in the default 
rendering scheme at twice the nominal visibility, so a similar issue exists 
outside Atmospheric Light Scattering and clouds disappear before their 
rendering cutoff hits...

* ... but Atmospheric Light scattering, unlike the default scheme,  gives you 
always a rather clear skydome once you clear the ground haze layer as long as 
no extra high-altitude haze is declared, so in essence the visibility above the 
lowest layer certainly looks visually very high (this is intended since it 
gives you a realistic appearance of very clear air high up and the illusion of 
having several hundred km visibility)

One could fix either of those: Changing aloft visibility in Basic Weather leads 
to memory issues. Not fading clouds leads to bad behaviour in low visibility. 
And fogging the skydome to agree with the set visibility leads to a completely 
unrealistic visual impression at high altitudes - 10 km forward visibility at 
airliner cruise altitude outside of cloud layers simply do not occur.

So I'm not quite sure what the intended behaviour should be. Obviously, if you 
expect to see objects 70 km away with 10 km visibility set, there's something 
fishy with your expectation as well. And saying that you want to use visibility 
for memory management but otherwise have a realistic visual impression of 
objects 100 km away is also not quite a honest base expectation...


 Suggestion:
   rename cloud 'visibility' distance to 'draw distance' (since it's in  
 the rendering dialog anyway), to make it clear it's nothing to do with  
 weather / environment

Sounds good to me - make that perhaps 'max. draw distance'.

   in basic weather, have clouds ignore environment/visibility, and simply 
  
 use draw distance (as before)
   in advanced weather, cloud use the minimum of both, and get fogged,  
 with nice results in low vis situations.

That's in essence asking to code a dependence on the active weather system into 
the shader, and that's something which imo smells like bad design. The shader 
shouldn't have to care how the properties which drive it are created.

Can a Basic Weather user perhaps test if there is a substantial problem at all, 
i.e. if 3d clouds disappear as compared with expectations when running Basic 
Weather and Atmospheric Light Scattering? 

Maybe we're trying to come up with a fix for a rather theoretical issue...

* Thorsten
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Re: [Flightgear-devel] Advanced Weather updates

2013-03-02 Thread Renk Thorsten
 I need someone to reset my brain on this, explain to me what  
 functionality is required, show me the Nasal code and Vivian's version,  
 and so on.

Rain layers and Cirrus clouds are not shader-generated 3d stacks of sprites 
like the 3d clouds but normal, Nasal-spawned models. 

3d clouds are moved by changing the transformation matrix (I guess). But we 
have no way of moving Nasal-spawned objects except updating their position from 
a Nasal loop every frame (we do have hardcoded movement for AI-objects, but 
Nasal-spawned objects cannot use that for some reason - so the Nasal tanker has 
such a per-frame update loop).

It turns out that per-frame position updates for O(20-30) objects from Nasal is 
already too much to keep a nice and smooth framerate above 20 fps. So I 
de-activated the Nasal loop. The functionality needed is that, like AI objects, 
Nasal-spawned models can get a heading and a velocity and then move 
automatically as specified.

Vivian, do you still have the patch somewhere? It's somewhere on my old 
computer...

* Thorsten
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Re: [Flightgear-devel] Low visibility issues

2013-03-02 Thread Gary Carvell
On Thu, Feb 21, 2013 at 10:54 AM, Stuart Buchanan stuar...@gmail.com wrote:
 On Thu, Feb 21, 2013 at 12:59 PM, James Turner wrote:
 Suggestion - if z/Z are pressed with advanced weather enabled, make the 
 popup-message say 'disabled since visibility is being controlled by advanced 
 weather'.

 Another option would be to move the visibility control to a dialog, with a 
 slider / spin box, and explicitly disable it when advanced weather is 
 selection. Then we could lose the keybinding completely, which is something 
 I want to move towards for options that are infrequently used, but taking up 
 'keyboard space'.

 I agree that it shouldn't be a keyboard assignment, and we should remove it.

On Fri, Mar 1, 2013 at 8:02 AM, Renk Thorsten thorsten.i.r...@jyu.fi wrote:
 I don't think any of this is a real issue or under debate at the moment (?) - 
 the whole discussion about z/Z is if the keybinding should be removed [...]

*Please* don't drop the z/Z key binding. This is one of the most
useful and direct controls we have to affect the visual experience.

It allows the user to directly control the view out the window, trade
off visuals for frame rate and smoothness on older hardware or complex
scenery, and trade off realism of flight experience for the simple
pleasure of looking out the window for those more into tourism. It can
be useful for modifying a built-in weather scenario that's close but
not exactly what is wanted.

In short, it allows even the newest user to control their FlightGear
visual experience according to their particular use case and need for
realism.

I have no problem at all with disabling the keys when (say) advanced
weather is selected, but for several classes of users and types of
use, it really is an important capability and is used often.

Gary

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Re: [Flightgear-devel] Low visibility issues

2013-03-02 Thread James Turner

On 2 Mar 2013, at 17:09, Gary Carvell gary.carv...@gmail.com wrote:

 I have no problem at all with disabling the keys when (say) advanced
 weather is selected, but for several classes of users and types of
 use, it really is an important capability and is used often.

I don't see anything in your list, that wouldn't work as a slider in a suitable 
GUI dialog. (Which dialog it is, is a question to be decided, for sure)

The advantage there being we can disable the slider, when advanced weather is 
selected, and provide a label explaining *why*.

James
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Re: [Flightgear-devel] Advanced Weather updates

2013-03-02 Thread Vivian Meazza
James Turner wrote:
 
 On 1 Mar 2013, at 07:53, Renk Thorsten thorsten.i.r...@jyu.fi wrote:
 
  One problemhere  is that rain textures are still orphaned (i.e. don't
move in
 the wind with the clouds) - I'm running out of ideas here - my Nasal
moving
 code creates frame spacing issues, Vivian's C++ moving code patch wasn't
 accepted, so I'd appreciate a helping hand from C++ coders before the next
 release.
 
 I need someone to reset my brain on this, explain to me what functionality
is
 required, show me the Nasal code and Vivian's version, and so on.
 

I'd forgotten about that. I think my patch is long since gone - probably
lost it here at least 1 hdd ago. I'll scratch around a bit and see if
anything remains.

Vivian



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Re: [Flightgear-devel] Low visibility issues

2013-03-02 Thread Vivian Meazza
Gary Carvell wrote:

 On Thu, Feb 21, 2013 at 10:54 AM, Stuart Buchanan stuar...@gmail.com
 wrote:
  On Thu, Feb 21, 2013 at 12:59 PM, James Turner wrote:
  Suggestion - if z/Z are pressed with advanced weather enabled, make the
 popup-message say 'disabled since visibility is being controlled by
advanced
 weather'.
 
  Another option would be to move the visibility control to a dialog,
with a
 slider / spin box, and explicitly disable it when advanced weather is
selection.
 Then we could lose the keybinding completely, which is something I want to
 move towards for options that are infrequently used, but taking up
 'keyboard space'.
 
  I agree that it shouldn't be a keyboard assignment, and we should remove
 it.
 
 On Fri, Mar 1, 2013 at 8:02 AM, Renk Thorsten thorsten.i.r...@jyu.fi
 wrote:
  I don't think any of this is a real issue or under debate at the
  moment (?) - the whole discussion about z/Z is if the keybinding
  should be removed [...]
 
 *Please* don't drop the z/Z key binding. This is one of the most useful
and
 direct controls we have to affect the visual experience.
 
 It allows the user to directly control the view out the window, trade off
 visuals for frame rate and smoothness on older hardware or complex
 scenery, and trade off realism of flight experience for the simple
pleasure of
 looking out the window for those more into tourism. It can be useful for
 modifying a built-in weather scenario that's close but not exactly what is
 wanted.
 
 In short, it allows even the newest user to control their FlightGear
visual
 experience according to their particular use case and need for realism.
 
 I have no problem at all with disabling the keys when (say) advanced
 weather is selected, but for several classes of users and types of use, it
really
 is an important capability and is used often.
 

I agree. I am just finishing a patch which leaves z/Z as is for Basic
Weather, but makes z/Z control max vis. for Detailed Weather, just like the
slider in the menu. Should give us the best of both worlds.

Testing atm, should be in fgdata soon.

Vivian



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Re: [Flightgear-devel] Low visibility issues

2013-03-02 Thread Vivian Meazza
James Turner

 
 On 2 Mar 2013, at 17:09, Gary Carvell gary.carv...@gmail.com wrote:
 
  I have no problem at all with disabling the keys when (say) advanced
  weather is selected, but for several classes of users and types of
  use, it really is an important capability and is used often.
 
 I don't see anything in your list, that wouldn't work as a slider in a
suitable
 GUI dialog. (Which dialog it is, is a question to be decided, for sure)
 
 The advantage there being we can disable the slider, when advanced
 weather is selected, and provide a label explaining *why*.
 

It's fecking difficult to operate a mouse/menu/slider while using a joystick
unless you are ambidextrous
(which I'm not). And even then I shouldn't think it easy. You can try using
the Detailed Weather/Advanced Settings.

There is absolutely no need to disable z/Z in Detailed Weather.

It ain't broke - could we avoid fixing it and turn our attention to
something that is like memory usage or moving clouds?

Vivian 




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Re: [Flightgear-devel] Adds on FlightGear.org

2013-03-02 Thread Curtis Olson
I realize this is not a satisfactory response for some people, but I have
added downloadmanagerapp.com to the list of blocked sites.

Thanks,

Curt.


On Fri, Mar 1, 2013 at 2:34 PM, Anders Gidenstam
anders-...@gidenstam.orgwrote:

 On Fri, 1 Mar 2013, Gijs de Rooy wrote:

  Curt, are you there? Repeating the links in case you missed them:
 
 
 http://www.flightsim.com/vbfs/content.php?13546-FlightGear-v2-10-Is-Released#comments
 
 http://www.flightsim.com/vbfs/showthread.php?260718-FlightGear-2-10-is-now-available-!p=1747315#post1747315

 When I look at our main page I see Google chooses to display a very big
 fat green download button for some crud software in the ad-slot that is
 slightly to the left but otherwise right in the middle of the page. And
 another one further down. It looks ugly and could confuse the unwary.

 If it is not possible to be more restrictive on what ads to show (and
 even if that can be done I'm sure the guys paying for these sort of ads
 would do their best to by-pass any such restriction) then IMO the ads
 should go. Maybe the text ads could stay but the big blobs - no, thank you.

 Is the hosting really that expensive that we can't raise enough donations
 to cover it? (I have to admit I have not donated to FG, though.)


 Cheers,

 Anders
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[Flightgear-devel] Daily Builds

2013-03-02 Thread Saikrishna Arcot
Just to let everyone know, I'm having (roughly) daily builds of
FlightGear and Simgear for Ubuntu users at
https://code.launchpad.net/~saiarcot895/+archive/flightgear-edge. If you
are interested, you can add the PPA using the instructions on the page.
Note that the data files are not provided.

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Re: [Flightgear-devel] How to get my bug fix into the git?

2013-03-02 Thread Zhitao Li
Hi Tom,

I have seem [1], and I don't think it is caused by the linking problem, I
check and experimented the cmake parameter, it's more likely the
implementation of the function in visual studio that's causing it. (the
malloc() within the strdup() is probably using a different heap than the
outside free())

And I don't think what I did only hides the symptoms, since _strdup() is OK
to use in the windows environment. But I do believe the best solution is to
replace this function. If that's required, just let me know, I can replace
it and create a new merge. 

Thanks!

Godspeed

-Original Message-
From: Thomas Geymayer [mailto:tom...@gmail.com] 
Sent: Friday, March 01, 2013 4:22 PM
To: flightgear-devel@lists.sourceforge.net
Subject: Re: [Flightgear-devel] How to get my bug fix into the git?

Hi Godspeed,

Am 2013-03-01 10:14, schrieb Zhitao Li:
 I am new to the FlightGear project, I just found and fixed my first 
 bug,

Great ;) I'm not sure if your fix [2] is really a fix or just hiding
symptoms. I currently have no VS available for testing but eg. at [1] it
seems like its a linking problem instead.

 I am wondering how to get my fix into the main git next branch?

You can always open a merge request into the next branch at gitorious.

Tom

[1]
http://stackoverflow.com/questions/8740500/heap-corruption-with-strdup?rq=1
[2]
https://gitorious.org/~plutonium/fg/plutoniums-simgear/commit/0455e8f3253a2b
c26e4a34265e1227984408713a


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Re: [Flightgear-devel] How to get my bug fix into the git?

2013-03-02 Thread Thomas Geymayer
Am 2013-03-03 00:49, schrieb Zhitao Li:
 I have seem [1], and I don't think it is caused by the linking problem, I
 check and experimented the cmake parameter, it's more likely the
 implementation of the function in visual studio that's causing it. (the
 malloc() within the strdup() is probably using a different heap than the
 outside free())

As I normally don't use Windows/VS I don't know if this is really possible.

Anyhow, I have just pushed a fix which replaces the manual string
copying with directly using std::string. Please test if this also solves
your problem.

Tom

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--- Austria 

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Re: [Flightgear-devel] Daily Builds

2013-03-02 Thread geneb
On Sat, 2 Mar 2013, Saikrishna Arcot wrote:

 Just to let everyone know, I'm having (roughly) daily builds of
 FlightGear and Simgear for Ubuntu users at
 https://code.launchpad.net/~saiarcot895/+archive/flightgear-edge. If you
 are interested, you can add the PPA using the instructions on the page.
 Note that the data files are not provided.

How is this different from the Linux builds at 
http://flightgear.simpits.org:8080 ?

g.

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Re: [Flightgear-devel] Daily Builds

2013-03-02 Thread Saikrishna Arcot
It automatically updates every week or so (or whatever the user's 
update settings are), and there's not much manual intervention required.

The downsides are that this is for Ubuntu only (and maybe alternate 
Ubuntu distros (Kubuntu, Xubuntu, etc.)), changes require sudo 
privileges, and some builds may not work correctly.

Saikrishna Arcot

On Sat 02 Mar 2013 06:20:55 PM CST, geneb wrote:
 On Sat, 2 Mar 2013, Saikrishna Arcot wrote:

 Just to let everyone know, I'm having (roughly) daily builds of
 FlightGear and Simgear for Ubuntu users at
 https://code.launchpad.net/~saiarcot895/+archive/flightgear-edge. If you
 are interested, you can add the PPA using the instructions on the page.
 Note that the data files are not provided.

 How is this different from the Linux builds at
 http://flightgear.simpits.org:8080 ?

 g.


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Re: [Flightgear-devel] How to get my bug fix into the git?

2013-03-02 Thread Zhitao Li
Thanks Tom,

I believe your commit has fixed the specific problem, however, there is more
similar string related heap corruptions popping up in the debug mode, I
think I can try to fix them in a similar way you did to fix this one, if
it's OK

Thanks.

Godspeed

-Original Message-
From: Thomas Geymayer [mailto:tom...@gmail.com] 
Sent: Saturday, March 02, 2013 5:20 PM
To: flightgear-devel@lists.sourceforge.net
Subject: Re: [Flightgear-devel] How to get my bug fix into the git?

Am 2013-03-03 00:49, schrieb Zhitao Li:
 I have seem [1], and I don't think it is caused by the linking 
 problem, I check and experimented the cmake parameter, it's more 
 likely the implementation of the function in visual studio that's 
 causing it. (the
 malloc() within the strdup() is probably using a different heap than 
 the outside free())

As I normally don't use Windows/VS I don't know if this is really possible.

Anyhow, I have just pushed a fix which replaces the manual string copying
with directly using std::string. Please test if this also solves your
problem.

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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Re: [Flightgear-devel] Low visibility issues

2013-03-02 Thread Renk Thorsten
 *Please* don't drop the z/Z key binding. This is one of the most
 useful and direct controls we have to affect the visual experience.
(...)
 It's fecking difficult to operate a mouse/menu/slider while using a  
 joystick
 unless you are ambidextrous
 (which I'm not)

Can anyone please explain to me why one needs to change visibility manually 
during flight so often?

We're trying to create a simulated experience. Which means that for me there 
are things which I adjust before flying, i.e. I set the airplane, the location, 
the weather, the environment, the time,...  And there are things which I can 
adjust in-flight - there's the throttle, levers for gear, flaps, various 
buttons, where I look and what I focus on. But the simulated environment 
in-flight largely is what it is if you aim for realism of the experience - if 
the weather deteriorates, I have to deal with it. If the visibility drops below 
VFR conditions, I have to change my plans. 

Conceptually, I understand that key bindings make sense in the context of a 
simulator standing for things I can do in-flight in the cockpit, because I may 
need to be able to perform these actions quickly or while I'm doing something 
else (like controlling an airplane). In many cases, we do not have a 
keybinding, and performing a real possible action  ends up being awkward - you 
need to mouse-click something while flying on, or you even need to open an 
menu. Changing visibility magically is not of this group, it's not a realistic 
option which you could perform in a real cockpit.

I understand that visibility needs to be manually controllable for setting up 
specific training conditions. But this doesn't need to happen in-flight all the 
time and can be from the menu. I understand that visibility has a role for 
memory management, but that doesn't need to be done in-flight either, memory 
management can be done much more efficiently by setting a max. visibility value 
once and just store it. You can't micro-manage memory consumption by adjusting 
visibility all the time because a) you'd need to have an open system monitor to 
see memory occupancy and b) you'd need to know in advance how much memory the 
next tiles to be loaded will have. 


About the only reason why I can see one would want to adjust visibility often 
in-flight is 'cheating' - you just take a quick look in bad visibility where 
you are. This is fine, it's a simulation after all, we have AP support for 
planes which have no AP in reality and an in-built GPS - but why do we need to 
support that with a key-binding?

The question to me is not 'Do some people use it?' The question we should 
answer is 'Given the alternative between a key binding to change visibility and 
assigning a new key-binding to a function you can actually perform in a 
cockpit, isn't the second option better'? For instance assume we would assign 
z/Z to changing the NAV1 frequency or the heading of the AP - these are 
functions which I perform basically all the time when I don't do pure VFR and 
it's rather awkward to open the menu or hit a tiny clickspot.

Personally, I think reserving key binding for things which you can really do in 
a real cockpit is not a bad concept. And I would really like to understand why 
some people think it's necessary to change the visibility so often that a menu 
option doesn't work for them whereas I need to change my NAV frequencies in the 
menu (while flying the plane with the mouse... I can do this with just one 
control device)

* Thorsten
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