Re: [Flightgear-devel] [Flightgear-commitlogs] SimGear branch, next, updated. 8e75c6be5047bdb0deacc385decc4ff4187c4990

2013-10-14 Thread Thomas Geymayer
2013/10/14 James Turner zakal...@mac.com:
 +catch(...)
 +{
 +  naRuntimeError(c, Unknown exception in method call.);
 +}
 +

 I am slightly concerned about catching all exceptions this way - I agree
 catching std::exception is worthwhile, with the specialisation for
 sg_exception since we can provide better logging and reporting, but I really
 hope no-one is throwing arbitrary objects not inheriting from
 std::exception. We used to have some bad cases of people throwing
 std::string but I cleaned those up years ago.

There are still some catch(...) and catch(std::string/const char*)
around... I just wanted to make sure that no exception will every pass
on to C space, as this leads to undefined behaviour and probably also
a crash. I don't know who will use cppbind to register whatever is
needed in the future, so I think its better to throw a Nasal runtime
error than to let the whole program crash.

Tom

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Re: [Flightgear-devel] SimGear build fails

2013-07-01 Thread Thomas Geymayer
2013/6/29 Clement de l'Hamaide clem...@hotmail.fr:
 Today OSG has moved to 3.1.9 introducing a new bug :/

I can see the same - at least the last one - and was not able to find
a quick fix or problem report. For now I will stay with OSG 3.1.8 and
wait for a later development release or the 3.2 stable release. Maybe
it is a problem inside OSG so for me it is not worth investigating
more now^^

Tom

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Re: [Flightgear-devel] FG 2.12 RC Broken ?

2013-07-01 Thread Thomas Geymayer
2013/7/1 Pat pat.callah...@gmail.com:
 and when you do, there will be a download_and_compile.sh version to
 support it..

There should be no need to change anything. During compile time the
installed OSG version is automatically detected and the according
version of the API is used. So for OSG  3.1.8 nothing should have
changed.

Tom

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Re: [Flightgear-devel] FG 2.12 RC Broken ?

2013-06-30 Thread Thomas Geymayer
Am 2013-06-30 20:44, schrieb James Turner:
 Actually we can fix that a little better, and detect the OSG version at
 compile time. I will need to check exactly which #ifdefs are needed for
 that.

Just wait. I'll push something soon...


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Re: [Flightgear-devel] SimGear build fails

2013-06-26 Thread Thomas Geymayer
Am 2013-06-26 22:43, schrieb Alex Romosan:
 these are the changes i made to get simgear to compile with
 openscenegraph from svn:

Thank you Alex! I've just commited your patch.

Tom

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Re: [Flightgear-devel] SimGear build fails

2013-06-25 Thread Thomas Geymayer
Hi Torsten,

2013/6/25 Torsten Dreyer tors...@t3r.de:
 I'm failing to build SimGear on 64bit linux:
 EffectGeode.cxx:83:136: error: no matching function for call to
 ‘osg::Geometry::setVertexAttribArray(int, osg::Geometry::ArrayData)’

 OSG is stable 3.0.1 from svn (same with OSG trunk)
 SimGear is git next from today

seems you are using a too new version of OSG. The latest version of
OSG working for me is 3.1.7. setVertexAttribArray has been deprecated
and removed within OSG = 3.1.8.
Btw. OSG trunk == 3.1.8

Tom

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Re: [Flightgear-devel] Positioning Aircraft: accuracy

2013-06-23 Thread Thomas Geymayer
Hi,

Am 2013-06-23 22:27, schrieb D-NXKT:
 I noticed that positioning an aircraft at FG startup with --lon= and 
 lat= has only a limited accuracy. It seems that only the first 7
 digits are read. This leads to an uncertainty of several
 meters/feet! For example lon=11.379070 --lat=47.306263 is needed to
 place our hang glider directly in front of the ramp (LOWI-Scenery).
 Unfortunately the hang glider pops up several meters right of the
 ramp. I found out that FG internally uses this (rounded) values:
 --lon=11.3791 --lat=47.3063.

How have you checked these values? I've just tried it myself and in the
property browser exactly the same values appear.

 Same issue with input via the Menu Location/Position Aircraft In
 Air.

Here by default values are shown with four decimal places, but also
values with higher precision are accepted.

 Only positioning via the property browser leads to exact results.

Maybe you are using an operating system with a low precision atof? In
the property browser strtod is used to convert the number whereas for
the dialog and arguments atof is used.

Tom

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Re: [Flightgear-devel] Restore GPS compatibility with 2.10 - MSVC10

2013-06-02 Thread Thomas Geymayer
::~FlightPlan()
(FlightPlan.cxx:91)
==9401==by 0x949EE8: flightgear::FlightPlan::~FlightPlan()
(FlightPlan.cxx:99)
==9401==by 0x859A26: GPS::~GPS() (SGSharedPtr.hxx:109)
==9401==by 0x85A2C8: GPS::~GPS() (gps.cxx:114)
==9401==by 0xE4A996: SGSubsystemGroup::Member::~Member()
(subsystem_mgr.cxx:383)
==9401==by 0xE4AA08: SGSubsystemGroup::Member::~Member()
(subsystem_mgr.cxx:384)
==9401==by 0xE4AD2E: SGSubsystemGroup::~SGSubsystemGroup()
(subsystem_mgr.cxx:161)
==9401==by 0x867319: FGInstrumentMgr::~FGInstrumentMgr()
(instrument_mgr.cxx:55)
==9401==by 0x867358: FGInstrumentMgr::~FGInstrumentMgr()
(instrument_mgr.cxx:57)
==9401==  Address 0x367fb830 is 352 bytes inside a block of size 376 free'd
==9401==at 0x4C2B59C: operator delete(void*) (in
/usr/lib/valgrind/vgpreload_memcheck-amd64-linux.so)
==9401==by 0xE4A996: SGSubsystemGroup::Member::~Member()
(subsystem_mgr.cxx:383)
==9401==by 0xE4AA08: SGSubsystemGroup::Member::~Member()
(subsystem_mgr.cxx:384)
==9401==by 0xE4AD2E: SGSubsystemGroup::~SGSubsystemGroup()
(subsystem_mgr.cxx:161)
==9401==by 0xE4AD88: SGSubsystemGroup::~SGSubsystemGroup()
(subsystem_mgr.cxx:163)
==9401==by 0xE4B2A7: SGSubsystemMgr::~SGSubsystemMgr()
(subsystem_mgr.cxx:434)
==9401==by 0xE4B2F8: SGSubsystemMgr::~SGSubsystemMgr()
(subsystem_mgr.cxx:436)
==9401==by 0x6EF3B5: FGGlobals::~FGGlobals() (globals.cxx:199)
==9401==by 0x6EF768: FGGlobals::~FGGlobals() (globals.cxx:220)
==9401==by 0x6F677D: fgMainInit(int, char**) (main.cxx:367)
==9401==by 0x6B9913: main (bootstrap.cxx:244)

hth,
Tom

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Re: [Flightgear-devel] Crash in latest FGFS even with default options (no .fgfsrc or any call parameters)

2013-05-16 Thread Thomas Geymayer
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hi Roland,

Am 2013-05-16 19:20, schrieb Roland Haeder:
 as you may know I'm running latest master of SG/FG and OSG (3.1.7
 now) and I got a crash on bootstrap with no .fgfsrc and no call
 parameters:
 
 http://pastie.org/7916877
 
 I kindly ask you to investigate this bug because I have found you
 both in git log. :)

Can you identify the last working commits? I have pushed something
which should fix the problem, although I do not really know how it can
happen in the first place. The reason for the crash is that you
somehow receive a key event (for you left alt key) without a graphics
context set.

I have now also installed the latest (svn) OpenSceneGraph but was not
able to reproduce this problem. What exact OS are you using?

Tom

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Re: [Flightgear-devel] Current git broken

2013-05-12 Thread Thomas Geymayer
Am 2013-05-12 17:59, schrieb Guy Brand:
 Hello
 
 
 Current git revision (simgear + flightgear + fgdata) of flightgear does
 not compile and raises an error:
 
 [ 38%] Building CXX object 
 src/Main/CMakeFiles/fgfs.dir/__/Canvas/gui_mgr.cxx.o
 /home/flightgear/src/Canvas/gui_mgr.cxx: In member function ‘bool 
 GUIMgr::handleMouse(const osgGA::GUIEventAdapter)’:
 /home/flightgear/src/Canvas/gui_mgr.cxx:297:48: error: no matching function 
 for call to ‘simgear::canvas::MouseEvent::MouseEvent(const 
 osgGA::GUIEventAdapter)’
sc::MouseEventPtr event(new sc::MouseEvent(ea));

Seems like your simgear is not up-to-date. Either you have not checked
out the latest version or you have not installed it/use the correct
version with flightgear.

Tom


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Re: [Flightgear-devel] New features for 3.0 (?) presentation

2013-05-10 Thread Thomas Geymayer
Am 2013-05-07 14:10, schrieb Renk Thorsten:
 If you want I can create a video of my work in progress C-130J
 making use of these animations.
 
 This sounds very neat!
 
 Hm, I guess one could make a video presentation of all animated
 features (like the trees moving in the wind, or the storm blows dust
 /leaves effect I'm working on), but maybe someone else should do that
 - video is not really my area of expertise...

I've now created a video of the nose landing gear during takeoff run and
retraction:

http://youtu.be/bWGLapFgOtw

There is nothing textured yet and also the video quality is not the
best, but I think the animations are demonstrated quite well.

Tom

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Re: [Flightgear-devel] Check your IOrules!

2013-05-09 Thread Thomas Geymayer
Am 2013-05-09 13:19, schrieb grtuxhangar team:
 Thomas,
 
 May i know which part of fgdata is involved, since with my own systems,
 for weeks i can't use the entire original fgdata GIT without crashing.

Just two small changes to Nasal/io.nas and Nasal/props.nas:

https://gitorious.org/fg/fgdata/commit/853eb4746ee3b2fa5abc8605ffbe46f857319e87?format=patch

 .Please tell me what these messages are used  for ?
 Thank

A while ago I've slightly changed the behavior of the remove() method of
property nodes, because they reused old nodes even if they have been
deleted, which causes a lot of problems if you expect clean new nodes on
creating new nodes.

What I haven't recognized back then was that the path validation relied
on this behavior and therefore was effectively disabled. Do not allow
this happen again I have added a built-in check to flightgear which
checks if writing/read to/from a path (/do-not-access) which should
never be accessible is allowed.

So if you see this messages your IOrules are probably not working (or
not as expected).

Tom

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Re: [Flightgear-devel] New features for 3.0 (?) presentation

2013-05-08 Thread Thomas Geymayer
Hi Vivian,

2013/5/7 Vivian Meazza vivian.mea...@lineone.net:
 Thanks, interesting. As a non-Blender user (it makes my brain hurt) the
 references are a bit obscure.

If you get used to Blender its a really powerful tool (I have problems
if trying to work with other modelling programs :P) and with using the
right scripts it gets a very neat tool for creating models for
FlightGear. For example for a gear scissor just add an armature with
two bones, add an IK constraint to the second bone and attach an
element of the scissor to each bone, and you are done. You can watch
the animation in Blender and using an exporter script now it is
possible to watch exactly the same animation inside FlightGear. You
don't need to guess any coordinates/axes/etc. and if you modify and
object you just have to export it again, without manually modifying
the animation xml.

 Are the various axes always orthogonal?

There are (currently) only two axes required. The lock-axis and the
track-axis. They should be orthogonal, as the rotation is only
possible round the lock-axis. Internally the track-axis is always
orthonormalized to the lock-axis, as calculations always are performed
in the plane normal to the lock-axis.

 Can they also be specified in the alternate form:

 axis
 x1-m5.1821/x1-m
 y1-m0.221496/y1-m
 z1-m0.794147/z1-m
 x2-m4.99208/x2-m
 y2-m0.114133/y2-m
 z2-m0.842884/z2-m
 /axis

Currently the alternate form is not possible. The problem is that we
have two axes crossing at the same center, so which of the axes should
specify the center? Also the center/axis form clearly states where the
center is located, which is not the case with the alternate form (the
center is located halfway between the two given points). For the
rotate animation the exact location of the center along the axis is
not relevant, but for the tracking animation it is.
Also as one would probably not create the xml by hand, using multiple
notations would not gain us anything.

 If non-orthogonal  axes are allowed they are difficult in the
 center/axis form in the example in the wiki.

 Perhaps, when you have time, the information could be consolidated in

 http://wiki.flightgear.org/Howto:Animate_models and
 fgdata/Docs/model-howto.html

I will do if timer permits :) Yesterday I have added some images. I
don't know if you have already seen them.

 Looks like valuable work to me: gear scissor links were very difficult with
 the existing animations.

That was the initial reason for creating it. But now it is also useful
for creating complex kinematic systems as can be found for landing
gears and their doors.

Tom

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Re: [Flightgear-devel] New features for 3.0 (?) presentation

2013-05-08 Thread Thomas Geymayer
Hi Ahmad,

2013/5/8 grtuxhangar team hohora...@gmail.com:
 Congratulation for the work, the team is giving a try, with one of our most
 complex landing gear.
 Though,  like Vivian, we are not Blender user.
 However since :

Currently the alternate form is not possible.
 We will want to define and to draw the ojects/group animation related,  out
 of the aircraft main model, with the parent strut XYZ axis set to zero,

 AND only at the end to include that animated ojects/group within the
 aircraft main model.

  model
  nameRightGearAnimated/name
  pathAircraft/MyAircraft/Models/RightGear.xml/path
  offsets
  x-m-0.800652/x-m
  y-m0.658753/y-m
  z-m-0.683991/z-m
  pitch-deg3.289/pitch-deg
  roll-deg1.2528/roll-deg
  /offsets
  /model

I'm not completely sure if I fully understand you, but if you want to
include an animated submodel into your main model it should still
work. There is no difference compared to the other existing
animations. Also using the offsets transformations should work,
although I have not tested it.

 Which makes most of the landing gears to be redrawn.

I think I don't really understand what you mean. Every object is drawn
once. If you include your landing gear twice, it will be drawn twice.

Tom

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Re: [Flightgear-devel] New features for 3.0 (?) presentation

2013-05-08 Thread Thomas Geymayer
2013/5/8 grtuxhangar team hohora...@gmail.com:
 Hello, Thomas

 Sorry my question was not clear, and i probably misunderstood the feature.
 So,
 just a question: how do you define the main parent actuator  axis rotation ?
 that one which trigger every other child components.

I am using the normal rotate animation to rotate the main strut. Every
attached hydraulic cylinder, link, etc. is then animated using the
locked-track animation. For a hydraulic cylinder the piston and the
cylinder housing each are animated using a locked-track animation
tracking each other. For a gear scissor, a locked-track animation
tracks from a point attached to the strut to a point on the axis. Two
objects can be attached to the animation, allowing to animate a
scissor. (The object and the slave object, are rotated such that the
exactly fill the space between the two attachment points of the
scissor). For the second type of animation I will add some pictures to
the wiki later on.

  Most of them are not rotating with a pure xyz axis rotation but very often
 according to those alternate form (cf Vivian) .

There is no difference in terms of what you can express. Both
notations allow you exactly the same thing. For the animation a center
point and an orientation (axis) are required to calculate the location
and orientation of the rotation. Think of the center as the location
of the hinge somewhere in space and of the axis as the actual
orientation of the hinge.
You can now either specify the position of the hinge and the
orientation of its axis or (the alternate form) two points on the axis
of the hinge, which are then used to calculate the center and
orientation of the hinge. (If you use the alternate form the center
and axis are automatically calculated from the two given points).

There is no rotation that you can not describe with a single axis
given by its xyz coordinates.

 That the point  i was asking for, and the solution i was looking for.
 I could be on the wrong way.

Tom

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Re: [Flightgear-devel] New features for 3.0 (?) presentation

2013-05-08 Thread Thomas Geymayer
Am 2013-05-07 14:10, schrieb Renk Thorsten:
 * Canvas instances can now be placed on scenery objects. This allows
   for example creating animated signs/monitors. I've started to create
   a Visual Docking Guidance System, which is not fully functionally yet
   but should be complete enough to be used for a screenshot (eg. azimuth
   guidance is missing)
 
 If I could get a screenshot from you, that'd be nice.

I have updated the VDGS a bit and created some screenshots:

https://www.dropbox.com/sh/jswmmj6inh1k3go/cpj5XpD6KA

Maybe we should create a timeline of the VDGS (inside one/multiple of
the larger cockpit/outside views).

Tom

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Re: [Flightgear-devel] Check your IOrules!

2013-05-08 Thread Thomas Geymayer
2013/5/9 grtuxhangar team hohora...@gmail.com:
 Hello,

 With recent fg git
 I am getting these messages, at fgfs run

 Check your IOrules! (write to '/do-not-access' is allowed)
 Check your IOrules! (read from '/do-not-access' is allowed)
 Why these new messages ?
 What must be done , to avoid it.?

Update fgdata

 Thank
 ahmad

Tom

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Re: [Flightgear-devel] New features for 3.0 (?) presentation

2013-05-07 Thread Thomas Geymayer
2013/5/7 Vivian Meazza vivian.mea...@lineone.net:
 The tracking animation sounds useful - do you have any documentation
 available? In due course it should end up in fgdata/Docs/model-howto.html
 with all the other animations.

I have now added some examples and a basic documentation to the wiki:

http://wiki.flightgear.org/Tracking_animation

I will add some more info and images once I find some time for it.

Tom

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Re: [Flightgear-devel] New features for 3.0 (?) presentation

2013-05-06 Thread Thomas Geymayer
Am 2013-05-06 10:35, schrieb Renk Thorsten:
 If you know of anything else which makes good publicity and can be
 explained in a picture and a paragraph of text, let me know or better
 let me have the picture and paragraph of text (preferably by the end
 of the week).

* Canvas instances can now be placed on scenery objects. This allows
  for example creating animated signs/monitors. I've started to create
  a Visual Docking Guidance System, which is not fully functionally yet
  but should be complete enough to be used for a screenshot (eg. azimuth
  guidance is missing)

* The new tracking animation (similar to Blender's locked-track
  constraint) allows easily animating complex kinematic systems. For
  examples gear scissors, landing gear doors attached to struts (also
  with links and joints in between) or also torque struts connecting
  multiple gears with independent compression while still tracking each
  other can be realized. Also any type of strut for eg. cargo ramps can
  be easily animated.
  If you want I can create a video of my work in progress C-130J making
  use of these animations.

Tom

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Re: [Flightgear-devel] 2.10.1

2013-05-04 Thread Thomas Geymayer
Am 2013-05-03 19:15, schrieb Vivian Meazza:
 Check your IOrules! (write to 'Z:/do-not-access' is allowed)
 
 Check your IOrules! (read from 'Z:/do-not-access' is allowed)

Have you installed a recent fgdata? If so these messages should not appear.

Tom

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Re: [Flightgear-devel] Heads Up - SimGear fails to build under MSVC10

2013-04-28 Thread Thomas Geymayer
Am 2013-04-27 14:44, schrieb Vivian Meazza:
 This morning's pull of SG fails to build here under MSVC10 with the
 following error:

error LNK1169: one or more multiply defined symbols found
 test_animations.exe

This seems to be a bug introduced with Visual Studio 2008 while using
multiple libraries which have classes deriving form i/ostream. I've
pushed a workaround/linker flag which at least allows compiling the
tests. I don't know if they run correctly, but it only affects the test
and not SimGear itself.

Tom

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Re: [Flightgear-devel] Heads Up - SimGear fails to build under MSVC10

2013-04-27 Thread Thomas Geymayer
Am 2013-04-27 13:21, schrieb Vivian Meazza:
 Hi
 
 This morning's pull of SG fails to build here under MSVC10 with the
 following error:
 
   error LNK1169: one or more multiply defined symbols found
 test_animations.exe   

Does it help if you remove ${OPENSCENEGRAPH_LIBRARIES} from
simgear/scene/model/CMakeLists.txt:62?

Tom

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Re: [Flightgear-devel] Nasal props API relative path support

2013-04-15 Thread Thomas Geymayer
Am 2013-04-15 08:12, schrieb Renk Thorsten:
 Using getprop on the one hand does not allow getting a property 
 converted to a given type and on the other hand is tedious to use
 for more than one property, as one has to assemble the according
 property paths (which is definitely less efficient than using a
 relative method).
 
 If there is even a slight performance concern, the only justification
 I ever see for not using getprop() / setprop() is if you explicitly
 require to set a variable type.
 
 Assembling a property path by string manipulation may be in theory
 less appealing, but it is in practice 3 to 10 times faster than using
 the props module - I have made several benchmark tests, all leading
 to the same result. Large-scale property manipulation from Nasal is
 performance hungry and should be avoided if possible by using
 Nasal-internal variables instead, and if it needs to be done,
 getprop() /setprop() offer significantly superior performance.
 
 If you dig a bit in the mailing list archive, there should be a post
 with the actual benchmark test results.

I've found a topic in the forum [1]. I've now also done some benchmarks
and got very varying results. setprop is nearly always the fastest, but
not always, sometimes getValue (with a relative path) can be slower. But
setprop was a maximum of ~2 times faster than the other methods.

I'll investigate this further to see where the time is lost. Probably
somewhere while creating Nasal objects. Maybe with directly using a
ghost for property nodes it will get faster.

Also the methods with relative paths and set/getprop use exactly the
same code on the C++ side, so the performance is lost somewhere between
the props.nas module and the C++/Nasal bindings.

[1] http://www.flightgear.org/forums/viewtopic.php?f=30t=9493

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Re: [Flightgear-devel] Nasal props API relative path support

2013-04-14 Thread Thomas Geymayer
Am 2013-04-14 14:30, schrieb James Turner:
 Extend Nasal property methods to support relative paths.
 
 All methods exposed to the Nasal props module now accept an 
 optional first parameter refering to another node by a relative 
 path.
 
 I'm a bit torn on this change; making APIs more flexible is usually a
 good thing.
 
 However, the cost of property path parsing has previously shown up in
 profilers as a source of dynamic allocations and overhead.

I haven't looked at it in detail, but why are dynamic allocations needed
for parsing a property path? If this is the case we should to some
profiling and rework it if needed.

 Historically, on the C++ side; I can believe that in Nasal the extra
 parsing overhead is lost in general Nasal overhead, but still, the
 idea of the existing API was to force you to design  work 'the right
 way', i.e cache leaf leaf nodes as objects, instead of repeated
 referring to leaves by a relative path.
 
 If you just want a quick and dirty way to read one property, we have
 getprop / setprop - for any other use, you should be doing what the
 API already supported; getting a props.Node object for the leaf, and
 then manipulating it with no further string/path handling. At least,
 I would prefer that getValue and setValue did not support this, since
 it will surely encourage convenient-but-inefficient styles of use.
 
 (I would also be happy to extend props.nas with helpers to make the
 above syntactically more compact, but I think such sugar can all be
 done on the Nasal side)

One thing I thing I want to achieve with this changes is to make the
Nasal props API more similar to its C++ counterpart as this makes it
easier to use if you are using both the C++ and the Nasal API.

Also someday I want to refactor nasal-props.cpp to use cppbind, where I
want to export as much methods as possible with exactly the same
signature than in C++.

Especially if using properties seldom (eg. only for initialization) the
relative versions are probably even faster, as the Nasal overhead is
lower. Eg. consider the following Nasal code used to initialize some module:

var cfg = props.globals.getNode(/my/config/root, 1);
var x = cfg.getDoubleValue(x);
var do_it = cfg.getBoolValue(do_it);

Using getprop on the one hand does not allow getting a property
converted to a given type and on the other hand is tedious to use for
more than one property, as one has to assemble the according property
paths (which is definitely less efficient than using a relative method).

Tom

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

2013-03-06 Thread Thomas Geymayer
Am 2013-03-06 12:11, schrieb Alan Teeder:
 ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32/MSVC/, is still at Boost 
 1.44, and many MSVC users will be using that rather than the latest version.
 
 I am updating my own Boost version at the moment, and will report if that 
 solves the compilation problem.

I've now found a solution. This problem is due to argument depended
lookup inside templates and the new c++11 mem_fn which creates an
unresolvable overload.

It should be fixed in Boost 1.47, or by applying a simple two line patch
to the boost installation:

https://svn.boost.org/trac/boost/attachment/ticket/4073/function_template_for_c%2B%2B0x.patch

Tom

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

2013-03-05 Thread Thomas Geymayer
Hi,

Am 2013-03-06 00:11, schrieb Godspeed Dash:
 I don't think it is related specific to the strdup(), it looks more like
 it has something to do with boost 1.44, I was compiling using a higher
 version, boost 1.53.

The warnings should now have gone, but the other errors look like due to
a very old boost version.

 And @Tom,
 I used macros to work around the strdup() under MSVC, as you suggested,
 and I have submitted the merge request to both simgear and flightgear,
 please have a look.

I'd prefer to add it globally instead of doing it for every single
occurrence. Could you try it with adding -Dstrdup=_strdup to the
respective set(MSVC_FLAGS commands in FlightGear/SimGear root
CMakeLists.txt files?

Tom

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

2013-03-03 Thread Thomas Geymayer
Am 2013-03-03 05:20, schrieb Zhitao Li:
 I believe your commit has fixed the specific problem, however, there is more
 similar string related heap corruptions popping up in the debug mode, I
 think I can try to fix them in a similar way you did to fix this one, if
 it's OK

Yes, there strdup is used 7 more times, but we can not replace all with
std::string as eg. in BufferedLogCallback.cxx it would get very slow.
Maybe you can try if somehow adding a #define strdup _strdup works with
MSVC?

Tom

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Re: [Flightgear-devel] Advanced Weather updates

2013-03-03 Thread Thomas Geymayer
Am 2013-03-03 13:38, schrieb Arnt Karlsen:
 ..do you have an e.g. gitorius url for these?  
 Dropbox requires signing up for an account and that I|we run 
 a binary blob as a deamon to watch my dropbox folder that 
 I|we may not try to reverse-engineer, AFAIU their TOS at
 https://www.dropbox.com/terms ,  maybe the reason nobody has 
 done anything with your patches.

Nothing against the request for gitorious urls, but Dropbox allows
sharing folder/files without requiring to sign up, eg:

https://www.dropbox.com/sh/tqrmrvuc1r2s5s9/0kMNaNIifH

Tom

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

2013-03-03 Thread Thomas Geymayer
Am 2013-03-03 12:27, schrieb Frederic Bouvier:
 Hi,
 
 I am pretty sure msvc already has
 #define strdup _strdup
 In one of its standard header. At least something to check

But then why does it crash with using strdup and with _strdup not?

Tom

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

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

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

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

Tom

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

2013-03-01 Thread Thomas Geymayer
Hi Godspeed,

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

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

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

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

Tom

[1]
http://stackoverflow.com/questions/8740500/heap-corruption-with-strdup?rq=1
[2]
https://gitorious.org/~plutonium/fg/plutoniums-simgear/commit/0455e8f3253a2bc26e4a34265e1227984408713a


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Re: [Flightgear-devel] Final release checklist

2013-02-12 Thread Thomas Geymayer
Am 2013-02-12 17:49, schrieb James Turner:
 I committed a change about a week ago to display a warning in the
 Rendering dialog for those using Intel integrated GPUs. I don't
 know whether it was pulled into the release branch or not, but it's
 a safe change that might reduce some support questions on the forum.

 (Sorry - can't give the commit hash right now as I'm away on business)
  
 I'm away with work until Thursday night, so I'm not ideally placed to
 pick this one either - could someone else do so? It's an fgdata-only change.

Done.

Tom

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Re: [Flightgear-devel] [Flightgear-commitlogs] SimGear branch, next, updated. fd39808ed8e0926f4389e2d8ad700a48354646a1

2012-12-17 Thread Thomas Geymayer
Am 2012-12-17 10:09, schrieb James Turner:
 Thomas, I think you may have forgotten to git add nasal_traits.hxx?

May be possible :) Should be complete now...

Tom

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Re: [Flightgear-devel] YaSim Aircraft not functional

2012-12-03 Thread Thomas Geymayer
Am 2012-12-03 09:36, schrieb Vivian Meazza:
 (2012年12月02日 14:17), Detlef Faber wrote:
 Hi everybody,

 is anybody else seeing this?

 I notice since I compiled git yesterday, that YaSim fixed wing
 Aircraft don't work anymore (but Helicopters and JSBSim Aircraft do).
 FlightGear starts until the first Frames of the scenery get displayed,
 then quits with a SegFault.

 This happens with yesterdays compile of OSG, Simgear and FlightGear
 using the Debian/Ubuntu download and compile script. I tried on 3
 different Computers with nvidia and AMD Graphics A compile from last
 Saturday worked without Problem.

 
 It's now Monday 3rd Dec, and I'm still seeing this bug here with current FG/SG

Should be fixed now.

Tom

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

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

Thanks. Fixed.

Tom

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

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

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

Tom

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

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

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

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

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

Tom


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

2012-11-15 Thread Thomas Geymayer
Am 2012-11-15 13:20, schrieb Jon Stockill:
 commit fe1222a90dd809560e787ce09391d5cf97bbe6fe
 Author: Thomas Geymayer
 Date:   Thu Nov 15 11:55:25 2012 +0100
 
  Optional profiling commands using gperftools
 
 
 This appears not to be so optional:

Should be fixed now.

Tom

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Re: [Flightgear-devel] [Gitorious] Activity: tomprogs pushed 1 commits to nextn...

2012-11-13 Thread Thomas Geymayer
Am 2012-11-13 10:54, schrieb Frederic Bouvier:
 Simgear doesn't compile on Windows :

Seems like this is a VS bug. It is unable to distinguish between
pointers to free functions and member functions - even though they have
different signatures - if using for template specialization.

I've pushed a workaround which delegates the specialization to the
programmer by using different function names :)

Tom

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Re: [Flightgear-devel] flight recorder / replay system

2012-11-11 Thread Thomas Geymayer
Hi Thorsten,

really great news. I already thought that something like this would be
very cool :)

Everything works great here. Save own flights, playback own and your
flights (Nice approach btw. ;) ). Only with jsbsim the my controls
button is missing, but that wasn't working before neither...

Tom

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Re: [Flightgear-devel] Simgear/ShivaVG compile fails on windows

2012-11-05 Thread Thomas Geymayer
Am 2012-11-05 12:14, schrieb Alan Teeder:
 Just a heads up. The error report is :-

Thanks for the report. Should now be fixed.

Tom

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Re: [Flightgear-devel] Simgear/ShivaVG compile fails on windows

2012-11-05 Thread Thomas Geymayer
Am 2012-11-05 16:02, schrieb Vivian Meazza:
 But mine doesn't :-(
 
 https://dl.dropbox.com/u/57645542/fgfs-screen-068.png
 
 Any clues/hints?

Have you also updated fgdata? The way how the background color is set
has been changed (Now it uses only on single property for the whole
color instead of one for each color component) and defaults to opaque
black. Using the latest Nasal API for setting the background color
should still work the same as before.

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Re: [Flightgear-devel] Simgear/ShivaVG compile fails on windows

2012-11-05 Thread Thomas Geymayer
Am 2012-11-05 18:30, schrieb Vivian Meazza:
 I'm using the Nasal API - it used to all work before today's update. Can't
 really see what to change

Are you using canvas.setColorBackground(r, g, b, a) and is there a function

setColorBackground: func () { me.texture.getNode('background',
1).setValue(_getColor(arg)); me; }

in your Nasal/canvas/api.nas?

Are there /canvas/by-index[i]/color-background/[red,green,blue,alpha]
nodes in your property tree or just a single
/canvas/by-index[i]/background string property per canvas?

Tom

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Re: [Flightgear-devel] Quick fix for missing elements/element.hxx

2012-11-04 Thread Thomas Geymayer
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Am 2012-11-04 23:48, schrieb Roland Haeder:
 That is a small fix for missing simgear/elements/element.hxx. It
 must be applied on fgfs source.

Thanks, but I have already pushed the fix :)

Tom

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-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.11 (GNU/Linux)
Comment: Using GnuPG with Mozilla - http://www.enigmail.net/

iEYEARECAAYFAlCW8ZkACgkQpBPMEK46x5dL6ACfdV8lBKRjBUXECWjX/t3gik4M
op4AoLMkYhT4fTvopwgEauTd9JnorBLr
=nMAB
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[Flightgear-devel] Canvas reuse/restructuring

2012-10-20 Thread Thomas Geymayer
Hi,

recently I've been asked by the FGRadar developers if we could modify
the canvas system such that it can be reused in other applications and
we can all work on a single and stable implementation, instead of a
separate implementation for each single application. I think thats I
good idea and I want to take any opportunity to get the canvas better
and usable for more applications. As some of you have noticed I've
already done some preparation work by moving FGODGauge to SimGear.

Now the question is if this is the best way, and the canvas should get
part of  SimGear or another solution would be better? I'm not quite
sure what belongs to FlightGear and what should go into SimGear
instead. The canvas is something that could also be useful to other
applications as it's basically just an offscreen rendertarget for 2D
drawing. Any opinions?

Tom

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Re: [Flightgear-devel] [Flightgear-commitlogs] SimGear branch, next, updated. f191b4f35c26d38cf856a9ea0e69706d2167396b

2012-10-19 Thread Thomas Geymayer
Hi,

my fault. I've somehow missed that SimGear and FlightGear use different
licenses. A GPL - LPGL transition should only be possible with
agreement of all authors.

If applying git blame on the latest version in FlightGear
(https://gitorious.org/fg/flightgear/blobs/blame/b22ede2fd57e689fdf791950528588421a5b4b3f/src/Cockpit/od_gauge.cxx)
it can be seen that nearly the whole file was written by me, apart from
some comments and includes. The reason is that I've completely rewritten
the original FGODGauge class and only kept the interfaces for backward
compatibility.

I'm not a lawyer to tell if we really need the agreement of every
author, even if the contribution left is just an include statement or
bracket.

Tom

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Re: [Flightgear-devel] ATIS bug (after sim reset)

2012-10-01 Thread Thomas Geymayer
Am 2012-10-01 12:33, schrieb James Turner:
 There's something odd happening with ATIS, after a sim-reset: you get reports 
 for many stations, none of which are geographically close, continuously.

Some observations:

 - After startup (c172p) I can not hear the ATIS but if debug output is
enabled (--log-class=atc --log-level=debug) I can see the ATIS text
shown in the terminal.
 - After a reset I can additionally to the text also hear the ATIS (If
switching on the according switches).
 - There is no range filter applied at least for the
NavDataCache::findXXXByFreq methods (A FGPositioned::Filter object is
passed to all of them but the pass() method is never called)

Tom

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Re: [Flightgear-devel] ATIS bug (after sim reset)

2012-10-01 Thread Thomas Geymayer
Am 2012-10-01 14:12, schrieb James Turner:
 There is still something weird happening here - assuming I select the
 correct comm-panel options, and adjust the default volume, and select
 an in-range ATIS frequency, all the code is run to send sound to the
 sound-manager - I've verified this in the debugger - but I don't hear
 any audio output until a restart.

After a restart or reset? For me it works after a reset but also after
pausing and resume again.

Tom

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Re: [Flightgear-devel] [Gitorious] Activity: fredb pushed 1 commits to nextnext...

2012-09-28 Thread Thomas Geymayer
Am 2012-09-27 16:34, schrieb James Turner:
 then the throttle is wide open and the brakes are off despite the
 settings in the ~.set file, so the aircraft races down the runway. That's
 bad enough on an airfield, but it really screws up the start on a carrier.

 I'm not seeing that with the aircraft I test regularly - Bravo, c172 and 
 777. I also didn't see it with the Vulcan or CRJ1000 yesterday. It's 
 possible it's related to my moving the FGcontrols init, but a bit research 
 on if it's aircraft specific, and if so, why, would be helpful.
 
 I've just pushed some changes that should help this (or not!) - please test 
 and let me know if you see any improvement.

I can confirm this too (also with your latest changes). Eg. start the
c172p and have a look at the value of /controls/engines/engine/magnetos.
In the c172p-set.xml it is set to 3 but upon startup it is 0. The same
thing happens also to other variables in the *-set.xml.

Tom

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Re: [Flightgear-devel] [Gitorious] Activity: fredb pushed 1 commits to nextnext...

2012-09-28 Thread Thomas Geymayer
Am 2012-09-28 16:36, schrieb James Turner:
 
 On 28 Sep 2012, at 12:49, James Turner wrote:
 I'll test completely reverting the FGControls change here, and report back.
 
 Okay, FGControls was inheriting SGSubsystem, but not actually behaving like 
 one - that's fixed now, and things seem correct here. Please test and confirm 
 or deny :)

Looking good! For me it works.

Tom

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Re: [Flightgear-devel] Displays vs Instruments

2012-09-26 Thread Thomas Geymayer
Am 2012-09-26 11:19, schrieb James Turner:
 I'm testing some architectural changes in the code, and have hit upon an area 
 that's causing some structural problems. Specifically, we have two kinds of 
 instruments:
 
   - 'computational' ones which read and write some values and model a 
 system (steam gauges, navradio, GPWS, )
   - 'display' ones which are based on RenderTexture / the Canvas and do a 
 small amount of simulation, but contain a large amount of rendering code.

I like the idea very much because most aircrafts are build like this.

An amount of blackboxes and sensors are spread over the aircraft -
invisible to the cockpit - which provide data. Either just raw or
filtered sensor readings or more complex things with
processed/interpreted data like nav, gpws, radar, tcas, etc.
Some devices also require data from other instruments for being able to
work (eg. tcas needs radalt, wow, ...). So we could just have the single
bricks and wire them together using properties - just like in the real
thing.

The second part are the displays which today are mostly multipurpose and
can show data in various ways from different sources. Even older steam
gauges just show data from sensors - normally just limited to a specific
data source.

This separation would be great for reusable but nevertheless highly
customizable instruments/displays.

Tom

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Re: [Flightgear-devel] Airport selection feedback

2012-09-22 Thread Thomas Geymayer
Am 2012-09-22 11:37, schrieb HB-GRAL:
 Are there some plans to integrate some kind of a webview to the canvas 
 ? I remember there was some discussion about.

Yes, this is definitely something I want to support. Maybe in a first
step just a tiled map from files on the hard disk, but later also
fetching from an url should be possible. It should also be possible
instead of directly fetching the tiles from FlightGear just running an
external application which puts the files in a folder where FlightGear
finds them.

 In case there comes a webview the mapserver could provide pre-drawed and 
 referenced tiles as images for a background and i.e. only the plane(s) 
 needs to be drawn. Common maptools on a server based on the same data 
 could be used (I’m using mapnik myself) and I guess one don’t need to be 
 online all the time with possibilities of subversion and/or offline 
 caching probably ? Just as an idea to save drawing resources.

I am also thinking about some kind of one-time canvas, where the
contents are just rendered once and afterwards can be used in an other
canvas as a texture and maybe even stored on the hard disk an reused the
next time FlightGear is started up.

Tom

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Re: [Flightgear-devel] Airport selection feedback

2012-09-21 Thread Thomas Geymayer
Am 2012-09-21 21:16, schrieb Stuart Buchanan:
 On Thu, Sep 20, 2012 at 11:44 PM, Thomas Geymayerwrote:
 I've now changed the default fill rule from even-odd to non-zero. Should
 probably work better now...
 
 Surprisingly, this didn't seem to make any difference.  I've included
 the patch below
 if you want to check yourself.

The problem was that ShivaVG simply hasn't implemented it :) I've now
extended ShivaVG to support some kind of a non-zero fill rule. It's not
really non-zero because instead of incrementing and decrementing
depending on the orientation of the drawn overlapping regions it simply
checks if at least a single region covers a pixel. For our use cases it
should be enough tough.

I have also added some more performance improvements: Now the texture is
only redrawn if something has changed. So if you don't change the map
there shouldn't be any noticeable performance impact anymore.

Also the bounding boxes are now only written to the property tree if
they are recalculated. This should take some fair amount of changing
properties away.

With your changes to put everything into one object now zooming takes
much more time. Seems like now tessellating takes much longer than
before due to the amount of data in one single path.

The current problem with zooming is that every position of every path
gets recalculated with the updated projection, even though this isn't
really needed as the projection doesn't noticeably while just zooming
and scrolling around at a single airport. To improve this I want to
implement some kind of one-time projected path which after the initial
geographic projection only gets scaled and translated instead of
completely recalculated.

Tom

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Re: [Flightgear-devel] Airport selection feedback

2012-09-20 Thread Thomas Geymayer
Am 2012-09-20 11:30, schrieb James Turner:
 (Moving this discussion the the mailing list!)
 
 On 20 Sep 2012, at 10:24, Stuart Buchanan wrote:
 
 One thing I noticed is that the performance has taken quite a hit from
 adding the taxiways, as each taxiway segment is being drawn as a
 separate object.  Thomas - any chance we could have a draw mode to
 allow a set of Quads to be defined?
 
 Right, don't forget we can build Canvas elements from C++ - we could have 
 helper methods on the Nasal API which create a map layer automatically from 
 an ICAO code. I may end up doing this for the route-path in the map widget, 
 depending on performance.

I don't think that Nasal is the bottleneck here, but I'll check it. I
think that most time is spend with tessellation of the path but I'm also
not sure about this one.

Drawing multiple quads at once should be possible if putting all quads
in a single path (Start a new subpath/quad use canvas.Path.moveTo() or
canvas.Path.VG_MOVE_TO). I'll have a look if ShivaVG really creates just
a list of quads and otherwise modify it to do so.

If you need an aircraft symbol, eg. for showing the currently selected
position have a look at my fgdata branch:

https://gitorious.org/~tomprogs/fg/toms-fgdata/blobs/canvas/gui/dialogs/images/icon-aircraft.svg
https://gitorious.org/~tomprogs/fg/toms-fgdata/blobs/canvas/gui/dialogs/map-canvas.xml#line234
It's looking really good, if we/I/Thomas could get panning and ideally
smooth mouse-wheel zooming working, it would be fantastic. (And will
make my life porting the MapWidget really easy)

 It's looking really good, if we/I/Thomas could get panning and ideally
smooth mouse-wheel zooming working, it would be fantastic. (And will
make my life porting the MapWidget really easy)

That should be very easy to implement. I think I can do it the next days.

Tom

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Re: [Flightgear-devel] Airport selection feedback

2012-09-20 Thread Thomas Geymayer
Am 2012-09-20 22:41, schrieb Stuart Buchanan:
 Unfortunately, that doesn't appear to handle overlapping quads very well:
 
 http://www.nanjika.co.uk/flightgear/taxis.jpg
 
 It is doing some XOR against the other layers?  I'm sure I remember seeing
 this in a graphics textbook year ago...

I've now changed the default fill rule from even-odd to non-zero. Should
probably work better now...

Tom

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[Flightgear-devel] Changing behavior of SGPropertyNode::removeChild

2012-09-18 Thread Thomas Geymayer
While searching for the reason of crashing FlightGear if trying to
remove the nodes of the previously selected airport in the new Select
Airport Dialog I stumbled upon a problem with the behavior of
SGPropertyNode::removeChild. If you remove a child then fireChildRemoved
is triggered and every listener is getting informed. The problem is that
it is only called for the node being removed but for non of it's child
nodes. So if you listen upon a specific node being removed and instead a
parent node is being removed you will never get notified and have a
pointer to an invalid part of your memory which can cause a crash :)

I've pushed a commit witch recursively triggers childRemoved for all
nodes controlling the canvas. Any objections on moving this behavior
directly into simgear?

Tom

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Re: [Flightgear-devel] Fgrun and canvas demo

2012-09-05 Thread Thomas Geymayer
Am 2012-09-05 21:03, schrieb Alan Teeder:
 The current version of FGRun crashes when the C172p canvas demo aircraft
 is selected.

Should be fixed now.

Tom

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Re: [Flightgear-devel] Switching from PUI to osgWidget

2012-07-31 Thread Thomas Geymayer
Am 2012-07-31 10:00, schrieb James Turner:
 Currently I'm copying all values to the property tree. The following
 properties are set on the canvas of the active window:

 mouse/x
 mouse/y
 mouse/dx
 mouse/dy
 mouse/button
 mouse/state
 mouse/mod
 mouse/scroll
 mouse/event

 I don't know if it would give as any advantages to have some global
 mouse states because the values are only valid for one single window
 (coordinates are relative to window origin).
 
 Hmm, I was hoping we'd be able to register callbacks on specific widgets (or 
 panel nodes in my case) - do you have a Nasal layer on top of these 
 properties to forward semantic events ('left button press', 'scroll up', 
 'double-click') to Canvas elements?

mouse/event contains the type of event (its a
osgGA::GUIEventAdapter::EventType) and is always updated last, so it is
enough to just register a callback on mouse/event and read all the other
properties.

The advantage of just using properties is that you can easily create
mouse events from different sources, even from Nasal (eg. to control the
cursor inside a MFD also with keys or the joystick one would just need
to write to the according properties and to the canvas it looks just
like any other mouse event).

 - Window Stacking:
New windows always appear on top of older windows. It would be nice
to have the possibility to change stacking order (either reorder
the windows or use z-buffer with different z-values)

The window manager could eg. listen on a special signal property on
each window (eg. /sim/gui/canvas/window[i]/raise) which moves the
according window to the top of the current window stack.

I'd prefer window reordering because it would make checking for a
window at a given position very ease, because we'd just have to
check for the first match in revers stacking order (from topmost to
lowest window).
 
 Have either of you thought about implementing the menubar? Which in PUI is a 
 series of popup-windows, just wondering if the 'window manager' needs to be 
 aware of such windows in terms of z-ordering.

 - (Canvas Element) Picking:
Forward mouse events to canvas elements (trigger onhover, onclick,
etc.)
The canvas could listen for creation of the signal properties and
then add the according region to a list of monitored regions. If
the cursor is in one of the regions the property is signaled.
 
 Ah ok - can you explain more how you see this working?  I'd imagined passing 
 a Nasal function as a callback into the element:
 
   element.setHoverCallback( fun = {  } )
   element.setClickCallback
   element.setWheelCallback
 
 and so on...

I was thinking exactly the same. the setXxxCallback functions would just
add a listener to mouse/event, and upon change read all values into a
hash and call the registered function.


 - Use images inside Canvas:
We need a new element type to also display images and other textures
(eg. also the texture of another canvas) inside a canvas. Not
everything can easily be represented using just vector graphics, so
images will also be needed.
 
 Right, the 2D panels are just textures. I will also add a 'scale 9' (aka CSS 
 border image) element since my impression is this would be very useful in 
 styling GUI elements.

Sounds useful. Maybe we can do also an element which supports this for
vector images (eg. for buttons, inputboxes, etc.)

 One thing I want to fix for 2D panels, the GUI and 3D picking is cursor 
 feedback. So if a 3D model or 2D 'knob' is clickable, we can show a 
 hand-cursor and a tooltip on hover. This would be a *huge* usability win for 
 people learning new cockpits, besides the GUI. Unfortunately OSG cursor 
 support is somewhat limited.

With osgGA handling mouse over events is now also possible. So for
canvas elements adding tooltips is very easy. For 3D picking we would
need to forward the mouse intersection to Nasal. This will also be
needed for interacting with canvases placed on 3D surfaces.

 Personally I'd like an event class exposed to Nasal (I can do that part, lots 
 of experience with it now!), which is available in the callback functions I 
 suggested above: so in a hover / wheel / click callback, one has an 'event' 
 object with:
 
   event.button (button that triggered the event)
   event.type (press / release / click / double-click)
   event.time (maybe...)
   event.buttons (state of all the mouse buttons)
   event.modifiers
   event.x, event.y
   event.globalX, event.globalY? (do we need these?)
   
 And this can potentially have some helper functions to transform X/Y 
 coordinates or even find the lat/lon of the scene location...

Looks like a good idea (relative changes would also be useful eg. for
dragging). The question is only if we need to expose this class from C++
or if it is enough to build it in Nasal.

Tom

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Re: [Flightgear-devel] Switching from PUI to osgWidget

2012-07-31 Thread Thomas Geymayer
Am 2012-07-31 10:00, schrieb James Turner:
 Have either of you thought about implementing the menubar? Which in PUI is a 
 series of popup-windows, just wondering if the 'window manager' needs to be 
 aware of such windows in terms of z-ordering.

If you open a window it will be placed on top of all other windows, if
you exit a menu with the mouse it normally closes, so it should work.

Maybe we should create different categories/priorities (just a numeric
value) of windows where one window can only raise to the top inside a
category.

Am 2012-07-31 15:30, schrieb Thomas Geymayer:
 Personally I'd like an event class exposed to Nasal (I can do that part, 
 lots of experience with it now!), which is available in the callback 
 functions I suggested above: so in a hover / wheel / click callback, one has 
 an 'event' object with:

  event.button (button that triggered the event)
  event.type (press / release / click / double-click)
  event.time (maybe...)
  event.buttons (state of all the mouse buttons)
  event.modifiers
  event.x, event.y
  event.globalX, event.globalY? (do we need these?)
  
 And this can potentially have some helper functions to transform X/Y 
 coordinates or even find the lat/lon of the scene location...
 
 Looks like a good idea (relative changes would also be useful eg. for
 dragging). The question is only if we need to expose this class from C++
 or if it is enough to build it in Nasal.

The more I think about it the less I'm convinced about a Nasal-only
event class. There can occur many problems with (accidentally) setting
the mouse values in the wrong order, or how to get the mouse values
inside every affected element without copying to much properties around
and also thread synchronisation (if it is used) will get complicated.

How do you want to register callbacks if a custom class should be passed
as argument? Is it possible to set the value of a property node to a
custom class?

Tom

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Re: [Flightgear-devel] Switching from PUI to osgWidget

2012-07-31 Thread Thomas Geymayer
Am 2012-07-31 18:49, schrieb James Turner:
 I was assuming I'd create a Nasal ghost for Canvas::Element, and another for 
 osgGA::Event, or a Canvas::Event if we need an explicit class. Then we need 
 some global Nasal C functions to map from a Canvas property node to the Nasal 
 ghost (i.e finding the underlying C++ canvas::Element).

What shall the ghost for the canvas::Element do? I think it would be
enough to have a set(event)handler(path, event_type/mask, cb) and
remove(event)handler function which work similar to the property
listener functions:

  sethandler('/canvas/texture[2]/group[3]', 'click', func(event) {
print('click at ' ~ event.x ~ '|' ~ event.y);
  });

  or

  sethandler('/canvas/texture[2]/group[3]', 'mouse', func(event) {
print('mouse event ' ~ event.type ~ ' at ' ~ event.x ~ '|' ~ event.y);
  });

I'm not really sure if we need to differentiate between different mouse
events already at C++ level or if just passing every mouse event is
sufficient.

Finding the acording canvas::Element is really easy as the first part of
the path can directly be compared to the canvas base path (see
canvas_mgr.cxx and property_based_mgr.cxx) and access the required
canvas by it's index (only possible with canvases) and afterwards
recursively checking for element name and index.

Can Nasal ghosts also be used with an inheritance hierarchy? Eg. having
an event base class and mouse, keybord, etc. events. Events may have
something in common, but eg. for mouse and keyboard most of the data
will be different.

 All of the above is only a few lines of code and I've been doing it for 
 FGPositioned recently - it's pretty easy. Once that's done we define the 
 'addXYZCVallback' methods in C++, and have them capture an naFunctionRef for 
 the callbacks - again I've already done this and it works nicely. When the 
 C++ element receives an event it can check its registered callback list, wrap 
 the event in a ghost and run whichever callbacks apply.
 
 If you want me to prototype some code for this, I am happy to do so!

Would be great :)

Tom

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Re: [Flightgear-devel] Switching from PUI to osgWidget

2012-07-30 Thread Thomas Geymayer
 the osgWidget base class.
 In particular my goal is to be able to kill off fg_os.hxx in the near
 future, i.e to have all events being passed into the canvas as osgGA
 types, not the old GLUT interface of raw x/y floats.

The current window manager registers itself to the main viewer and
subscribes on osgGA events, so the canvas has no dependencies on the old
system.

What do you think about the current way of handling mouse events? It's
also just passing x/y and some more values to the property tree, but we
need to forward the values somehow.

Also I had to create a new event class (which uses most of the osgGA
types) because the coordinates of the mouse where passed in the range
[-1,1] which would make handling a bit more complicated...

Regards,
Tom

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Re: [Flightgear-devel] Switching from PUI to osgWidget

2012-07-26 Thread Thomas Geymayer
2012/7/26 James Turner zakal...@mac.com:
 Okay, I wasn't clear from the Wiki page what the final idea was. As you say,
 so long as we're going through show-dialog it should be fine. My feeling is
 we still want a C++ hook around creating individual widgets, so we have the
 option the create custom widgets in C++, but it's not a difficult thing to
 change internally.

You can always create widgets from C++ by adding canvas elements
through the property tree, but I think a fully scripted GUI is the
most flexible and powerfull approach. Do you have any usecase where
you wan't to create a widget in C++?

 Hmm, I wonder if having a C++ base class for widgets in the canvas will
 simplify picking and mouse-over. To avoid such details to the basic canvas
 item.

I'm currently thinking of adding a property to each element which
allows enabling picking for this element. If the element is a group it
receives picking events from all children otherwise only its own. We
should also keep in mind that the Canvas won't be used only for the
GUI but also eg. for MFDs which may have a touch interface where not
necessarily widgets are used...

Regards,
Tom

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Re: [Flightgear-devel] Switching from PUI to osgWidget

2012-07-25 Thread Thomas Geymayer
2012/7/25 James Turner zakal...@mac.com:
 Thomas, I have the impression you've been working on this stuff for a while,
 could you please summarise how you see it developing so Stefan and I can see
 where we might help.

I think it now slowly reaches a state where everything starts to
stabilize. The API is really easy to use and most things should be
already possible without any modification to the C++ code. Now we need
to extend the API, create some helper functions/classes and have a
look what is possible and what is still missing.

 I'm pretty concerned to keep the Nasal code sufficiently structured that we
 vary the widget implementation without updating the dialogs. In particular,
 I'm concerned that we don't end up with inline Nasal dialog XML which
 depends on the widget implementation internals, simply because that's
 convenient in Nasal.

 (for example, the current dialog XML files don't know anything about
 'mouse-handling', they work exclusively in bindings, and that's a good
 separation of UI events from semantic behaviours)

I have based the implementation on many ideas from different existing
technologies and projects. The most important are the Javascript DOM
API and some Javascript/SVG/drawing APIs (eg. jQuery SVG [1]).

For mouse handling I like the idea of having event handlers (eg.
click, drag, hover, etc.). So instead of just one property holding the
events of the whole dialog/canvas I want to forward the event to the
according element by using picking or maybe for a first step just
bounding box checking with the current mouse position. It would still
just set the three properties like before (button, x, y) but we could
add an helper function which adds a listener to the button property
and calls a function with all three parameters if the event was
triggered. (I always want to keep the basic idea of only communicating
via the property tree).

 I'd also like to see / understand how we manage XML / property-list file
 processing in a nice way, to support the various formats we want to create
 canvas elements from - GUI dialogs, 2D panels and HUDs.

We could for example just add some more parseXXX functions (like
parsesvg) which parse a dialog/hud/whathever file and create a canvas
from it. So we would just have to modify eg. the show-dialog command
to create a canvas and call the parser.

 So, yes, if you could explain your plan here, and where people could help,
 that would be useful.

Missing things:

 - Documentation: Read, ask questions, extend. I haven't done too much
documentation (apart from inline documentation) just due to the reason
that the API is not completely stable yet. You could also try
different use-cases and maybe find some examples where the API lacks
some features.
 - Clipping: For different reasons we will need to be able to clip
some elements to certain regions. It should work with specifying
either a clipping rectangle or by using a path. OpenVG seems to have
support for it, although I haven't looked into it too deep. We also
need to ensure that it also works with text.
 - Geographic Mapping: It's very experimental, missing different
projection modes (eg. vertical projection) and especially the Nasal
API feels very hackish.
 - Picking: For mouse handling some kind of picking would be nice. As
already mentioned, at least bounding box intersections will be needed.
 - Animations: I don't know if we should do animations just be using
interpolator and settimer from Nasal or if we should implement some
time-based animations directly in C++. At least we need some helper
functions (eg. for blinking elements - cursor, fading, ...)
 - Improve PUI to allow eg. receiving mouse over events.
 - Improve the Nasal API: Add some helper functions for animating
different glass cockpit displays (I have already some basic code, but
it needs some generalization).
 - Implement some widgets in Nasal.
 - Check what is missing to implement the different hardcoded instruments.
 - Allow placing images inside the canvas.
 - Maybe support displaying shapefiles.
 - I also want to unify the canvas creation a bit, such that canvases
can be moved seamless between the different placements (gui, model,
hud, etc.). The normal model placement is great but the gui widget
placement needs to be able to also use an already existing canvas.
 - Support copypaste: I'm working on the selection part, but have no
clue yet on how to access the system clipboard.
 - Find more work I've currently forgotten about :)

Please also have a look at the wiki [2]. There is already plenty of
brainstorming outcome and also information about some current
features.

Regards,
Tom

[1] http://keith-wood.name/svg.html
[2] http://wiki.flightgear.org/Canvas

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Re: [Flightgear-devel] Switching from PUI to osgWidget

2012-07-25 Thread Thomas Geymayer
I have now added some more thoughts about the GUI implementation and
support of the current xml files to the wiki:
http://wiki.flightgear.org/Canvas_Widgets#Fully_Canvas_based_implementation_.28planned.29

Regards,
Tom

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Re: [Flightgear-devel] Switching from PUI to osgWidget

2012-07-24 Thread Thomas Geymayer
Am 2012-07-24 15:43, schrieb James Turner:
 Oh, I remembered the other 'difficult' widget - the scrolling lists and
 (related) multi-line text. My feeling was that osgText was going to
 handle multi-line text fairly badly, and this might be an issue. We
 don't have many multi-line text widgets, but they're some useful ones -
 e.g. the Nasal console.

I have just experimented a bit with osgText and multi-line text. So far
I didn't notice any problems.

 Regarding canvas, I think that that is definitively the way to go for
 stuff like the map widget, but to be honest I have my doubts whether
 it would be suitable for the entire gui. I must admit though, so far
 I've only read the documentation on the wiki, so I haven't played
 around with it yet.
 
 Right, canvas makes more sense for the map-widget and replacing the old
 OpenGL calls in the HUD is my feeling; to build something compatible with
 the current GUI using the canvas might be possible, but is a lot of work.

But using the Canvas also for the GUI would give us the advantage of a
unified rendering backend for any type of GUI/text rendering and also
the ability to use the same widgets everywhere - eg. use them also
inside aircrafts for CDU GUIs or other displays...

I've done a quick proof of concept for a tabbed and scrollable widget
(including some UTF-8 chars):

http://youtu.be/1a6wtPVPWc4
https://gitorious.org/~tomprogs/fg/toms-fgdata/blobs/canvas/gui/dialogs/canvas-demo.xml

Regards,
Tom

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Re: [Flightgear-devel] Switching from PUI to osgWidget

2012-07-24 Thread Thomas Geymayer
Am 2012-07-24 19:35, schrieb James Turner:
 Thomas, one issue I can guess at (though PLIB is also really bad at
 it, and osgWidget is not much better!) - text selection. Do you think
 you'd be able to handle a blinking insertion point and a standard
 draggable text selection area in this approach? Obviously it might
 need some additional C++ helpers but that's okay since text-editing
 is a pretty specialised behaviour.

Yes :)

http://youtu.be/CIS8UyuJLgM

I have just added some property change listeners to get the position of
the next character at a given position. The highlighting happens only
from Nasal. What is currently missing is the possibility to also change
the color of the selected text and to actually get the selected text,
but this shouldn't be too hard to implement.

 One goal of mine for the GUI is to get platform native copy-and-paste
 working, BTW ;)

This has already been on my wish/todo list :P

 Obviously Thomas knows the Canvas code since he created it [...]

Currently documentation is not too detailed, but looking at the
different demos and maybe also the Nasal API and source code should
help. If not, don't hesitate to ask :)

Regards,
Tom

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Re: [Flightgear-devel] Shader menu structure

2012-06-25 Thread Thomas Geymayer
Hi,

Am 2012-06-25 09:46, schrieb Frederic Bouvier:
 Hi Gijs,
 
 De: Gijs de Rooy gijsr...@hotmail.com
 
 Pushed the dialog fixes yesterday, please report any issues.
 
 Please try this :

or even simpler:

 - Disable custom settings
 - Set slider to 5
 - Enable custom settings
 - Have a look at the Shader Options

Regards,
Tom

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[Flightgear-devel] [Patch] Don't create warning message on non existing gui/dialogs directory

2012-05-30 Thread Thomas Geymayer
Hi,

recently a patch [1] from me has been merged which allows also automatic
loading of dialog files from the aircraft directory (if located in a
subdirectory gui/dialogs).

If this directory doesn't exist a warning message is produced. The
attached patch prevents the message from beeing emitted.

Please, someone can commit the patch.

Thanks,
Tom

[1] https://gitorious.org/fg/flightgear/merge_requests/1563

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diff --git src/GUI/new_gui.cxx src/GUI/new_gui.cxx
index 4f9485e..08bb1c7 100644
--- src/GUI/new_gui.cxx
+++ src/GUI/new_gui.cxx
@@ -68,8 +68,13 @@ NewGUI::init ()
 setStyle();
 SGPath p(globals-get_fg_root(), gui/dialogs);
 readDir(p);
-const std::string aircraft_dir(fgGetString(/sim/aircraft-dir));
-readDir( SGPath(aircraft_dir, gui/dialogs) );
+SGPath aircraft_dialogs
+(
+  std::string(fgGetString(/sim/aircraft-dir)),
+  gui/dialogs
+);
+if( aircraft_dialogs.exists() )
+  readDir( aircraft_dialogs );
 _menubar-init();
 }
 
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[Flightgear-devel] Canvas (2D drawing API) - Testing needed

2012-05-29 Thread Thomas Geymayer
Hi,

I'm currently working on a 2D drawing API. The basic idea is to draw
arbitrary 2D shapes and text to a texture and place this texture on some
model in the scene (eg. display, HUD,...). This so called canvas should
be controlled only by using the property tree.

Currently it is possible to draw text, transform it, change style and
all of this through the property tree. I have also added an experimental
Nasal API which provides an object orientated wrapper around the
property tree interface to the canvas.

The code is already include into flightgear/next, but some fixes and the
Nasal API are waiting to be merged into flightgear and fgdate respectively.

I have already tested many scenarios but it would be great if you can
try it out on your own and report bugs or provide some feedback :)

Please see http://wiki.flightgear.org/Canvas_Properties for more details.

Thanks,
Tom

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Re: [Flightgear-devel] Replace texture with RTT

2012-05-01 Thread Thomas Geymayer
Am 2012-04-30 15:27, schrieb Thomas Geymayer:

 I'm currently experimenting with a 2D Canvas and rendering everything to
 a texture. For this I use FGODGauge to render to texture and
 FGODGauge::set_texture to replace a texture in the cockpit with the
 texture from the fbo. This works very well unless I enable any effect
 which causes the texture to be replaced by the original one.

Never mind. It works now by using the same technique as for the
SGMaterialAnimation where a group is placed in between the object whose
texture should be changed and its parent. This group overrides the texture:

stateSet-setTextureAttribute(0, _new_texture,
osg::StateAttribute::OVERRIDE);
stateSet-setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::ON);

If there exists a faster method which doesn't require the additional
group, please tell me.

Regards,
Tom

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[Flightgear-devel] Replace texture with RTT

2012-04-30 Thread Thomas Geymayer
Hi,

I'm currently experimenting with a 2D Canvas and rendering everything to
a texture. For this I use FGODGauge to render to texture and
FGODGauge::set_texture to replace a texture in the cockpit with the
texture from the fbo. This works very well unless I enable any effect
which causes the texture to be replaced by the original one.

I have just extended the ReplaceStaticTextureVisitor::apply(osg::Geode
node) method to also replace texture inside effects:

virtual void apply(osg::Geode node)
{
  simgear::EffectGeode* eg =
dynamic_castsimgear::EffectGeode*(node);
  if( eg )
  {
osg::StateSet* ss = eg-getEffect()-getDefaultStateSet();
if( ss )
  changeStateSetTexture(ss);
  }
  else
if( node.getStateSet() )
  changeStateSetTexture(node.getStateSet());
  int numDrawables = node.getNumDrawables();
  for (int i = 0; i  numDrawables; i++) {
  osg::Drawable* drawable = node.getDrawable(i);
  osg::StateSet* ss = drawable-getStateSet();
  if (ss)
  changeStateSetTexture(ss);
  }
  traverse(node);
}

Does anyone know how I can correctly replace a texture, such that it
also stays there if effects are enabled (eg. generic effect).

Thanks,
Tom

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

Student of Software Engineering  Business Administration
 Graz University of Technology -

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[Flightgear-devel] [Patch] Support relative changes for generic input protocol

2012-01-27 Thread Thomas Geymayer
Hi,

I've extended the generic protocol to also allow sending relative values
and limit values to a given range. I'm using it for an arduino based
heading selector.

With only absolute messages supported you would interfere with changes
from other sources like clicking with the mouse or changes from scripts.

The merge request can be found on gitorious:

https://gitorious.org/fg/flightgear/merge_requests/1559

Regards,
Tom

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

Student of Software Engineering  Business Administration
 Graz University of Technology -

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