Re: [Flightgear-devel] Grr... I am so angry

2008-12-29 Thread Matthew Tippett
I agree with Tim here.  There are many secondary benefits of
time-boxed releases.  Getting bugfixes and mindshare improves
interactions with the user community and attracts users which
ultimately attracts new developers.

Of course there is a percentage effort cost to ensure broad stability
- but ultimately that comes down to developer discipline and branch
structure more than anything.  By project agreement you sacrifice a
release for high value/high risk changes (like the OSG transition).
But beyond that you push for a greater focus on complete changes and
as was originally suggested an improved architecture that allows
subsystems to be added and removed is the main driver.

With this new release, flightgear's multihead capability will be added
to the Phoronix Test Suite as a test.  (Google for more info).  If
someone wants to take leadership in improving testability/automated
testing with flightgear, that can go a long way to pushing flightgear
out further, as well as ensuring that standard releases can be tested.
 If there is someone willing to step up to the task I can provide more
information.

Any takers?

Regards... Matthew


On 12/29/08, Tim Moore timo...@redhat.com wrote:
 LeeE wrote:
 Hello dev list,

 If you're in no mood to critically appraise a rant then read no
 further.

 For quite a while now, since I stopped actively contributing to FG,
 I've been sitting here watching the direction in which FG
 development is heading and if ever there was a good project, which
 has potentially boundless scope in the field of VR, but which has
 lost it's way and is now chasing it's tail up it's own fundament
 then FG is it.

 What finally broke this camel's back was the thread about release
 schedules, but it goes further than that.

 The idea that FG should be updated and released to what is a purely
 abstract schedule is disingenuous and destructive nonsense.  The
 origin and sole purpose behind the idea of releasing new versions
 of software on any sort of regular schedule is to upset and exploit
 the market for the type of software you're producing; it's a thinly
 veiled attempt to deter your market from trying, and perhaps
 adopting, alternative solutions by promising even better things in
 your future product.  This simply doesn't apply to open-source
 software projects because maintaining or increasing market take-up
 of your product brings no benefits to you, other than massaging
 your egos.
 What we're talking about is doing timebox releases. I suggest you Google
 the
 term. There is a steady stream of new features checked into CVS. However,
 most
 FG users can't or won't build Flightgear from source, so these features
 don't
 see wide use until a release. The fact that we make a release is a signal
 that
 we believe the code to be stable and that it is worth the time of packagers,
 within the FG project and outside, to make a package out of the code at that
 point. The timebox idea enforces some discipline to get the code ready and
 not
 noodle around with new features indefinitely. It's used by many open-source
 projects today. It will certainly work better with several independent
 source
 branches in the repository.

 So I reject the breathless cynicism of your proposition :)


 The idea then, that new versions of FG should be released on a
 regular schedule, is an attempt at competing with something that
 has no intrinsic value - it's a worthless fight, not only for the
 effort that it consumes, but for what could be won.

 The reason that Open-source projects occur at all comes down to one
 major factor; someone has a better idea.  There are a number of
 secondary reasons for open-source projects, but without that single
 primary reason they're pointless - what is there to be achieved by
 simply duplicating what has already been achieved?  Simply doing it
 so that people don't have to pay money for it is not an adequate
 answer;  if people need the software they'll pay for it, if
 necessary.  The 95% of computers that run MS software proves this.

 The justification for the existence of FG is to make a better
 solution.  'Better' in this context encompasses several areas:
 being 'open' is the primary benefit of open-source projects,
 because whatever you do will never be perfect for everybody, but
 being open means that other people can progress in their own
 direction by standing on your shoulders;  but they couldn't do
 whatever they want to do without you doing your bit first.  But
 being 'better' also means other things too.  Another important
 aspect of 'better' includes the overhead of using the FG solution
 over others, and in this respect FG is getting worse not better.
 I think many would say that an open-source flight simulator is already a
 better
 idea than a closed source one. Not only is it useful for many projects, it
 is
 more fun to work on :)

 ...

 As a consequence, while the overall design of FG is familiar to many
 of the developers, no one knows all the details.  

Re: [Flightgear-devel] screenshots for v1.9

2008-12-22 Thread Matthew Tippett
One nice value-add would be to include sufficient details to allow end
users to reproduce the conditions for screenshots.

Regards... Matthew


On 12/22/08, Heiko Schulz aeitsch...@yahoo.de wrote:
 Hi,

 Here are some of my screenies for the gallery! Feel free to take one or more
 of them.

 http://www.hoerbird.net/galerie/FGFS1.9.0/index.htm


 Merry Christmas and a happy new year to all!
 HHS




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[Flightgear-devel] Nearcamera still not rendering

2008-12-03 Thread Matthew Tippett
Hi,

The discussion seems to have died down somewhat on this issue.

As of CVS fg/sg yesterday, I do not get the near camera drawn.

I would assume that not everyone is seeing this which implies an OSG or
driver specific issue.

Any ideas or information that needs to be gathered?

Regards,

Matthew


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Re: [Flightgear-devel] FlightGear 1.99.5: Release Candidate

2008-11-30 Thread Matthew Tippett
I agree.  The initial offering from flightgear is fundamentally only
for Windows - the expectation under Linux is that the packages will be
rolled into distributions.

For the aircraft, I would suggest something akin to -base, -realistic,
-fun.  That would appeal to the different classes of user.  It also
sends a clear unambigous packaging suggestion to the distribution
packages.

Regards... Matthew


On 11/30/08, Stefan Seifert [EMAIL PROTECTED] wrote:
 On Sunday, 30. November 2008, Heiko Schulz wrote:
  Which format zip isn't it MS windows
  format.   ?
 
   And what about tar.gz  format which is a
  standard too  :)

 .zip is mainly used on Win but it can also opened on Linux and Mac.
 But tar.gz can be used also on win but can be opened on win with the
 OpenSource program 7-zip.

 Tar.gz compresses IMHO much better, so we should use that.

 I think the question is not about the archive format itself, but about the
 contents. That is for example if all the contents are in a folder already or
 unpack directly into the current directory.

 Stefan

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Re: [Flightgear-devel] Further 3D Clouds updates

2008-11-26 Thread Matthew Tippett
I haven't applied the patch yet, so I can't give full specs.  With CVS
as of a few days ago, I did notice that OSG attributed almost double
the 'update' time with 3D clouds on.

I assume that Tim can comment on what The 'update' time is.  I assume
this means that (at least prior to your patch) the 3D clouds is
current CPU limited.

I can't comment on the 'draw' time difference, although it does appear
that there are now extra 'cameras' in the last few weeks.  On my
multi-GPU system I used to have num-displays+1, now I seem to have
num-displays*2.  Is this expected?  For multi-display, this would have
an impac on framerate (particular with the serialized mode that is
default.  I'll discuss more fully in a different email - I just wanted
to touch this here in case it is clouds related.

Regards... Matthew


On 11/26/08, Markus Zojer [EMAIL PROTECTED] wrote:
 Well, just tested, very nice, I withnessed an improvement in performance.

 My specs: Athlon XP2000, 768MB ram, NVidia FX 5900 @ 1680x1050 (system:
 linux with nvidia drivers), no AA

 Using: sg + fg cvs, OSG 2.7.5; everything enabled, custom settings,
 using metar, no ai/mp planes around


 Startup:  30fps 2D/ 20fps 3D (clouds at 6000ft, scattered, thickness 600ft)

 Flying 400ft/440knots: 26fps 2D/ 19fps 3D (clouds at 6000ft, scattered,
 thickness 600ft)

 Flying 6300ft/440knots: 35fps 2d/ 11-22fps (clouds at 6000ft, scattered,
 thickness 600ft)
 Note: Flying within the clouds resulted in 22fps, getting very close or
 through clouds 11fps


 Changing conditions:

 Low vis (7000m), clouds at 8000ft(broken) and 4000ft(broken), thickness
 600ft

 Flying @ 8000ft/440knots: 14fps 2D/ 6fps 3D

  Low vis being also a frame rate killer?


 Changing conditions:

 Vis (25000m), clouds at 5500ft(broken), thickness 600ft

 Flying @ 8000ft/440knots: 25fps 2D/ 16fps 3D

 Flying @ 6000ft/440knots: 20fps 2D/ 12fps 3D

 Hope this helps a bit,
 Markus


 Stuart Buchanan wrote:
 Stuart Buchanan wrote:

 Vivian Meazza wrote:


 And I have yet to see any 3d clouds. Any clues on where I should be
 looking
 (yes the box is checked :-))

 Something has changed in the environment manager which means that clouds
 generateion is now inconsistent. I'm still tracking it down, as my recent

 changes shouldn't have affected this.


 Well, the cause was a bug in my code, but it didn't expose itself until we
 moved
 to multiple cameras. The attached patch fixes the problem.

 I've also put in a new heuristic to improve the frame-rate. Clouds that
 are already sorted
 are likely to still be sorted in subsequent frames. Therefore I've put in
 a back-off
 mechanism for the bubble-sort pass. This should mean that if you stay
 completely
 stationary, once the clouds become sorted they will eventually only
 perform a
 bubble sort pass every 128 frames.

 It would be good to get a feel for how bad performance is with 3D clouds.
 At the moment
 I don't have a handle on whether performance is almost good enough, or
 completely
 unacceptable. I'd appreciate it if people would post their observations,
 providing
 details of their machine spec, graphics options and the frame-rate with
 and
 without 3D clouds - ideally with a description of the general load on the
 machine.

 Thanks,

 -Stuart



 

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[Flightgear-devel] Total Cameras in statistics view

2008-11-26 Thread Matthew Tippett
Hi,

Recently, I discovered that there seem to be almost the double cameras
that there were previously.  This is in the event/update/cull/draw
page of the statistics page.

Is this expected?

I also notice that each camera seems to be 'paired' with another
camera - as in the 2nd camera will not start it's cull and draw until
after the previous one.

This is in a 5 camera config across 5 displays.

I am using the 'CullThreadPerCamera' model, with the gc.realize
commented out with the OSG_SERIALIZE_DRAW variable turned off.

Regards... Matthew

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Re: [Flightgear-devel] Total Cameras in statistics view

2008-11-26 Thread Matthew Tippett

Comments within

 Original Message  
Subject: Re: [Flightgear-devel] Total Cameras in statistics view
From: Tim Moore [EMAIL PROTECTED]
To: FlightGear developers discussions 
flightgear-devel@lists.sourceforge.net

Date: 26/11/08 09:57 AM

Matthew Tippett wrote:
  
Yes. In order to draw our huge Z range -- from the tip of your nose 
(more or
less) out to the horizon -- without flickering and other artifacts, the scene is 
drawn twice. It's drawn with the near plane set to 100 meters, then the depth 
buffer is cleared, and the scene is drawn again with the far plane at 100 meters 
and the near plane at its nominal value, currently .1 meters by default. It's 
been done this way for some time by a ViewPartitionNode in the scene graph. I 
recently changed the scheme to use two slave cameras as the camera-like nature 
of the ViewPartitionNode was screwing up view-dependent shadow work I am doing. 
Plus, this is the recommended way to do such a partition, according to the 
wisdom of the OSG users list. There shouldn't be any performance difference in 
the change to slave cameras, but the statistics for the two cameras will be 
displayed in the stats display.
  
Okay.  So that points a smoking gun at the near camera (call it what you 
will :) is not getting drawn.  Is the complete code submitted?  It seems 
to be spending time in the draw for both the near and far camera.  I 
think others have seen this too.


Is there any different camera settings that are needed (I am using 
camera groups as described in the README.multiscreen with defaults 
except for the view.



I also notice that each camera seems to be 'paired' with another
camera - as in the 2nd camera will not start it's cull and draw until
after the previous one.

This is in a 5 camera config across 5 displays.

Because of the depth ordering, the far camera must be drawn before the near 
camera. Note that this is not new behavior, it is just now exposed in the timing 
statistics. I don't know why the two cull passes are serialized, unless you're 
simply running out of processors to run the cull passes.
  
The ordering does make sense, however it appears as the secondary cull 
occurs immediate after the primary draw completes.  I can't get 
CullThreadPerCameraDrawThreadPerContext to start up reliably, so it 
might be related to that.


Does the slave cameras honor the OSG_SERIALIZE_DRAW variable (also note 
that Csaba got me to remove a couple of gc.realize() calls to 
deserialize the CullDrawThreadPerContext draw.

I am using the 'CullThreadPerCamera' model, with the gc.realize
commented out with the OSG_SERIALIZE_DRAW variable turned off.


I don't think that's one of the choices :) Do you mean 
CullThreadPerCameraDrawThreadPerContext? You might try 
CullDrawThreadPerContext and see if that gives better performance.
  
As mentioned before, there seems to be deadlocks starting up with 
CullThreadPerCameraDrawThreadPerContext, but I have found that 
CullDrawThreadPerContext is quite reliable now.


Regards,

Matthew
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[Flightgear-devel] Non-orthogonal frustums for multi-camera support

2008-11-26 Thread Matthew Tippett
Hi,

I have been wrestling with this for a few weeks now.  As some of you are 
aware, I am slowly preparing a new multi-head demo with around 8 GPUs in 
it (so up to 16 heads).

The new camera support is great, but there are some problems with the 
way the frustums work.

My understanding is that the fundamental controls are for a direction 
for the camera.  With large numbers of monitors this begins to fall 
apart.  The view frustums will overlap when you don't create an offset 
and begin to creat monitors in both the horizontal and vertical 
directions.  With offsets you will have to stack the views on top of 
each other and in theory get the bottom of one frustum to align with the 
other, but then you end up having visual issues since the cameras are 
separate.

So what I would like to be able to do is take the layout of the cameras, 
determine their angles to the camera, and define a frustum that has a 
non-orthogonal face.

The first camera code that Tim released seemed to do this (which meant 
there was some visual quirks for monitors far out to the sides (like 
verticals being at angles and so on), but for the person sitting in 
front of all the screens it looked about right.

Are there any other magic options that would allow me to get to that?  
(7+9 is my current plan).

Regards,

Matthew

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Re: [Flightgear-devel] Non-orthogonal frustums for multi-camera support

2008-11-26 Thread Matthew Tippett
Thanks.

I guess the frustum calculation is possibly the most difficult part
(at least investing some more effort) and dusting off the maths.

With the original shear code that you implemented first there did
appear to be a project of some sort - the far left and right screens
exhibit a level of perspective or distortion.  I'll see if I can
provide a camera layout that demonstrates it.

How many monitors do you have (so I can see if I can demonstrate that way).

I am guessing that I am missing something on the projection side.  My
mental model says that if the screen is not perpendicular to my eye, I
need to somehow encode that.

Unfortunately with the standard multiple monitor stands (2x2) you have
some the screens at about 170 degrees to each other - not quite flat.
I'll see if I can get something in blender to suit to show what I am
using.

Even a simple 2x2 layout doesn't quite sit too well at the moment -
I'll send some photos later.

Regards... Matthew


On 11/26/08, Tim Moore [EMAIL PROTECTED] wrote:
 Matthew Tippett wrote:
 Hi,

 I have been wrestling with this for a few weeks now.  As some of you are
 aware, I am slowly preparing a new multi-head demo with around 8 GPUs in
 it (so up to 16 heads).

 The new camera support is great, but there are some problems with the
 way the frustums work.

 My understanding is that the fundamental controls are for a direction
 for the camera.  With large numbers of monitors this begins to fall
 apart.  The view frustums will overlap when you don't create an offset
 and begin to creat monitors in both the horizontal and vertical
 directions.  With offsets you will have to stack the views on top of
 each other and in theory get the bottom of one frustum to align with the
 other, but then you end up having visual issues since the cameras are
 separate.

 So what I would like to be able to do is take the layout of the cameras,
 determine their angles to the camera, and define a frustum that has a
 non-orthogonal face.
 You can't have a frustum with a non-orthogonal face unless you render to a
 texture and project it, which we don't do. Actually, you don't want to do
 that
 unless you're projecting the image unto a screen. OSG does have some builtin
 support for rendering on domes and such, but I digress.

 What you need to do for each screen is determine the direction from the
 eye-point to the plane containing the screen and encode that in the view
 parameters of the camera for that screen. Then you need to determine the
 frustum
 dimensions, which don't need to be symmetric, that place the screen properly
 in
 that plane.

 The first camera code that Tim released seemed to do this (which meant
 there was some visual quirks for monitors far out to the sides (like
 verticals being at angles and so on), but for the person sitting in
 front of all the screens it looked about right.

 Are there any other magic options that would allow me to get to that?
 (7+9 is my current plan).
 Not much magic other than getting out a tape measure and protractor. It
 might
 help to build a model of your rig in Blender or another 3D modeling program
 and
 make measurements of the model.

 You could also simplify your geometry by arranging the screens in a cylinder
 and
 following the curved monitor example in README.multiscreen.

 Tim

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Re: [Flightgear-devel] screenshots: legal status

2008-11-24 Thread Matthew Tippett
I would suggest *NOT* making flightgear responsible for managing the
licenses on the images in the gallery. I would suggest however that
there be a requirement for the uploader to explicitly state the
license that they want.

It is a quagmire if you start placing restrictions beyond the standard
Creative Commons clauses.  Share-alike, deriviatives, commercial
use...  Each has their advantages and disadvantages, and enhances and
diminishes the creator of the works rights.

Consequently each person needs to make their own decisions about what
they want their images are distributed under.  I agree with Gerard's
comment that each there should be a default that is implicitly applied
if the uploader makes no other assertion.

Regards... Matthew


On 11/24/08, Melchior FRANZ [EMAIL PROTECTED] wrote:
 There could be no doubt about the legal status of the screenshots
 displayed on our webpage. If there's no explicit license, then they
 are automatically protected by national copyright law in countries
 which signed the Berne Convention. But we *want* that they be used
 in articles and reviews about FlightGear, so we have to give
 explicit permission for that.

 I've written down on a wiki page what should IMHO be made clear in
 the future:

 - conditions for screenshot submitters, to which they have to agree
 - license terms on the screenshot page on flightgear.org, which
   explain how the screenshots may be used

 Consider that English isn't my first language, and that IANAL:
 http://wiki.flightgear.org/index.php/Submitting_Screenshots

 Please comment and demand changes that you consider important.
 If we can come to a result that everyone can live with, then I'd
 like to let it be reviewed by the Free Software Foundation Europe.
 (Shane Martin Coughlan was so friendly to offer his help. :-)

 m.

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Re: [Flightgear-devel] screenshots: legal status

2008-11-24 Thread Matthew Tippett
Some potential pitfalls.  Who 'is' the flightgear project?  Is it the
leadership?  Is it everyone by consensus?  What if the project splits?
 What if you as an individual does not agree with the project
leadership?  You have lost your rights.

Taking the case of flight sim pro as an example.  By saying that 'the
great simulator is built from flight gear' (which it does) - then
although peope have been up in arms, the flight sim pro guys fulfil
the requirement of promoting flight gear hence have access to all of
the images on flight gear.  Again, as a user you have given up rights
and enshrined a subjective phrase in the triggers to permit use.

To block the use of the images, you have then add 'explicit
permission', then who gives explicit permission?  What about if
someone creates a fully compliant fork?  Does the project licenses
fork as well?  Since there is no 'legal entity' called flightgear,
what 'owns' the license and copyright?  Flightsimpro is just a fork of
flightgear by the GPL (with no value add at this stage), so where does
that sit (considering it triggered the discussion).

There are many rights you gain and lose with licensing.

Occam's Razor applies.  Keep it simple, keep it aligned to legal
entities.  Images are (more or less) indivisible, keep the license in
the of the creator.  Code is intermixed and an aggregate of many
creators - use a common license.

It is a *very* slippery slope that you have to go down to close all
the loopholes.  If any on the list have been through license
negotations, the ones that are costly and mostly leave you unsatisfied
are the ones with caveats and try to prevent an explicit past event.

Nuff said from here, hope you guys make the right decision now, but
also that decision still makes sense in another 12 months when there
is a different pressure placed on the decison.

Regards... Matthew


On 11/24/08, Ron Jensen [EMAIL PROTECTED] wrote:
 IANAL,

 I have to agree with Melchior.  The project should insist on a single
 license for the screenshots.

 I also agree with the basic aims of the suggested wiki license and offer
 the following suggestions:

 *** First ***
 The bullet:
 - The creator grants the FlightGear project a revokable and
   non-exclusive copyright, which permits the project:

 Should read:
 - The creator grants the FlightGear project a non-revocable, perpetual
   and non-exclusive copyright license, which permits the project:

 The submitter should not be able revoke the copyright license once
 granted.  This is the same concept as the GPL.  The project should not
 have to track down and destroy all copies of an image if a submitter
 becomes disgruntled.  Once an image is shared under this license grant
 is should stay shared.

 *** Second ***
   1. to use the screenshot in documentation and promotion of the
  FlightGear simulator, including the display on the FlightGear
  website and all authorized mirrors (including mirrors which are
  translated to other languages and may include additional services
  like forums),

 I suggest we either drop the word authorized from mirrors, or provide
 an expansive definition of the word authorized to make it an op-out
 authorization instead of an opt-in.  That is, all mirrors are authorized
 unless explicitly unauthorized.

 Thanks,
 Ron

 On Mon, 2008-11-24 at 21:02 -0500, Matthew Tippett wrote:
 I am suggesting nothing more complex than a requirement for the
 description to include a license.  No license information - no upload.
  Forcing a single license for something that is individual and clearly
 divisble is way too coarse.

 There should be no maintenance of the flightgear project's side.  The
 issue with a catch-all license is that for someone to do what they
 want means they need to create an explict exclusion.

 Please ensure that you have worked through a few scenarios, the
 project effort to relicense after a mass-licensing is way higher than
 requesting all users determine what license they want - leaving the
 remainder to be relicensed if and only if they want to give it up all
 rights to the project.

 Regards... Matthew


 On 11/24/08, Melchior FRANZ [EMAIL PROTECTED] wrote:
  * Matthew Tippett -- Tuesday 25 November 2008:
  I would suggest *NOT* making flightgear responsible for managing the
  licenses on the images in the gallery.
 
  But that's exactly what you suggest: that everyone chooses his
  favorite license, and the project therefore has to manage all that
  and keep track of the load of licences. That's a lof of work with
  no gain. Simplicity rules. Yes, better just one license. And that's
  what the suggestion on the wiki was for.
 
  m.



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Re: [Flightgear-devel] Z-near problem with new code

2008-11-22 Thread Matthew Tippett
It looks like the near clip plane is out too far.  CVS fg and sg from yesterday.

Regards... Matthew


On 11/22/08, Tim Moore [EMAIL PROTECTED] wrote:
 Frederic Bouvier wrote:
 Hi Tim,
 With the new code, I have a zNear problem shown in this screenshot :
 http://frbouvi.free.fr/flightsim/fgfs_near_problem.jpg

 This build is still OSG 2.6 based.

 -Fred

 Can you tell me what you're expecting to see i.e., is there a cockpit there
 that
 isn't displayed, or is this with the UFO? Any other details would be
 helpful.

 Thanks,
 Tim


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Re: [Flightgear-devel] Z-near problem with new code

2008-11-22 Thread Matthew Tippett
I have seen something similar too.  The splash screen seems to be
800x600 unscaled in the bottom left of the screen.  It then seems to
go full screen shortly after though.  I doubt it is related to
clipping issue mentioned elsewhere.

Regards... Matthew


On 11/22/08, gerard robin [EMAIL PROTECTED] wrote:
 On samedi 22 novembre 2008, Frederic Bouvier wrote:
 In this screenshot :
 http://frbouvi.free.fr/flightsim/fgfs_near_problem_4.jpg
 I am seated in the c172. Yes, really ;-)

 -Fred

 Matthew Tippett a écrit :
  It looks like the near clip plane is out too far.  CVS fg and sg from
  yesterday.
 
  Regards... Matthew
 
  On 11/22/08, Tim Moore [EMAIL PROTECTED] wrote:
  Frederic Bouvier wrote:
  Hi Tim,
  With the new code, I have a zNear problem shown in this screenshot :
  http://frbouvi.free.fr/flightsim/fgfs_near_problem.jpg
 
  This build is still OSG 2.6 based.
 
  -Fred
 
  Can you tell me what you're expecting to see i.e., is there a cockpit
  there that
  isn't displayed, or is this with the UFO? Any other details would be
  helpful.

 To me the cvs version which gives the little startup flash screen  on the
 left
 bottom corner is right with Z-near.

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Re: [Flightgear-devel] Z-near problem with new code

2008-11-22 Thread Matthew Tippett
To add to this, when in 'Fly By' view, a fast moving aircraft will be
visible on the approach, will disappear as it passes through the clip
plane, the camera will pan and the aircraft will appear to emerge from
the clip-plane.

Regards... Matthew


On 11/22/08, Matthew Tippett [EMAIL PROTECTED] wrote:
 It looks like the near clip plane is out too far.  CVS fg and sg from
 yesterday.

 Regards... Matthew


 On 11/22/08, Tim Moore [EMAIL PROTECTED] wrote:
 Frederic Bouvier wrote:
 Hi Tim,
 With the new code, I have a zNear problem shown in this screenshot :
 http://frbouvi.free.fr/flightsim/fgfs_near_problem.jpg

 This build is still OSG 2.6 based.

 -Fred

 Can you tell me what you're expecting to see i.e., is there a cockpit
 there
 that
 isn't displayed, or is this with the UFO? Any other details would be
 helpful.

 Thanks,
 Tim


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Re: [Flightgear-devel] Another person selling FlightGear under dubious pretenses

2008-11-21 Thread Matthew Tippett
Okay.

So, let's look at what actions should be taken.  Given that I am not a
copyright owner, I have nothing at stake beyond community membership.

Regarding the images. We now sufficient information for individuals to
assert their copyright on the individual using them.

Regarding flightgear, I am still trying to connect the dots on how we
can be sure there is a GPL violation.

Arnt,

Can you describe which parts of the GPL you believe he is violating?
Since this list is a public record, I would like to stay away from
potentially libelous claims, and stick to verifiable facts.  Also,
what would your expectation be for any action.

There is no morality or advertising clause in the GPL, and almost all
of the rights conferred by the GPL are really oriented towards
distribution - of which no one has been a recipient.

Realistically, if he ships the source on CD, I don't think there is
any wrongdoing from flightgear's perspective.

Regards... Matthew


Regards... Matthew




On 11/21/08, James Sleeman [EMAIL PROTECTED] wrote:
 Arnt Karlsen wrote:
 ..ok, this far I have found a fake physical address, suggesting my
 suspicion is confirmable.  So I cc.

 ..unless New Zealand allow a fake address, a fake company, a fake
 name etc, these are illegally registred web sites.

 Are we taking about whois data Arnt?  The whois data on the domains
 seems to be sensible to me, infact, it's about 3 KM as the Cub flys from
 my own house in Hoon Hay.   He is very nearby to a  very historic
 airfield which is sadly going to close in a couple of months forever to
 be made into housing by the landowners :-(

 I have noticed this rebranding of FG for sale on the dominant auction
 site here in NZ for quite a long time, but never really felt concerned
 by it  -
 http://www.trademe.co.nz/Gaming/PC-games/Simulation/auction-188794636.htm

 Now I look, the trademe username is casey-a from Christchurch, the
 whois data for the domain indicates this is Mr Andrew Casey of that
 address.  Phone number etc is in the whois.  I won't post it here for
 respect.

 The whois on flight-aviator.com and idbproductions.com match up.  The
 whois on idb.net.nz doesn't quite, but could just be an work address,
 it's not very far away.

 The company name in the whois KcKpers Ltd is a legitimate company, and
 the Director's address agrees with the whois on the .com domains, you
 can search the company at www.companies.govt.nz .  Mr Casey is the only
 shareholder (nothing sinister in that, common practice).  The company
 was incorporated in 2002, and Mr Casey was he who did that incorporation
 and had the same Wigram address at the time.

 I don't see any fakeness Arnt?  Or have I missed half of a conversation
 somewhere?

 ---
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Re: [Flightgear-devel] Another person selling FlightGear under dubious pretenses

2008-11-20 Thread Matthew Tippett
A quick review of the site doesn't indicate they are doing anything
fundamentally wrong.  The acknowledge that it is derived from Flight
Gear and that FG is an Open Source project.

I am not saying that the way they are presenting it is a nice way to
do it.  But it is not fundamentally different than what most of the
for-profit distribution vendors do when they create a binary distro.

The key differentiator of the 'correctness' of what they are doing is
if they are not distributing the code - if requested.  Or if they are
enhancing the source but not distributing it.

A polite email from a potential customer asking if the source is
available since it is Open Source should clear that concern up.
Regarding the use of screenshots, wikipedia seems to always claim
'fair use' for using screenshots to discuss software, but again if as
a creator of a screenshot you haven't explicitly declared a license,
then a simple request should clean that up too.

I am willing to attempt to contact them as an individual to get some
more information if people are interested.

Regards... Matthew


On 11/20/08, Tatsuhiro Nishioka [EMAIL PROTECTED] wrote:
 On Nov 21, 2008, at 7:49 AM, Stuart Buchanan [EMAIL PROTECTED]
   wrote:


 One way to discourage this sort of thing would be to include
 www.flightgear.org
  prominently in the startup screens, in the
 same way that we include initializing sub-systems,
 initializing scenery.

 They might replace the string with binary editor. Encoding a massage
 in some way can be good against such case, maybe not enough but it is
 a bit hard to find a way to crack it.

 Possibly with an added message along the lines of Welcome to
 FlightGear, the free open source flight simulator.

 That would force the rip-off merchants to at least compile the code,
 rather than simply replacing some .pngs!

 We can also hardcore some small image (probably with a checksum
 validation) showing such message on or next to splash image. This way
 it may take a while to modify it even they can get source code.

 But I think there was some discussion on similar idea but not
 implemented yet, so this probably is not a suitable idea.

 Maybe a good combination of obfuscation and clear message without
 messing code is a good idea.

 Tat

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Re: [Flightgear-devel] Another person selling FlightGear under dubious pretenses

2008-11-20 Thread Matthew Tippett
One thing to be *very* careful of is assuming that flightgear has some
absolute right to control what happens downstream.  If this company is
honoring it's responsibilities under the GPL, there is nothing that
the FG community can do to prevent it happening.

The GPL enshrines those rights to the recipient, and by extension you
give up the right of control as an author when you allow code to be
distributed under the GPL.

The main thing that the GPL prevents is 'flightsimpro' creating a
flightsim that has unique features and linking it into the the main
binary and preventing the release of that. But if the developer is
keeping their stuff separate (say an advanced-clean room
implementation of terrasync using different scenery, or a bridge to a
different flight sim network), again they have done nothing wrong by
the GPL (distribution of aggregations is a confusing area).

Contact with this company would clarify most of this quickly.

(A parasite isn't always violating the GPL - a lot of X and kernel
developers call Ubuntu a parasite since they don't contribute a
proportional amount upstream.)

Regards... Matthew


On 11/20/08, Stuart Buchanan [EMAIL PROTECTED] wrote:
 --- On Thu, 20/11/08, Curtis Olson wrote:
 Someone pointed out this site to me.  It probably falls into
 the category of just barely ok, but I thought I'd post the link
 here to get some more eyes on it.

 http://flight-aviator.com/


 One way to discourage this sort of thing would be to include
 www.flightgear.org prominently in the startup screens, in the
 same way that we include initializing sub-systems,
 initializing scenery.

 Possibly with an added message along the lines of Welcome to FlightGear,
 the free open source flight simulator.

 That would force the rip-off merchants to at least compile the code,
 rather than simply replacing some .pngs!

 -Stuart




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Re: [Flightgear-devel] heads up: Boost dependency

2008-11-20 Thread Matthew Tippett
As per other discussions, there is nothing stopping fg from creating a
set of support libraries that exist in /opt/flightgear.  This can be
an optional 'we admit we are on the bleeding edge' support package
that can be made broadly compatible.

If people are interested in a recommended approach for building
broadly compatible binaries, then please speak up.

Regards... Matthew


On 11/20/08, gerard robin [EMAIL PROTECTED] wrote:
 On vendredi 21 novembre 2008, gerard robin wrote:
 On vendredi 21 novembre 2008, Csaba Halász wrote:
  On Tue, Nov 18, 2008 at 11:59 PM, Tim Moore [EMAIL PROTECTED] wrote:
   FlightGear now has a dependency on the Boost library header files. See
   boost.org or your favorite distribution. I built against version 1.34,
   but the latest (1.37) should be fine too.
 
  Okay, I know I am kind of late with this, but I just found out that
  debian stable comes with 1.33. Upgrading to 1.34 would mean having to
  upgrade gcc to 4.2 and libstdc++ as well. Which would cascade to a lot
  of other programs. Assuming you haven't used it extensively in ready
  but not checked in code, I suggest to postpone boost usage until after
  the planned release is made. Hopefully by the time we release our next
  version after that, distributions will be shipping 1.34 or later.
 
  Just an idea.

 We will need a rule, these library  could bring up to us a consistency
 problem.
 On my side,  if i look at the wide range of distributions, since i use to
 install and to update FG on my friends computers,( with Debian, Fedora,
 and
 Suze some are 32 bit one is 64 bit ). And i don't include my wife
 computer :) :)
 I fear that we won't never have the same version at the same time, but to
 freeze at a specific stable version ( same problem with OSG).

 Cheers

 If no rule, there will be the lucky users/devel who will continue on to
 update
 FG with CVS update.
 Behind the others more or less lucky whose the progress will look like an
 iregular  dotted line.
 I will regret the PLIB time ( dead period time) when everything was stable.
 What about a specific  Boost  source dedicated to FlightGear which could be
 said stable  , and easily built by any user with any distribution.

 --
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Re: [Flightgear-devel] Another person selling FlightGear under dubious pretenses

2008-11-20 Thread Matthew Tippett
Still, the question is if this company is violating the GPL.  We have
no proof of that.  (The gpl-violations.org guys go after people who
are not honoring the release of source for both distributed and
derived works - typically in embedded systems.  Usually they settle
when the company honors the GPL and provides source or stops
distributing the offending product.)

At this stage it appears that they are simply selling a binary
distribution of a set of OSS applications.

As mentioned before, ethics or questionable business practices aside,
we need to focus on what they are actually violating.  Even the
wikipedia screen shots are licensed under the GPL can be re-used
freely.

Regards... Matthew






On 11/21/08, Arnt Karlsen [EMAIL PROTECTED] wrote:
 On Thu, 20 Nov 2008 22:37:18 -0500, Matthew wrote in message
 [EMAIL PROTECTED]:

 Unfortunately, the GPL doesn't account for emotion.  For those who
 have met RMS, interpersonal relationships don't really fit...  Certain
 rights are gained, others are given up.

 The best we can hope for is that they are interested in being a part
 of a community, the worst we should expect is that they add no value
 and sell it as a package.

 ..in this case I think we have an excellent opportunity to stand up
 for the GPL by enforcing it, copyright law and criminal law. ;o)

 I don't believe that FG I structured in a way to be able to receive
 funds as an organization, and consequently we can only hope that they
 will be a good community member and sponsor and assist where they can.

 If people want me to slueth around and find some more info and

 ..by all means go ahead. ;o)

 possibly reach out, please advise.

 ..here I'd like the copyright owners to weigh in, me, I recommend
 hiring a lawyer for this job, to make sure we get it _right_. ;o)

 ..given http://www.idbproductions.com/Products/ and
 http://idbproductions.com/catalog/ this is _not_ just us, so I'd
 have Harald Welte and the guys at http://gpl-violations.org/
 weigh in with advice on how to proceed.  I cc this there.

 ..playing with dig, jwhois and a web browser and the
 names I find, it's _amazing_ how I get thrown back to:
 http://idbproductions.com/catalog/  ;o)

 Regards... Matthew


 On 11/20/08, Tatsuhiro Nishioka [EMAIL PROTECTED] wrote:
  Hi,
 
  For clarifying my position, I don't care if they sell flightfear.
  But I do care if that affects our project in either technically or
  emotionally. According to some threads or posts in the list and the
  forum, it seems that many developers and users do not like the
  current situation.
 
  I guess the problem is they don't make any communication with us
  including contribution. I do welcome some third parties sell
  flightgear if they are friendly and hopefully make a contribution.
  Needless to say they need to observe the GPL thingies.
 
  You can pack everything into either DVD or thumb drive and sell it
  as long as it doesn't brake any legal issue.
 
  But... For me it's more on human relation issue. As long as they are
  friendly and actively open to us, then we can collaborate and make
  flightfear better from both open source and bussiness aspects.
 
  I think there is still much room in improving the usability,
  functionality, and quality of flightgear. If marchants can collect
  such needs and give some offers and feedback (preferably in
  implementation, but just an idea is OK) to flightgear community,
  that'll be super good.
 
  Look forward to seeing reply from them,
 
  Tat
 
  p.s.
  Sorry for full quote. I'm writing on iPhone. this fun tool is
  missing copy-past and cut-paste things.
 
  On Nov 21, 2008, at 10:16 AM, Matthew Tippett [EMAIL PROTECTED]
  wrote:
 
  One thing to be *very* careful of is assuming that flightgear has
  some absolute right to control what happens downstream.  If this
  company is honoring it's responsibilities under the GPL, there is
  nothing that the FG community can do to prevent it happening.
 
  The GPL enshrines those rights to the recipient, and by extension
  you give up the right of control as an author when you allow code
  to be distributed under the GPL.
 
  The main thing that the GPL prevents is 'flightsimpro' creating a
  flightsim that has unique features and linking it into the the main
  binary and preventing the release of that. But if the developer is
  keeping their stuff separate (say an advanced-clean room
  implementation of terrasync using different scenery, or a bridge
  to a different flight sim network), again they have done nothing
  wrong by the GPL (distribution of aggregations is a confusing
  area).
 
  Contact with this company would clarify most of this quickly.
 
  (A parasite isn't always violating the GPL - a lot of X and kernel
  developers call Ubuntu a parasite since they don't contribute a
  proportional amount upstream.)
 
  Regards... Matthew
 
 
  On 11/20/08, Stuart Buchanan [EMAIL PROTECTED] wrote:
  --- On Thu, 20/11/08, Curtis Olson wrote:
  Someone pointed

Re: [Flightgear-devel] heads up: Boost dependency

2008-11-20 Thread Matthew Tippett
Sure.  It is involved and complex, so I didn't want to bother people
unless they wanted the information.

First, get a compiler built via crosstool -
http://www.kegel.com/crosstool/  That allows you to low-bar the
baseline glibc and gcc (and hence libstdc++).

Then build the out-of-distro packages with that compiler.  So long as
you target the lowest common denominator you are willing to support,
then you can have broad distro support.

The real complexity is a) getting the head around using a native cross
compiler, b) getting a solid idea of where your dependencies lie in
the distro-space.  Getting this right is a multi-week effort, but if
people are concerned with a new release being out of reach for the
majority of distro-users, then it is the only way to go.

Regards... Matthew


On 11/20/08, Arnt Karlsen [EMAIL PROTECTED] wrote:
 On Thu, 20 Nov 2008 20:47:46 -0500, Matthew wrote in message
 [EMAIL PROTECTED]:

 As per other discussions, there is nothing stopping fg from creating a
 set of support libraries that exist in /opt/flightgear.  This can be
 an optional 'we admit we are on the bleeding edge' support package
 that can be made broadly compatible.

 If people are interested in a recommended approach for building
 broadly compatible binaries, then please speak up.

 ..what in the world makes you think we are not interested?  The GPL?
 If you know something useful to us, you just volonteer it.

 --
 ..med vennlig hilsen = with Kind Regards from Arnt... ;o)
 ...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] Another person selling FlightGear under dubious pretenses

2008-11-20 Thread Matthew Tippett
Comments within.  (I am personally uncomfortable including the GPL
violations people until we have a clear direction from the leadership of the
flightgear project as to the direction the project would like to go).

On Fri, Nov 21, 2008 at 1:49 AM, Arnt Karlsen [EMAIL PROTECTED] wrote:

 Hi,
 ...

  Still, the question is if this company is violating the GPL.  We have
  no proof of that.

 ..I'm checking my wee mirrors to find out.  ;o)


The GPL can only be violated when they distribute the software.  Their
website doesn't entail them distributing.  Action can only be taken if there
is a clear  violation (ie: they distribute a flightgear derived product
without an offer of distributing source.  Who knows, they may include the
source in the DVD or CD that they ship.

I personally don't want to charge forward and claim a violation when nothing
has been distributed.





 (The gpl-violations.org guys go after people who
 are not honoring the release of source for both distributed and
 derived works - typically in embedded systems.  Usually they settle
 when the company honors the GPL and provides source or stops
 distributing the offending product.)

..aye, this means they have valuable experience
 and can guide us. ;o)

  At this stage it appears that they are simply selling a binary
  distribution of a set of OSS applications.

 ..then, in good faith, they shouldn't mind saying so.
 My opinion now is, these people are common criminals,
 or a tSCOG-style Microsoft proxy team.
 http://gpl-violations.org/faq/violation-faq.html
 http://gpl-violations.org/faq/legal-faq.html
 http://gpl-violations.org/faq/sourcecode-faq.html
 http://gpl-violations.org/faq/vendor-faq.html



But they do say that - http://flight-aviator.com/

===
[image: flight]Based on the award winning Flight Gear project

[image: flight]All from the thriving Open Source Community, this sim is
forever changing

===


  As mentioned before, ethics or questionable business practices aside,
  we need to focus on what they are actually violating.  Even the
  wikipedia screen shots are licensed under the GPL can be re-used
  freely.

 ..aye.  Removals of FlightGear.org and GPL etc around
 these screen shots, would prove a few things though. ;o)


I don't see what you are saying.  The screenshots don't seem to be trimmed -
beyond a possible crop here or there.

http://www.flight-aviator.com/images/fps/multiplayer-map.jpg as well as
http://www.flight-aviator.com/images/getstart11x.jpg don't seem to be hiding
it from being (or being derived from flightgear).  The lack of attribution
is not quite nice, but is a common mistake.

Again, if the flightgear leadership, or the creators (and hence copyright
owners) of the images have particular concern then that can put forward when
a direction is chosen.


 ..and keep in mind, top posting is not quite comme-il-feaut
 at [EMAIL PROTECTED] ;o)


I understand, but the google mobile client provides no options to inline
quote or bottom quote.   (I would actually expect that from a legal
perspective a top-posted email thread is far more valuable than a inline
posted... But that is a different discussion.  :)



Please note that I am not saying take no action, I am just saying take a few
days to gather what each copyright owner who is impacted wants and ensure a
plan is prepared before taking action.

Remember, the emotive aspect - although it is real and affects people
personally - should not be the prime driver for individuals.  The legal
framework that each person has implicitly or explicitly has agreed to is
what should be driven.   (I had a long discussion with some people from
Creative Commons that people should also be made aware of what they are
giving up.  If you CC-Share Alike an image, and then see that image being
used to promote something you personally find distasteful - have given up
your right to control what the downstream person does with the image.  You
have no fundamental recourse unless the downstream restricts other people
from the Share Alike rights within the license.  You may not like it, but
you gave up your right to control that when you licensed it.  The same goes
with the GPL.

As mentioned before, I see the baseline direction should be at least the
following.

  1) Respect copyright - The images and and so on should attributed fully
  2) Respect the GPL - If the flightgear derived binaries that are
distributed are not accompanied by source or an offer to provide the source
that created the binary, then actions should be taken to ensure that it is
available.

1) is fairly obvious, but 2) will need someone to buy the CD before taking
further actions.

Regards,

Matthew
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Re: [Flightgear-devel] Statistics overlay accuracy.

2008-11-12 Thread Matthew Tippett
So I updated to current CVS, and now the behaviour is different.  If a
camera is looking at the sky, both cull and draw are short.

So I assume something was fixed somewhere which is great.

Now I need to work out how to stop running out of memory :(...  It
looks like 64bits is the only way..

As an aside, the xml loader seems to be sub-optimal - loading the same
file multiple times (for each camera?).  Are there any hints on that
behaviour?

Regards... Matthew


On 11/6/08, Tim Moore [EMAIL PROTECTED] wrote:
 Matthew Tippett wrote:
 Comments within.

  Original Message  
 Subject: Re: [Flightgear-devel] Statistics overlay accuracy.
 From: Csaba Halász [EMAIL PROTECTED]
 ...
 On Wed, Nov 5, 2008 at 11:26 PM, Matthew Tippett [EMAIL PROTECTED]
 wrote:
 My two issues are
  1) It appears as if environment loading is added to 'draw' statistic.
 Scenery loading is done in the pager thread, don't think that is
 counted into the draw time.

 It seems be.  When there are the stalls when moving to a new area or
 seeing new parts of the scenery it appears to be attached to the draw.

 My rationale for this is that in the 'serialized' draw mode the start
 time for each raw appears to be concurrent 10 milliseconds after each
 other.  The other couple of hundred of milliseconds for each camera seem
 to run in parallel.

 When no stalling is occurring, the draws are correctly serialized.
 A portion of scenery loading is done within the draw threads: textures are
 bound
   and otherwise initialized (e.g., mipmaps are generated in hardware),
 shader
 programs are compiled and linked, and display lists are created. These
 operations require a valid OpenGL context, which the database pager doesn't
 have. There is some experimental code in the pager to share OpenGL contexts
 with
 the draw threads, but this is rarely used in practice.

 There is code in the pager to stream these objects to the draw threads so
 that
 the impact of this compilation is minimized in any given frame. Several
 environment variables defined in OpenSceneGraph/src/osgDB/DatabasePager.cpp
 tune
 this process: OSG_DO_PRE_COMPILE, OSG_MINIMUM_COMPILE_TIME_PER_FRAME,
 OSG_MAXIMUM_OBJECTS_TO_COMPILE_PER_FRAME. Also, OSG_DATABASE_PAGER_DRAWABLE
 controls whether geometry is compiled into display lists or not. I have
 heard
 that display lists are not an advantage on ATI hardware; you could try
 setting
 that variable to VertexArrays and see if there is much difference in the
 stalls.

 Is it possible that the compilation operations, such as texture binding, are
 serialized in your OpenGL driver?


  2) There are blank periods in the graph that doesn't get attributed
 to event, update, cull or draw..
 Could be the time spent during synchronization, for example. I am not
 sure.

 Okay.

 For 1), I am dreading the comment that the measure is from
 flightgear's call into, and return from osg. Meaning that it is the
 'osg' draw that does some black voodoo that both a driver and
 flightgear have no control over.
 Sorry :) It is in fact OSG internal statistics. Everything fg does
 counts into the event time I think. We don't really call into OSG,
 rather, OSG calls into FG! (apart from our auxiliary threads)

 Is there an uber-level of statistics that provides lots of extra
 details (like triangles, lots of other metrics, etc, etc).
 There is, with current OSG and FlightGear. As you cycle through the
 statistics
 you now have modes with detailed geometry information.

 Some of you may be aware that I am tuning for multiple asics.  What I
 am seeing is there seems to be consistent render times of 6-10 ms per
 card for the flight data I am replaying.  The fg cull operation is
 nicely parallelized (although I need to confirm timings), but the
 draws, although parallelized, seem to take an O(n) time to complete
 (meaning 4 GPUs results in 40 ms for each of the draws that take 10 ms
 if done serially).
 Is that when paging scenery, or the steady-state condition?
 We should carefully examine whether that is a result of the osg stats
 not being thread safe. It is a known fact that the *display* isn't, I
 don't know the status of the actual collection.

 I do not believe that this is related to the stats display.  The
 performance I am experiencing is consistent.  There are a few things
 that I can try to see if there is a driver issue, but realistically it
 is a bit opaque without instrumenting osg.

 I'll take a look at the compilation code in the pager and see if these
 operations are being serialized somehow.
 Regards,

 Matthew
 Tim

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Re: [Flightgear-devel] FlightGear in IVAO network

2008-11-11 Thread Matthew Tippett
My suggestion was along these lines, however I was focusing more on
the inter-organization issues than technical.

The technical details in my email was matching yours, that is the
FG-MP server accepts a connection from *any* trusted MP flight
environment.  A secure wrapper using public key cryptography should
provide that trust.  It also allows IVAO to pre-screen incoming data
for certain traits that will make the play be blocked from the IVAO
network.  There are many options as to how to 'keep the sky clear and
safe'.

This does make IVAO not unique from the FG-MP perspective which raises
the value question.   If IVAO main value is having FG-MP traffic
appear on their network, than the model should have no problems.

If however, IVAO sees the value in allowing FG users access to their
network as 'peer' pilots, then this model discussed by Curtis and
myself diminishes in value considerably.

Pep,

Can you describe the value-add that FG gives that would be used for
ROI assessment for IVAO?

Regards... Matthew


On 11/11/08, Curtis Olson [EMAIL PROTECTED] wrote:
 On Tue, Nov 11, 2008 at 2:38 PM, Pep Ribal wrote:

 I don't think the MP servers have to change their philosophy. I don't
 think
 both networks should be merged: it would be better to have the possibility
 to choose. All this is a personal opinion, but I think your MP should
 remain
 intact, with the same philosophy, and just add into IVAO the ability to
 accept FG connections. You can't lose your identity, you should just gain
 the possibility to connect your simulator to the network of your choice
 based on which philosophy best suits you.


 Hi Pep,

 I don't know if this idea has been proposed yet

 FlightGear's multiplayer protocol is published and open.  It is also
 flexible in the sense that we can update or enhance the protocol if we have
 good reason to do so.  (Maybe to add a new feature or data field that is
 helpful for talking to IVAO networks ... such as a secure open
 authentication scheme.)

 The IVAO team could implement a FlightGear compatible interface into their
 network.  The work would be done on their servers, but then nothing would
 need to change on the FlightGear side.  The IVAO team would not need to
 expose their proprietary communication protocols, but instead would create
 an implementaion of our open protocols at their side to accept FlightGear
 connections.  They could create their own proprietary interface to our
 protocol as long as they don't grab any of our code to do so (or maybe the
 developers that create the flightgear multiplayer system might consider some
 special license grant to IVAO of at least critical structures in order to
 make their job easier???)  For example, I put the FGNetFDM structure
 definition in the public domain to facilitate building communication links
 with proprietary software (matlab for instance.)  I designed the FGNetFDM
 structure so I felt it was my right to do so, and I don't think it has hurt
 us in anyway.

 Of course the IVAO folks might be quick to point out that this would expose
 an open-protocol route into the IVAO networks which is true, but it is
 completely under their control, so if some day it does become a wide spread
 problem, they could turn off flightgear access.  And they would be able to
 turn off access from specific ip address or specific subnets or ban specific
 users.  With the help of the smart flightgear developers, we could develop a
 robust/secure open authentication/communication protocol, and perhaps they
 could take the lessons learned there and apply them to their wider
 proprietary network so that they don't need to depend on the shakey concept
 of security through obscurity.

 Curt.
 --
 Curtis Olson: http://baron.flightgear.org/~curt/


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Re: [Flightgear-devel] FlightGear in IVAO network

2008-11-11 Thread Matthew Tippett
Note the subtle suggestion of the discussion here.

To avoid exposing/causing concern with the GPL, keeping it completely
internal and not distributing it from IVAO seems like a good idea.

However, this appears to need FG to expand/revise it's MP interface to
allow secure connection of external MP-FS networks.  This in effect
opens the FG to have other networks (that talk FG-MP) to connect.

Note that in this model, IVAO would bridge it's network into FG-MP,
and not the other way around.  This distinction is critical for the
following reason...  Assuming a secure connection (public key), we
have the following trusts.

  1) FG will allow IVAO MP information when a IVAO network connector
joins the FG-MP network.
  2) By connecting, the IVAO network agrees to receive FG MP information.
  3) The public key of the IVAO network is trusted by FG-MP.
  4) The FG-MP network has the trust 'power' to deny IVAO if there are
any problems by removing the trust of the public key.

Note that the primary factor in this FG-MP is master, IVAO is slave is
driven by the closed protocols on the IVAO network.  It makes a lot
more sense for IVAO to create a connector that talks FG-MP, than the
FG jump through a larger (and to some a lot less palletable) set of
hoops to have FG-MP create a connector to connect as a slave to the
IVAO network.

(The Master/Slave term sounds wrong and would most likely cause IVAO
issues.  Truster/trustee sounds more peerish, but doesn't sound
architecturally right either.  I suggest the two groups settle on
terminology ASAP to ensure a common frame of mind.)

Regards... Matthew


On 11/11/08, Arnt Karlsen [EMAIL PROTECTED] wrote:
 On Tue, 11 Nov 2008 09:31:34 +0300, Pep wrote in message
 [EMAIL PROTECTED]:

 The way IVAO has worked so far, as Curt says, is completely plugin
 based, in regard of flight simulators, due to the fact that the
 simulators that log in are not open source (let's change that!). In
 the case of FG, where FG itself is open source, and the MP server is
 too, there are two approaches, as Matthew pointed out:

 One would be FlightGear acting as a IVAO client and connecting
 directly to IVAO FSD servers. Honestly it was my first though.
 However, that would be a bit difficult both for FG and IVAO. The other
 approach, bridging both networks seems to me now better. However, I
 leave it to you guys to decide which of the two you prefer, though I
 assume you go for the second one.

 In case of the second one, we at IVAO could set up a MP server (or
 more), connected itself to the IVAO FSD servers.

 ..and if you modify your MP server, and, _keep_ it _in-house_, you
 are not distributing etc it and therefore you not violating any GPL
 or any copyrights.  I believe this is a valid work-around.

 And here, as Martin
 says, starts the religious war.

 ..nope, it is no longer necessary.  ;o)

 As I understand, a server-server
 protocol should be implemented.

 ..yes, and by your guys, Pep.  ;o)

 The authentication stuff, moreover, perhaps will demand a few changes
 to MP?

 ..maybe.  Then you propose a patch or something, if it goes into FG
 or FG MP servers, it's subject to copyright and to the GPL.  ;o)

 Once we start agreeing, there will be more things like these
 to address, I assume.

 .. ;o)

 If you confirm this is the way you wish to proceed, please tell me.
 I'll report to my IVAO bosses and see what they decide.



 --
 ..med vennlig hilsen = with Kind Regards from Arnt... ;o)
 ...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] FlightGear in IVAO network

2008-11-10 Thread Matthew Tippett
I think the key thread passing through each posting is mentioning that
the two networks should be bridged.

I don't believe the FG developer/user responses indicate a desire to
have FG act as a IVAO client, bypassing the existing MP network.  Most
of the terms used imply a bridging of the two networks, rather than
combining them.

Note that the IVAO comments seem to imply the opposite, is that IVAO
would like to see FG act as a IVAO client.

I would suggest understanding the differing topologies and finding a
mutually appropriate topology is a lot more important than the
technical details.

Regards... Matthew


On 11/10/08, Martin Spott [EMAIL PROTECTED] wrote:
 Pep Ribal wrote:

 The way authentication is handled so far in IVAO ATC (IvAc) and pilot
 (IvAp) clients is a connection popup window that lets you fill VID and
 password, which you can retype every time you login, [...]

 The above comments still don't tell us much about how things are
 supposed to work, they leave too much room for vague guesses.

 To make the story short: If IVAO is really serious about getting
 FlightGear on-board, they should approach FlightGear with a precise
 idea a) if they have a serious offer to make in terms of network
 interoperability and b) what they expect FlightGear to deliver.
 Otherwise, with no dependable information on their hands, I don't
 expect that people are going to to spend relevant effort on this topic.

 Best regards,
   Martin.
 --
  Unix _IS_ user friendly - it's just selective about who its friends are !
 --

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[Flightgear-devel] Statistics overlay accuracy.

2008-11-05 Thread Matthew Tippett
Hi,

I would like to know who to work with to push for some improvements to
the statistics overlay.

My two issues are
  1) It appears as if environment loading is added to 'draw' statistic.
  2) There are blank periods in the graph that doesn't get attributed
to event, update, cull or draw..

For 2), if someone says that it isn't a problem, I am fine with that.

For 1), I am dreading the comment that the measure is from
flightgear's call into, and return from osg. Meaning that it is the
'osg' draw that does some black voodoo that both a driver and
flightgear have no control over.

Some of you may be aware that I am tuning for multiple asics.  What I
am seeing is there seems to be consistent render times of 6-10 ms per
card for the flight data I am replaying.  The fg cull operation is
nicely parallelized (although I need to confirm timings), but the
draws, although parallelized, seem to take an O(n) time to complete
(meaning 4 GPUs results in 40 ms for each of the draws that take 10 ms
if done serially).

If I can get closer to understanding the 'gl' cost of the draw vs the
osg cost of the draw, that would allow me to get optimizations in
faster.

Any brave soul, willing to work with me?  (Tim/Csaba?)

Regards... Matthew

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Re: [Flightgear-devel] Statistics overlay accuracy.

2008-11-05 Thread Matthew Tippett
Comments within.

 Original Message  
Subject: Re: [Flightgear-devel] Statistics overlay accuracy.
From: Csaba Halász [EMAIL PROTECTED]
To: FlightGear developers discussions 
flightgear-devel@lists.sourceforge.net
Date: 05/11/08 06:11 PM

 On Wed, Nov 5, 2008 at 11:26 PM, Matthew Tippett [EMAIL PROTECTED] wrote:
 My two issues are
  1) It appears as if environment loading is added to 'draw' statistic.
 
 Scenery loading is done in the pager thread, don't think that is
 counted into the draw time.

It seems be.  When there are the stalls when moving to a new area or 
seeing new parts of the scenery it appears to be attached to the draw.

My rationale for this is that in the 'serialized' draw mode the start 
time for each raw appears to be concurrent 10 milliseconds after each 
other.  The other couple of hundred of milliseconds for each camera seem 
to run in parallel.

When no stalling is occurring, the draws are correctly serialized.


  2) There are blank periods in the graph that doesn't get attributed
 to event, update, cull or draw..
 
 Could be the time spent during synchronization, for example. I am not sure.

Okay.

 For 1), I am dreading the comment that the measure is from
 flightgear's call into, and return from osg. Meaning that it is the
 'osg' draw that does some black voodoo that both a driver and
 flightgear have no control over.
 
 Sorry :) It is in fact OSG internal statistics. Everything fg does
 counts into the event time I think. We don't really call into OSG,
 rather, OSG calls into FG! (apart from our auxiliary threads)

Is there an uber-level of statistics that provides lots of extra 
details (like triangles, lots of other metrics, etc, etc).

 Some of you may be aware that I am tuning for multiple asics.  What I
 am seeing is there seems to be consistent render times of 6-10 ms per
 card for the flight data I am replaying.  The fg cull operation is
 nicely parallelized (although I need to confirm timings), but the
 draws, although parallelized, seem to take an O(n) time to complete
 (meaning 4 GPUs results in 40 ms for each of the draws that take 10 ms
 if done serially).
 
 We should carefully examine whether that is a result of the osg stats
 not being thread safe. It is a known fact that the *display* isn't, I
 don't know the status of the actual collection.

I do not believe that this is related to the stats display.  The 
performance I am experiencing is consistent.  There are a few things 
that I can try to see if there is a driver issue, but realistically it 
is a bit opaque without instrumenting osg.

Regards,

Matthew

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Re: [Flightgear-devel] 3D Clouds - patch and progress report

2008-10-27 Thread Matthew Tippett
For comparison, can anyone show some screenshots of MS FSX or X-Plane clouds?

Regards... Matthew


On 10/27/08, gerard robin [EMAIL PROTECTED] wrote:
 On mardi 28 octobre 2008, Georg Vollnhals wrote:
 gerard robin schrieb:
  I did not notice any  difference with my graphic card.
  (7800 GS )

 Yes Gerard,
 the clouds Heiko showed us were much more squared in size compared to
 your and my pictures.
 Georg

 Looking at these snapshot again:
 yes you are right with squared clouds  which can be seen on clouds Heiko,
 however looking at
  http://pagesperso-orange.fr/GRTux/Clouds-im1.jpg
 we can notice squared clouds, the main diff is that the aircraft  is in the
 clouds.




 --
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 http://pagesperso-orange.fr/GRTux/

 J'ai décidé d'être heureux parce que c'est bon pour la santé.
 Voltaire

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Re: [Flightgear-devel] 3D Clouds - patch and progress report

2008-10-26 Thread Matthew Tippett
Out of interest, what do the clouds look like in wireframe?

FWIW, if people want to know where to aim..

http://www.sundog-soft.com/

Has some very nice soft, fluffy clouds :).

For the modellers/OSG people out there, here is a page that probably 
gives some interesting clues.

Regards,

Matthew

 Original Message  
Subject: Re: [Flightgear-devel] 3D Clouds - patch and progress report
From: Martin Spott [EMAIL PROTECTED]
To: flightgear-devel@lists.sourceforge.net
Date: 26/10/08 08:47 AM

 Georg Vollnhals wrote:
 
 Until I  3. enabled Environment = Weather scenerio from none to
 METAR.  Does also work if I enable Thunderstorm or fair weather.
 
 Surprisingly, if you set another weather scenario via the menu, this is
 going to find its proper represenation, as seen in the property
 browser, in the /environment/weather-scenario property. If I set a
 different scenario via the property browser, this does not have any
 effect on the visual representation   therefore I'm also unable to
 set a weather scenario via the
 
   --prop:/environment/weather-scenario=METAR
 
 command line switch. TO me this looks a bit confusing to the user.
 
 To be honest, I'd be very happy if someone who thinks she/he has
 understood how the weather-related options are supposed to work, would
 write this down as a chapter for The Manual.
 
 Cheers,
   Martin.

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Re: [Flightgear-devel] Flightgear contest

2008-10-24 Thread Matthew Tippett
My suggestion would be a pre-recorded flight contest.

http://wiki.flightgear.org/index.php/Suggested_Prerecorded_Flights

Rationale is as follows

   1) Will provide great demo-fodder
  http://wiki.flightgear.org/index.php/Presentation_Recipe
   2) Will provide a nice basis for improving scenery and eye-candy the 
flight itself will remain the same, but the rendering and scenery can 
improve.
   3) Will enable automated benchmarking if we become CPU or GPU limited

Regards,

Matthew
 Original Message  
Subject: [Flightgear-devel] Flightgear contest
From: Curtis Olson [EMAIL PROTECTED]
To: FlightGear developers discussions 
flightgear-devel@lists.sourceforge.net
Date: 24/10/08 12:38 PM

 I've been speaking with a manufacturer of graphics related hardware 
 device.  Let me just keep it generic for now, even if the list of names 
 to guess from isn't very long.
 
 We were discussing the idea of setting up a contest with one of their 
 units being the grand prize.  They would benefit of course by getting 
 more exposure of their product to the flight simulator community.  We 
 would benefit by drawing in more users to come take a look at 
 FlightGear.  And it doesn't hurt to have a positive relationship with 
 various graphics manufacturers so FlightGear can reasonably support the 
 features in their software and hopefully help make sure their hardware 
 and drivers work well with FlightGear.
 
 The prize for the contest would be one unit of this company's flagship 
 product.  Value would be in the range of $300-400 let's say.  It might 
 be possible to find additional prizes (?) and maybe if this works well 
 it might be possible to offer future contests like this.
 
 To the cynical out there ... yes, this is marketing.  But it is 
 marketing of a good product that I have personal experience with and 
 have no problem endorsing.  It's a product that is of direct interest 
 and relevance to flight sim users and can make the simulation experience 
 more immersive and/or cheaper depending on your perspective, and a 
 contest like this could benefit us if the contest is posted on other 
 forums and we draw more people in to give FlightGear a try.
 
 Two contest ideas were presented.   1) A screen shot contest (that 
 implies setting up a way to accept screen shots, and someone has to 
 evaluate the entries and decide on the winner ... could be a lot of work 
 if word of our contest is spread around and we have many entrants.)  2) 
 Another idea would be to setup some sort of FlightGear scavenger hunt.  
 Entries would be done through some web site, entries with the correct 
 answers would all go in a hat and the winner would be drawn out 
 randomly.  I like this second idea because to enter the contest, you 
 have to download and install FlightGear, and then learn to run it well 
 enough to explore the FlightGear world and find the answers to the 
 contest questions.
 
 Above all, I want to keep things as simple as possible.
 
 So my question to the developers is this:
 
 1. Do we like the idea of a scavenger hunt type contest?  If so, what 
 types of questions would we ask or what things would we ask people to 
 find?  I assume we would keep this to the default scenery area.  And we 
 should keep the questions/goals reasonably simple and easy and quick to 
 discover.
 
 2. Since this is marketing, wow, it would really make sense to 
 coordinate a contest with a new release ... but that puts pressure on us 
 to do a release sooner rather than later ... should we push for a 
 November or December FlightGear release and schedule the contest soon 
 after that?
 
 3. Would anyone out there have experience or be willing to help setup a 
 web page for participants to register.  I am imagining something pretty 
 simple, where registrants can enter their contact info, and their 
 answers (multiple choice?), and maybe snag their IP address to try to 
 weed out as many duplicate entries as reasonably possible.  I don't want 
 contest management to turn into a huge overwhelming burden for me or for 
 someone else.  (How much do we worry about people trying to cheat or 
 register too many times?)
 
 4. Is a scavenger hunt too much of a barrier ... forcing people to 
 download FlightGear and actually learn a bit about it might be too hard 
 or take too long for some folks, and they would simply give up and not 
 be able to register ... or answers could get posted on the net and they 
 could skip having to look at FlightGear entirely?
 
 There's no rush to decide on a plan today, but a grand prize has been 
 all but offered to us and I think this could draw a lot of attention and 
 interest to FlightGear.
 
 Regards,
 
 Curt.
 -- 
 Curtis Olson: http://baron.flightgear.org/~curt/
 
 
 
 
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[Flightgear-devel] x86_64 regression?

2008-10-21 Thread Matthew Tippett
Hi,

I am trying to determine if the CVS tips are broken relative to *
x86_64 system, or if I have a bad build/installation.

The build is from CVS tips of fg/source, fg/data and sg.

The symptoms are
  1) Flight data playback doesn't work (complains about no binary input)
  2) No key commands
  3) No menu

I am hoping that almost all of this implies bad fg/data, and so
blowing that away will fix it, but don't want throway the MB of data
if it may be a regression.

Are there anu other CVS users of fg?

Regards... Matthew


On 10/20/08, robin424 [EMAIL PROTECTED] wrote:

 Hello,

 I  can't avoid precipitation  with the Rendering option menu , is it just me
 ?

 Cheers


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Re: [Flightgear-devel] x86_64 regression?

2008-10-21 Thread Matthew Tippett
Okay.

I'll treat my install as bad, and do a clean build and a clean
checkout of the data.

(It was a new system, so autoconf and the build choked a couple of
times - who is the autoco guru I can pass some more dependencies that
have been missed to?

Regards... Matthew


On 10/21/08, Csaba Halász [EMAIL PROTECTED] wrote:
 On Tue, Oct 21, 2008 at 11:40 PM, Matthew Tippett [EMAIL PROTECTED]
 wrote:
 Hi,

 I am trying to determine if the CVS tips are broken relative to *
 x86_64 system, or if I have a bad build/installation.

 The build is from CVS tips of fg/source, fg/data and sg.

 The symptoms are
  1) Flight data playback doesn't work (complains about no binary input)
  2) No key commands
  3) No menu

 Haven't tried #1, but the other two are fine here. Build as of 20hrs ago.

 --
 Csaba/Jester

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Re: [Flightgear-devel] Add optional build dependency: libsvn

2008-10-19 Thread Matthew Tippett
The package needed would be libsvn-dev or similar.  This is unlikely
to be installed as part of the installation of svn, however libsvn
(the runtime library) will be.  And the dev package is usually just a
suffix.

Regards... Matthew


On 10/19/08, James Turner [EMAIL PROTECTED] wrote:

 On 19 Oct 2008, at 09:13, Alex Perry wrote:

 This patch changes terrasync so it links against the subversion
 library if you have it installed.  It supports people who build binary
 releases for use by non-developers by removing the runtime external
 dependency on having command line svn or rsync available.  Since the
 patch changes autoconf to detect libsvn,  I'd appreciate it if people
 who release binaries could verify that the detection scripting works
 for their platform.

 Out of curiosity, does installing 'svn' mean I have libsvn installed
 automatically? Or does that depend on how my svn was built?

 Anyway, seems like a good change.

 James


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Re: [Flightgear-devel] Patch for multiscreen mode with multiplayer

2008-10-15 Thread Matthew Tippett
 boards ran $30k to $60k each and required a 
 specially trained sgi tech to install them.  We paid $10k a year for our 
 hardware maintenance contract.)
 
 Regards,
 
 Curt.
 
 
 On Wed, Oct 15, 2008 at 2:38 AM, Erwan MAS wrote:
 
 On Tue, Oct 14, 2008 at 04:01:55PM -0400, Matthew Tippett wrote:
   Hi,
  
   I don't know if Tim has documented the OSG Camera work that he
 has done.
 it removes most of the requirements for multiple instances and runs
   very  well on modest hardware.  Of course it depends on what you are
   doing for the mode of operation.
 
 The OSG Camera can work with 2 PC each with 2 screens ?
 
 
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Re: [Flightgear-devel] Patch for multiscreen mode with multiplayer

2008-10-15 Thread Matthew Tippett
First up, some arbitrary definitions.  Multi-instance means multiple
instances of flightgear running (on one machine or many).
Multi-camera is using what Tim is describing here.

I don't believe that multi-camera is exclusive of multi-instance.  But
for most users, a multi-camera setup will be cheaper (assuming you
have the slots on your motherboard).

Regards... Matthew


On 10/15/08, Erwan MAS [EMAIL PROTECTED] wrote:
 On Wed, Oct 15, 2008 at 08:59:52AM -0500, Curtis Olson wrote:
 Hi Erwan,

 Tim's multiple view features are very powerful, and I'm amazed at how fast
 things run on medium and even lower range hardware.

 Tim's updates support two major modes of operation.

 But this require that all screens are attached to the same computer .

 Currently i work with 2 computerq so i have 3 screens with only 1
 keyboard/mouse
 with SYNERGY ( see http://synergy2.sourceforge.net/ ) . Operating systems
 can
 be different .

 So the multi-instance mode for multiscreen is very simple to setup for me.

 My configuration is a laptop and a computer with 2 screens, and i dont need
 special
 hardware to play . I have a nvidia card with in xinerama mode .

 I think we must keep the another mode for multiscreen ( aka multi instance )
 .

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Re: [Flightgear-devel] Patch for multiscreen mode with multiplayer

2008-10-14 Thread Matthew Tippett
Hi,

I don't know if Tim has documented the OSG Camera work that he has done. 
  it removes most of the requirements for multiple instances and runs 
very  well on modest hardware.  Of course it depends on what you are 
doing for the mode of operation.

Regards,

Matthew

 Original Message  
Subject: [Flightgear-devel] Patch for multiscreen mode with multiplayer
From: Erwan MAS [EMAIL PROTECTED]
To: flightgear-devel@lists.sourceforge.net
Date: 14/10/08 04:16 PM

 Hello ,
 
 I resubmit my patch .
 
 This reason of this patch is to have a better behavior of flightgear when you 
 fly 
 in multi screen configuration with multi-player mode .
 
 When you setup  a multi-monitor configuration you have  multi instances
 of flightgear ( see http://www.inkdrop.net/dave/multimon.pdf ) .
 
 On the second screen the slave instance , i don't see multiplayer .
 A small solution to solve the problem was to resend the packet coming from
 the multiplayer server to the other instance of flightgear .
 
 Who can push this patch in the cvs ?  
 
 
 
 
 
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[Flightgear-devel] Towards a release - Re: Revision Log / Intended developments

2008-10-12 Thread Matthew Tippett
Hi,

Although I would still love to see a snapshot as soon as possible...

It would be great to push visibly to a 1.9 release.  You have a nice 
list formed below of items to be mentioned in release notes.  But do we 
have a burn down list of items that need to be completed.

In general, I see there being two fundamental approaches for the 
approach to the release.

First, time based.  Target a date and taint that date with a realistic 
set of hoped for features, what is ready is what is ready.  What is not, 
slips to the next release.

Second, feature based.  Target a set of features, allowing it to be 
tainted with a reasonably realistic date.  When the features are 
complete, the release is made.

Which is preferred approach for those on the list?  Can I suggest a wiki 
page to provide a focus for burning down issues prior to the release?

Regards,

Matthew

 Original Message  
Subject: [Flightgear-devel] Revision Log / Intended developments
From: Durk Talsma [EMAIL PROTECTED]
To: FlightGear developers discussions 
flightgear-devel@lists.sourceforge.net
Date: 05/10/08 04:03 AM

 Hi All,
 
 As mentioned by Curt on previous occasions, one of the more labour intense 
 parts of managing a release consists of the compilation of a comprehensible 
 revision log that lists the major changes / improvements to FlightGear. I 
 would appreciate it if somebody would give a hand in compiling such a list. 
 Last year, we used the WIKI to host this log. Eventually this page ended up 
 in 
 the Developer portal, under the section Done. There is still a Changes since 
 0.9.10 page, and I guess we could add a new Changes since 1.0.0. Each 
 revision log typically consists of the sections: New Features, Bugfixes, 
 Regressions, New Aircraft, and Improved Aircraft
 
 Also, with the global target set for the release, I'm trying to get an 
 impression of which projects are still under development, and which would be 
 nice to have included in the release. Note that this overview implies by no 
 means a deadline, or anything like it. I'd just like to know what is 
 currently 
 going on, so I can get an impression of which projects need some more time, 
 and when we should set a feature freeze period. Based on my own reading of 
 the 
 developers list, I have the following list:
 
 Ralf Gerlich and Martin Spott: Complete scenery rebuild based on improved 
 terragear algorithms / object database updates
 
 James Turner: Refactoring / unification of Airport and runway code and its 
 ramifications for AI / ATC / Waypoint managment.
 
 Stuart Buchanan: 3D Clouds.
 
 Melchior: GUI improvements?
 
 Myself: Traffic Manager II. 
 
 More aircraft improvements than possibile to mention. :-)
 
 Anything else?
 
 
 Cheers,
 Durk
 
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Re: [Flightgear-devel] Scenery distribution

2008-10-06 Thread Matthew Tippett
Can you define 'excellent server/network infrastructure'?

Is SVN what they are offering, are they open to alternate architectures?

Regards... Matthew


On 10/6/08, Martin Spott [EMAIL PROTECTED] wrote:
 Folks,

 we have recieved an offer to use an excellent server/network
 infrastructure for the purpose of Scenery distribution. This would mean
 to provide read-only access to an SVN directory tree which contains the
 entire, unpacked Scenery. This offer even includes a modified
 'terrasync', readily adapted to use this service !!   which already
 has been tested with success at least on Linux, I hope to get feedback
 from someone checking its use on Windows.

 Objections ?
   Martin.
 --
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Re: [Flightgear-devel] Call for aircraft nominations

2008-10-05 Thread Matthew Tippett
This is sounding like a 'base' and a 'full' or 'extras' release packages.

The base release should contain what is suggested here - a collection
of best of breed aircraft for particular classes that people are
interested in.

The 'full' provides a collection of 'complete' aircraft, but may
duplicate some classes (but with different aircraft).  'Extras'
contains the 'random other collection' - like santa, development
aircraft and so on.

Likewise with scenery.  The default location and whatever demo
locations should ship with reasonably detailed scenery + other common
locations.  The 'full' brings in other common scenery, and 'extras'
brings in everything else.  (Integrating terragear as a thread within
the main binary would make autoloading a simple checkbox - hint hint
:).

Regards... Matthew


On 10/5/08, James Turner [EMAIL PROTECTED] wrote:

 On 5 Oct 2008, at 09:13, Durk Talsma wrote:

 So, with these criteria in mind, what would be your current top 10 of
 aircraft?

 Before the debate gets too details, there intention was (and still is,
 I think) to have at least one aircraft from the following categories:

   - the c172
   - another light, GA single (eg, the cub, or maybe a more modern
 single-engine, like the piper archer)
   - a piston driven twin (senea, c310, etc)
   - a turboprop (eg, the b1900d, or Dh-6)
   - a WW2 era fighter (p51d, spitfire, one of the japanese fighters)
   - a heli
   - a transport class jet (737, A320, 777ER)
   - a glider
   - a modern fighter (f16, f14, SU-37)

 That's eight straight away, which are basically fixed, to 'prove' to
 new users that FG can handle all those classes of vehicle. Ten or
 twelve seems like a good limit - eg add a biz-jet (One of the
 citations being the obvious candidate) and then there's loads of
 'cool' planes - the Osprey, Concorde, the WW1 era fighters, and so on.

 I'll leave it to Durk to pick a base package size based on the current
 aircraft selection, but people should be thinking along these lines
 when picking aircraft. The decision isn't how good the F18 / F14 is,
 it's whether it's better than then F16 / SU-37. Similarly, the 777ER
 verses the A320 or 737. And so on for each class - though in some it's
 easier, the Bo-105 is probably the clear winner for the heli, and the
 b1900d in the turboprop segment.

 There's also good arguments for including one 'show-off' aircraft in
 the base package - the the SR-71, Concorde, the 747-400 or A380, so
 people get some 'wow' factor without any install / download hassles.
 Particularly if someone wants to script a demo mode with Concorde
 taking off over the Golden Gate from KSFO or similar.

 Regards,
 James


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Re: [Flightgear-devel] Call for aircraft nominations

2008-10-05 Thread Matthew Tippett
Yes.  Terrasync.

With the intent being the terrasync thread can point to multiple
repositories for data - low/medium/high resolution.  Possibly using a
bittorrent style sharing mechanism to share the bandwidth load :).

Regards... Matthew


On 10/5/08, Ralf Gerlich [EMAIL PROTECTED] wrote:
 Matthew Tippett wrote:
 Likewise with scenery.  The default location and whatever demo
 locations should ship with reasonably detailed scenery + other common
 locations.  The 'full' brings in other common scenery, and 'extras'
 brings in everything else.  (Integrating terragear as a thread within
 the main binary would make autoloading a simple checkbox - hint hint
 :).

 I sincerely hope you didn't mean to earnestly suggest that last part.
 TerraGear is a beast of complex computational geometry algorithms and
 neither in a shape nor intended to be integrated into FlightGear.

 Maybe you meant terrasync? ;-)

 Cheers,
 Ralf

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Re: [Flightgear-devel] Call for aircraft nominations

2008-10-05 Thread Matthew Tippett
It was meant more as a concept...

Although with dedicated servers (effectively the same as the current
rsync servers), there should always be a subset of servers providing
all the data.  Extra users seeding and sharing at runtime would just
be gravy.  Incomplete data would be just as likely as a bad download
too.

If enabled by default in a thread in fgfs, there would be many options
for evaluation since feedback would be trivial to obtain.

Regards... Matthew


On 10/5/08, Jon Stockill [EMAIL PROTECTED] wrote:
 Matthew Tippett wrote:
 Yes.  Terrasync.

 With the intent being the terrasync thread can point to multiple
 repositories for data - low/medium/high resolution.  Possibly using a
 bittorrent style sharing mechanism to share the bandwidth load :).

 Bittorrent is ok for downloading huge chunks of scenery, but no good for
   terrasync where you can't be left waiting for that one last block,
 without which your entire tile is useless.

 Jon

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[Flightgear-devel] CVS Snapshot for publicity?

2008-10-04 Thread Matthew Tippett
Hi,

I would like to raise the question of a flightgear CVS snapshot being 
made and hosted. 

There was a video recently posted of a demonstration of (what I believe 
is) Tim Moore's OSG based camera system (8 displays connected to one PC)

http://www.youtube.com/watch?v=brG3-yyvv9Q

this was picked up by Phoronix.com

http://www.phoronix.com/scan.php?page=news_itempx=NjczNQ

Now Phoronix is wanting to do a bigger article on the multi-display 
support from ATI, which will include how to set up flightgear on many 
displays.  Once that article is out of the way, Phoronix is also looking 
at enabling automated testing for flightgear based on the multi-display 
and data playback capability in Phoronix Test Suite.

To achieve all this, Phoronix will require a declared CVS snapshot on 
flightgear.org to hook it all in together, although not a formal 
release, a snapshot tarball for both scenery and code will be better 
than some CVS point in August.

In the past been working with Tim Moore, but Red Hat seems to be keeping 
him very busy.  Is there anyone else on this list that would be willing 
to declare a snapshot and host it on flightgear.org?

Regards,

Matthew


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Re: [Flightgear-devel] Prospects for a new release

2008-10-04 Thread Matthew Tippett
As a new person to flightgear, but an OSS participant for the last
decade and a half, and a development manager by trade I would strongly
suggest the 1.9 stream numbering.  The rationale for this is as
follows.

  1) Realistically there are bugs that exist, having a 1.8 or 1.9 is
industry practice for saying 'we know we aren't to what we want for a
major, but it adds value for us to get this out'.

  2) Flightgear between 1.0 and now has gone from a part
flightsim/part opengl development project to a part flightsim/part
visualization toolkit.  With OSG, most of the OpenGL is now gone,
replaced with near pure visualitation toolkit.  This considerably
reduces the barriers for developers to start assisting since they can
now go effectively shopping with OSG and then the 'coding' is bringing
an OSG feature into flightgear.Actively pushing this should help
flightgear gather OSG capable developers for flightgear 2.0

  3) Actively pushing flightgear as a production user of OSG and OSG
as the underpinning for flightgear should provide for useful synergy
for allowing OSG core developers experiment with flightgear to see
their ideas in actual use (vs small theoretical examples).  Again the
gap between 1.9 and 2.0 allows the experiments to occur.  It does mean
the flightgear people need to be open to experimentation by people who
fundamentally don't necessarily show interest in flightgear itself.

Just by 2 cents :)

Regards... Matthew


On 10/4/08, Stuart Buchanan [EMAIL PROTECTED] wrote:
 --- On Sat, 4/10/08, Melchior FRANZ wrote:
 * Durk Talsma -- Saturday 04 October 2008:
  Given that we have an OSG branch that has undergone
 significant
  development this year, and a PLIB branch, with little or no
  development, I would strongly urge that the main release would
  be OSG based.

 I agree. The PLIB branch was only kept alive for a short time
 after the 1.0 release, just for the case that we missed some
 really bad bugs and needed to make a bugfix release. Making
 another release from that would be rather pointless, and not
 help to convince people that fgfs is not dead.
 Rather the opposite.

 I think a release is a great idea. Thanks in advance for all the work you
 will be doing!

 I'll second Melchior's comments on PLIB vs. OSG - even  with the known
 deficiencies, an OSG release would be by far the best.

  PLIB based maintenance release: 1.0.1
  OSG based main release: 1.1.0 (or 1.2.0)

 I like the idea of an 1.9 release from the OSG branch. This
 makes clear that it's one step before a major release 2.0,
 and that there were fundamental changes (additions and also
 temporary losses). We could easily explain why clouds/shadows
 are missing there, and it might attract new developers who
 are interested and knowledgable in OSG.

 I think this numbering scheme makes sense.

 -Stuart




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Re: [Flightgear-devel] CVS Snapshot for publicity?

2008-10-04 Thread Matthew Tippett


 Original Message  
Subject: Re: [Flightgear-devel] CVS Snapshot for publicity?
From: Curtis Olson [EMAIL PROTECTED]
To: FlightGear developers discussions 
flightgear-devel@lists.sourceforge.net
Date: 29/09/08 11:34 PM

 On Mon, Sep 29, 2008 at 8:33 PM, Matthew Tippett wrote:
...
 
 
 Hi Matthew,
 
 I made an unofficial snapshot a couple weeks ago that ended up on two 
 ATC flight simulators (ATC is the company name, not the function) at a 
 school on Long Island.  It's not too hard to make a source snapshot if I 
 don't worry too much about release notes, change logs, binary builds, 
 etc.  I've been wanting to move towards some sort of regular developer 
 snapshots, but I've had too many things on my plate.

The great things about regular snapshots is that you don't need to 
always do release notes.  Just pull in the CVS changelog and call it 
done :).   As long as the guides for dependencies are good, that is 
great for a snapshot.

Where are these snapshots stored?  I don't recall any links on them.

Mind you, there are also clear benefits for a 1.8/1.9 formal release as 
well. :).

...

 
 BTW, really neat stuff with the 8 monitor demo!  

No problems, stay tuned for a 12 or 16 monitor demo over the next month 
or two :).  (On one system too).

 If I had to nitpick, 

Please do, this is constructive criticism.

 I'd suggest that (at least from the video) it appeared that not every 
 display was identical in size?  

Yes, that is correct.  Getting 100% similar monitors isn't that easy the 
12 display setup should make it a bit nicer.

 Also, with Tim's most recent CVS 
 changes, it's possible to adjust the view parameters for each monitor to 
 account for the gap between monitors (i.e. so it doesn't look like you 
 sliced up an image into 8 pieces and then spread them apart.)

(I am hoping that there is a Wiki or similar for camera setup :).  A 
sample aircraft or test pattern or similar would be a great way to allow 
people to see what values are needed fine tune.

 And if I 
 was getting really nitpicky, I suggest that it might be fun to go 
 blasting up some valleys in the mountains east of seattle somewhere, 
 although flying around SFO isn't a bad choice either ... perhaps some 
 dusk/dawn flying would have been fun too ...  (But I do realize there is 
 only so much you can show in a couple minute demo.)

The flight data was pre-recorded.  Look at 
http://wiki.flightgear.org/index.php/Presentation_Recipe for more 
information.  If someone is willing to pre-record a standard flight 
that would be shipped with flightgear data, that would be ideal. 
Record your favoured flight path - it looks like the external fdm data 
actually handles jumping around locations too, so choose where you want 
to go :).



To really make flightgear accessible and engaging to the masses there 
are two *absolutely* critical items.

1) A pre-recorded demo that ships with flightgear that gives a guided 
tour of what is best with flightgear.  This will require improved 
visuals over the flightpath.
2) Absolutely engaging eyecandy in the default startup location.  I 
know there are some amazing visuals in other parts of the world, but 
when you start fgfs, you end up in KSFO, which is somewhat boring.  If 
this means moving the initial location to a better location, IMHO fgfs 
would be better for it.  No tweaks, no extra packs, just blow people 
away with what comes up on by default.




If you have a look at celstia under Linux 
(http://www.shatters.net/celestia/), the startup mode is a guided tour 
of the solar system, allowing you to break out at any time and look 
around.  This is *absolutely* great for people to go holy-cr*p, this is 
amazing, and then go and try doing that.

Regards,

Matthew

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Re: [Flightgear-devel] Back-porting to the pre-OSG branch (was Re: Only to remember)

2008-10-03 Thread Matthew Tippett
I would be pleased to get something formal released.

A snapshot would mean publicity through Phoronix - to the Linux crowd,
inclusion in the Phoronix Test Suite (for multi-display testing), and
finally AMD would squeeze out a few videos of Tim Moore's great multi
camera at least 12 heads (16 if I can get a 4 slot motherboard that
works reliably).

Speaking of which, another call out for multithreading...  The GPU
isn't the limiting factor in our tests, the CPU is.  Even mid-low end
systems have 2-4 cores these days, and with the multi-display demo we
are continually capped by one CPU.

Regards... Matthew


On 10/3/08, Heiko Schulz [EMAIL PROTECTED] wrote:
 Hi,



 So, I'd much rather see a concerted effort to get CVS
 into a
 releasable state, and a schedule for some 'preview'
 or 'beta'
 releases, rather than working on back-ports.

 James


 I agree to nearly all what you said, but why not release an official
 2.0-pre-version with OSG which shows to the world that we are still alive?
 Maybe as an advertisement to other developers?

 In the moment I see that the clouds and shadows are a one-man-project- so
 now wonder that it needs a long time until we will have these features back.
 I wonder if it really needs so much knowledge about OSG, and if other
 developers could help here?

 Regards
 HHS




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Re: [Flightgear-devel] multi-threading / CPU usage

2008-10-03 Thread Matthew Tippett
Are there any short term targets that will show benefit?

Regards,

Matthew


 Original Message  
Subject: [Flightgear-devel] multi-threading / CPU usage
From: James Turner [EMAIL PROTECTED]
To: FlightGear developers discussions 
flightgear-devel@lists.sourceforge.net
Date: 03/10/08 09:51 AM

 On 3 Oct 2008, at 13:48, Matthew Tippett wrote:
 
 Speaking of which, another call out for multithreading...  The GPU
 isn't the limiting factor in our tests, the CPU is.  Even mid-low end
 systems have 2-4 cores these days, and with the multi-display demo we
 are continually capped by one CPU.
 
 I have a long, long, long term plan to improve multi-threading  
 support, by enforcing subsystems to *only* communicate via the  
 property tree, which has light-weight locks thanks to some work by  
 Mathias. With a dependency graph between subsystems (which I want to  
 add for other reasons any way) it would then become possible to run  
 any 'clean' subsystem on a pool of worker threads (maybe just one,  
 maybe more).
 
 I'm sure there's some other locking that would be required for global  
 state (eg, the AIManger objects), and of course there's awkward cases  
 that will never be clean (especially instruments that touch the scene  
 graph) but it still seems a worthwhile goal. It'd be worth identifying  
 which subsystems are the big time sinks (FDM? AItraffic?) to  
 prioritise this.
 
 Another thing that would work well is to proxy all nasal script  
 invocations to a Nasal helper thread - again this assumes scripts  
 basically interact with the sim via properties (which they already do)  
 and that any system functions they call are thread safe - not very  
 hard to do. As more and more functions get moved to nasal, this might  
 become a very easy way to balance the CPU usage.
 
 James



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[Flightgear-devel] CVS Snapshot for publicity?

2008-09-29 Thread Matthew Tippett
Hi,

I would like to raise the question of a flightgear CVS snapshot being
made and hosted.

There was a video recently posted of a demonstration of (what I believe
is) Tim Moore's OSG based camera system (8 displays connected to one PC)

http://www.youtube.com/watch?v=brG3-yyvv9Q

this was picked up by Phoronix.com

http://www.phoronix.com/scan.php?page=news_itempx=NjczNQ

Now Phoronix is wanting to do a bigger article on the multi-display
support from ATI, which will include how to set up flightgear on many
displays.  Once that article is out of the way, Phoronix is also looking
at enabling automated testing for flightgear based on the multi-display
and data playback capability in Phoronix Test Suite.

To achieve all this, Phoronix will require a declared CVS snapshot on
flightgear.org to hook it all in together, although not a formal
release, a snapshot tarball for both scenery and code will be better
than some CVS point in August.

In the past been working with Tim Moore, but Red Hat seems to be keeping
him very busy.  Is there anyone else on this list that would be willing
to declare a snapshot and host it on flightgear.org?

Regards,

Matthew



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