[Flightgear-devel] particle shortfall Was: Bug or Feature? Or an accidently way
Vivian Meazza wrote: > I remain unclear what the claimed shortfall in the particle implementation > actual _is_. I have just provided generic tyre smoke, tyre spray and jet > spray animations in cvs the XML implementation. So far as I can see they are > reasonably realistic, and were fairly straight forward to do. The xml > implementation does exactly what it says on the tin. However, if someone > would tell me in English that I can understand what the shortfall is, I will > see if I can extend the implementation to cover this. > Hi Vivian, There is something I can't do with xml particles. There is only a and sections under It would be nice to be able to have at least one Midpoint to change the speed at which the color or alpha or size changes from Start to End definitions. Right now a vapor trail starting at alpha 0.4 , size 0.7 , and ending at alpha 0.95 , size 18 , with life-sec of 45 takes too long to look nice, and then evaporates rapidly in the last few seconds. Stewart - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK & win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100&url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [BUG] warning: picked up error... with OSG hotspots and mouse-view
Alexis Bory - xiii wrote: > The only thing I can note is that pick animation gives white > outlining of the objects (see both security caps on top of the > screenshot) while the old hotspots are yellow coloured. That's > all. > Hi Alexis, If an object has a _material_ animation, specifically, emissions, then it will not be the thick yellow line, but instead a thin line the _same_ color as the emission value. So for example, if the emission value is black, the pick line will also be black, and virtually invisible. Stewart - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK & win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100&url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Scenery 1.0.0 coastline is not processed
Well, I have some! ;) Put simply, there are land blockages across several bays blocking the harbors, and also blocking ferries leaving Seattle from reaching several islands which are no longer islands. Plus a few simple squares jutting out off the western coastline. 48.7490 -122.7490 thru 48.6260 -122.5010 Bellingham Bay, Rosario Strait 48.3870 -123.2520 Victoria 47.7167 -122.5088 thru 47.628 -122.5846 Bainbridge Island, Suquamish, Port Madison 47.551 -122.502 thru 47.621 -122.689 Bremerton 47.499 -122.38 thru 47.379 -122.35 Puget Sound, Vashon Island 47.319 -122.506 thru 47.252 -122.565 Puget Sound, Tacoma 47.373 -122.643 thru 47.251 -122.706 Carr Inlet 46.9996 -124.2490 46.2490 -123.9990 Astoria, Oregon has grown into a mega-city blocking the Columbia River! 45.7501 -123.9980 thru 45.8749 -123.9980 45.6235 -123.9980 44.8760 -124.2480 thru 44.9980 -124.2480 44.0010 -124.2480 thru 44.1180 -124.2480 One other strange looking floating airport, 48.4894 -122.8320 Center Island is missing from under airport=78WA since it was missing before, I guess the island doesn't exist. :) I didn't fly around each island, but I think I found enough for you to investigate. Stewart -- Ralf Gerlich wrote: > S. Andreason wrote: > >> Are you still looking for 1x1 tiles with ocean showing as land? >> > > Well, I think I have the reason for the problem, but still I'm > interested in bug reports. > > Cheers, > Ralf > > - > This SF.net email is sponsored by: Microsoft > Defy all challenges. Microsoft(R) Visual Studio 2008. > http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ > ___ > Flightgear-devel mailing list > Flightgear-devel@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/flightgear-devel > > - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Flying over an island
Heiko Schulz wrote: > Another thing is, when I increase the visibility > manually I noticed with the last OSG-version that > there is a white surface in the sky - the blue sky > disapears, no stars. > > I noticed this when trying to get new screenshots in osg, I could no longer get a clear-day picture with the mountains in the background. When the fog factor was reduced so the mountains became visible, the sky turned white. Whereas in plib I could get a "perfect" picture without problem. Stewart - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Bluebird hovercraft
I would like to request a commit for my Bluebird model, and have it added to the Flightgear Aircraft page. I realize a futuristic hovercraft is inconsistent with those who seek "reality and accuracy" with regard to real aircraft, but I think there is also a niche for people who get tired of crashing and give up. There should be a beginner's level for having fun. I figure if there is room for the Santa and Lego models, there should be room for a "real UFO." I think I am finally satisfied with the flight characteristics, lighting effects, animations, and other features. My hanger is at http://www.geocities.com/sandreas41/flightgear_aircraft.html Thank you, Stewart - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] old bugs with blue screen and BPP32
Robert Black wrote: > Look at the Nvidia beta drivers also. I am almost needing a legacy and found > a > beta driver that worked for me. > > Hi Robert, I checked, but for the Geforce4 MX440 there are no beta drivers. Stewart - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2005. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] old bugs with blue screen and BPP32
Curtis Olson wrote: > This does look messed up. I've got > NVIDIA-Linux-x86-100.14.11-pkg1.run installed here. Based on your > images, I really don't know, but I wouldn't be shocked if it turned > out to be some sort of driver issue. Maybe just reinstalling the > drivers wouldn't hurt as a starting point in case some other system > upgrade overwrote a portion of the libs or config. > Hi Curt, I have installed the newest Nvidia driver and am still getting a blue screen instead of the splash screen, and then messed up scenery tiles as shown before. The only things that look ok are the ATC traffic text, the FPS in the lower right (73), and the popup-boxes. I looked again at the OpenSceneGraph Library 2.2.0 installation, looked for errors, recompiled it, and SimGear, and FlightGear with --enable-osgviewer checking osg/Version usability... yes checking osg/Version presence... yes checking for osg/Version... yes Is there any other way to verify the osg installation is working? So now I'm running NVIDIA-linux-x86-96.43.01-pkg1.run on Xorg 7.0.0 Stewart - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2005. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] old bugs with blue screen and BPP32
That is confusing, as the Nvidia download page shows the latest unified version to be 169.07 http://www.nvidia.com/object/unix.html and for my graphics card, I need the legacy driver in the 1.0-96xx series, latest version: 96.43.01 I'm downloading it and will report back when I have a more definitive answer. Thanks, Stewart Josh Babcock wrote: > Curtis Olson wrote: > >> This does look messed up. I've got >> NVIDIA-Linux-x86-100.14.11-pkg1.runinstalled here. Based on your >> images, I really don't know, but I wouldn't >> be shocked if it turned out to be some sort of driver issue. Maybe just >> reinstalling the drivers wouldn't hurt as a starting point in case some >> other system upgrade overwrote a portion of the libs or config. >> >> > > AFAIK 100.14.19 is the latest stable driver source available. > > Josh - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2005. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] old bugs with blue screen and BPP32
Hi, I noticed a few files changed in CVS source and simgear, so compiled again, but still not working. I have uploaded a couple screen shots to show at least Part of FG is working and displaying correctly on the screen. http://www.sysmatrix.net/~sandreas/data/osg-nvidia-bug-004.jpg http://www.sysmatrix.net/~sandreas/data/osg-nvidia-bug-012.jpg Can anyone point out what is causing this? Thank you, Stewart Stewart Andreason wrote: > Hi, > Interesting, I am also getting the blue screen and unusable display, > but on Linux with Nivida, and only after compiling the OSG-CVS. > It never happened with any of the earlier Plib versions. > > Worse, adding --bpp=32 to the command line does not help. > I'm going to need help in figuring this one out... > > Linux Slackware7 kernel-2.4.35 Athlon3000 glibc-2.3.2 gcc-3.3.2 > Nvidia-1.0.8762 GeForce4 MX440 > > - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2005. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] old bugs with blue screen and BPP32
Hi, Interesting, I am also getting the blue screen and unusable display, but on Linux with Nivida, and only after compiling the OSG-CVS. It never happened with any of the earlier Plib versions. Worse, adding --bpp=32 to the command line does not help. I'm going to need help in figuring this one out... Linux Slackware7 kernel-2.4.35 Athlon3000 glibc-2.3.2 gcc-3.3.2 Nvidia-1.0.8762 GeForce4 MX440 Stewart Forums Virgin Net wrote: > Hi, > I just Installed fgsetup-1.0.0.exe win32 release version on my > Windows 2K system, and was disappointed to find an old issue with the > BPP still set to 16 which on many (if not most) windows system's using > an Nvidia card causes the old bug of a blue screen and very lame > response's in fps. In fact the first time I ran fgfs.exe it gave an > exception in the main loop, thankfully I am very familiar with this > bug and after changing the bpp to bpp32 the problem went away, and it > runs well. > - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2005. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] bugfix for Nasal/aircraft.nas
Problem: When a key binding includes the script: aircraft.livery.previous() then the following error occurs when attempting to wrap around (below zero): Nasal runtime error: non-scalar in numeric context at /usr/local/FlightGear/data/Nasal/aircraft.nas, line 601 called from: /usr/local/FlightGear/data/Nasal/aircraft.nas, line 617 called from: /input/keyboard/key[89]/binding, line 1 Here is the diff for a patch: .../Nasal> diff /usr/src/CVS/data/Nasal/aircraft.nas aircraft.nas 601c601 < i = size(me.data - 1); --- > i = size(me.data) - 1; Stewart - SF.Net email is sponsored by: Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://ad.doubleclick.net/clk;164216239;13503038;w?http://sf.net/marketplace ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] replacement file for AI/737/Textures/UPS
Hi David, I believe the 737 is your work, I noticed the tail markings for the UPS cargo plane is backwards, so I fixed the file 733UA.rgb and placed it for you to review at: http://www.sysmatrix.net/~sandreas/data/733UA.rgb Could you commit that to CVS? This step can't break anything. I realize the B737-300.ac needs it's tail mirrored and moved, and thus all the other rgb Texture files checked... That will take longer and require review. I plan to do tomorrow. Stewart - SF.Net email is sponsored by: Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://ad.doubleclick.net/clk;164216239;13503038;w?http://sf.net/marketplace ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] BUG(S) with new(?) KSFO scenery in cvs
Hi Durk, Durk Talsma wrote: > On Friday 14 December 2007 00:02, Stewart Andreason wrote: > >> Also, at KOAK Oakland, >> >> I have also seen a 747 sitting on top of a 737 on top of some third >> plane at N37*43.34 W122*13.12 >> > > When you see stacked aircraft, that's usually a sign of overflow (i.e. more > aircraft present than there are parkings available. If you see it, can you > let me know around what time of day it occurs? So that I can have a look and > see what kind of parkings need to be added. I assume that this is at KSFO? > The density is highest around 12:30 local time. If you start FG at KSFO with --start-date-lat=2007:12:13:12:00:00 this should be easy to duplicate. Look at the south terminal, the America West A320 has nose gear down, but no main gear. Also three United planes N928UA have no gear down at all. Over toward the SE terminal is where I see stacked 747's. N37*37.04 W122*22.87 Also, from the output messages, there are possibly more planes getting stacked elsewhere in the region. I count 21 planes at KSFO. Could not find parking for a 737-300 of flight type gate of airline UAL at airport KOAK Could not find parking for a 737-300 of flight type gate of airline CO at airport KOAK Could not find parking for a 737-300 of flight type gate of airline UPS at airport KOAK Could not find parking for a 737-300 of flight type gate of airline AA at airport KSJC Could not find parking for a 737-300 of flight type gate of airline AA at airport KOAK Could not find parking for a 737-300 of flight type gate of airline CO at airport KOAK Could not find parking for a 737-300 of flight type gate of airline CO at airport KSJC Could not find parking for a 737-300 of flight type gate of airline UPS at airport KOAK Could not find parking for a 737-300 of flight type gate of airline UPS at airport KSJC Could not find parking for a 747-400 of flight type gate of airline NW at airport KSJC Could not find parking for a A320 of flight type gate of airline AW at airport KSJC Could not find parking for a A330 of flight type gate of airline USA at airport KSJC In fact, if you fly over to KOAK, there are planes blocking the taxi ways, and stacked planes at the same place I first reported. Also another older white United plane with no gear down. Otherwise, following planes around is fun. It is nice to see some traffic, makes FlightGear a better program. Stewart - SF.Net email is sponsored by: Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://ad.doubleclick.net/clk;164216239;13503038;w?http://sf.net/marketplace ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] BUG(S) with new(?) KSFO scenery in cvs
Durk Talsma wrote: > On Friday 14 December 2007 00:02, Stewart Andreason wrote: > >> Also, at KOAK Oakland, >> >> I have also seen a 747 sitting on top of a 737 on top of some third >> plane at N37*43.34 W122*13.12 >> > > When you see stacked aircraft, that's usually a sign of overflow (i.e. more > aircraft present than there are parkings available. If you see it, can you > let me know around what time of day it occurs? So that I can have a look and > see what kind of parkings need to be added. I assume that this is at KSFO? > > No, Oakland at the above lat/lon. Time of day between 10am and 3pm Pacific time. PST I'll watch for it again. Stewart - SF.Net email is sponsored by: Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://ad.doubleclick.net/clk;164216239;13503038;w?http://sf.net/marketplace ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] VOR beeping in background
Are there supposed to be multiple VOR's beeping in the background? To duplicate: Load fgfs --aircraft=ufo --airport=KSFO Without throttling forward (and turning on the looped sounds), Press [v] to change to an outside view. I've created a workaround (for my model) by setting all nav and adf frequencies to zero, but I wonder if it is intentional. Stewart - SF.Net email is sponsored by: Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://ad.doubleclick.net/clk;164216239;13503038;w?http://sf.net/marketplace ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] BUG(S) with new(?) KSFO scenery in cvs
Also, at KOAK Oakland, looking at the AI Traffic congregating around the terminal, would look better if the building were there. Perhaps nobody has built it yet? I have also seen a 747 sitting on top of a 737 on top of some third plane at N37*43.34 W122*13.12 but since it is not always there, I assume it is another AI traffic bug. Also, I have seen up to 4 airplanes at the NW terminal at KSFO sitting 50 feet off the ground. Little things... :o) Stewart - SF.Net email is sponsored by: Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://ad.doubleclick.net/clk;164216239;13503038;w?http://sf.net/marketplace ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Segfault report for bleriot
gerard robin wrote: > On mer 12 décembre 2007, Melchior FRANZ wrote: > >> * gerard robin -- Wednesday 12 December 2007: >> >>> And, what, about the Bleriot FDM done by David and Lee ? >>> >> > OR, > we could announce it, being the French Joke of the year :) > > > or, I can wonder, "How does that aircraft look and fly?", and then get a segfault with gdb backtrace... Conditions to reproduce: turn on Aircraft shadow, bump clouds, and 3d clouds, before starting this aircraft. This model has 46697 vertices and 48172 faces. But loads okay with the above mentioned turned off. Reminds me of the segfaults I used to get when my model was too big. It tried to dereference a null pointer. ~> /usr/local/bin/fgfs --fg-root=/usr/local/FlightGear/data --enable-game-mode --airport=KBLI --aircraft=bleriot-XI-yasim Received terminal signal 11 (SIGSEGV) to 1265 Pending signals: (gdb) (gdb) (gdb) Reading symbols from /usr/local/bin/fgfs...>> Segmentation Fault (errno=0, address not mapped to object) Fault address: Using host libthread_db library "/lib/libthread_db.so.1". Attaching to program: /usr/local/bin/fgfs, process 1265 Reading symbols from /home/steven/soft/linDev/faultCatch.lib/libfaultCatch.so.0...done. Loaded symbols for /home/steven/soft/linDev/faultCatch.lib/libfaultCatch.so.0 Reading symbols from /lib/libpthread.so.0...done. [Thread debugging using libthread_db enabled] [New Thread 16384 (LWP 1265)] [New Thread 32769 (LWP 1266)] [New Thread 16386 (LWP 1267)] [New Thread 32771 (LWP 1270)] Loaded symbols for /lib/libpthread.so.0 Reading symbols from /usr/local/lib/libz.so.1...done. Loaded symbols for /usr/local/lib/libz.so.1 Reading symbols from /usr/local/lib/libglut.so.3...done. Loaded symbols for /usr/local/lib/libglut.so.3 Reading symbols from /usr/local/lib/libGLU.so.1...done. Loaded symbols for /usr/local/lib/libGLU.so.1 Reading symbols from /usr/lib/libGL.so.1...done. Loaded symbols for /usr/lib/libGL.so.1 Reading symbols from /usr/XOrg-7.0/lib/libXmu.so.6...done. Loaded symbols for /usr/X11R6/lib/libXmu.so.6 Reading symbols from /usr/XOrg-7.0/lib/libXt.so.6...done. Loaded symbols for /usr/X11R6/lib/libXt.so.6 Reading symbols from /usr/XOrg-7.0/lib/libSM.so.6...done. Loaded symbols for /usr/X11R6/lib/libSM.so.6 Reading symbols from /usr/XOrg-7.0/lib/libICE.so.6...done. Loaded symbols for /usr/X11R6/lib/libICE.so.6 Reading symbols from /usr/XOrg-7.0/lib/libXi.so.6...done. Loaded symbols for /usr/X11R6/lib/libXi.so.6 Reading symbols from /usr/XOrg-7.0/lib/libXext.so.6...done. Loaded symbols for /usr/X11R6/lib/libXext.so.6 Reading symbols from /usr/XOrg-7.0/lib/libX11.so.6...done. Loaded symbols for /usr/X11R6/lib/libX11.so.6 Reading symbols from /lib/libdl.so.2...done. Loaded symbols for /lib/libdl.so.2 Reading symbols from /usr/local/lib/libopenal.so.0...done. Loaded symbols for /usr/local/lib/libopenal.so.0 Reading symbols from /lib/libm.so.6...done. Loaded symbols for /lib/libm.so.6 Reading symbols from /usr/lib/libjpeg.so.62...done. Loaded symbols for /usr/lib/libjpeg.so.62 Reading symbols from /usr/local/lib/libstdc++.so.5...done. Loaded symbols for /usr/local/lib/libstdc++.so.5 Reading symbols from /usr/local/lib/libgcc_s.so.1...done. Loaded symbols for /usr/local/lib/libgcc_s.so.1 Reading symbols from /lib/libc.so.6...done. Loaded symbols for /lib/libc.so.6 Reading symbols from /lib/ld-linux.so.2...done. Loaded symbols for /lib/ld-linux.so.2 Reading symbols from /usr/lib/libGLcore.so.1...done. Loaded symbols for /usr/lib/libGLcore.so.1 Reading symbols from /usr/lib/libnvidia-tls.so.1...done. Loaded symbols for /usr/lib/libnvidia-tls.so.1 Reading symbols from /usr/XOrg-7.0/lib/libXau.so.6...done. Loaded symbols for /usr/X11R7/lib/libXau.so.6 Reading symbols from /usr/XOrg-7.0/lib/libXdmcp.so.6...done. Loaded symbols for /usr/X11R7/lib/libXdmcp.so.6 ssgVtxArray::getTriangle (this=0x2, n=0, v1=0x0, v2=0x0, v3=0x0) at ssg.h:577 577 short *get ( unsigned int n ) { return (short *) raw_get ( n ) ; } >Continuing. Program received signal SIGCONT, Continued. [Switching to Thread 16384 (LWP 1265)] Saved corefile core.1265 #0 ssgVtxArray::getTriangle (this=0x2, n=0, v1=0x0, v2=0x0, v3=0x0) at ssg.h:577 vv1 = 32766 vv2 = 32767 vv3 = -32768 #1 0x085f250d in SGShadowVolume::ShadowCaster::addLeaf (this=0xefcc648, [EMAIL PROTECTED], [EMAIL PROTECTED], geometry_leaf=0x97806f0) at shadowvolume.cxx:140 v2 = 11003 a = {-1.73717105, -0.235508993, 0.129190996} c = {-1.73735094, -0.234582007, 0.127739996} v1 = 11063 v3 = 11062 b = {-1.73906898, -0.233747005, 0.129186004} p = 1276422972 num_tri = 11308 num_ind = 0 #2 0x085f4318 in SGShadowVolume::SceneryObject::traverseTree (this=0xa47c268, branch=0x95e7e18) at shadowvolume.cxx:686 i = 158861040 tri_idx = 12528 ind_idx = 1725 new_part = (SGShadowVolume::ShadowCaster *) 0xefcc648
Re: [Flightgear-devel] bug hunting - black&white at altitude
K. Hoercher wrote: > On Tue, Dec 11, 2007 at 11:06:51PM -0800, Stewart Andreason wrote: > >> Next, why would flying above 42,000 ft create the following condition:? >> The sky texture turns black and white or grayscale, the aircraft's solid >> surfaces turn solid white, but textures like halo colors and the 3d >> instruments are still correct. >> screenshot: >> http://www.geocities.com/sandreas41/data/pre1.0-altitude-640.jpg >> >> No, it doesn't seem to happen with other aircraft I have tried, including >> the >> 787, T38, or the basic ufo... >> > > Just as quick follow-up. I have recently seen that too. Was riding > Concorde eastbound from KSFO. About that mentioned altitude or higher. > Departed around dawn local time (KSFO local, that is) and awaited > upcoming night due to longitude change/time. > > Then all the views changed to something resembling the referenced > screenshot (I might have similar looking ones lying around here). > > After a couple of minutes everything settled into the normal, more > expected night/dark/whatever vision. > > So, while not a terrible disaster, perhaps some glitch lingers around. > Perhaps I could, errm, shed some light on it. > > regards > K. Hoercher > > Hi K. Okay, then it is not just me. Further info then, I was able to get this effect to come and go by changing my altitude like a roller coaster, as I thought it was happening at a specific altitude, but on each successive up swing, this happened at a different altitude. I can make it come and go just by going up and down. This morning it is repeatable, up at 42,000, back down at 38,000, up at 39,000, etc. Good thing it isn't happening closer to the ground where everybody might see it. Then it would be a show stopper. Ah! I found the trigger altitude with the ufo, so everybody can duplicate it. 116,000 ft. Acts like a memory related problem? Like model load vs. scenery load as a guess. Stewart - SF.Net email is sponsored by: Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://sourceforge.net/services/buy/index.php ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
flightgear-devel@lists.sourceforge.net
Found a few (possible) bugs, T38 gives an error: running aar Nasal runtime error: No such member: getValue at /usr/local/FlightGear/data/Aircraft/T38/aar.nas, line 58 perhaps line 58 should give the full path "/systems/refuel/contact" instead of just "refuel/contact"? Next, when flying at dusk, thunderclouds turn into square shapes, as the alpha transparency goes opaque. Sometimes the 3d clouds can be corrected by toggling the 3d clouds checkbox in View.RenderingOptions off and back on, but new clouds are also black squares. screenshot: http://www.geocities.com/sandreas41/data/pre1.0-thundercloud.jpg Next, why would flying above 42,000 ft create the following condition:? The sky texture turns black and white or grayscale, the aircraft's solid surfaces turn solid white, but textures like halo colors and the 3d instruments are still correct. screenshot: http://www.geocities.com/sandreas41/data/pre1.0-altitude-640.jpg No, it doesn't seem to happen with other aircraft I have tried, including the 787, T38, or the basic ufo... Thanks, Stewart - SF.Net email is sponsored by: Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://sourceforge.net/services/buy/index.php ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] bug hunting before the 1.0 release
I found a couple things: at KSFO, watching AI traffic taxi from waypoint 60 to 61, (N37.6143 W122.3683) everybody jumps up into the air 5 to 10 ft. when rolling from the blacktop to concrete pavement. also at KSFO, on the west side of the airport, the American Airlines 737 parked at node 190 (N37.6191 W122.3882) is floating 50 ft. above the ground. As I don't see any elevation information in AI/Airports/KSFO/parking.xml, is this a problem with the ground elevation being reported wrong? Stewart - SF.Net email is sponsored by: Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://sourceforge.net/services/buy/index.php ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] error in SimGear-pre-release
Durk Talsma wrote: > On Tuesday 11 December 2007 20:00, Stewart Andreason wrote: > >> I've finally finished a cvs checkout for the PRE_OSG branch to test, and >> find this error is still present. >> >> Thank you Vadym for verifying it is not just me. Anybody else getting >> this, or not getting it? >> >> make[3]: Entering directory `/usr/src/SimGear-pre1.0-PLIB/simgear/math' >> FAIL: SGMathTest >> === >> 1 of 1 tests failed >> === >> make[3]: *** [check-TESTS] Error 1 >> >> (Linux) >> >> Stewart >> >> > > Do you need to run a specific "make" command (like make tests or something) > or > is this part of the regular ./configure ; make ; make install cycle. Just > wondering, because I don't recall seeing a [check-TESTS] as part of my > install cycle. > > Cheers, > Durk Hi Durk, I always run > make check If it passes, I install it. Tests are usually there for a reason, to check for regressions, or incompatible libraries. Stewart - SF.Net email is sponsored by: Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://sourceforge.net/services/buy/index.php ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] error in SimGear-pre-release
I've finally finished a cvs checkout for the PRE_OSG branch to test, and find this error is still present. Thank you Vadym for verifying it is not just me. Anybody else getting this, or not getting it? make[3]: Entering directory `/usr/src/SimGear-pre1.0-PLIB/simgear/math' FAIL: SGMathTest === 1 of 1 tests failed === make[3]: *** [check-TESTS] Error 1 (Linux) Stewart Vadym Kukhtin wrote: > > > 2007/5/24, Stewart Andreason <[EMAIL PROTECTED] > <mailto:[EMAIL PROTECTED]>>: > > Did anybody else get the error I reported May21? > during make check for simgear-0.3.11-pre1? > > > > make[3]: Entering directory > `/usr/src/SimGear-0.3.11-pre1/simgear/math' > FAIL: SGMathTest > > > I'm got same. > > (Ubuntu Fiesty) > > -- > --- > WBR, Vadym. > > > - > This SF.net email is sponsored by DB2 Express > Download DB2 Express C - the FREE version of DB2 express and take > control of your XML. No limits. Just data. Click to get it now. > http://sourceforge.net/powerbar/db2/ > > > ___ > Flightgear-devel mailing list > Flightgear-devel@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/flightgear-devel > - SF.Net email is sponsored by: Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://sourceforge.net/services/buy/index.php ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] real UFO
Melchior FRANZ wrote: >> Perhaps the improvements I made, regarding VTOL or vertical hovering, could >> be integrated into your ufo? >> > It's not really "my" UFO, although I kind-of maintain it ATM. You should > be aware that the UFO is primarily a means to explore the scenery, to take > screenshots, for scenery object placement etc. An UFO cockpit and fancy > "realistic" flight behavior might not be compatible with this purpose. > We'd have to take a look at this first. In the end it might be desirable > to have two *-set.xml files: one boring development version, and one "real" > UFO. > Hi, With my model sufficiently far into development, I'd finally like to ask; What are the requirements for an acceptable "real UFO"? Link to bluebird: http://www.geocities.com/sandreas41/flightgear_aircraft.html Stewart - SF.Net email is sponsored by: The Future of Linux Business White Paper from Novell. From the desktop to the data center, Linux is going mainstream. Let it simplify your IT future. http://altfarm.mediaplex.com/ad/ck/8857-50307-18918-4 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] former project policies
I was interested in finding out if my model followed the rules, and came up with a question: If I want to use a generic instrument, but need to modify the xml file slightly, would it be best to place that new instrument.xml file under the generic directory, or copy the entire instrument package to my model instruments directory? I am currently following the second option, as the rgb and ac files must be in the same directory to work. For another instrument, the Clock, I changed the rgb file so that the background was transparent instead of solid white. Perhaps I could submit it to replace the generic clock in CVS? Instruments-3d/clock/clock.rgb Thanks, Stewart -- Melchior FRANZ wrote: > I've now written together some rules for aircraft developers that I > used to consider official project policies. > > > http://wiki.flightgear.org/flightgear_wiki/index.php?title=User:Melchior_FRANZ > > - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2005. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Oleg's Adventures - Oopsee - vivian had some problems, so try the tool if you don't want browser plugins installed :o(
Gerard, The url for the divx file is in the embed tag http://video.stage6.com/1736096/.divx"; /> It would be nice to have a direct link on the page though... Stewart gerard robin wrote: > On sam 13 octobre 2007, Forums Virgin Net wrote: > >> Hi, >> OK I know people are getting impatient so here is a semi final version >> the last 4 minutes or so has to be finalised yet. >> >> http://stage6.divx.com/user/Ortorea/video/1736096/OLegs-Adventure-3-Teaser- >> --This-is-a-Semi-Final-Release >> >> > AND does not work with my FC6 Linux version > > - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now >> http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] The Release
Thank you Vivian for that report, I'm running Linux-2.4.34 with GCC-3.3.2 and make-3.79.2a1 , and have checked for library conflicts, but ldd lists the same 5 .so files as SimGear-0.3.10/simgear/math/SGMathTest, which DOES work correctly. Checking further, I can say that the error occurs in SGMathTest.cxx at line 350 // Check geodetic/geocentric/cartesian conversions if (!GeodesyTest()) return EXIT_FAILURE; But why would this newly un-commented test fail on my system? I'm hoping to narrow down, if it is unique to my system somehow, or if anyone else has gotten this error during make check. Stewart Vivian Meazza wrote: >> Did anybody ever acknowledge, duplicate, or fix the bug I reported in >> Simgear-0.3.11-pre1 on May21? >> >> make[3]: Entering directory >> `/usr/src/SimGear-0.3.11-pre1/simgear/math' >> FAIL: SGMathTest >> >> > Not under MSVC8 - compiles correctly. > > > - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now >> http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] The Release
Did anybody ever acknowledge, duplicate, or fix the bug I reported in Simgear-0.3.11-pre1 on May21? make[3]: Entering directory `/usr/src/SimGear-0.3.11-pre1/simgear/math' FAIL: SGMathTest Stewart - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now >> http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Announcing bluebird model
Hi all, I have finally finished work on Bluebird, and am releasing the first version. I don't think there will be a bandwidth problem this time, as I have placed the zip file on a different server. Please visit: http://www.geocities.com/sandreas41/flightgear_aircraft.html I have left debugging info in the nasal script, but commented out, for those who wish to investigate some things I discovered, that are either "features" of the ufo model, or just bugs. Since someone earlier suggested I transition to jsbsim or yasim, I ask the group: Has anyone came close to making such a model that mimics the flight characteristics of the ufo? I welcome comments, and suggestions, after I wake up in a couple days ;) Stewart Stewart Andreason wrote: > Melchior FRANZ wrote: > >> be aware that the UFO is primarily a means to explore the scenery, to take >> screenshots, for scenery object placement etc. An UFO cockpit and fancy >> "realistic" flight behavior might not be compatible with this purpose. >> We'd have to take a look at this first. In the end it might be desirable >> to have two *-set.xml files: one boring development version, and one "real" >> UFO. >> > > > I understand. Leave the existing ufo alone, and I'll need to create a > different Unencumbered Flying Object that can be GPL'd. > > When I stop improving what I've already made, and start creating a new "real" > ufo, I'll get back to you (all). :) > > > - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now >> http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] nasal variables
Ah! I knew there was a simple answer, I need only to ask. Thanks Harald JOHNSEN wrote: > Check > http://wiki.flightgear.org/flightgear_wiki/index.php?title=Nasal_scripting_language. > > You'll want to have a listener on the reset signal > > setlistener("/sim/signals/reinit", func { > > start_up(); > > }); > > > - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now >> http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] nasal variables
Andy Ross wrote: Hi Andy, Ah, that did look like a lot of extra code to handle node-based variables. > That said, you really don't want to be designing your scripts around > raw, low-level performance issues. Write your code to be readable, > not blazingly fast. In general "altitude" is more readable than > "altNode.getValue()". > Of course, but I will optimize for performance wherever possible! Not much readability difference between altitude and altitude.getValue(), I'll pick the faster one. ok, new question: I see that after a File.RESET, the global variables (at nodes) get reinitialized to the values they are set to in the nasal file, but the nasal (pseudo-global-to-the-one-file) variables do not. I would like to know how to reset the nasal variables. I have rounded them up in a function called start_up and tried adding start_up to the section in the main-set.xml, but it also is only run once. Is is there an easier way to check for when to call it without putting it in one of the main loops? if (reinit_vars.getValue()) { start_up(); } Also, I find placing this at the top level in the nasal file isn't good enough. How is it that the global.node variables get reset, but my if statement does not get evaluated more than once? It seems any functions running after the Reset, must be already running with settimer hooks. Thanks, Stewart - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now >> http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] A Car for Flightgear
Detlef Faber wrote: > Driving is best with OSG, Plib delivers a lot of crashes and unstable > behaviour in rough terrain. > > That was an understatement. Good thing the jeep has a rollbar. ;-) Can the "unstable" problem be fixed for plib version of Flightgear? Does it need a wider wheelbase, or an engine with less torque? or less spring in the "gear"? Nice jeep, BTW. Stewart - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now >> http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] nasal variables
Andy Ross wrote: > Stewart Andreason wrote: > >> Is there a preference for how variables are declared and used in nasal? >> between the global type: >> var some_name = 0; >> which can be accessed and changed from any function, >> > > That's a Nasal variable. It's not "global" in the sense that all > users will see the same value for "name". It's part of the namespace > of the executing function (which might be the whole file), and is > visible only to the current function, and other "func" expressions > assigned during that execution. > > Thanks for the clarification Andy, I meant global to the nasal file, and available only to the functions defined within. >> and using the nodes >>var name = >> props.globals.getNode("/sim/model/aircraftName/someDirectory/name",1); >> and accessing with .getValue and .setValue. >> > > That's *also* a Nasal variable, but it holds a reference to a property > node instead of an actual value. Interestingly, the property node, > unlike the variable above, *is* a global thing (i.e. every part of > FlightGear sees the same node for /sim/model/.../name). > > The advantage to Nasal-space data is that it's fast and simple. If > the only thing that will care about the value is your script, they are > good choices. > > Right. When writing my nasal scripts, I imitated other available examples in programming style. I'm just questioning if it is necessary, or faster mostly, to define a "local" variable in a function for multiple accesses. func { var temp1 = globalVar.getValue(); if (temp1 > 0.5) { # typical usage seen var x1 = temp1 + (temp1 * 4); # for a more intense example etc. or if it is more for filesize, and easier to read. It would seem, if temp1 only gets accessed once past declaration, then it would not be efficient. If accessing temp1 _is_ faster than .getValue, then at 2 or 3 accesses, I imagine it becomes faster to do the above? Thanks, Stewart - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now >> http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] nasal variables
Is there a preference for how variables are declared and used in nasal? between the global type: var some_name = 0; which can be accessed and changed from any function, and using the nodes var name = props.globals.getNode("/sim/model/aircraftName/someDirectory/name",1); and accessing with .getValue and .setValue. Is one faster than the other? Are there limits on the number of variables allowed? Stewart - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now >> http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] how can I rotate hotpots as an object?
Is it possible to assign an object name to the hotspot xml file loaded by containing and for ? I would like to perform an animation type rotate upon it, so it doesn't get left behind when the cockpit moves. Thanks, Stewart - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now >> http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] "scale" animation change -- checking aircraft required
alexis bory wrote: > Any URL for this webpage ? > > Oh, sorry. Guess I was trying not to promote it until after I completed the next step in development. http://www.geocities.com/sandreas41/flightgear_aircraft.html Stewart - This SF.net email is sponsored by DB2 Express Download DB2 Express C - the FREE version of DB2 express and take control of your XML. No limits. Just data. Click to get it now. http://sourceforge.net/powerbar/db2/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] "scale" animation change -- checking aircraft required
Melchior FRANZ wrote: >>> Note that a single 0.123 >>> does *not* work on fg/plib. >>> >^^^ > > >> I was using a single in several places... but after specifying >> all three axis, it needed fixing. >> > > *fg/plib*! You are using fg/osg, no? Um, No. I believe the 0.9.10 release is plib. > And that's a part of the > problem. People who have tuned their aircraft for fg/osg do > now find that those don't work well with 0.9.11, and that > scaled objects can look very different in both. > In my case, I've not tested them in fg/osg, nor have I received any emails that there are any bugs like that. I would hope to receive reports of any malfunctions. > And if people had followed the model howto, then there wouldn't > be problems at all. I read that nice instruction file. Are there any other animation-types like flash, that are not listed in the model howto? I'm especially looking for "shadow". Meaning the sun does not shine on the inside of anybody's craft. > Of course, if you don't care at all how your model looks in > 0.9.11, then you don't need to change anything. Your models > aren't GPL compatbile, nor part of fgfs, let alone of 0.9.11, > so you shouldn't worry, anyway. > > I do care, and am working on fixing that "unacceptable reputation" by creating a GPL model to showcase the "lighting improvements" and "eye-candy" I developed, and simply haven't seen elsewhere. As my webpage now shows. Stewart - This SF.net email is sponsored by DB2 Express Download DB2 Express C - the FREE version of DB2 express and take control of your XML. No limits. Just data. Click to get it now. http://sourceforge.net/powerbar/db2/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] "scale" animation change -- checking aircraft required
Melchior FRANZ wrote: > Note that a single 0.123 > does *not* work on fg/plib. Never has. So you need the three x/y/z > offsets of 1 there, too. > > What Never? I was using a single in several places... but after specifying all three axis, it needed fixing. I've made several changes and enhancements to roll out anyways. fixed danube sa shuttle6 sa shuttle9 sa Stewart - This SF.net email is sponsored by DB2 Express Download DB2 Express C - the FREE version of DB2 express and take control of your XML. No limits. Just data. Click to get it now. http://sourceforge.net/powerbar/db2/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] error in SimGear-pre1
Did anybody else get the error I reported May21? during make check for simgear-0.3.11-pre1? Could it be a math bug, and be related to the instability Michelle reported May20? Stewart make[2]: Entering directory `/usr/src/SimGear-0.3.11-pre1/simgear/math' make SGMathTest make[3]: Entering directory `/usr/src/SimGear-0.3.11-pre1/simgear/math' if g++ -DHAVE_CONFIG_H -I. -I. -I../../simgear -I../.. -I/usr/X11R6/include -g -O2 -D_REENTRANT -MT SGMathTest.o -MD -MP -MF ".deps/SGMathTest.Tpo" -c -o SGMathTest.o SGMathTest.cxx; \ then mv -f ".deps/SGMathTest.Tpo" ".deps/SGMathTest.Po"; else rm -f ".deps/SGMathTest.Tpo"; exit 1; fi g++ -g -O2 -D_REENTRANT -L/usr/X11R6/lib -o SGMathTest SGMathTest.o libsgmath.a -lm make[3]: Leaving directory `/usr/src/SimGear-0.3.11-pre1/simgear/math' make check-TESTS make[3]: Entering directory `/usr/src/SimGear-0.3.11-pre1/simgear/math' FAIL: SGMathTest === 1 of 1 tests failed === make[3]: *** [check-TESTS] Error 1 make[3]: Leaving directory `/usr/src/SimGear-0.3.11-pre1/simgear/math' make[2]: *** [check-am] Error 2 make[2]: Leaving directory `/usr/src/SimGear-0.3.11-pre1/simgear/math' make[1]: *** [check-recursive] Error 1 make[1]: Leaving directory `/usr/src/SimGear-0.3.11-pre1/simgear' make: *** [check-recursive] Error 1 - This SF.net email is sponsored by DB2 Express Download DB2 Express C - the FREE version of DB2 express and take control of your XML. No limits. Just data. Click to get it now. http://sourceforge.net/powerbar/db2/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FlightGear-0.9.11-pre1 (source code) available for download and testing
I have found an early problem with simgear-0.3.11-pre1 configure and make went fine, but make check has stopped with errors. make[2]: Entering directory `/usr/src/SimGear-0.3.11-pre1/simgear/math' make SGMathTest make[3]: Entering directory `/usr/src/SimGear-0.3.11-pre1/simgear/math' if g++ -DHAVE_CONFIG_H -I. -I. -I../../simgear -I../.. -I/usr/X11R6/include -g -O2 -D_REENTRANT -MT SGMathTest.o -MD -MP -MF ".deps/SGMathTest.Tpo" -c -o SGMathTest.o SGMathTest.cxx; \ then mv -f ".deps/SGMathTest.Tpo" ".deps/SGMathTest.Po"; else rm -f ".deps/SGMathTest.Tpo"; exit 1; fi g++ -g -O2 -D_REENTRANT -L/usr/X11R6/lib -o SGMathTest SGMathTest.o libsgmath.a -lm make[3]: Leaving directory `/usr/src/SimGear-0.3.11-pre1/simgear/math' make check-TESTS make[3]: Entering directory `/usr/src/SimGear-0.3.11-pre1/simgear/math' FAIL: SGMathTest === 1 of 1 tests failed === make[3]: *** [check-TESTS] Error 1 make[3]: Leaving directory `/usr/src/SimGear-0.3.11-pre1/simgear/math' make[2]: *** [check-am] Error 2 make[2]: Leaving directory `/usr/src/SimGear-0.3.11-pre1/simgear/math' make[1]: *** [check-recursive] Error 1 make[1]: Leaving directory `/usr/src/SimGear-0.3.11-pre1/simgear' make: *** [check-recursive] Error 1 only 6 lines have changed in SGMathTest.cxx from 0.3.10. and 0.3.10 does not give this error, even today. Running: linux-2.4.34-4 gcc-3.3.2 Stewart Curtis Olson wrote: > FlightGear-0.9.11-pre1 is now available for download and testing. I > have finished updating the FlightGear and SimGear web pages and ftp > sites with the appropriate links to download the source code. This > release is still based entirely on plib and does not have any > dependency on OSG. > > Note that you will need to fetch simgear-0.3.11-pre1, > flightgear-0.9.11-pre1, and fgfs-base-0.9.11-pre1 > > - This SF.net email is sponsored by DB2 Express Download DB2 Express C - the FREE version of DB2 express and take control of your XML. No limits. Just data. Click to get it now. http://sourceforge.net/powerbar/db2/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] compressed splash by Gimp Was: An-2 v0.2 ready!
Melchior FRANZ wrote: >> After trying this and that, I find if I save with Aggressive RLE >> Compression, then it crashes Flightgear 0.9.10. > > Did you miss my message where I explained the cause and reported the > fix? Of course, I could only fix fgfs in cvs, and not the copy of > 0.9.10 on your harddisk, which will remain broken till the end of > time. :-P I saw it, but was thinking of pointing out how to keep the aircraft packages compatible with the "current version" as available at flightgear.org - This SF.net email is sponsored by DB2 Express Download DB2 Express C - the FREE version of DB2 express and take control of your XML. No limits. Just data. Click to get it now. http://sourceforge.net/powerbar/db2/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] compressed splash by Gimp Was: An-2 v0.2 ready!
Melchior FRANZ wrote: > * Melchior FRANZ -- Saturday 28 April 2007: >> splash textures can now also be greyscale and greyscale/alpha, >> and they also respect an alpha layer. That way one can use >> countours (squadron emblems, etc.) together with varying background >> colors (--prop:/sim/gui/style/colors/splash-screen/red=0.5 etc.) > > Here's an example: > > http://members.aon.at/mfranz/a6-splash.jpg [24.6 kB] Too bad the splash loader doesn't take jpeg files. The size difference is more than significant. I grabbed the A-6E/splash.rgb from cvs to see what you're talking about. I do see what you're doing with the alpha. It is one way to save space. However, I don't see the greyscale. Perhaps this isn't meant as an example of that. It is "just another" 8/8/8/8 bit file, that doesn't look "special" to me. BUT, when I posed above a green runway, and made my own transparent splash screen file... _I_ got a Seg.Fault!! After trying this and that, I find if I save with Aggressive RLE Compression, then it crashes Flightgear 0.9.10. If I save with just RLE compression, it works file, and only costs a few bytes. So, If Alpha == 0 then save Agressive RLE is ok else if alpha >=1 then save RLE compression. So while the SGI format may not support 8/8/8/1, the identify program does make the distinction, that seems to have relevance to splash screens (in the old loader). >> So it's indeed required not to use the aggressive RLE option for >> the splash screen images [...] > > Nope. But GIMP apparently generates corrupted files where compressed > scanlines aren't properly closed. (This is probably the reason why > they falsely claim that SGI doesn't support those. Yes, some spec > compliant readers may not like the corrupted GIMP files. ;-) So the documentation for how to save as sgi format is needing some clarification regarding images with transparency. Stewart - This SF.net email is sponsored by DB2 Express Download DB2 Express C - the FREE version of DB2 express and take control of your XML. No limits. Just data. Click to get it now. http://sourceforge.net/powerbar/db2/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] announcing star trek runabout shuttle and many comments and questions
Melchior FRANZ wrote: > be aware that the UFO is primarily a means to explore the scenery, to take > screenshots, for scenery object placement etc. An UFO cockpit and fancy > "realistic" flight behavior might not be compatible with this purpose. > We'd have to take a look at this first. In the end it might be desirable > to have two *-set.xml files: one boring development version, and one "real" > UFO. I understand. Leave the existing ufo alone, and I'll need to create a different Unencumbered Flying Object that can be GPL'd. When I stop improving what I've already made, and start creating a new "real" ufo, I'll get back to you (all). :) Are submodels disabled in the ufo? I believe someone suggested I convert to yasim or jsbsim for some other reason (too)... Stewart - This SF.net email is sponsored by DB2 Express Download DB2 Express C - the FREE version of DB2 express and take control of your XML. No limits. Just data. Click to get it now. http://sourceforge.net/powerbar/db2/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] An-2 v0.2 ready!
Hi Melchior, Melchior FRANZ wrote: > * Stewart Andreason -- Friday 27 April 2007: >> Red: 8-bit >> Green: 8-bit >> Blue: 8-bit >> Alpha: 8-bitAlpha: 1-bit in danube, and 0 bits in bo105 > > I checked an arbitrary file for which "identify" reports 8/8/8/1, > but after checking the header values it turned out that is in fact > a normal, boring 8/8/8/8 file. The SGI format doesn't even support > 8/8/8/1 -- there's no way to specify that in the header! So > "identify" is wrong, or tries to be clever. No idea where it > gets this nonsense from. Oh!? I'll have to dig deeper in my research. If my {danube|shuttle}-splash.rgb files are actually 8-bit alpha, and they work for me, and I haven't heard any reports of problems, then that would discount my conclusion. That would however, explain why my splash files are larger than desired. > An example is the harrier splash screen. Does it crash fgfs for > you? (Doesn't for me.) no. it loads fine. Yes, identify shows it as 8/8/8/1. I can't tell if it is or isn't. Gimp doesn't have an info panel that shows alpha bits, but using the color picker, I can't find any pixels with an alpha less than 255. >>> Can someone send me a link to a splash texture that crashes fgfs >>> for him/her? And a backtrace for the crash if possible. > >> For the an2-splash with 8-bit alpha color: >> >> (gdb) run --aircraft=danube > > Don't have that aircraft. Is the texture available somewhere? > (separate, not in a 20MB package :-) Ooops! That was a sloppy mistake. I might actually promote my work in the _negative!_ Actually, I didn't have the an2 installed, so just copied the splash.rgb over to my model directory for testing. I hear a complaint my models are too big. ... I can't disagree with that. Thanks to this thread, I have shrunk my image files by 1/3 Yea! Would it also help if I gut the interior and doors, and release a smaller, (less functional) version? I think I'm better off just making a new model from scratch that can be GPL'd. >> #3 0x404b370f in operator delete[] (ptr=0x9800) >> at /usr/src/gcc-3.3.2/libstdc++-v3/libsupc++/del_opv.cc:36 >> #4 0x0854bae9 in SGTexture::read_rgb_texture (this=0x872e208, >> name=0x8b31e00 "") at texture.cxx:276 > > That's strange. Can you please update sg/fg and try again? (A new > backtrace would be nice, and the broken(?) texture.) I made some > changes to texture.cxx. I don't really think I fixed the problem, > but one never knows. :-) That'll take days. I was waiting for the next tarball point release before I break my system. ;) >>> The "Shared Rows" percentage says that it's "aggressively" compressed. >> That's an interesting detail I don't know about. > > I assume that KDE's image file module is the only way to check that. I > wrote it. :-) Ah, very nice then. :) Stewart - This SF.net email is sponsored by DB2 Express Download DB2 Express C - the FREE version of DB2 express and take control of your XML. No limits. Just data. Click to get it now. http://sourceforge.net/powerbar/db2/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] announcing star trek runabout shuttle and many comments and questions
Hi Melchior, I had tried getting the ufo from cvs last month, had trouble, and didn't have time to dive in... From the ufo_20060710.zip dated 2006-Jul-11 25134 bytes: Using arrow keys gives Nasal runtime error: non-objects have no members at /usr/local/FlightGear/data/Aircraft/ufo/ufo.nas, line 717 Failed to execute command nasal And clicking gives Nasal runtime error: non-objects have no members at /usr/local/share/FlightGear/data/Aircraft/ufo/ufo.nas, line 579 if (KbdCtrl.getBoolValue()) { I think the problem is at line 875 thru 877, these nodes have not been created. Need arg[1] to be true. But after fixing that, I still can't get anything to happen (when clicking or keypress up and down.) except it does bring up the textbox above (0) Models/fgfsdb/RAFTower.xml Browsing the internal properties, I see the new nodes are still undefined. If I set them to 0 or false, then things start working. But it still ignores the modifier keys. Ctrl, Shift don't function. Is 0.9.10 missing something here, or what else could it be? Stewart Looking at my directory: Apr-27 9:45:55 [0[pts/7:41]sandreas /<4>Aircraft/ufo> ls total 44 -rw-r--r--1 sandreas 471 Jan 5 2004 ufo-sound.xml -rw-r--r--1 sandreas 3667 Jan 17 2005 thumbnail.jpg -rw-r--r--1 sandreas 3636 Jun 19 2006 ufo-set.xml -rw-r--r--1 sandreas29705 Jul 10 2006 ufo.nas drwxr-xr-x2 sandreas 2048 Mar 28 18:59 Models/ Apr-27 9:45:55 [0[pts/7:42]sandreas /<4>Aircraft/ufo> ls Models total 88 -rw-r--r--1 sandreas33775 Mar 18 2004 ufo.ac -rwxr-xr-x1 sandreas 699 Apr 5 2004 ufo.xml* -rw-r--r--1 sandreas 2117 Mar 14 2006 cursor.rgb -rw-r--r--1 sandreas31620 Mar 14 2006 cursor.ac -rw-r--r--1 sandreas 8637 Apr 11 2006 sign.rgb -rw-r--r--1 sandreas 1786 May 1 2006 sign.ac Melchior FRANZ wrote: > * Stewart Andreason -- Saturday 10 March 2007: >> Perhaps the improvements I made, regarding VTOL or vertical hovering, with >> bindings to joystick and now keyboard, could be integrated into your ufo? >> Would I check out the current cvs to make proposed patches? > > It's not really "my" UFO, although I kind-of maintain it ATM. It's more > a common project property. But yes, for submitting a patch you should > check out the CVS version, and make a "cvs diff" against it. You should > be aware that the UFO is primarily a means to explore the scenery, to take > screenshots, for scenery object placement etc. An UFO cockpit and fancy > "realistic" flight behavior might not be compatible with this purpose. > We'd have to take a look at this first. In the end it might be desirable > to have two *-set.xml files: one boring development version, and one "real" > UFO. > > > >> Also, the formula to make the shadow shrink with altitude could be >> a useful idea. > > Er ... what? > > > >> Many new screenshots available, (but only 4 Mb per hour) > > Some of them look really nice. :-) > > m. > > - > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the chance to share your > opinions on IT & business topics through brief surveys-and earn cash > http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV > ___ > Flightgear-devel mailing list > Flightgear-devel@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/flightgear-devel > - This SF.net email is sponsored by DB2 Express Download DB2 Express C - the FREE version of DB2 express and take control of your XML. No limits. Just data. Click to get it now. http://sourceforge.net/powerbar/db2/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] An-2 v0.2 ready!
You've got me interested. I (finally) took a look at the splash.rgb file... I don't have kde, but I do have imagemagick installed, and using # identify -verbose I get a long list of technical specs, that only differ from bo105-splash.rgb or danube-splash.rgb in a couple areas: Image: an2-splash1.rgb Format: SGI (Irix RGB image) Class: DirectClass Geometry: 512x512+0+0 Type: TrueColorMatte(Type: TrueColor in bo105) Endianess: Undefined Colorspace: RGB Channel depth: Red: 8-bit Green: 8-bit Blue: 8-bit Alpha: 8-bitAlpha: 1-bit in danube, and 0 bits in bo105 Channel statistics: Red: Min: 0 (0) Max: 255 (1) Mean: 53.1742 (0.208526) Standard deviation: 75.8434 (0.297425) Green: Min: 0 (0) Max: 255 (1) Mean: 66.2499 (0.259804) Standard deviation: 79.7865 (0.312888) Blue: Min: 0 (0) Max: 255 (1) Mean: 84.0289 (0.329525) Standard deviation: 82.9706 (0.325375) Alpha: Min: 255 (1) Max: 152 (0.596078) Mean: 254.998 (0.93) Standard deviation: 0.403287 (0.00158152) Colors: 40641Colors: much less in other files Rendering intent: Undefined Resolution: 72x72 Units: Undefined Filesize: 467.566kb Filesize: not the largest seen Interlace: None Background color: white Background: black in bo105 Border color: rgb(223,223,223) Matte color: grey74 Transparent color: none Page geometry: 512x512+0+0 Dispose: Undefined Iterations: 0 Compression: RLE [snip] I tried loading it in Gimp, and saving in the same manner I have created the other rgb via sgi files, as I commented last week from the documentation. It didn't work. Still SegFaults with error 11. So, since the Alpha channel is the biggest difference, I tried Flattening the image, and it loads! Conclusion: 1-bit alpha is supported. 8-bit alpha is not. Hey, nice picture Yurik! Melchior FRANZ wrote: > * Erik Hofman -- Sunday 15 April 2007: >> So it's indeed required not to use the aggressive RLE option for the >> splash screen images [...] > > Umm ... but $FG_ROOT/Aircraft/bo105/splash.rgb *is* "aggressively" > compressed. Does it crash fgfs for anyone? First time I've seen this. > Can someone send me a link to a splash texture that crashes fgfs > for him/her? And a backtrace for the crash if possible. For the an2-splash with 8-bit alpha color: (gdb) run --aircraft=danube Starting program: /usr/local/bin/fgfs --aircraft=danube [Thread debugging using libthread_db enabled] [New Thread 16384 (LWP 3331)] Program received signal SIGSEGV, Segmentation fault. [Switching to Thread 16384 (LWP 3331)] 0x40559955 in _int_free (av=0x4060d5c0, mem=0x8b32000) at malloc.c:4177 4177if (!nextinuse) { Current language: auto; currently c (gdb) bt #0 0x40559955 in _int_free (av=0x4060d5c0, mem=0x8b32000) at malloc.c:4177 #1 0x4055874f in __libc_free (mem=0x8b31e00) at malloc.c:3355 #2 0x404b36b3 in operator delete (ptr=0x9800) at /usr/src/gcc-3.3.2/libstdc++-v3/libsupc++/del_op.cc:39 #3 0x404b370f in operator delete[] (ptr=0x9800) at /usr/src/gcc-3.3.2/libstdc++-v3/libsupc++/del_opv.cc:36 #4 0x0854bae9 in SGTexture::read_rgb_texture (this=0x872e208, name=0x8b31e00 "") at texture.cxx:276 #5 0x0807fe1b in fgSplashInit ( splash_texture=0x8a35748 "Aircraft/danube/an2-splash1.rgb") at /usr/local/include/simgear/misc/sg_path.hxx:132 #6 0x08054c5f in fgMainInit (argc=2, argv=0xb5d4) at main.cxx:1037 #7 0x08050e3a in main (argc=38912, argv=0x9800) at bootstrap.cxx:203 > Used on the bo105 texture: > > $ sgi $FG_ROOT/Aircraft/bo105/splash.rgb > /usr/local/share/FlightGear/Aircraft/bo105/splash.rgb > Name:Bo105 -- http://www.flightgear.org/ -- Melchior > FRANZ 2005 > Bit Depth: 24 bpp > Color Mode: RGB > Compression: Runlength Encoded, 50.5% > Dimensions: 512 x 512 pixels > Shared Rows: 0.3% > > > The "Shared Rows" percentage says that it's "aggressively" compressed. That's an interesting detail I don't know about. Stewart - This SF.net email is sponsored by DB2 Express Download DB2 Express C - the FREE version of DB2 express and take control of your XML. No limits. Just data. Click to get it now. http://sourceforge.net/powerbar/db2/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] LANDING LIGHTS
Hi Carl, I assume you want the ufo to shine lights onto the ground? Unfortunately, as Melichor confirmed on Jan.24, material emissions do not cast light on nearby surfaces, and there are no other light sources that can, other than the Sun of course. Also, "Mathias has plans for that." So, Not yet. Stewart Simulador wrote: > Hi, > > I would like to use UFO with LANDING LIGHTS, > > Does someone could point what should I do to have this system on the UFO. > > Regards, > > Carl - This SF.net email is sponsored by DB2 Express Download DB2 Express C - the FREE version of DB2 express and take control of your XML. No limits. Just data. Click to get it now. http://sourceforge.net/powerbar/db2/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] An-2 v0.2 ready!
In the wiki flightgear-fileFormat page, I read directions that said to save in .sgi format with agressive RLE compression. Then rename splash.sgi to splash.rgb Stewart [EMAIL PROTECTED] wrote: > On Fri, 13 Apr 2007 14:43:49 +0200, gh.robin wrote >> And if i take the splash.rgb file with Gimp load and save, i get a >> working an2 loaded with that new splash file. > > It seems I set not correct rgb options when save file. But I use gimp too > and verify splash-screen under PLIB devel & 0.9.10 release of FGFS... > > It's strange for my... splash-screen is very simple work... > > What's parameters of rgb you use? > > - > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the chance to share your > opinions on IT & business topics through brief surveys-and earn cash > http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV > ___ > Flightgear-devel mailing list > [EMAIL PROTECTED] > https://lists.sourceforge.net/lists/listinfo/flightgear-devel > - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV ___ Flightgear-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] IRL Solo flight and Mainair Flash 2 Alpha microlight
Hi Stuart, Congratulations! It is indeed the whitespace. I've been dealing with that too. Just change it to an underscore, and it will be fine. Stewart Stuart Buchanan wrote: >> BTW: do you know that it is only usable with FG-OSG? >> With FG-PLIB (latest CVS) I get these errors: >> >> WARNING: ac_to_gl: Can't parse this MATERIAL: >> WARNING: ac_to_gl: MATERIAL "Pink Fairing" rgb 1 0.27451 0.65098 amb 0.5 >> 0.5 0.5 emis 0 0 0 spec 0.601071 0.601071 0.601071 shi 32 trans 0 > > I will investigate. I wonder if the cause is the whitespace in the > material name. - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] announcing star trek runabout shuttle and many comments and questions
Hi Durk, Thanks for the technical tip. I should rename my shadows as Umbra(s) ;D And probably recalculate the % decrease in width. Sounds like a fun math problem. :) Stewart Durk Talsma wrote: > Hmm, technically, either one of you guys can be right, depending on > which shadow you look at. :-) > > http://en.wikipedia.org/wiki/Penumbra > > Since the sun is not a point light source, the dark core of the shadow, > the umbra will get smaller, but the half illuminated edge, the penumbra > will get larger. > > Cheers, > Durk - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] announcing star trek runabout shuttle and many comments and questions
Hi M, Well yes, you're right. The outside edge of the shadow should get larger, albeit fractionally. But what I was attempting to replicate was the light that refracts around the object makes the shadow Appear smaller, like you also said. The alternative I guess, would be to make the transparent value increase with altitude. The viewpoint I was addressing, was from a fixed viewpoint, like the tower. Stewart Melchior FRANZ wrote: > * Stewart Andreason -- Saturday 10 March 2007: >> When I added shadows to the 3 craft I have, I found it nicer to >> have the shadow shrink as altitude increases. > > Err ... but they don't in real life. They just *look* smaller > when they are farther away, just like in FlightGear already. > (Theoretically, they should even get bigger, but you'd need > to be at a very high altitude -- let's say a few million km. :-) > > m. - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] announcing star trek runabout shuttle and many comments and questions
Oh no, No cockpit! :) Just the VTOL or hover capabilities might be useful. Melchior FRANZ wrote: > You should > be aware that the UFO is primarily a means to explore the scenery, to take > screenshots, for scenery object placement etc. An UFO cockpit and fancy > "realistic" flight behavior might not be compatible with this purpose. Right. > We'd have to take a look at this first. In the end it might be desirable > to have two *-set.xml files: one boring development version, and one "real" > UFO. Well, the "real" UFO is what I'm trying to make. For flying purposes. But it seems I will have to make one with no Hollywood ties. and thus it might be original or boring depending on how it is taken. That firefly idea was neat, but definitely un-traditional. >> Also, the formula to make the shadow shrink with altitude could be >> a useful idea. > > Er ... what? When I added shadows to the 3 craft I have, I found it nicer to have the shadow shrink as altitude increases. >> Many new screenshots available, (but only 4 Mb per hour) > > Some of them look really nice. :-) Thank you, I think I worked harder on them than I intended to. Stewart - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] announcing star trek runabout shuttle and many comments and questions
Sure, sorry! http://www.geocities.com/sandreas41/flightgear_aircraft.html Georg Vollnhals wrote: > Hi Stewart, > can you give the link - I lost it somehow. > Thank you. > Georg EDDW - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Joystick issue - peculiar
When I run js_demo, I get a number from -1.0 to 0.0 to 1.0 Where is this level of precision set? Ah ha! I had no dead-band set in my joystick-name-here-or-js0.xml Nick, can you find which joystick.xml file it is using? Perhaps looking thru it will help. I don't think I can be of further help here. Stewart Nick Warne wrote: > On Saturday 10 March 2007 18:00:45 Stewart Andreason wrote: >> Can the dead band be increased? >> >> My own Thrustmaster joystick is less than consistant about the zero-center, >> but not like you have described. >> >> I have not looked into fixing it myself, yet. >> >> Stewart >> >> Nick Warne wrote: >>> Hi all, >>> >>> This is _not_ a bug report, nor perhaps FG specific, but rather a >>> discussion of a joystick issue I see - now I have seen this, it is like >>> when you get a little stone in your shoe, but no matter how much you >>> look, you can't find the bugger - but because you know it's there, you >>> can't stop thinking about it :-D > > Well, I dunno if it is deadband. What causes the X Y Z axes to recalibrate > to '337' after runing fgfs or js_demo on an otherwise OK joystick X Y Z > of '0'? > > Why 337? I am stumped. > > Nick > - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] announcing star trek runabout shuttle and many comments and questions
After some research into this, I understand how my models cannot be GPL due to Paramount/Viacom rights regarding their copyrighted material. So I partially take back my wish to replace the ufo. At least the Greys from the Roswell saucer don't have lawyers. ;) But my models are still available. At least That, I think is acceptable. Melchior, Perhaps the improvements I made, regarding VTOL or vertical hovering, with bindings to joystick and now keyboard, could be integrated into your ufo? Would I check out the current cvs to make proposed patches? Also, the formula to make the shadow shrink with altitude could be a useful idea. Also, ... I said I wouldn't do the interior,... was I so wrong. That's turned out to be the best eye-candy yet! Now I've done some work on variable interior lighting to compensate for the sun going down. shuttle6 is now very flyable from the cockpit. And the trek-related insignia can be turned off. But the hull design is still obvious. So, how much would the model have to "not" resemble star trek, or any of the 2 dozen other space shows that I can think of? to be safe to include in Flightgear? Would a similar model with the _functionality_ of shuttle6 be of interest?? (I can change several (more) aspects of the craft, beyond color and shape, since now 69.4% of the vertices are not based on previous works... but every shape and wing design can resemble some existing space show or game...) This must be why the Area51 saucer and Boeing craft are safe... "not from Hollywood." Many new screenshots available, (but only 4 Mb per hour) Stewart GWMobile wrote: > Of course it should not be included in the package. > Legal 101 :-) > > > On Fri, 16 Feb 2007 9:48 am, Steve Hosgood wrote: >> Martin Spott wrote: >> >>> Hi Stewart, >>> >>> Stewart Andreason wrote: >>> >>> >>>> I thought I was done, but you know how it goes. I thought of several >>>> ideas for >>>> improvements, and managed to write the code to do it. >>>> >>> >>> How would you define "non-profit commercial use". Does your intention >>> meet the demands of the GPLv2 ? >>> >>> >> Ignoring GPL issues for a moment (important though they may be), the >> entire concept of the Star Trek® Danube-Class® Landing Craft® is >> copyright© by Paramount Pictures® until about the year 2845 (assuming >> the US government manage to keep extending the terms as they have for >> the last 50 or so years). >> >> Is it safe for FG to include such a likely target for Paramount >> Pictures'® Copyright© Lawyers® (*)? >> It looks like a great model (from the screenshots) and probably would >> be nice eye candy and publicity for the FG project, but it could be a >> ticking bomb for us. I'm rather uneasy about it all >> >> Steve >> >> (*) Yes, I'm overdoing the ®'s and ©'s for effect :-) >> Have you ever read the blurb on offical ST merchandise? It's plastered >> with them - and "tm" too (which I don't seem to have a symbol for, >> otherwise I'd have abused that too!). > - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Joystick issue - peculiar
Can the dead band be increased? My own Thrustmaster joystick is less than consistant about the zero-center, but not like you have described. I have not looked into fixing it myself, yet. Stewart Nick Warne wrote: > Hi all, > > This is _not_ a bug report, nor perhaps FG specific, but rather a discussion > of a joystick issue I see - now I have seen this, it is like when you get a > little stone in your shoe, but no matter how much you look, you can't find > the bugger - but because you know it's there, you can't stop thinking about > it :-D > - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] how to create text instruments in 3d?
I have been learning how to create instrumentation in 3d, but would like to have some text-based displays, like in the 737. How can I translate that: " text " based format into a 3d format? or to say, Without a 2-d panel. Stewart - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] announcing star trek runabout shuttle and
Steve Hosgood wrote: > Martin Spott wrote: >> Hi Stewart, >> >> Stewart Andreason wrote: >> >>> I thought I was done, but you know how it goes. I thought of several ideas >>> for >>> improvements, and managed to write the code to do it. >>> >> >> How would you define "non-profit commercial use". Does your intention >> meet the demands of the GPLv2 ? >> >> > Ignoring GPL issues for a moment (important though they may be), the > entire concept of the Star Trek® Danube-Class® Landing Craft® is > copyright© by Paramount Pictures® until about the year 2845 (assuming > the US government manage to keep extending the terms as they have for > the last 50 or so years). > > Is it safe for FG to include such a likely target for Paramount > Pictures'® Copyright© Lawyers® (*)? > It looks like a great model (from the screenshots) and probably would be > nice eye candy and publicity for the FG project, but it could be a > ticking bomb for us. I'm rather uneasy about it all > > Steve > > > (*) Yes, I'm overdoing the ®'s and ©'s for effect :-) > Have you ever read the blurb on offical ST merchandise? It's plastered > with them - and "tm" too (which I don't seem to have a symbol for, > otherwise I'd have abused that too!). A good question. As there are numerous 3D and meshes being shared freely at http://www.trekmeshes.ch/ and http://www.scifi-meshes.com and I also quote from the credits file: "Use it freely as you want, as long as copyright credit to Paramount and me as the author of the clone." and "No data set from the original were used in this model. This model is a clone, a recreation of the original model. Creation of this model is NOT intended to infringe upon any original material or concept copyright held by the above named entities." If Paramount's lawyers are smarter than SCO's, they should welcome free advertising. (in a reasonable world) Perhaps I need more visual credit to Paramount? I certainly have not added authentic or recorded sound effects, so that angle is safe. Stewart - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Polygon count
Frederic Bouvier wrote: > Quoting Stewart Andreason : >> leee wrote: >>> On Thursday 15 February 2007 21:45, Berndt, Jon S wrote: >>>> What's a realistic upper limit for polygon count now for an aircraft >>>> model? 5000? 1? 25000? >>>> >>>> What's definitely "out"? >>>> >>>> Jon >>> AFAIK, current top-end vid cards can handle several million textured polys >>> (typically between 1 - 3 M) >>> >>> For a single model - don't worry too much, for n models as few as possible. >>> >>> LeeE >> Well, that's interesting. >> >> Lee, have you ever gotten a SegFault from a large .ac file? >> I don't think I ever got any reply to my gdb backtrace I posted Jan.26, so I >> still am interested in knowing about upper limits on polygon counts. > > There is a 32k vertices limit for individual objects in plib. But you can have > as many objects as you want. Just don't merge them. I don't remember if there > is > an optimization pass in the ac3d loader that would aggregate individual > triangle > of the same OpenGL state. Ok, good. That explains a couple meshes I downloaded and tried to get working, 41000 and 5 vertices is too many. Thus, I kept working on the model I already had for 2 years. 32,768 maximum vertices. Hmmm... I did get segFaults (for a long time) until version 19, when the exported .ac file (less one mesh object) finally loaded, and version 20, when I was able to switch over from .3ds exports to .ac. The count in this time frame was from 38,100 to 34,700 polygons, and around 22,300 vertices is when the .ac file started working. But it was not a definite number, some files with more did load, and some with less did not. I have that much documented in my archived notes. Either I'm missing something, or there is another key to the failure, yet to discover. I suspect: Too many vertices too close together, or holes in the mesh, with overlapping polygons and reversed normals conflicting for outward appearance. Having re-faced those areas too many times, I scream enthusiastically "All GONE!!" I was hoping the backtrace could provide insight. I could re-generate some .ac files for testing? But no longer a priority, as it is all in the past. Back to you, Stewart - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] announcing star trek runabout shuttle and
Hi Martin, That quote comes from the credits file in the danube package, written by Matthew Allen, complete with misspellings and discontinued email addresses. My interpretation of non-commercial is, not to be sold by a business without compensation. I don't see FlightGear as commercial, or for profit. I received free (mostly), and give freely (with same conditions). As I read the GPL, I am fine with that. I did add animations to what I downloaded, but I don't think that violates the original work. I am not completely sure how to regard shuttle6, as I did more than convert the mesh to something usable, I did add to it. But I still credit the original author, but don't expect my name pasted all over my accomplishments. Does that cover every angle? Did I mis-interpret anything? Stewart Martin Spott wrote: > Hi Stewart, > > Stewart Andreason wrote: >> I thought I was done, but you know how it goes. I thought of several ideas >> for >> improvements, and managed to write the code to do it. > > How would you define "non-profit commercial use". Does your intention > meet the demands of the GPLv2 ? > > Cheers, > Martin. - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] announcing star trek runabout shuttle and questions
I thought I was done, but you know how it goes. I thought of several ideas for improvements, and managed to write the code to do it. In the latest, and hopefully final release of shuttlecraft and runabout, I have doubled the nasal code size to make ALL engine animations and sound effects act more realistic. Several other texture tweaking, and only a couple vertices errors. Also, I have added keyboard support and on-screen help, to look more finished. http://www.geocities.com/sandreas41/flightgear_aircraft.html Oh, and the smash to get thru the bandwidth door only lasted for the first hour last time... so waiting an hour from this timestamp can't hurt. Stewart - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] announcing star trek runabout shuttle and questions
Hi R. Your suggestion of sub-orbital flight last month got me thinking: If my altitude is > 25 miles, will the scenery get loaded? I uncommented the debugging output in src/Scenery/tilemgr.cxx and tried a high-speed flight from Seattle to Peru or Chile (some impressive mountain range) where I flew down some valley toward the Pacific. (Ok, this is what I like FlightGear for.) :-) It worked. The tile cache seemed to work well. Later, last week, I managed to pin down when the fps goes sluggish, and it wasn't on a long flight. It is during "catching up on tile delete queue" That's what I thought might be a problem... Perhaps because it tries to catch up on too many tiles at once. Stewart R. van Steenbergen wrote: > principles (e.g. has VTOL with reaction jets, etc.). I'm making a bit of > a case study of building a light sci-fi styled spacecraft sim based on > Serenity, which can be used for orbital flight and atmospheric flight > (and be used to simulate real-world aircraft as well). Not sure if the > sim will ever get built, but it might be possible to combine the efforts > of Orbiter (for orbital / space simulation) and FlightGear (atmo > flight), possibly with visuals on the planet from FS2004 or FSX. If you > look on the net (see link) you can find a lot of data on the Danube > class -- keep in mind that the model was never designed for real-world > flight and I'm not sure how much a good FDM would appreciate this. - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Polygon count
leee wrote: > On Thursday 15 February 2007 21:45, Berndt, Jon S wrote: >> What's a realistic upper limit for polygon count now for an aircraft >> model? 5000? 1? 25000? >> >> What's definitely "out"? >> >> Jon > > AFAIK, current top-end vid cards can handle several million textured polys > (typically between 1 - 3 M) > > For a single model - don't worry too much, for n models as few as possible. > > LeeE Well, that's interesting. Lee, have you ever gotten a SegFault from a large .ac file? I don't think I ever got any reply to my gdb backtrace I posted Jan.26, so I still am interested in knowing about upper limits on polygon counts. Stewart - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] announcing star trek runabout shuttle and questions
To everybody who is interested in ufo alternatives, the runabout and both shuttles are now out of development, and have undergone substantial improvements. http://www.geocities.com/sandreas41/flightgear_aircraft.html Enjoy! Stewart Joacim Persson wrote: > Ha! You can run but you can't hide from the PS-05/Blue Vixen radar. ;) Can the emblem or door positions of the bo105 be seen across a network? Part of me thinks you're joking, but the other part wants to know. :) - Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier. Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnk&kid=120709&bid=263057&dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] objects with transparent textures
Hi Yurik, Thank you, That was very helpful. I have finished my animations now. I would like to add, the order in which the s are placed in the .xml file is also important. As long as the xml.animations are in the same order as the ac.objects, back to front, then everything looks good. Stewart Yurik V. Nikiforoff wrote: > Order of transparent object in ac file must be "from rear to front". For > example, if object A stay behind object B, then object A must be placed in ac > file before object B. - Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier. Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnk&kid=120709&bid=263057&dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] seg faults loading .ac aircraft Was: announcing star trek runabout shuttle
() #6 0x0002 in ?? () #7 0x406c5795 in ?? () from /usr/lib/libGLcore.so.1 #8 0x08ac3c68 in ?? () #9 0x08ac3c68 in ?? () #10 0x486f5524 in ?? () #11 0x486f5530 in ?? () #12 0x486f5510 in ?? () #13 0x48704ce4 in ?? () #14 0x in ?? () #15 0x095764b8 in ?? () #16 0x in ?? () #17 0x0005 in ?? () #18 0x085c0a2c in ssgLeaf::makeDList (this=0x40796607) at ssgLeaf.cxx:104 #19 0x0852caee in makeDList (b=0x95764b8, [EMAIL PROTECTED]) at model.cxx:232 #20 0x0852cad5 in makeDList (b=0x94a7540, [EMAIL PROTECTED]) at model.cxx:234 #21 0x0852cad5 in makeDList (b=0x94a9f70, [EMAIL PROTECTED]) at model.cxx:234 #22 0x0852cad5 in makeDList (b=0x922c208, [EMAIL PROTECTED]) at model.cxx:234 #23 0x0852d8a0 in sgLoad3DModel ([EMAIL PROTECTED], [EMAIL PROTECTED], prop_root=0x8a064f0, sim_time_sec=0, load_panel=0x8400360 , data=0x0) at model.cxx:365 #24 0x084003e5 in fgLoad3DModelPanel ([EMAIL PROTECTED], [EMAIL PROTECTED], prop_root=0x4aa3f0fc, sim_time_sec=0) at model_panel.cxx:38 #25 0x083ff463 in FGAircraftModel::init (this=0x94a4a38) at ../../src/Main/globals.hxx:237 #26 0x080539c2 in fgIdleFunction () at ../../src/Main/globals.hxx:310 #27 0x08086832 in GLUTidle () at fg_os.cxx:124 #28 0x400a27ea in glutMainLoop () from /usr/local/lib/libglut.so.3 #29 0x08054c64 in fgMainInit (argc=2, argv=0xb5b4) at main.cxx:1040 #30 0x08050e3a in main (argc=1252258044, argv=0x4aa3f0fc) at bootstrap.cxx:203 and now for a mesh I just downloaded this month from trekmeshes.ch It is only a complex skin, so has nothing "inside" to remove. I'm not sure I can get this to load in Flightgear without understanding the real problem. --aircraft=danubeSP1-56456.ac ### 4474108 bytes ### 50998 vertices ### 56456 faces ### ###source: DanubeRunabout_LW7.RAR by Thomas Slanitz ### Runabout.lwo 383264 bytes (gdb) run --aircraft=danube0 Starting program: /usr/local/bin/fgfs --aircraft=danube0 [Thread debugging using libthread_db enabled] [New Thread 16384 (LWP 17972)] [New Thread 32769 (LWP 17979)] [New Thread 16386 (LWP 17980)] Program received signal SIGSEGV, Segmentation fault. [Switching to Thread 16384 (LWP 17972)] 0x40016414 in ?? () Current language: auto; currently c (gdb) bt #0 0x40016414 in ?? () #1 0x40796607 in _nv64gl () from /usr/lib/libGLcore.so.1 #2 0x9034 in ?? () #3 0x4a2b9070 in ?? () #4 0x486ec000 in ?? () #5 0x1403 in ?? () #6 0x0002 in ?? () #7 0x406c5795 in ?? () from /usr/lib/libGLcore.so.1 #8 0x08ac3ab0 in ?? () #9 0x08ac3ab0 in ?? () #10 0x486f5524 in ?? () #11 0x486f5530 in ?? () #12 0x486f5510 in ?? () #13 0x48704ce4 in ?? () #14 0x in ?? () #15 0x0922b860 in ?? () #16 0x in ?? () #17 0x0005 in ?? () #18 0x085c0a2c in ssgLeaf::makeDList (this=0x40796607) at ssgLeaf.cxx:104 #19 0x0852caee in makeDList (b=0x922b860, [EMAIL PROTECTED]) at model.cxx:232 #20 0x0852cad5 in makeDList (b=0x9579508, [EMAIL PROTECTED]) at model.cxx:234 #21 0x0852cad5 in makeDList (b=0x94a07e0, [EMAIL PROTECTED]) at model.cxx:234 #22 0x0852d8a0 in sgLoad3DModel ([EMAIL PROTECTED], [EMAIL PROTECTED], prop_root=0x8a064f0, sim_time_sec=0, load_panel=0x8400360 , data=0x0) at model.cxx:365 #23 0x084003e5 in fgLoad3DModelPanel ([EMAIL PROTECTED], [EMAIL PROTECTED], prop_root=0x4af67da8, sim_time_sec=-0.045155048370361328) at model_panel.cxx:38 #24 0x083ff463 in FGAircraftModel::init (this=0x8b3edf8) at ../../src/Main/globals.hxx:237 #25 0x080539c2 in fgIdleFunction () at ../../src/Main/globals.hxx:310 #26 0x08086832 in GLUTidle () at fg_os.cxx:124 #27 0x400a27ea in glutMainLoop () from /usr/local/lib/libglut.so.3 #28 0x08054c64 in fgMainInit (argc=2, argv=0xb5d4) at main.cxx:1040 #29 0x08050e3a in main (argc=1257668008, argv=0x4af67da8) at bootstrap.cxx:203 Nearly identical to my series 16. so perhaps the problem is more related to size than construction.?? Stewart Ampere K. Hardraade wrote: > On Thursday 25 January 2007 10:57, Stewart Andreason wrote: >> If it doesn't have too many vertices and faces. That's what's taken me over >> a year to get working with the runabout. I'd still like to know what that >> limitation actually is. > AJ is currently holding 1st place with nearly 50,000 vertices with his > Sopwith > Camel. - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] announcing star trek runabout shuttle and questions
Hi Ampere, Actually creating a cloaking device isn't that difficult, having already experimented with transparency for the windows. I created a patch for danube runabout, and put it here: http://www.geocities.com/sandreas41/data/danube_cloak_patch.zip Press [TAB] to bring up the dialog menu to access it. or press landing gear button on joystick. (it was easiest to tap into, without rewriting the joystick.xml. But too easy to press accidentally.) It does create one side effect though, one that I may not figure out how to get around, without some help. Once the cloaking device is activated the first time, any non-textured surface with color, becomes washed out, even Grey. unless in direct sunlight. There is some effect from using Material:Transparency:alpha-property that changes something it shouldn't. Unless it is a feature I don't understand. Maybe the specularity? How can I access it to change it back? Enjoy! :) Stewart Ampere K. Hardraade wrote: > On Thursday 25 January 2007 02:46, Dene wrote: >> With or without cloaking device? > Oooh... I wonder what sort of methods could pull that off. :) - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] announcing star trek runabout shuttle and questions
I'm personally hoping a shuttlecraft will replace the ufo. Light and maneuverable, excellent for flying close to the ground, up mountain canyons. But you probably guessed that already. ;) Perhaps the Klingon Bird of Prey is small enough to fly near the ground. If it doesn't have too many vertices and faces. That's what's taken me over a year to get working with the runabout. I'd still like to know what that limitation actually is. Actually, it wouldn't be hard to implement a cloaking device. Just make every object an animation, and turn it off... Kind of defeats the purpose of having the model though, unless you're in a multi-player environment. Glad you like them, Enjoy! Stewart -- Dene wrote: >> Nice models - I am looking forward to a klingon vessel! > > With or without cloaking device? > > Wouldn't a Klingon warbird be a nice alternative to the UFO? > > Dene > NZWN - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] announcing star trek runabout shuttle and questions
Hi Ampere and Melchior and everybody who downloaded the shuttlecraft models, I have completed the VTOL and ground handling I desired to put in the model! Many thanks to those who answered the questions, it was helpful. I have updated all files, but if you were successful in downloading anything today, don't worry! I have put together a small patch-file (with 3 text files) to make the upgrade easy. http://www.geocities.com/sandreas41/data/danube_patch.zip http://www.geocities.com/sandreas41/data/shuttleG_patch.zip Melchior FRANZ wrote: > No. The ufo FDM was never thought to simulate an "actual" ufo. It's > just the scenery browser and was originally thought (by the author) > to replace the old scenery browser -- the "magic" FDM. That's why > it doesn't have any fancy features, and I somehow doubt any such will > be added for nicer UFO experience. I think the fancy features have just been added. The nasal angle works very well. VTOL is available through the Hat on multi-button joysticks, in combination with the F4 modifier, (elevator trim). [TAB] also brings up a menu, for those who want to change the defaults. :) Stewart - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] announcing star trek runabout shuttle and questions
Hi Melchior, Melchior FRANZ wrote: > * Stewart Andreason -- Wednesday 24 January 2007: >> Is there a programmer's guide to nasal and xml? > > Use of Nasal in XML is no different from using it elsewhere. But I still need a manual. I can only learn from existing code, when said models have every possible function included in use! > But you can simply use a different property and write some Nasal > elsewhere that updates that airspeed property accordingly: > > /velocities/abs-airspeed-kt > > In a *.nas file or elsewhere: > > var airspeed = props.globals.getNode("/velocities/airspeed-kt", 1); > var abs_airspeed = props.globals.getNode("/velocities/abs-airspeed-kt", 1); right, and why are some variables declared without the "var"? > > update_airspeed = func { > var a = abs(airspeed.getValue()); > abs_airspeed.setDoubleValue(a); > settimer(update_airspeed, 0); > } > update_airspeed(); Ah, that's the part I didn't know about. > No. The ufo FDM was never thought to simulate an "actual" ufo. It's > just the scenery browser and was originally thought (by the author) > to replace the old scenery browser Didn't anticipate that one, huh? :D Another good reason to demonstrate the possibilities. >> Does the ufo flight model support vertical take offs and landings? >> (I see reactor jets in the harrier model, but ...) > > No. You could, of course, fake that via a dynamic_view like > mechanism. Just tilt 3D model and view. Or use an FDM that > supports it. That would be YASim. Ok, I searched the entire code base, and can't find any text like "dynamic_view". So this returns to question #1... > I'm glad that at least a few people look at this stuff. :-) > unfortunately, the fgfs_animation.py is broken and waits for a fix. Ah, yes, a little broken... but it was adequate to figure out how the emission billboards work. 2 New questions: Is it known that overlapping transparent textures cancel out the ones behind? I had to keep the warp glow from overlapping any other animations, (for example). And, Why do large .ac files give SegFault11 and crash? when the same mesh, saved in .3ds does load ok? (I am no longer certain why some meshes load in FG and some don't.) Perhaps, Does the ac format create a size limitation inside FG? Thanks, Stewart - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] announcing star trek runabout shuttle and questions
Hi, Problem with orbital flight in FlightGear, is the scenery cache gets bogged down fast enough as it is. I believe I saw a comment about that, perhaps in the last month, that the tile cache doesn't get deleted properly. Of course, not a problem for normal aircraft, or "short" flights. The danube model may not be designed for real-world flight, and it would take me quite a while to learn how to integrate it with yasim, but with the exception of VTOL, I am quite happy with the way it flies with the ufo logic. More spacecraft here and there? :) Like shuttles flying in and out near the SFO bay bridge, just like in the movies. Don't give any ideas... :D Stewart R. van Steenbergen wrote: > I'd really like some more spacecraft popping up, such as Serenity from > Firefly, which is actually a model based on real-world aviation > principles (e.g. has VTOL with reaction jets, etc.). I'm making a bit of > a case study of building a light sci-fi styled spacecraft sim based on > Serenity, which can be used for orbital flight and atmospheric flight > (and be used to simulate real-world aircraft as well). Not sure if the > sim will ever get built, but it might be possible to combine the efforts > of Orbiter (for orbital / space simulation) and FlightGear (atmo > flight), possibly with visuals on the planet from FS2004 or FSX. If you > look on the net (see link) you can find a lot of data on the Danube > class -- keep in mind that the model was never designed for real-world > flight and I'm not sure how much a good FDM would appreciate this. - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] announcing star trek runabout shuttle and questions
Hi, Geocities has an hourly limit of 4.2Mb for free accounts, so there's not much I can do short of finding a different site to host on. I had forgotten about this and did not anticipate the high level of interest. Because Danube is shorter than runabout? ;) or because I wouldn't name a c172 as "airplane". Makes sense to me, and I'm sticking by it. :) Looks like R. took care of the "why" question. Stewart Curtis Olson wrote: > On 1/24/07, *Heiko Schulz* wrote: > > Hi, > > Sorry, but I get following message: > Sorry, this GeoCities site is currently unavailable. > > And a question: Why it is called "Danube" ? :-) > > Greetings > HHS > > Screenshots and downloadable files are at: > > > > > http://www.geocities.com/sandreas41/flightgear_aircraft.html > > > It's the dreaded FlightGear effect again ... :-) > > Post a link on the FlightGear mailing list and that site quickly gets > overwhelmed with too much traffic. > > Curt. - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] announcing star trek runabout shuttle and questions
Hi everybody, I have been working on some Star Trek shuttlecraft and the runabout to fly instead of the ufo saucer, for 2 years (off and on). While I know most of you are dedicated to wing-based aircraft, I am sure there are others who like to fly around just for the scenery. I have finally reached a point where I can call it done, with only some flight-handling details remaining. So I have a few questions: Is there a programmer's guide to nasal and xml? How can I modify a factor-property to get only the integer? example in Models/danube.xml : material Mesh.ImpulseGlow /velocities/airspeed-kt 0.0002 doesn't work when airspeed is negative. 2nd: Does the ufo flight model have any variables I can set, to Detect the ground and stay above it? 3rd: Does the ufo flight model support vertical take offs and landings? (I see reactor jets in the harrier model, but ...) 4th: material emissions do not cast light on nearby surfaces. Are there other light sources available? 5th, an observation: It seems there is a ceiling at 262410 ft. above which, there is no black space. No, I don't expect to fly to the moon, but it would be cool to see the earth from space. ;) Screenshots and downloadable files are at: http://www.geocities.com/sandreas41/flightgear_aircraft.html My thanks to Melchior for the bo105 files to learn animation from, and for the blender-textured-lights tutorial. Stewart - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] pre3 bug in full-screen game-mode
I have one problem to report right away with 0.9.10-pre3, > fgfs --enable-game-mode on a linux 1024x768 nvidia screen, the upper and right fraction of the screen is grey, with the flightgear drawing area only 800x600 in the lower left corner. I can't find anything helpful in debug or bulk output. Stewart --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnk&kid=110944&bid=241720&dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel