Re: [Flightgear-devel] OSX 10.5 compilation

2013-02-19 Thread ys
Maybe another possibility is to hang in a second mac slave to built 
maclauncher/FlightGear against SDK 10.5 and target 10.5. I could spend one of 
my FGx slaves once for such, when it makes sense for the project to get 10.5 
support on intel back. Or another possibility is I try to build the official 
maclauncher out of jenkins locally here with such a setting, and when it is 
working you can put that to a separate 10.5 download. 

I would offer this work when there is some request for this, but first ... I 
would try to get atlas support back for osx when possible. I'm not able to 
compile atlas and I guess this is a really hard one for all osx versions. I 
hope that my findings with this can help the official launcher. It was always 
included with former version when I'm not wrong, and FGx doesn't support atlas 
either these days, unfortunately. (Another minority probably, but for me 
personally atlas is still one of the best maps we have, even this is a very old 
and a bit outdated project).

-Yves




Am 19.02.2013 um 02:07 schrieb ys flightg...@sablonier.ch:

 Hi Curt
 
 I would not recommend to get 10.5 support back with current official jenkins 
 build. AFAIK current mac build for 10.6/7/8 works very well, supporting 10.5 
 would need heavy changes, or better, downgrading of slaves, and it is 
 definitely not worth to break things this way. I'm free to do such on a small 
 private CI, and I made a lot of noise about having 10.5 support back, but at 
 the end it's just weird and for a very small minority of fg users like me. 
 But it is documented, and everyone joining the adventure can do so ;-)
 
 -Yves 
 
 
 
 
 Am 18.02.2013 um 18:54 schrieb James Turner zakal...@mac.com:
 
 
 On 18 Feb 2013, at 17:08, Curtis Olson curtol...@flightgear.org wrote:
 
 I haven't been following this thread too closely, but is it possible to get 
 10.5 support back into the official build on Jenkins or does it require a 
 separate build/installer for 10.5 support?
 
 
 I think the answer is no, since the build slave runs 10.6.
 
 If someone else disagrees, then I need to proceed carefully, since 
 rebuilding the slave if we screw something up is not fun. (I could image the 
 drive, I guess)
 
 James
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Re: [Flightgear-devel] OSX 10.5 compilation

2013-02-18 Thread ys
Hi James

Have some news, I got sound back with simgear/sound/openal_tests, compiled 
against sdk 10.6. Now I'm going to make some other tests with fg vs. 10.5. What 
I changed in my chain is nuking macports boost 1.52 and bringing back 1.50 with 
a manual install on the slave.

I've seen that your jenkins slave uses 1.52. Maybe this works well with 
devtools = 4, here I'm using 3.2.6 for the slave to get sdk 10.5. Is there a 
reason to install boost 1.52, or is 1.50 ok for the next days ? ;-) And another 
question, do you remember what options you used for installing boost 1.52 on 
the slave ?

Thanks, Yves 



Am 18.02.2013 um 03:01 schrieb ys flightg...@sablonier.ch:

 
 
 
 
 
 Am 16.02.2013 um 00:56 schrieb ys flightg...@sablonier.ch:
 
 so I really have no idea what might be going.
 
 Hi James
 
 Me too. But it is still here. SimGear throws the same issue with all 
 combinations I tried, and now after goinf for 2.10 also with SDK 10.6. 
 Meantime I guess it is more a general problem, I don't know what the 
 wavreader throws when the path is wrong to the wav file i.e. Because in the 
 error message I don't see any path, and when I'm looking to the wavreader 
 code it should throw the path, or not ? So next question is does the 
 wavreader throw truncated or corrupt when it doesn't find the .wav file ? I 
 edited the simgear code and realised that what I see in fg log is the first 
 exception that can be thrown with message truncate/corrupt.
 
 Any other ideas what I should take into account ?
 
 -Yves
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Re: [Flightgear-devel] OSX 10.5 compilation

2013-02-18 Thread ys
O, happy now.

Finally it is working. And 2.10 is really a hit, compiled against sdk 10.5. One 
can still use an older macbook for simple multi-machine fun, with an old osx 
with bad bad graphics (old ATI, almost no vram). Now turning on 3d clouds, 
water, crop and transistion shader ... everything looks fine with a reasonable 
framerate (around 20fps). Only atmospheric lights, urban shader, random 
buildings/vegetation and some AI traffic reduces framerate to a no go. But 
really, well done, thanks guys. And special thanks to James and others nuking 
alut and making building sg/fg on a mac easier and easier (beside of my sound 
and boost troubles the last days, but that's just a private 2.10/osx learning 
curve here, I see).

I am happy for the rest of the week (and shut up) because I got 2.10 working 
now from OSX 10.5 to 8, with simply downgrading boost and nuking macports. I 
will publish a version with FGx asap.

Now I see that the small cocoa change for flightgear making compiling possible 
for 10.5 has already been merged by James, thanks, the patch for the simgear 
sdk 10.5 svn problem will follow asap.

Thanks, Yves




Am 18.02.2013 um 14:41 schrieb ys flightg...@sablonier.ch:

 Hi James
 
 Have some news, I got sound back with simgear/sound/openal_tests, compiled 
 against sdk 10.6. Now I'm going to make some other tests with fg vs. 10.5. 
 What I changed in my chain is nuking macports boost 1.52 and bringing back 
 1.50 with a manual install on the slave.
 
 I've seen that your jenkins slave uses 1.52. Maybe this works well with 
 devtools = 4, here I'm using 3.2.6 for the slave to get sdk 10.5. Is there a 
 reason to install boost 1.52, or is 1.50 ok for the next days ? ;-) And 
 another question, do you remember what options you used for installing boost 
 1.52 on the slave ?
 
 Thanks, Yves 
 
 
 
 Am 18.02.2013 um 03:01 schrieb ys flightg...@sablonier.ch:
 
 
 
 
 
 
 Am 16.02.2013 um 00:56 schrieb ys flightg...@sablonier.ch:
 
 so I really have no idea what might be going.
 
 Hi James
 
 Me too. But it is still here. SimGear throws the same issue with all 
 combinations I tried, and now after goinf for 2.10 also with SDK 10.6. 
 Meantime I guess it is more a general problem, I don't know what the 
 wavreader throws when the path is wrong to the wav file i.e. Because in the 
 error message I don't see any path, and when I'm looking to the wavreader 
 code it should throw the path, or not ? So next question is does the 
 wavreader throw truncated or corrupt when it doesn't find the .wav file ? 
 I edited the simgear code and realised that what I see in fg log is the 
 first exception that can be thrown with message truncate/corrupt.
 
 Any other ideas what I should take into account ?
 
 -Yves
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Re: [Flightgear-devel] OSX 10.5 compilation

2013-02-18 Thread ys
Hi Curt

I would not recommend to get 10.5 support back with current official jenkins 
build. AFAIK current mac build for 10.6/7/8 works very well, supporting 10.5 
would need heavy changes, or better, downgrading of slaves, and it is 
definitely not worth to break things this way. I'm free to do such on a small 
private CI, and I made a lot of noise about having 10.5 support back, but at 
the end it's just weird and for a very small minority of fg users like me. But 
it is documented, and everyone joining the adventure can do so ;-)

-Yves 




Am 18.02.2013 um 18:54 schrieb James Turner zakal...@mac.com:

 
 On 18 Feb 2013, at 17:08, Curtis Olson curtol...@flightgear.org wrote:
 
 I haven't been following this thread too closely, but is it possible to get 
 10.5 support back into the official build on Jenkins or does it require a 
 separate build/installer for 10.5 support?
 
 
 I think the answer is no, since the build slave runs 10.6.
 
 If someone else disagrees, then I need to proceed carefully, since rebuilding 
 the slave if we screw something up is not fun. (I could image the drive, I 
 guess)
 
 James
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Re: [Flightgear-devel] OSX 10.5 compilation

2013-02-17 Thread ys





Am 16.02.2013 um 00:56 schrieb ys flightg...@sablonier.ch:

 so I really have no idea what might be going.

Hi James

Me too. But it is still here. SimGear throws the same issue with all 
combinations I tried, and now after goinf for 2.10 also with SDK 10.6. Meantime 
I guess it is more a general problem, I don't know what the wavreader throws 
when the path is wrong to the wav file i.e. Because in the error message I 
don't see any path, and when I'm looking to the wavreader code it should throw 
the path, or not ? So next question is does the wavreader throw truncated or 
corrupt when it doesn't find the .wav file ? I edited the simgear code and 
realised that what I see in fg log is the first exception that can be thrown 
with message truncate/corrupt.

Any other ideas what I should take into account ?

-Yves
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Re: [Flightgear-devel] CMake question simgear include option

2013-02-15 Thread ys
Hi James

Thanks, yes, am aware of this kind of separation. But I thought: Why does 
cmake configuration make it possible to link against an osg include and lib dir 
for every part, while simgear has only a an option for headers and not the libs 
?. And then when you set the simgear include dir, why does simgear link 
against system path libs and not against cmake install prefix? What speaks 
against linking the libs? Or what speaks against keeping this simgear include 
option away? I don't get the logic behind this, and of course me I do not run 
into real problems because of this, I am just a bit curious about what's behind 
this option setting.

-Yves




Am 15.02.2013 um 09:48 schrieb James Turner zakal...@mac.com:

 
 On 14 Feb 2013, at 18:58, HB-GRAL flightg...@sablonier.ch wrote:
 
 With simple -DCMAKE_INSTALL_PREFIX it finds the custom location of the 
 headers and libs without any other option, but when I add 
 -DSIMGEAR_INCLUDE_DIR=/path/to/include it takes the headers from this 
 location, but not the libs anymore, it falls back to another simgear 
 install on my system (which is in path). So I need to remove default 
 simgear from my path, and then cmake works perfect.
 
 Sometimes I wonder with what things I can struggle with flightgear 
 compilation and why only ME have such problems. ;-)
 
 Avoid setting the include path directly, would be my advice.
 
 If you want to use different simgear builds, then keep the completely 
 separate.
 
 Eg, I have:
 
~/FGFS/
simgear
flightgear
 
fgBuild# configured with CMAKE_INSTALL_PREFIX=~/FGFS/dist
sgBuild# configured with CMAKE_INSTALL_PREFIX=~/FGFS/dist
dist
 
fgBuild2# configured with CMAKE_INSTALL_PREFIX=~/FGFS/dist2
sgBuilld2# configured with CMAKE_INSTALL_PREFIX=~/FGFS/dist2
dist2
 
 And this works fine for me, the different diet trees can have totally 
 different version / config options since there is no overlap at all.
 
 James
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Re: [Flightgear-devel] Release 2.10.0: Decision Altitude

2013-02-15 Thread ys
Hi Torsten

What does mean no public answer in this list for this decision ?

-Yves




Am 15.02.2013 um 16:16 schrieb Torsten Dreyer tors...@t3r.de:

 Hi all,
 
 at one point during every ILS approach you reach the decision altitude 
 with two options: continue approach or go around. Being the copilot 
 on our approach into the 2.10 release, I'd call out minimum, approach 
 lights in sight, continue!
 
 If no one shouts out loudly _NOW_, I'm going to tag the release branches 
 tomorrow (Saturday) morning (Central European Time) and give the package 
 managers the GO to build and distribute the bundles. That should give us 
 a ready-to-download release just in time on Sunday the 17th.
 
 Greetings,
 Torsten
 
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Re: [Flightgear-devel] OSX 10.5 compilation

2013-02-15 Thread ys
Hi all

Ok, can we have a decision that SimGear/FlightGear is not supporting OSX 10.5 
on intel anymore ? FG 2.8 is doable, and maybe 2.10 with some further tweaks 
too, but after looking to what's coming up with next I see that more and more 
tweaks are needed and that core developers do not take 10.5 into account 
anymore (what I can understand very well, but it's not mentioned anywhere, when 
I'm not wrong).

Fact is that all dependencies still supports osx 10.5 on intel, but sg/fg 
doesn't anymore (since 2.8 this is also posted at flightgear.org for mac 
release, = 10.6).  As stated by James sg/fg code is not tested against 10.5 by 
core developers anymore, so please ... I my view a small message should come to 
changelog which can be referenced by supporters at forums and elsewhere for 
this fact. Or do you think this is completely wrong ?

-Yves






Am 13.02.2013 um 22:19 schrieb ys flightg...@sablonier.ch:

 Hi James
 
 Thanks a lot for all your replies, gave me some hope ;-) But I guess I'm not 
 able to make FGx possible for mac users with built-in osg/sg/fg the next 
 days, because of this strange sound problem. Ok, this doesn't matter that 
 much, because FGx is only a very small side project and an unofficial fg 
 side release, even when I tried to follow the official release plan with 
 this piece the last months. Maybe it's a simple slave hardware issue, or 
 there is some strange behaviour with the macports setup and I need to hang 
 another machine with a fresh new install into jenkins. As the official mac 
 release has working sound I guess it's really not related to sg/fg code at 
 all, sorry for the noise. And as a launcher without built-in libs FGx still 
 works on macs, also with 2.10.
 
 All these things need a lot of time, and many thanks for your support and 
 thoughts. When I installed a jenkins some months ago I thought we can switch 
 version with the new build, skipping a dependency here and there, and build 
 it, release, finish, without a lot of tweaks. Forget that with flightgear 
 (and Yves, and osx, and all this old unused machines) ;-) My last hope is now 
 that I can bring back some findings that are useful for others the next days 
 probably, and that I get a new build that makes FGx 2.10 also possible for 
 mac users. It's not impossible, but I still have no idea why the sound has 
 gone.
 
 -Yves
 
 
 
 
 Am 13.02.2013 um 11:39 schrieb James Turner zakal...@mac.com:
 
 
 On 13 Feb 2013, at 10:05, ys flightg...@sablonier.ch wrote:
 
 Are you using a flag on jenkins shell or rb script I couldn't see and I 
 need to take into account? should I try on another machine first ... Or is 
 there some mystic endianess I should take into account for this first 
 generation intel macs? I wonder that I had absolutely no problems with alut 
 and 2.8 some months ago.
 
 If you're on Intel, and the 2.10 official release works, I am stumped. The 
 code is /extremely/ simple - open file, read some bytes. There's no scripts 
 or options or anything to control it, as far as I know.
 
 And there's no mystic endian-ness, and plenty of people on Linux use 32-bit 
 builds - so I really have no idea what might be going.
 
 Sorry, not helpful I realise.
 
 James
 
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Re: [Flightgear-devel] OSX 10.5 compilation

2013-02-13 Thread ys
Hi James

I'm stuck with this now. And no, there is no arch PPC, I'm just compiling with 
i386 against SDK 10.5 and target 10.5 with arch i386 only, but also when I 
switch to 10.6 SDK and target 10.6 I get no wav sound and fg hangs. I opened 
the wavs with other software, no problem, I downloaded 2.10 release dmg and run 
it with 10.6 on this machine ... and get no sound problems?! 

I checked CMakeCache of simgear and flightgear on jenkins against my cache and 
could not find any important difference. The only thing different is that I use 
arch i386 explicitely and I set SDK and target with cmake. The log shows the 
same, sound is enabled ... I checked all the links of fgfs, exactly the same. 
I'm assuming that simpits mac is i386 too and is the same hardware generation 
more or less (but I'm not sure about). 

Are you using a flag on jenkins shell or rb script I couldn't see and I need to 
take into account? should I try on another machine first ... Or is there some 
mystic endianess I should take into account for this first generation intel 
macs? I wonder that I had absolutely no problems with alut and 2.8 some months 
ago.

I could try to compile on another slave, a x86_64 machine and have a look what 
happens there, or I could edit the wavreader code to see more clearly where the 
problem occurs and if it's really the byte order (what I could not imagine, but 
one never knows). No other ideas at the moment. Arghh, maybe it's just a small 
little thiny bit I miss, a new simgear/flightgear build guru bity I don't get.

Thanks, Yves




Am 12.02.2013 um 15:23 schrieb James Turner zakal...@mac.com:

 
 
 On Feb 11, 2013, at 03:05 PM, ys flightg...@sablonier.ch wrote:
 
 Hi James
 
 I guess this forking would be possible with the cocoa and the svn patch, but 
 I'm struggling with something different at the moment. Everything compiles 
 fine against 10.5 but when I start flightgear I have no engine sound, and 
 when engine sounds are activated fg hangs (no segfault). I can only startup 
 with aircrafts that have no engines running (i.e. c172p or b1900), the 
 others will crash flightgear and I get a simgear log entry that the 
 associated wav files are corrupted or truncated. Ehrm, looking where this 
 message is generated there are a lot of possibilities in your new wavreader 
 ;-)
 
 Can you give me any hint where this OpenAL sound problem could reside? 
 Strange thing is that avionics sound works (i get some 'instrument beeps' in 
 b1900 i.e.), only the engine is a problem. When I turn off sounds (switching 
 off master in the GUI) everything works as expected, I get 30 fps without 
 shaders and out of KSFO, keys are working etc. Maybe this is not related to 
 10.5 at all and there are some other important changes/patches for osx 
 compilation I missed after alut nuke ?
  
 To be honest I have no ideas - the WAV reading code is extremely simple, and 
 copied directly from the ALUT sources - it's used everywhere - Windows, Linux 
 and Mac, with no #ifdefs. So I can't imagine why some sounds would work and 
 not others. Except, some of our beeps (morse code) are synthesised, not 
 loaded from WAVs.
 
 Some WAVs are stereo, but the code must handle this or every platform would 
 die. Could it be an endian issue? PPC? 
 
 Ah, I wonder if I assumed PPC was gone, when porting the code? So you might 
 need to add byte-swapping into the code, if __PPC__ is set. 
 
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Re: [Flightgear-devel] OSX 10.5 compilation

2013-02-13 Thread ys
Hi James

Thanks a lot for all your replies, gave me some hope ;-) But I guess I'm not 
able to make FGx possible for mac users with built-in osg/sg/fg the next days, 
because of this strange sound problem. Ok, this doesn't matter that much, 
because FGx is only a very small side project and an unofficial fg side 
release, even when I tried to follow the official release plan with this piece 
the last months. Maybe it's a simple slave hardware issue, or there is some 
strange behaviour with the macports setup and I need to hang another machine 
with a fresh new install into jenkins. As the official mac release has working 
sound I guess it's really not related to sg/fg code at all, sorry for the 
noise. And as a launcher without built-in libs FGx still works on macs, also 
with 2.10.

All these things need a lot of time, and many thanks for your support and 
thoughts. When I installed a jenkins some months ago I thought we can switch 
version with the new build, skipping a dependency here and there, and build it, 
release, finish, without a lot of tweaks. Forget that with flightgear (and 
Yves, and osx, and all this old unused machines) ;-) My last hope is now that I 
can bring back some findings that are useful for others the next days probably, 
and that I get a new build that makes FGx 2.10 also possible for mac users. 
It's not impossible, but I still have no idea why the sound has gone.

-Yves




Am 13.02.2013 um 11:39 schrieb James Turner zakal...@mac.com:

 
 On 13 Feb 2013, at 10:05, ys flightg...@sablonier.ch wrote:
 
 Are you using a flag on jenkins shell or rb script I couldn't see and I need 
 to take into account? should I try on another machine first ... Or is there 
 some mystic endianess I should take into account for this first generation 
 intel macs? I wonder that I had absolutely no problems with alut and 2.8 
 some months ago.
 
 If you're on Intel, and the 2.10 official release works, I am stumped. The 
 code is /extremely/ simple - open file, read some bytes. There's no scripts 
 or options or anything to control it, as far as I know.
 
 And there's no mystic endian-ness, and plenty of people on Linux use 32-bit 
 builds - so I really have no idea what might be going.
 
 Sorry, not helpful I realise.
 
 James
 
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Re: [Flightgear-devel] OSX 10.5 compilation

2013-02-10 Thread ys
Hi James

Sounds like paranoia on my side, about a decision, sorry for that. But I 
feared that I missed some discussion about 10.5 and spend too much time on 
something that isn't a goal anymore ..

So my goal is to have flightgear 2.10 still up for using on a second old intel 
machine in the network (no ppc, but where 10.5 install was the origin and 
therefor probably the fastest, 10.7 does not run on this machines and 10.6 is 
not a free update). I imagine a low budget second or third instance for some 
scenarios, still with reasonable framerate, but without all the sophisticated 
graphics, yes.

I will send some merge requests, but it's up to you or others to decide if it 
is worth to have this directives in code, because it's not that longterm 
perspective probably and it's a bit crazy for well known reason to still 
support 10.5.

Thanks, Yves






Am 10.02.2013 um 12:56 schrieb James Turner zakal...@mac.com:

 
 On 9 Feb 2013, at 20:49, ys flightg...@sablonier.ch wrote:
 
 But with some small directives I tested today I see that it would be 
 possible to still port fg 2.8 and 2.10 for osx sdk 10.5. I don't want to 
 offend anyone for this = 10.6 decision or the code, but please can you 
 point me to some sources posts/threads/reports where I can see the reason 
 for this decision and where the problems resides ?
 
 There's no decision, if you want to keep 10.5 support just send me patches or 
 submit merge requests, that's fine.
 
 Personally I have no way to test 10.5, and I don't really think there's many 
 10.5 Macs which will run FGFS at a usable framerate, but I am happy to be 
 wrong about that! (On the basis that most people who can upgrad to 10.6 or 
 10.7 would have done so, so it's mostly PPC Macs, which have Radeon-1 class 
 hardware)
 
 James
 
 
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Re: [Flightgear-devel] Tooltips / usability

2013-02-09 Thread ys
Hi James

Maybe this leads here to extend the current liberation font set to provide some 
additional glyphs, i.e. key pictures etc. for tutorials or the tooltips 
bubbles, or some special aviation glyphs? And this for the sans and mono, and 
to get better readable screen fonts at all. Or is there a font already for such 
in the repo? I can do such work the next weeks when there is use on canvas, or 
does your effort still rely on plib/txf ?

-Yves




Am 09.02.2013 um 12:47 schrieb James Turner zakal...@mac.com:

 A wee heads-up,
 
 I'm working on tooltip support, since I think it could offer a huge usability 
 win. There's a couple of points here:
 
- hovering over a pickable item can show a configurable prompt: think 
 'Avionics Master: ON' or 'Fuel tank selector: LEFT TANK'
 
- pickable controls, including the new knob animation, will be able to 
 show a floating bubble with the live value as they change.  This should make 
 controls where the feedback value is not beside the knob/dial/lever much more 
 usable - e.g. the CRS / HDG knobs in the Citation-X, would show a tooltip 
 with 'Course - 129 deg' changing in realtime.  Even for toggle switches, 
 often the legibility of the panel text isn't great, so a pop-up confirming 
 the new state should really help people, I think.
 
 (of course we can have a global pref to disable such tips for people who find 
 them distracting / unnecessary)
 
 But there's a final benefit - I can imagine tutorials using the same 
 mechanism to place a prompt text in world coordinates, i.e 'click this thing 
 here!'. Which would obviously be beneficial in many complex cockpits. That 
 will need a bit more work, of course.
 
 I'm expect a few iterations to find something that is usable without being 
 intrusive, so please be patient. In particular the interaction with the 
 existing (centred) 'popup text' mechanism needs to be figured out, to avoid 
 cluttering the screen.
 
 Regards,
 James
 
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[Flightgear-devel] OSX 10.5 compilation

2013-02-09 Thread ys
Hi all

While there is absolutely no problem to compile OSG and other deps against osx 
sdk 10.5 there has been some bits introduced in simgear/flightgear now to not 
compile against sdk 10.5 anymore. The cocoa code I already mentioned requires 
only a small directive (sorry about the dyslexia in my patch, I just realized 
that things needs review ;-) ), but I see also some other code i.e. in simgear 
that doesn't take sdk 10.5 into account anymore (terrasync.cxx and svn version 
directives i.e.). My question is: Has there been a decision by the core team 
not to port SDK 10.5 anymore I missed ? When I look to official release 
announcements I see that Mac version supports = 10.6 since 2.8 ...

But with some small directives I tested today I see that it would be possible 
to still port fg 2.8 and 2.10 for osx sdk 10.5. I don't want to offend anyone 
for this = 10.6 decision or the code, but please can you point me to some 
sources posts/threads/reports where I can see the reason for this decision and 
where the problems resides ?

Thanks, Yves 




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Re: [Flightgear-devel] Synchronizing nav.dat ?

2013-02-05 Thread ys
Hi Olivier

I guess many parts of nav.dat updates are related to updates in apt.dat (i.e. 
ILS, VOR-DME freqs etc.). For me personally it only makes sense to update to 
current navaids when apt.dat can be updated too, otherwise I guess the project 
will get much more reports immediately than you actually see. Maybe it's better 
to update the whole xplane data at once with a new scenery release and have 
some kind of a new and in-sync xplane data consistency from this point ?

-Yves








Am 05.02.2013 um 21:00 schrieb Olivier acom...@yahoo.com:

 Hi all,
 Concerning the release process, is there any plan to synchronize our nav.dat 
 with XPlane's ?
 There are a few bug reports and user reports noticing errors with NDBs 
 locations or VOR frequencies not updated, for instance.
 Is there any possibility to update this?
 Would there be any drawback or concern we would have to look after carefully?
 Thanks for them,
 Olivier
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[Flightgear-devel] Small patch for cocoa 10.5 support

2013-02-03 Thread ys
Hi

I know, it's annoying with 10.5, but I realised tonight that an older cocoa 
pasteboard commit broke flightgear osx cocoa 10.5 support and I kindly ask you 
to verify the patch below. With this code it is still possible to compile 
flightgear with target 10.5 and sdk 10.5. I will use this for the FGx launcher 
which still supports 10.5 (I hope), and as this is the only commit since some 
months that breaks 10.5 support ... could this code go to flightgear repo, 
unless flightgear osx 10.5 support is deprecated completely ?

Thanks, Yves

--- ClipboardCocoa.mm2013-02-03 23:17:09.0 +0100
+++ ClipboardCocoa.mm.patched2013-02-03 23:23:47.0 +0100
@@ -67,7 +67,11 @@
  if( type == CLIPBOARD )
  {
NSPasteboard* pboard = [NSPasteboard generalPasteboard];
+#if MAC_OS_X_VERSION_MIN_REQUIRED = 1050
+NSString* nstext = [pboard stringForType:NSStringPboardType];
+#else //  10.5
NSString* nstext = [pboard stringForType:NSPasteboardTypeString];
+#endif // MAC_OS_X_VERSION_MIN_REQUIRED
return stdStringFromCocoa(nstext);
  }

@@ -85,8 +89,16 @@
  {
NSPasteboard* pboard = [NSPasteboard generalPasteboard];
NSString* nstext = stdStringToCocoa(text);
-[pboard clearContents];
-[pboard setString:nstext forType:NSPasteboardTypeString];
+#if MAC_OS_X_VERSION_MIN_REQUIRED = 1050
+NSString* type = NSStringPboardType;
+NSArray* types = [NSArray arrayWithObjects: type, nil];
+[pboard declareTypes:types owner:nil];
+[pboard setString:nstext forType: NSStringPboardType];
+#else //  10.5
+NSString* type = NSPasteboardTypeString;
+[pboard clearContents];
+[pboard setString:nstext forType:NSPasteboardTypeString];
+#endif // MAC_OS_X_VERSION_MIN_REQUIRED
return true;
  }

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Re: [Flightgear-devel] CI server

2013-01-21 Thread ys
Hi Gene
Could have different reason, is also reported as bug with some jenkins versions 
... https settings for anonymous user, windwos server, proxied and wrong 
proxy configuration ... In case you're running a nginx proxy I could send you 
another configuration to compare, with settings that work here for http and 
https.
-Yves




Am 21.01.2013 um 15:29 schrieb geneb ge...@deltasoft.com:

 On Sun, 20 Jan 2013, ys wrote:
 
 Hi
 
 Sorry for that and I don't want to shout loud about anything (mostly), 
 but after some months ... is it possible to get the images back somehow 
 on the official CI server? I mean, with all respect for whatever 
 console, but I need to note that this server is some kind of a flag 
 for some less well-off developers and users probably too, and beside of 
 that ... I stop know, but really, is it possible? At least during a 
 pre-release and release cycle? ;-)
 
 I don't know what causes it.  All I know is when you log in to the page, 
 the images re-appear.  The odd thing is that the paths to the images never 
 changes between being logged in (shows images) and logged out (shows no 
 images).
 
 g.
 
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[Flightgear-devel] CI server

2013-01-20 Thread ys
Hi

Sorry for that and I don't want to shout loud about anything (mostly), but 
after some months ... is it possible to get the images back somehow on the 
official CI server? I mean, with all respect for whatever console, but I need 
to note that this server is some kind of a flag for some less well-off 
developers and users probably too, and beside of that ... I stop know, but 
really, is it possible? At least during a pre-release and release cycle? ;-)

-Yves




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Re: [Flightgear-devel] Bucket change

2013-01-20 Thread ys
Hi Mathias

Does this also solve the NSZP problem, the south-pole-crossing-runway-problem 
now? Good news ... A lot of contemporary geodesic software has problems with 
this, good to hear that flightgear is walking through the last two degrees. I 
do not ask how this is done, this is far from whatever I could understand with 
such. But great!

Yves




Am 20.01.2013 um 15:49 schrieb Mathias Fröhlich mathias.froehl...@gmx.net:

 
 Hi,
 
 like already negotiated with the scenery guys, I have now pushed a change to 
 the bucket tiling at the poles. The current scenery does not handle these 
 cases well anyway, the tiles there look very much broken.
 So, there is not much lost in the current state by this change.
 
 The scenery guys promised me that the next scenery build is nearing, so the 
 hope is that they will pick up this change and we get by that a whole world 
 scenery without holes, even including the 2 degrees around the poles.
 
 In any case this is at the very beginning of the development cycle so that 
 problems arising from this change should have enough time to be iterated out 
 before the next release.
 
 Greetings
 
 Mathias
 
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Re: [Flightgear-devel] TrueType font editing

2013-01-12 Thread ys
Hi James

I guess there are a lot of SIL or other open source fonts out there which fit 
fg license and probably also your needs. You can choose one you prefer or which 
comes close to what you need, monospaced or not, and I can make the ttf for 
you, when it is not there already. I know this tools, can modify with special 
glyphs or whatever. Could take some time, nice editing of fonts is not a quick 
task. I would recommend to start with a open source font already there.

Anyway a long time ago I proposed once in this list to replace the fonts used 
within flightgear with better and in open source license available fonts, like 
many other projects. Because this is my business I would really help to find 
the right fonts from a designers perspective.

Cheers, Yves




Am 12.01.2013 um 19:28 schrieb James Turner zakal...@mac.com:

 I'm having fun creating a CDU instrument using the canvas!
 
 But I've encountered an issue that is most easily be solved, by creating a 
 custom TrueType font - I want to replace the lowercase letters with 'small' 
 upper-case letters, but keep the fixed width of the larger size. (Anyone 
 who's played with a Honeywell / Smiths CDU can guess what I'm up to here….).
 
 There's a few other issues (relating to our lack of Unicode support) I could 
 also solve with some font hackery, especially some custom symbols.
 
 So - does anyone have any practical experience with manipulating TTF fonts? 
 Please don't reply with lists of the tools available - I've already found 
 those via Google - I'm wondering if anyone has any practical experience of 
 actually doing this!
 
 My starting point for now would be one of the fixed-width Liberation TTF 
 fonts checked into fgdata, so there's no licensing issue. In the distant 
 future I might consider finding a more CDU-alike font to edit, but I suspect 
 there won't be many with a compatible license.
 
 Regards,
 James
 
 
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Re: [Flightgear-devel] fgdata Commit c8a69dffd49a298e01c0e0e1320f4a1d49a0bca4

2012-12-21 Thread ys
Hi Clement




Am 21.12.2012 um 09:40 schrieb Clement de l'Hamaide clem...@hotmail.fr:

 Hi Yves,
 
  Maybe the PAF team has to take into account that Helijah spent half of his 
  life contributing to flightgear models and this needs some personal respect 
  and not only respecting gpl terms. [...] but to be honest, it has not the 
  same history like the contribution of Emanuel
 
 Does it mean that in your opinion PAF team has no personal respect for 
 helijah ? Does it mean that helijah can legitimately insult and denigrate 
 other contributors/contributions ?

No, absolutely not. Never, that would be a misinterpretation of my sentences.

In my opinion the only possibility to prevent the project from such things for 
future ongoings is to split parts of fgdata, i.e. the aircraft directory into 
hangers, adding a proper history file to each aircraft which needs to be kept 
in directory when you fork (what's normal anyway I think?). Maybe this needs a 
period of hanger subscription where people can show their interests in 
binding/adding a hanger to the project and where current developers are asked 
to found a own hanger. I would also like to see a wreckyard where new 
developers can pick up some projects probably ;-) And maybe this needs an 
active fg hanger project site (or hanger section on current sites) where you 
get overview and can follow this change.

I would help to write down history of lets say 10-15 aircraft, contact former 
and recent contributors, make a proposal for a readme and ask them where to put 
their work and document this ongoings on a official site. It's a 
collaborative effort, it needs a plan, it needs a standard copyright and 
license notice which needs to be kept. My assumption is that it will take 6 
months or more, but it is doable.

I know 10 aircraft is not that much, but I would take responsability for this, 
that it goes to the right hanger for a new start of aircraft directories for 
fg, without loosing history, that this work is documented and former 
contributors know where their work has gone in case they do not found a own 
hanger. 

But at the end it is a decision of the core team if they give support for such 
a change or not, or if this remains a discussion of who presents the most 
clever git commands ;-)

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Re: [Flightgear-devel] fgdata Commit c8a69dffd49a298e01c0e0e1320f4a1d49a0bca4

2012-12-20 Thread ys
Hi Clement

Yes it is really sad to see such commit messages. 

But maybe the PAF team also thinks too concurrently in headers, gpl and 
copyright notice and file descriptions here. Maybe the PAF team has to take 
into account that Helijah spent half of his life contributing to flightgear 
models and this needs some personal respect and not only respecting gpl terms. 
For me personally the contribution of the PAF is very welcome, but to be 
honest, it has not the same history like the contribution of Emanuel. Even when 
it sounds strange to you, try to talk to him directly.

I guess no one here wants to judge about small coyright thinking and who was 
first, who violates gpl by gpl and other childish games (which points mainly 
to Emanuel, who is responsible for many reallly bad commit messages, forum 
messages, in a really bad manner).

But at the end here we are all volunteers, and the best you can do, the best 
the PAF team can do for the project is ... keep your work up, get commit rights 
and commit and try to communicate in a good way, a long time.

Never blame others for doing this or that to make us judge about who is 
right. Helijah does it the hidden way in his commit messages, everyone knows 
and ignores, but you do it here officially in the list.  Don't think people 
here are so stupid that they do not realise what's going on.

The Flightgear Project made the bad mistake to miss to split the code into 
core and plug-ins with fg/sg vs. parts of fgdata, making it possible to 
have hangers for example. Maybe the core devs will make a better decision 
about this once, or when the current core team realise what fgdata has become 
actually, or another core team.

Lets say thanks to all fgdata contributors who makes not that much noise and 
are patient all the days, really.

-Yves






Am 20.12.2012 um 23:44 schrieb Clement de l'Hamaide clem...@hotmail.fr:

 [..] Not only do they believe to be the authors of this aircraft but they 
 also break existing things for the pleasure of breaking. 
 
 It's sad to see this kind of commit description in a public place of the 
 FlightGear project.
 
 For information, the commit is about the improvement made by PAF team on the 
 DR400. (Of course nobody from PAF team asked him to push their work in the 
 repo. It's his own choice to download the work done by PAF team and use it 
 for it's own DR400)
 As the GNU GPL licence says : it's highly recommended to add a copyright 
 header for each file created/modified. It's exactly what PAF team done adding 
 Modified by PAF team (in case of file modification) or Created by PAF 
 team (in case of file creation) as copyright header. Unfortunately helijah 
 has removed all these copyright header before pushing the work made by PAF 
 team on the repo.
 
 I can't imagine what would be the reaction of Curt if a commiter remove the 
 header copyright of the file flightgear/src/Main/main.cxx . The fault made by 
 helijah is the same here : he removed the copyright header (recommended by 
 GNU GPL licence) of files for the second time (the first one was : 
 https://gitorious.org/fg/fgdata/commit/7bc193ad0af206f166f2ab768880cec07891faa6
  )
 
 I will skip all the insults publicly written by helijah for just focusing 
 your attention about the past and current licence / copyright violation 
 brought by this contributor (red bull livery (z-lin50), sound file(reported 
 by Pierre), texture file (JAS39-gripen). I think that a real solution has to 
 be discussed here in order to avoid any new problem with this contributor.
 
 Cheers,
 Clément
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Re: [Flightgear-devel] Musings on FG on Linux/Windows

2012-12-03 Thread ys
Hi Curt

Maybe these are two types of conferences now. One could be the WIFGH, the 
Weekly International FlightGear Hangout ;-) Or monthly ?

Another option I see now is probably a smaller european conference when I read 
about this idea at the forums. Maybe spring or summer 2013 is a possible 
schedule. The problems you mentioned about travelling etc. is serious, but when 
we are looking for some sponsorship for conference location and accomodation 
maybe it's doable? We could try to collect money to pay flights for developers 
who have a good setting for the project, but no money left for travelling now.

I will help to collect money and to organize such a meeting. I guess everyone 
has its prefs about location (see the forum post). I would recommend 
Switzerland of course, because James and Vivan can park their JU-52 here: 
http://www.airforcecenter.ch/index.php?id=25 , and because one could invite 
this guy http://www.rtw2012.com and he can not charge that much expenses . Or 
because the devs could visit this lab here http://www.sfly.org . Or because the 
Google Zurich Headquarters could sponsor an international video hangout in the 
nice old brewery they took. (They also took all the beer!).

But ... maybe you know it already, Switzerland is not in Europe unfortunately. 
Sad, we need to look for another location. (Ok when we go along family size and 
children, then I will win a location contest probably).

-Yves








Am 02.12.2012 um 14:35 schrieb Curtis Olson curtol...@flightgear.org:

 The FS Weekend event has been the closest thing to a developer conference 
 that we've had over the past few years.Our developers are dispersed 
 across the world so any event would involve significant travel for most 
 people.  For people with day jobs, young families, or tight budgets, 
 international travel can be a significant challenge.  Everyone is in a 
 slightly different situation though, so attending an event might be doable 
 for enough people to make it worth while?  With our size, it probably makes 
 sense to continue to piggy back on other larger events.
 
 Another thing that might be fun to try is a group skype call or google 
 hangout.  I think you have to pay money for the high end version of skype to 
 organize a group skype call, but google hangouts are free.  If there's any 
 interest in something like this it would be fun to try it out.  I could 
 imagine a weekly hangout to discuss issues of the week, future 
 developments, etc.
 
 When FlightGear was first launched in the late 90's, group email was the way 
 these things were done, but now we have more options.  For a google hangout 
 we have to deal with timezones around the world, and we'll never have a 
 perfectly convenient time for everyone.  If you've never used google hangouts 
 before, you have to download a plugin for your browser (which is available 
 for windows, mac, linux) and then you need a google+ account.  I propose 
 google hangouts because it's free to the end user (even though not 
 open-source), supports all the major platforms out there (and can even run on 
 smartphones or tablets), and as far as I know, there isn't an upper limit to 
 the number of participants in a hangout.
 
 But if anyone is interested in something like this, let's propose a time to 
 do a test.  I think for many people they'll need to spend some time messing 
 around getting the plugin installed, getting their mike and video to work (if 
 they wish to show their face) :-)  I got it running pretty quickly on linux, 
 but the true test was that I got it running on a mac and a windows box (which 
 means it can't be all that hard to get running there if I could do it.) :-)
 
 Curt.
 
 
 On Sun, Dec 2, 2012 at 7:04 AM, Olivier acom...@yahoo.com wrote:
 Hi Yves, all,
 
 De : HB-GRAL flightg...@sablonier.ch
 Envoyé le : Dimanche 2 décembre 2012 12h12
 
  My dream: FlightGear should held a developer meeting once next year. 
  This would be my all time favourite. Have there been such meetings once?
 At least there were thoughts about doing a FG Eurodev conference ( 
 http://www.flightgear.org/forums/viewtopic.php?f=18t=8337 ) after the 
 FSWeekend.
 
 FG is a very exciting project, where everyone can find a place where he can 
 contribute depending on his skills, interests, ... Maybe something we are 
 lacking is a kind of roadmap, so we can have a clearer view on the future.
 
 Olivier (silent, but working!)
 
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Re: [Flightgear-devel] FlightGear Usability

2012-08-12 Thread ys
Hi James




Am 12.08.2012 um 17:48 schrieb James Turner zakal...@mac.com:

 
 On 11 Aug 2012, at 22:52, Martin Spott wrote:
 
 3) Scenery.  Terrasync is now built into FG, and we have nice UI to
 configure it in-sim.  However, it still requires users to set up a
 separate directory and configure FG_SCENERY before it can be used.  It
 would be great if the standard installers created an
 $FG_ROOT/WorldScenery directory with the appropriate permissions, and
 added it to $FG_SCENERY by default.
 
 As far as I can tell, the value of /sim/terrasync/scenery-dir was
 already supposed to be added to the Scenery path, but I don't know at
 which priority.
 
 Right, this is all automatic now - has been since before 2.6 I think. At 
 least on Mac I set a 'correct' directory - in Library/Application 
 Support/FlightGear/Terrasync. Of course this is only a default, but for most 
 users it's enough.

This is one of the 'correct' places of course. With FGx I put this folder 
(which I do not name terrasync, I create a folder TerrasyncScenery or 
TerrasyncData) into Users/Shared by default because of different reasons. One 
reason is that for the common user the Library Folder is hidden by default 
now on osx, the other reason is wanted to have an easy shareable place for 
different machines, so I don't need to terrasync for every machine.

Because the Application Support directory is hidden  by default I fear there 
will be some other posts in the forums soon where is my terrasynced scenery, 
but maybe it's better to have a correct place then my not-so-correct FGx way 
for osx ;-)

Do for consistency reasons it might be good to follow your changes here.

Thanks, Yves


 
 If there's bugs / edge-cases that are not working, please report them and 
 they should be fixable, possibly with a couple of extra configuration options.
 
 Usability was the main reason for making terrasync be available as in-process 
 option, and I'm strongly considering doing the same thing for fgcom, although 
 that has a few extra complications.
 
 BTW, usability is also the reason I made the network options configurable 
 inside the sim, and have been making more subsystems support a clean reset, 
 so that it's possible to sanely control more behaviours with direct results 
 in the sim.
 
 James
 
 
 
 
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Re: [Flightgear-devel] Environment Settings dialog

2012-08-11 Thread ys
Can the snowlevel with this also go above 3000 meter ?

-Yves




Am 11.08.2012 um 19:58 schrieb Gijs de Rooy gijsr...@hotmail.com:

 Hi Stuart,
 
  I've just committed a new dialog - Environment Settings, which is
  intended to contain environment settings that aren't part of the
  weather settings, but shouldn't be in the rendering dialog either.
 
 Great! 
 
  - Added a control to enable/disable whether METAR controls the snow
  level through the metarinterpolator
  (/environment/params/metar-updates-snow-level). I'm not a big fan of
  this control, and I found it very difficult to work out why I couldn't
  set the snow level manually myself.
 
 The original intention was that it only overwrote your custom setting when 
 METAR reports snow at a lower altitude than that set by the user. So if 
 you've set it to 3000m, but a station at 1500m reports snow, the snow level 
 moves down to 1500m. You can then lower it even further, let's say to 1000m. 
 As the station altitude is now above the snow line, it will stay at 1000m. 
 Apparently this part was broken, as it was set back to 1500m after releasing 
 the mouse.
 
 I just commited a fix to Git (at least it works as I intended it to work 
 now), please check if that works for you.
 
 If the METAR reports no snow, nothing happens. Right now it only checks for 
 the nearest METAR station, but one could think of extending that to all the 
 METARS that are available in the property tree...
 
 Cheers,
 Gijs
 
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Re: [Flightgear-devel] Environment Settings dialog

2012-08-11 Thread ys
Hi Gijs

Just for my understanding, does this still mean when you start in La Paz and 
you have no snow in metar the snow-level is set to 3000 meters by default? Or 
is there no snow at all?

-Yves




Am 11.08.2012 um 22:39 schrieb Gijs de Rooy gijsr...@hotmail.com:

 Hi Stuart,
 
  That might be worth thinking about, though I suspect it would be
  rather laborious to do so using property rules.
 
 Well, I did start this in Nasal, but Torsten converted it (incorrectly so it 
 seems; but that's not solely his fault) to property rules... :-)
 
  My main issue with it is that it can result in the snow level moving during 
  a
  cross-country flight. Some time last year, when there was some snow in
  Scotland, I found it quite distracting as the snow appear then disappeared
  seemingly at random as I was flying, depending on whether the nearest
  airport was reporting snow in their METAR or not.
 
 That sounds like it was caused by the bug I fixed today. Snow should not 
 dissapear (except when you fly over some terrain with lower elevation of 
 course). The snow level can only get lowered due to a METAR station reporting 
 snow at a lower elevation. The system never increases the altitude of the 
 snow line. The snow line does not change if a METAR station reports no snow 
 (actually if there is no report of snow). It simply stays where it was.
 
 When you fly into the range of a new METAR station that reports snow at a 
 lower altitude, then you will suddenly see snow appear at lower elevations 
 (might be nice to add some time filter for that actually, so it gradually 
 lowers). When you fly into the range of another station, the snow level will 
 stay the same, or lower even more. But it will never get highered.
 
 You are right that the behaviour I describe here was not seen up to today. 
 The snow line was really buggy before I commited today's fix, so please try 
 it again. I think you've got a needlessly bad impression of the system.
 
  Fundamentally, I don't think that the METAR information provides a good
  enough proxy for the snow level.
 
 METAR can only report snow. It cannot report the absence of snow. And most 
 stations don't even report snow in the METAR (you've got SNOWTAMs  for that; 
 where they give info like snowdepths and braking conditions for each runway). 
 So yes, it is only right in very few cases, but that's why I designed the 
 system the way it is (supposed to be).
 
 The system only comes in action when there is a pretty good reason to believe 
 there is snow. In any other condition; nothing is done.
 
 Cheers,
 Gijs
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Re: [Flightgear-devel] Scenery

2012-08-05 Thread ys





Am 05.08.2012 um 19:07 schrieb Martin Spott martin.sp...@mgras.net:

 Hi YVes,
 
 ys wrote:
 
 A lot of scenery will come with 850 airport data either, and this is
 still refused by the core developers [...]
 
 Personally I don't like this sort of claims.
 
 After reading the above statement, the 'innocent' observer might
 understand that swapping the current apt.dat file out of the Base
 Package in favour of a v8.50 (or even more recent) file would be little
 more than just a formal act.  But that's plain wrong and does nothing
 but raising false hopes.

Hi Martin

I'm one of this innocent observers myself. Flightgear can read 8.50 data, 
scenery tools are under heavy development to get it too. 8.10 data is 
deprecated by official xplane maintainers ... The only thing I miss since many 
months is a RFC how developers should work and how custom scenery with 8.50 
(which is compatible to newer formats, 8.10 isn't) could come to official 
flightgear scenery. I don't want to 'claim' anything, I don't want to raise 
false hopes, it's just in responsability of the core developers to show how 
2nd-row developers can help to improve apt.dat without being blocked by a 
deprecated. I read 200 posts here about the bigger picture, but none about 
how the work can be done step by step.

-Yves

 Instead you'd be breaking numerous dependencies by swapping apt.dat
 files, therefore your claim has a connotation which I consider as being
 inappropriate and misleading.
 
 In the past months (years) I've observed the topic of how to organize
 airport data being covered with more different proposals than
 available proponents, so far almost none of them having a reasonable
 chance to survive in practical life, at least not for a coherent
 Scenery.
 
 I'd appreciate someone taking care of the topic in a manner which takes
 the bigger picure into account.  I know you've started to do so, but,
 as you already experienced, things tend to proceed a _lot_ slower than
 you'd expect because there sooo much tedious detail-work to do.
 
 Cheers,
Martin.
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Re: [Flightgear-devel] Scenery

2012-08-04 Thread ys
Hi Erik

First of all the various custom scenery contributors have to start to 
communicate with each other and making a list of custom scenery available. This 
list should contain sources for custom scenery development, so GPL license 
incompatible scenery (i.e. scenery created with cgiar or osm data) can be kept 
out. A lot of scenery will come with 850 airport data either, and this is still 
refused by the core developers (they don't want to update apt.dat in fgdata the 
next weeks for 2.8.0 I guess).

I tried to start a discussion about a new roadmap for scenery updates in the 
flightgear-scenery list, in the forums and at IRC, without that much success. 
Only a handful scenery developers take part, even there is some huge progress 
in scenery development tools. It's almost all prepared to get better world 
scenery at all ... but ... I guess only being a scenery group with a roadmap 
will succeed, because it does not depend on individual submissions only. 

So I ask you and others, please start scenery discussion in flightgear-scenery 
ML, make a schedule for meetings at IRC or elsewhere, start a RFC in wiki for 
scenery updates, a list of custom scenery projects and data available, help to 
compile better scenery laying around since many years (but be aware that it is 
not only a problem of placing some newer chunks on the main download page and 
make it available immediately). First question might be how scenery is 
distributed in general.

-Yves




Am 04.08.2012 um 09:59 schrieb Erik Hofman e...@ehofman.com:

 
 Hi,
 
 When searching for some nice scenery spots for FlightGear to download I 
 discovered that everything on the site still refers to the 1.0.1 scenery 
 that was automatically generated in 2008.
 
 Are new scenery projects already integrated in the download map on the 
 site or do I have to search elsewhere. And if so wouldn't is be a good 
 idea to integrate all custom scenery chunk into the default, call it 
 1.1.0 (or whatever) and offer it for download for the next release?
 
 Erik
 
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 for Windows and Linux
 
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Re: [Flightgear-devel] Switching from PUI to osgWidget

2012-07-25 Thread ys
Hey Martin, you can get mine and I take (all) yours when FlightGear keeps that 
all in one window approach for the next ten years. But maybe the width is not 
that exact, I didn't measure my screen size for this 5 sec. scribble, sorry for 
that. Just wanted to keep file size small and clipped height for all the ML 
readers with 640 x 480 and modem connection.

Cheers, Yves




Am 25.07.2012 um 12:17 schrieb Martin Spott martin.sp...@mgras.net:

 HB-GRAL wrote:
 
 New GUI with separated menus/dialogs, viewer in a separate window:
 http://maptest.fgx.ch/screens/one-screen.png
 
 Someone please buy me a display *that* wide so I can still afford using
 space lateral to the viewer for the menu  ;-)
 
 Cheers,
Martin.
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Re: [Flightgear-devel] Switching from PUI to osgWidget

2012-07-24 Thread ys
Hi Thomas, Hi James

This looks promising in a technical/coding perspective of having this and that 
common GUI feature available also for flightgear. But for me personally one of 
the big problems of the FlightGear GUI is that it is inside the only and one 
main window. There is no possibility to have a separate window to not cover the 
main content, the scenery and the cockpit? This would make the GUI much more 
practical. I would really like to run flightgear with one window view and 
other windows for the program (options). This will improve the usability of all 
the menus, dialogs etc. a lot in my opinion.

Cheers, Yves 








Am 25.07.2012 um 00:11 schrieb Thomas Geymayer tom...@gmail.com:

 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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  Student of Computer Science @ Graz University of Technology
 --- Austria 
 
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Re: [Flightgear-devel] DDS usage in effects files

2012-07-21 Thread ys





Am 21.07.2012 um 11:56 schrieb Harald Johnsen hjohn...@evc.net:

 Mathias Fröhlich a écrit :
 
  
 ...
 But that means we could at the point where the warning happens compute the 
 mipmap levels on the cpu in the loader thread. osg::gluScaleImage could be 
 used to do this I think (or something similar not requireing a context). 
 This one is an imported version of the original glu function that is 
 included in osg for running on an EGL stack which no longer provides GLU.
 That is take the image scale this to the 1st mipmap, take the 1.st mipmap 
 and scale this to the 2. mipmap and so forth.
  
 This would have the advantage that the png's do not deviate from the dds 
 files over time.
  
 
 gluScaleImage does the usual job of blurring the texture to compute the 
 mipmaps.

How does that look with textures that should fit seamless? I'm really not sure 
if this has to be taken into account, but when I use automated blurring (with 
any algorithm) I always get the same problem, the images/mipmaps loose and you 
will see structures and lines in the renderer because the textures do not fit 
seamless anymore. That's something ugly I also encountered in flightgear now 
with new texture work showing up, but maybe this is some texture work done with 
gimp/dds and automated mipmap creation, wrong compression or whatever, I don't 
know exactly. But would be really nice to see the result of automated/built-in 
scaling.


 The advantage of pre computed mipmaps (inside .dds or not) is that we can use 
 better algorithms (http://en.wikipedia.org/wiki/Bicubic_interpolation or 
 http://en.wikipedia.org/wiki/Lanczos_resampling) to generate them.
 Perhaps gluScaleImage could be upgraded with some more algorithms ; the 
 original code was trying to be fast but this is perhaps useless nowadays if 
 the code runs in a separate thread.
 
 

Speaking with experience from RL work it depends heavy in which direction you 
scale. Bicubic might be good for scaling up and when you don't have to much 
details in a textures, when you scale down and have much detail in a texture it 
might be better to use simple bilinear, or sophisticated lanczos? I just 
started to use lanczos with gdal for tiff scaling and the result is promising.

Cheers, Yves

 HJ.
 
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Re: [Flightgear-devel] FGCom - cmake

2012-07-11 Thread ys
Hi Martin

Did you pull, compile and test, any real feedback?

Cheers, Yves

Ps. We are aware of the next monster, thanks. Fgcom 1.2ff is working and still 
a nice piece. I guess you will find a lot of latest development from Holger 
Wirtz and Charles Ingels at sourceforge. I don't know if Holger Wirtz would 
find the time to guide someone trough the latest steps. And it's problematic 
anyway: Some newer fgcom code works a) with another license and/or b) still 
with iaxclient (which really is the most problematic part).

PPS. Most wanted is still a proper asterisk/fgcom configuration like Csaba (?) 
runs it on fgcom server. Without such a configuration we are not aware of 
following the latest development steps anyway because we can't setup a test 
environment.




Am 10.07.2012 um 21:06 schrieb Martin Spott martin.sp...@mgras.net:

 ThorstenB wrote:
 
 Schön wieder Fortschritte bei fgcom zu sehen. Und schön CMake + Git zu 
 sehen ;-). Habt ihr auch mal Holger Wirtz kontaktiert?
 
 Unfortunately Holger is unable to contribute to FGCom any more, but
 with a bit of luck he'll probably give access to his latest state of
 develoment (which, as far as I know, is different from what's available
 on Sourceforge).
 
 Cheers,
Martin.
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Re: [Flightgear-devel] Hawaii regional textures merge request

2012-06-08 Thread ys
Hi Thorsten

Right, it doesn't look like it is worth to have a discussion about this and it 
was only me pointing this out. At the end I prefer to have your nice work in 
the repo and it's really not up to me to block anything. I'm just interested in 
this discussion and I remembered a lot of post about this topic earlier in 
flightgear development.

I would vote to merge it in as an another example of nice and working regional 
textures, and maybe new people interested in a new approach for scenery 
development will establish a real collaborative effort later, starting to 
discuss, design and code, bringing up new ideas and find a place to 
communicate. The devel-list seems to be the wrong place for such at the moment. 
That's why I started the devel-scenery list, but this is completely ignored 
too. The only working channel I see at the moment is IRC #fg_scenery.

Cheers, Yves




Am 08.06.2012 um 09:49 schrieb Renk Thorsten thorsten.i.r...@jyu.fi:

 
 Okay, I didn't get a message that this was merged, and despite the argument 
 that there's need for a discussion of the regional texturing scheme there 
 wasn't any discussion, so can I assume the subject isn't interesting at the 
 moment, discontinue to try to come up with GPL compatible solutions (which is 
 hard...) and just  continue my own texturing projects for my private 
 amusement?
 
 I don't have any issues with this not being merged, I just want to know.
 
 * Thorsten
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Re: [Flightgear-devel] The next FlightGear release (summer 2012)

2012-06-07 Thread ys
As I mentioned some weeks ago I think we should leave path of creating world 
scenery in one task. I made a proposal how to create world scenery in chunks 
all day and nights with jenkins on different machines for different regions. 
The sources for this creation process can remain on one master, the many 
fgfs-construct slaves will need a bit of cpu power (more slaves welcome here 
anytime for testing). What I miss at the moment is a tool like terramaster for 
this process, where one can follow recent scenery creation process by created 
tiles i.e. The jenkins artifacts can be pushed to a terrasync server, daily, 
weekly, monthly or in whatever cycle. A tool like terramaster should reflect 
the versioning of the region/tiles visually somehow, but this is not the most 
important part of course.

For me the scenery release should not follow the core release plan. A need for 
the next release cycle might be moving the outdated static apt.dat from the 
base package to a new place, but of course only in case someone really follows 
the plan to get a dynamical  apt data solution for next flightgear. I know the 
plan with jenkins scenery creation might cause some inconsistency the first 
weeks and months, but once the creation process is in sync with data there 
remain only small areas to update and we can follow regular and great apt.dat 
updates coming in every months by a huge group of contributors chez xplane.

There is probably no other way (or I didnt here anything different here): 
apt.dat in 810 format is a scenery development blocker, independent of release 
numbers.

Cheers, Yves




Am 07.06.2012 um 15:55 schrieb Björn Kesten 
amusing.random.al...@googlemail.com:

 Good to know.
 
 I'd dedicate some CPU time to world scenery generation, but I'm not
 sure how many months that would take... :S
 
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Re: [Flightgear-devel] The next FlightGear release (summer 2012)

2012-06-07 Thread ys
Just to add a note what is already running on this jenkins right now, on 
different slaves:
- hgtchop available SRTM-3 data (I make use of the no data filled files I 
provide), this a one day job on very old machine
- terrafitting the data (another one day job on the same old machine)
- taking recent xplane apt.dat and splitting into single airport files (one 
hour job)
- creating xml files like showed at scenery list, per airport, still 
experimental
- running genapts850 on every single airport file, creating airport and airport 
area folders for further scenery creation, still experimental
- pushing this data to a public server (not realised yet, waiting for proposals 
where this should be)

This is all created in a jenkins workspace which can be shared then by 
fgfs-construct slaves. What regions or how many tiles this slaves could/should 
create depends on a new regional grid that has to be defined. One benefit of 
this workflow could be: Everyone use the same elevation data for scenery 
creation, everyone use the same apt.dat data etc. The fgfs-construct job 
definitions may vary from region to region. People can concentrate on updating 
resources and jenkins scenery slaves are eating this automatically.

Theoretically every machine around the globe can act as a jenkins slave when 
the recent terragear toolchain is installed and distinct ports are open in 
network. The fgfs-construct jobs are heavy and may run some days. Having some 
powerful servers as main slaves would be nice. Role for main slaves could 
also be taking over the jobs when some smaller nodes are off for any reason. 

Yes, just promoting this jenkins world scenery workload idea again, comments 
still welcome anytime. In case there is a machine/server which can act as a 
slave please just send me a note. You can get access to this jenkins 
immediately, I would also help to install all tools and setup the jobs to be 
done ;-)

Cheers, Yves




Am 07.06.2012 um 17:35 schrieb ys flightg...@sablonier.ch:

 As I mentioned some weeks ago I think we should leave path of creating world 
 scenery in one task. I made a proposal how to create world scenery in chunks 
 all day and nights with jenkins on different machines for different regions. 
 The sources for this creation process can remain on one master, the many 
 fgfs-construct slaves will need a bit of cpu power (more slaves welcome here 
 anytime for testing). What I miss at the moment is a tool like terramaster 
 for this process, where one can follow recent scenery creation process by 
 created tiles i.e. The jenkins artifacts can be pushed to a terrasync server, 
 daily, weekly, monthly or in whatever cycle. A tool like terramaster should 
 reflect the versioning of the region/tiles visually somehow, but this is not 
 the most important part of course.
 
 For me the scenery release should not follow the core release plan. A need 
 for the next release cycle might be moving the outdated static apt.dat from 
 the base package to a new place, but of course only in case someone really 
 follows the plan to get a dynamical  apt data solution for next flightgear. I 
 know the plan with jenkins scenery creation might cause some inconsistency 
 the first weeks and months, but once the creation process is in sync with 
 data there remain only small areas to update and we can follow regular and 
 great apt.dat updates coming in every months by a huge group of contributors 
 chez xplane.
 
 There is probably no other way (or I didnt here anything different here): 
 apt.dat in 810 format is a scenery development blocker, independent of 
 release numbers.
 
 Cheers, Yves
 
 
 
 
 Am 07.06.2012 um 15:55 schrieb Björn Kesten 
 amusing.random.al...@googlemail.com:
 
 Good to know.
 
 I'd dedicate some CPU time to world scenery generation, but I'm not
 sure how many months that would take... :S
 
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Re: [Flightgear-devel] The next FlightGear release (summer 2012)

2012-06-03 Thread ys
Hi Torsten

What are the plans now for apt.dat.gz and nav.dat.gz ? Will this prehistorical 
data files still be shipped with flightgear base package 2.8.0 ? As far as I 
understand flightgear is ready to read the newer formats and also the airport 
scenery tools are ready to use the newer formats. And there are some tendencies 
to keep this data out of the base package anyway and having a new organized 
data distribution (which is my favorite).

I am still comparing 810 data with 850 data for some older airport work done by 
flightgear contributors. Once this task has finished I will send converted data 
to the xplane database to be integrated where it makes sense and where I 
couldn't find original contributor (some airports have already been updated 
meantime by xplane contributors, so it is necessary to compare every airport 
and decide which one has more advanced or better data).

I think it is a good choice to go for the new data format even because 
contributors are asked to send their edits to robin peels xplane datacenter 
since many years. Unfortunately 810 xplane data format will not be updated 
anymore, so without roadmap for a change there is only the possibility to have 
a own flightgear data distribution, missing huge updates from the last couple 
of years probably. On the other hand some terrasynced scenery data will be out 
of data sync probably for some months with the change, but I guess this is the 
part which can be updated out of core release cycles and base package anyway.

Cheers, Yves



Am 02.06.2012 um 21:36 schrieb Torsten Dreyer tors...@t3r.de:

 Hi,
 
 in just a bit more than two weeks from now we reach June, 17th,  marking 
 the first milestone for the release of next FlightGear version: the 
 feature freeze period.
 
 If you have some great and exciting new features for FlightGear on your 
 local disc but not yet pushed the gitorious repository - now is the time!
 
 Two questions have to be discussed and answered until the release 
 branches get created on July, 17th:
 
 1) What's the version number of the new release?
   a) 2.8.0
   b) 3.0.0
 
 2) Which aircraft do we ship in the base package?
   a) just the c172
   b) same as before
   c) [name your preferred aircraft]
 
 3) Should we keep last year's commit policy for aircraft during the 
 feature freeze?
   a) yes
   b) no
 
 Regards,
 Torsten
 
 
 
 
 
 
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