Re: [Flightgear-devel] (no subject)
Hi Tomash the navradio code is far from being perfect and and least to attempts for improvements exist. Unfortunately, both have currently stalled due to several reasons. The first is in newnavradio which you can use by setting use-new-navradio type=boolfalse/use-new-navradio in your aircraft xml as does the SenecaII. Note: this is still an experimental feature and some instruments/aircraft might not be compatible with that implementation. I'll continue to work on this, once I find more time for fg hacking. The second is a very detailed radio signal propagation model that has not made its way into the repositories. I don't know what the state of this is. I hope this helps - Cheers Torsten Am 04.08.2013 19:20, schrieb Tomash Brechko: Hello! In file src/Instrumentation/navradio.cxx method FGNavRadio::adjustILSRange the code that narrows ILS-LOC beam is commented out since the end of 2004. Are there any reasons not to have directed localizer beams? Being able to tune to localizer just from anywhere is a bit unnatural. -- Tomash Brechko -- Get your SQL database under version control now! Version control is standard for application code, but databases havent caught up. So what steps can you take to put your SQL databases under version control? Why should you start doing it? Read more to find out. http://pubads.g.doubleclick.net/gampad/clk?id=49501711iu=/4140/ostg.clktrk ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Get your SQL database under version control now! Version control is standard for application code, but databases havent caught up. So what steps can you take to put your SQL databases under version control? Why should you start doing it? Read more to find out. http://pubads.g.doubleclick.net/gampad/clk?id=49501711iu=/4140/ostg.clktrk___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] (no subject)
Let me ask my question here. In nav.dat file VORs have slave variation. As I understand, slave variation of VOR depends on magnetic variation at he location. Does Flightgear use this slave variation, or it computes magnetic variation on the fly? Do we need to track magnetic variation change every year and manually edit nav.dat for it? 2013/8/5 Torsten Dreyer tors...@t3r.de Hi Tomash the navradio code is far from being perfect and and least to attempts for improvements exist. Unfortunately, both have currently stalled due to several reasons. The first is in newnavradio which you can use by setting use-new-navradio type=boolfalse/use-new-navradio in your aircraft xml as does the SenecaII. Note: this is still an experimental feature and some instruments/aircraft might not be compatible with that implementation. I'll continue to work on this, once I find more time for fg hacking. The second is a very detailed radio signal propagation model that has not made its way into the repositories. I don't know what the state of this is. I hope this helps - Cheers Torsten Am 04.08.2013 19:20, schrieb Tomash Brechko: Hello! In file src/Instrumentation/navradio.cxx method FGNavRadio::adjustILSRange the code that narrows ILS-LOC beam is commented out since the end of 2004. Are there any reasons not to have directed localizer beams? Being able to tune to localizer just from anywhere is a bit unnatural. -- Tomash Brechko -- Get your SQL database under version control now! Version control is standard for application code, but databases havent caught up. So what steps can you take to put your SQL databases under version control? Why should you start doing it? Read more to find out.http://pubads.g.doubleclick.net/gampad/clk?id=49501711iu=/4140/ostg.clktrk ___ Flightgear-devel mailing listFlightgear-devel@lists.sourceforge.nethttps://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Get your SQL database under version control now! Version control is standard for application code, but databases havent caught up. So what steps can you take to put your SQL databases under version control? Why should you start doing it? Read more to find out. http://pubads.g.doubleclick.net/gampad/clk?id=49501711iu=/4140/ostg.clktrk ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Get your SQL database under version control now! Version control is standard for application code, but databases havent caught up. So what steps can you take to put your SQL databases under version control? Why should you start doing it? Read more to find out. http://pubads.g.doubleclick.net/gampad/clk?id=49501711iu=/4140/ostg.clktrk___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] (no subject)
On 08/05/2013 01:38 AM, Михаил Сойтанен wrote: In nav.dat file VORs have slave variation. As I understand, slave variation of VOR depends on magnetic variation at he location. Does Flightgear use this slave variation, or it computes magnetic variation on the fly? Do we need to track magnetic variation change every year and manually edit nav.dat for it? Executive summary: VOR alignment in nav.dat should reflect the VOR alignment as reported in the Airport/Facility Directory ... which is generally *not* the same as the actual local magnetic variation. I would expect Robin's xplane data files to track this properly in most cases, since they are routinely rebuilt from official data. = In the real world, VOR alignment is controlled by whomever owns and operates the VOR. It gets changed only on special occasions. There are three things to consider: a) The path through space of the actual electromagnetic VOR radials; b) The airways as plotted on the charts, typically defined in terms of VOR radials; c) The actual local magnetic variation. For obvious reasons, there needs to be very little discrepancy between (a) and (b). The discrepancy between (c) and (a), or between (c) and (b), is much less tightly controlled. Back in the days before GPS, pilots typically would not notice a discrepancy of this kind, even if it was rather large. If you decide to go looking for such discrepancies, they are easy enough to find, by finding the VOR's alignment (i.e. nominal magnetic variation) as documented in the Airport/Facility Directory and cross-checking it against the current local magnetic variation. As a less-precise version of the same idea, you can look at the orientation of the charted compass rose and compare it against the local magnetic variation. Nowadays, however, it is fairly easy for pilots to detect such a discrepancy, even if they weren't looking for it, by cross-checking a VOR radial against the GPS bearing-to-station. This is a predictable source of confusion for pilots working toward their instrument rating. Changing VOR alignment requires revising the charts, so they don't do it more often than necessary. FAA standards say they are supposed to re-align VORs to keep them within 1 degree of the actual magnetic variation, but this effort is chronically underfunded and it is easy to find VORs that are mis-aligned by more than a degree, sometimes quite a bit more. Bottom line: The VOR alignment in nav.dat should track the VOR alignment as documented in the A/FD. It should not track the actual local magnetic variation. -- Get your SQL database under version control now! Version control is standard for application code, but databases havent caught up. So what steps can you take to put your SQL databases under version control? Why should you start doing it? Read more to find out. http://pubads.g.doubleclick.net/gampad/clk?id=49501711iu=/4140/ostg.clktrk ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] (no subject)
Hi Michail, the navradio code uses the magnetic variation as stored in nav.dat for the VOR. The environmental magnetic variation is not used for the VOR. The installed offset between magnetic and true north of the signal emitted by the VOR is published in the local AIP, so yes: we have to adjust nav.dat from time to time. HTH, Torsten Am 05.08.2013 10:38, schrieb ?? : Let me ask my question here. In nav.dat file VORs have slave variation. As I understand, slave variation of VOR depends on magnetic variation at he location. Does Flightgear use this slave variation, or it computes magnetic variation on the fly? Do we need to track magnetic variation change every year and manually edit nav.dat for it? 2013/8/5 Torsten Dreyer tors...@t3r.de mailto:tors...@t3r.de Hi Tomash the navradio code is far from being perfect and and least to attempts for improvements exist. Unfortunately, both have currently stalled due to several reasons. The first is in newnavradio which you can use by setting use-new-navradio type=boolfalse/use-new-navradio in your aircraft xml as does the SenecaII. Note: this is still an experimental feature and some instruments/aircraft might not be compatible with that implementation. I'll continue to work on this, once I find more time for fg hacking. The second is a very detailed radio signal propagation model that has not made its way into the repositories. I don't know what the state of this is. I hope this helps - Cheers Torsten Am 04.08.2013 19:20, schrieb Tomash Brechko: Hello! In file src/Instrumentation/navradio.cxx method FGNavRadio::adjustILSRange the code that narrows ILS-LOC beam is commented out since the end of 2004. Are there any reasons not to have directed localizer beams? Being able to tune to localizer just from anywhere is a bit unnatural. -- Tomash Brechko -- Get your SQL database under version control now! Version control is standard for application code, but databases havent caught up. So what steps can you take to put your SQL databases under version control? Why should you start doing it? Read more to find out. http://pubads.g.doubleclick.net/gampad/clk?id=49501711iu=/4140/ostg.clktrk ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net mailto:Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Get your SQL database under version control now! Version control is standard for application code, but databases havent caught up. So what steps can you take to put your SQL databases under version control? Why should you start doing it? Read more to find out. http://pubads.g.doubleclick.net/gampad/clk?id=49501711iu=/4140/ostg.clktrk ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net mailto:Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Get your SQL database under version control now! Version control is standard for application code, but databases havent caught up. So what steps can you take to put your SQL databases under version control? Why should you start doing it? Read more to find out. http://pubads.g.doubleclick.net/gampad/clk?id=49501711iu=/4140/ostg.clktrk ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Get your SQL database under version control now! Version control is standard for application code, but databases havent caught up. So what steps can you take to put your SQL databases under version control? Why should you start doing it? Read more to find out. http://pubads.g.doubleclick.net/gampad/clk?id=49501711iu=/4140/ostg.clktrk___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] (no subject)
Thanks for answers, I will send data about Russian VOR's to Robin, because I have found, that variations are outdated. 2013/8/5 Torsten Dreyer tors...@t3r.de Hi Michail, the navradio code uses the magnetic variation as stored in nav.dat for the VOR. The environmental magnetic variation is not used for the VOR. The installed offset between magnetic and true north of the signal emitted by the VOR is published in the local AIP, so yes: we have to adjust nav.dat from time to time. HTH, Torsten Am 05.08.2013 10:38, schrieb Михаил Сойтанен: Let me ask my question here. In nav.dat file VORs have slave variation. As I understand, slave variation of VOR depends on magnetic variation at he location. Does Flightgear use this slave variation, or it computes magnetic variation on the fly? Do we need to track magnetic variation change every year and manually edit nav.dat for it? 2013/8/5 Torsten Dreyer tors...@t3r.de Hi Tomash the navradio code is far from being perfect and and least to attempts for improvements exist. Unfortunately, both have currently stalled due to several reasons. The first is in newnavradio which you can use by setting use-new-navradio type=boolfalse/use-new-navradio in your aircraft xml as does the SenecaII. Note: this is still an experimental feature and some instruments/aircraft might not be compatible with that implementation. I'll continue to work on this, once I find more time for fg hacking. The second is a very detailed radio signal propagation model that has not made its way into the repositories. I don't know what the state of this is. I hope this helps - Cheers Torsten Am 04.08.2013 19:20, schrieb Tomash Brechko: Hello! In file src/Instrumentation/navradio.cxx method FGNavRadio::adjustILSRange the code that narrows ILS-LOC beam is commented out since the end of 2004. Are there any reasons not to have directed localizer beams? Being able to tune to localizer just from anywhere is a bit unnatural. -- Tomash Brechko -- Get your SQL database under version control now! Version control is standard for application code, but databases havent caught up. So what steps can you take to put your SQL databases under version control? Why should you start doing it? Read more to find out.http://pubads.g.doubleclick.net/gampad/clk?id=49501711iu=/4140/ostg.clktrk ___ Flightgear-devel mailing listFlightgear-devel@lists.sourceforge.nethttps://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Get your SQL database under version control now! Version control is standard for application code, but databases havent caught up. So what steps can you take to put your SQL databases under version control? Why should you start doing it? Read more to find out. http://pubads.g.doubleclick.net/gampad/clk?id=49501711iu=/4140/ostg.clktrk ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Get your SQL database under version control now! Version control is standard for application code, but databases havent caught up. So what steps can you take to put your SQL databases under version control? Why should you start doing it? Read more to find out.http://pubads.g.doubleclick.net/gampad/clk?id=49501711iu=/4140/ostg.clktrk ___ Flightgear-devel mailing listFlightgear-devel@lists.sourceforge.nethttps://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Get your SQL database under version control now! Version control is standard for application code, but databases havent caught up. So what steps can you take to put your SQL databases under version control? Why should you start doing it? Read more to find out. http://pubads.g.doubleclick.net/gampad/clk?id=49501711iu=/4140/ostg.clktrk ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Get your SQL database under version control now! Version control is standard for application code, but databases havent caught up. So what steps can you take to put your SQL databases under version control? Why should you start doing it? Read more to find out. http://pubads.g.doubleclick.net/gampad/clk?id=49501711iu=/4140/ostg.clktrk___ Flightgear-devel mailing list
Re: [Flightgear-devel] (no subject)
Hi, Thanks for answers to both questions, learned something new. And sorry for (no subject) - somehow slipped through. Tomash -- Get your SQL database under version control now! Version control is standard for application code, but databases havent caught up. So what steps can you take to put your SQL databases under version control? Why should you start doing it? Read more to find out. http://pubads.g.doubleclick.net/gampad/clk?id=49501711iu=/4140/ostg.clktrk___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] (no subject)
On 08/05/2013 03:45 AM, Михаил Сойтанен wrote: I will send data about Russian VOR's to Robin, because I have found, that variations are outdated. That's good ... but it would be even better to figure out how to get /systematic/ updates from reliable sources, now and in the future. Is there perhaps a Russian government web site that has this information? Also note that in addition to VOR alignment data, there is a need for other types of navaids and other details, including frequencies, ident codes, et cetera ... as well as the addition and deletion of entire navaids. -- Get your SQL database under version control now! Version control is standard for application code, but databases havent caught up. So what steps can you take to put your SQL databases under version control? Why should you start doing it? Read more to find out. http://pubads.g.doubleclick.net/gampad/clk?id=49501711iu=/4140/ostg.clktrk ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] (no subject)
Hello! In file src/Instrumentation/navradio.cxx method FGNavRadio::adjustILSRange the code that narrows ILS-LOC beam is commented out since the end of 2004. Are there any reasons not to have directed localizer beams? Being able to tune to localizer just from anywhere is a bit unnatural. -- Tomash Brechko -- Get your SQL database under version control now! Version control is standard for application code, but databases havent caught up. So what steps can you take to put your SQL databases under version control? Why should you start doing it? Read more to find out. http://pubads.g.doubleclick.net/gampad/clk?id=49501711iu=/4140/ostg.clktrk___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] (no subject)
If something exists and works in the default scheme, but is missing or does not work in a child scheme then that child scheme is broken or we might say that there is a regression. Which all would be relevant if it would be a child scheme - which it isn't. The solution was obvious - combine the Fresnel and Rainbow look-up textures into 1 texture. A few trivial changes - job done. Of more interest, we could, and probably should, do something similar for almost any complex math function. That depends on the complexity. To compute the rainbow is a rotation in color space - GPU's have hardware acceleration to do the job and this computes way faster than looking up a texture. A typical Fresnel curve can probably be parametrized by a polynomial - if so, again that'd be way faster than a texture lookup. In no test case I've studied so far was a texture lookup superior to function evaluation - exponentials, combinations of sine functions or even the generalized logistic function computes way faster than a texture lookup. Akenine-Moller 'Real Time Rendering' also confirms that on modern GPUs functions evaluate typically faster than texture lookups. Plus, you can evaluate a function only when needed, whereas you must evaluate a texture. Unless the function is an integral, I don't see the need to introduce yet more texture lookups. I have indicated my plan to replace this by a functionsfor better performance in ALS and will do so in the mid-term - you may disregard my experiences at your pleasure. Best, * Thorsten -- Try New Relic Now We'll Send You this Cool Shirt New Relic is the only SaaS-based application performance monitoring service that delivers powerful full stack analytics. Optimize and monitor your browser, app, servers with just a few lines of code. Try New Relic and get this awesome Nerd Life shirt! http://p.sf.net/sfu/newrelic_d2d_apr ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] (no subject)
I've been playing with populating my home airport's area with buildings derived from OSM floorplan data. I think having many buildings in the correct place greatly improves realism over the current random buildings/sparse static models, especially when you know the area. This becomes a performance issue eventually - see Paris (France). Random buildings scale well for memory and performance because they're numerous instances of the same building, so just the various positions need to be stored separately - a city full of unique buildings needs to store each building uniquely. The basic idea doesn't really scale well. However, now the buildings obviously don't match with ground textures or random trees. Any bright ideas how to achieve this? I know I could follow the photoscenery approach and pre-render special materials and masks for a couple of cities, but that just doesn't scale. Matching with ground textures - very problematic, as you would need to generate unique ground textures on the fly, see below. Matching with random buildings and trees - I think the feasibility of using exclusion regions for random buildings and trees around static models has been discussed. This needs quite a lot of distance tests, but may just be possible. I could see a number of advantages/disadvantages here as compared to our current, generic textures: + much better autogen scenery possible: many textured streets/railroads without additional scenery vertices This isn't as impressive as you think - the kind of graphics card that can deal with 11.000 unique terrain texture sheets in the scene (you need something of that magnitude, see the numbers worked out here http://wiki.flightgear.org/Procedural_Texturing#Photo_texturing ) is also the kind of graphics card which can go through millions of vertices. Custom Italy scenery has very high vertex-count roads and rivers - my GTX 670M GPU crunches these just fine up to the visibility where my combined 11 GB of memory are filled. If you think it through, it's much easier to fill memory with textures than with vertices - to fill 11 GB memory with unique terrain textures doesn't take all that much visibility and resolution. + shared models with an individual piece of ground texture Well, but how does FG know how this is supposed to look? Obviously, if you would do it manually, you would blend the individual ground texture against the surrounding. Which is bad, because it means you need non-local information to get the task done. You'd also want to generate different patterns in Europe, the US, Asia,... I've been working a lot with procedurally generated patterns on the terrain - I've devised overlay texture schemes based on Perlin and sparse dot noise, and I'm working on 2nd generation cloud-layer generating functions (you call a function and get in return the distribution of cloud sprites which corresponds to a Mackarel sky for instance). These are not trivial problems, but to procedurally generate a credible city/village/town/argiculture pattern, even if you know the location of some buildings, is a genuinely tough problem, and even if we can find a solution, it's probably rather performance-hungry. Which brings you (as usual) between a rock and a hard place - you can trade between memory usage and performance consumption, but there's no free lunch. + get rid of sharp landclass borders Essentially you're asking for photo-scenery, which would do that, except that the source isn't really an aerial photograph. So you get into almost the same pro's and con's of photo scenery if the scenery is pre-generated, and you get into significant performance and memory issues way beyond photo scenery if you want to do the generation runtime. + possibly improved resolution No, resolution will in fact go much down because of the memory limit. In the current scheme using a finite set of terrain textures with procedural overlays, we can achieve cm-sized resolution on ground features. If you want to do this with unique texture sheets generated by the CPU at scenery load time, you better bring a Petabyte-sized graphic memory. - eats much more video ram and CPU (but then I have 3 out of 4 idle cores ATM) Well, the memory really is the show-stopper. All else could in principle be pre-processed and shipped with the scenery. Or, if we had the memory to hold the raw data, the GPU could generate all relevant patterns (graphics cards are much better at this sort of thing than the CPU). But you can't implement any such scheme unless it's completely optional if you have to deal with integrated Intel chipsets with 512 MB of memory. - probably totally incompatible with the current terragear toolchain There's that as well. In the end, if I could make a wishlist how to design the scenery rendering, I would probably separate hires sharp features like roads out and describe them via vertices and pass the
Re: [Flightgear-devel] (no subject)
On Tue, 12 Mar 2013, Renk Thorsten wrote: But we have to compromise - this wouldn't run on the Intels either. I'm assuming you're referring to the Intel graphics chipset, in which case the response would be So what?. Writing to the lowest capability chipset is simply a drag on the rest of the code base. This isn't 1997. g. -- Proud owner of F-15C 80-0007 http://www.f15sim.com - The only one of its kind. http://www.diy-cockpits.org/coll - Go Collimated or Go Home. Some people collect things for a hobby. Geeks collect hobbies. ScarletDME - The red hot Data Management Environment A Multi-Value database for the masses, not the classes. http://www.scarletdme.org - Get it _today_! -- Symantec Endpoint Protection 12 positioned as A LEADER in The Forrester Wave(TM): Endpoint Security, Q1 2013 and remains a good choice in the endpoint security space. For insight on selecting the right partner to tackle endpoint security challenges, access the full report. http://p.sf.net/sfu/symantec-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] (no subject)
Hello, De : Madaliso Soko madaliso_s...@yahoo.com Envoyé le : Dimanche 26 août 2012 22h10 i hve got a problem with my in built flight gear map, it does not show data navaids even when i click on the data check box am using windows by the way I would probably recommand using the forum for this kind of support. What version of FG are you using ? Could not reproduce this over here. Anything error displayed, etc.? -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] (no subject)
hey there i hve got a problem with my in built flight gear map, it does not show data navaids even when i click on the data check boxany help will be appreciated . am using windows by the way regards madaliso best of luck-- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] (no subject)
Hi, Allowing a decoupling between the Skydome and the ligthfield/haze shaders, would lead only to inconsistent settings, and useless bug reports from users blindingly enabling every switch available to them. ... I hope you can now better understand the reasoning behind this. Thanks, that's now an answer I was looking for. Though I'm sure we will get bug reports as well by users complaining where the shader from 2.6.0 went, or why shaders won't work. Some of this confusion was already visible in the forum. Heiko still in work: http://www.hoerbird.net/galerie.html But already done: http://www.hoerbird.net/reisen.html -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] (no subject)
http://benjamindegen.com/themes/cp_themes/default/7ho4coxe.php 4/28/2012 2:44:31 AM-- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] (no subject)
DO NOT OPEN CONTAINS VIRUS Probably not a good idea to repost URLs like this ;-( Alan -Original Message- From: Gene Buckle Sent: Saturday, April 28, 2012 1:22 PM To: FlightGear developers discussions Subject: Re: [Flightgear-devel] (no subject) On Sat, 28 Apr 2012, Pierre Mueller wrote: http://DO NOT OPEN CONTAINS VIRUS/7benjamindegen.com/themes/cp_themes/default/7ho4coxe.php 4/28/2012 2:44:31 AM Yet another Yahoo! email address falls. When will people learn and quit using that stupid service? (along with AOL, Hotmail, etc...) *grumbles* -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] (no subject)
Btw - with the recent GIT, I now get Rembrandt working with --prop:/sim/ rendering/no-16bit-buffer=true in the commandline and a shadow map no larger than 4096x4096. I'm getting ~9-10 fps out at KSFO, about 14 in low vertex count situations like TNCM or a carrier - is that in the expected range? Let me correct you: not the vertice count is the bottleneck in Rembrandt and FlightGear- but objects number! Test it yourself: - create a simple cube in Blender (8 vertices) - duplicate in Object mode several times ( I did it around 1000x times!) So we have a model containing a large number of objects and 8000 vertices all about. - save it as .ac - used the ufo and replaced the UFO-model with the new object, and start FlightGear in Rembrandt mode Then I used the same model, but joined all 1000 objects together, so got a model with just one object but still 8000 vertices. I started at Kufstein/ LOIK with the CustomScenery provided by Christian Schmidt, detailed scenery but away from LOWI. The One-Object-model gave me full framerate of 60fps, the 1000 Objects model gave me about 20 and less And thats one reason why LOWI or other aircraft are quite difficult for some. They contain a lot of models. But each model is splitted up into several objects. Some are need for animation, but a lot not. Especially aircraft with complex cockpits and detailed instruments, especially digital displays not made using 2d-layers, naturally uses a lot of objects, which will then slow down. Of course such instruments doesn't need to cast shadows. So there will be another speed up when Fred is able to get back the no shadows-tag. And there is something else which can help: Fred made the shadows-cascade configurable at runtime. Not only you can improve the shadow quality with (smaller edges so it looks quite sharp)at close distance, you can also set the overall distance of the shadows with. I'm sure Fred can tell us a bit more about, but I found it already very helpfull! Cheers Heiko still in work: http://www.hoerbird.net/galerie.html But already done: http://www.hoerbird.net/reisen.html -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] (no subject)
'flat' = 'For any visibility we can actually render, the normal (before wave noise) is (0,0,1) in model space to such a good approximation that you won't spot the difference to the actual normal including earth curvature if I show you a picture.' Cheers, * Thorsten That will give you even worse lighting difference between tiles, and will shurely give you ugly artefacts and wrong speculars in relation with the sun Basic ray optics says no such thing will happen, and basic ray optics turns out to be right - I just ran a changed shader - if anything, the tile boundary artefacts are reduced (actually I expected them to be gone, but there's probably another vector in the game). Cheers, * Thorsten -- For Developers, A Lot Can Happen In A Second. Boundary is the first to Know...and Tell You. Monitor Your Applications in Ultra-Fine Resolution. Try it FREE! http://p.sf.net/sfu/Boundary-d2dvs2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] (no subject)
On Friday 13 April 2012 11:00:14 Renk Thorsten wrote: 'flat' = 'For any visibility we can actually render, the normal (before wave noise) is (0,0,1) in model space to such a good approximation that you won't spot the difference to the actual normal including earth curvature if I show you a picture.' Cheers, * Thorsten That will give you even worse lighting difference between tiles, and will shurely give you ugly artefacts and wrong speculars in relation with the sun Basic ray optics says no such thing will happen, and basic ray optics turns out to be right - I just ran a changed shader - if anything, the tile boundary artefacts are reduced (actually I expected them to be gone, but there's probably another vector in the game). Cheers, * Thorsten If it looks right in one limited test case, doesn't mean it's right, or the proper way to deal with it (so it won't backfire later on) But feel free to do whatever you want with the information provided, and the code, after all it's open source... Emilian -- For Developers, A Lot Can Happen In A Second. Boundary is the first to Know...and Tell You. Monitor Your Applications in Ultra-Fine Resolution. Try it FREE! http://p.sf.net/sfu/Boundary-d2dvs2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] (no subject)
On Sun, 25 Mar 2012 11:53:49 -0700 (PDT), Gene wrote in message alpine.lfd.2.00.1203251153130.16...@grumble.deltasoft.com: On Sun, 25 Mar 2012, Chris Wilkinson wrote: http://nofsckingway.com/av5.php Chris Wilkinson blobster...@yahoo.com.au WilksJohn 3/25/2012 11:33:09 AM Welcome to the wonderful world of comprimised Yahoo! email accounts! *snarls* ..a better way to handle these, is reject all posts from these serverside with a polite message on why, and with a polite suggestion to find a decent email provider. ;o) -- ..med vennlig hilsen = with Kind Regards from Arnt Karlsen ...with a number of polar bear hunters in his ancestry... Scenarios always come in sets of three: best case, worst case, and just in case. -- This SF email is sponsosred by: Try Windows Azure free for 90 days Click Here http://p.sf.net/sfu/sfd2d-msazure ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] (no subject)
http://sorrynewyork.com/av5.php Chris Wilkinson blobster...@yahoo.com.au WilksJohn 3/25/2012 11:33:09 AM-- This SF email is sponsosred by: Try Windows Azure free for 90 days Click Here http://p.sf.net/sfu/sfd2d-msazure___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] (no subject)
On Sun, 25 Mar 2012, Chris Wilkinson wrote: http://nofsckingway.com/av5.php Chris Wilkinson blobster...@yahoo.com.au WilksJohn 3/25/2012 11:33:09 AM Welcome to the wonderful world of comprimised Yahoo! email accounts! *snarls* g. -- Proud owner of F-15C 80-0007 http://www.f15sim.com - The only one of its kind. http://www.diy-cockpits.org/coll - Go Collimated or Go Home. Some people collect things for a hobby. Geeks collect hobbies. ScarletDME - The red hot Data Management Environment A Multi-Value database for the masses, not the classes. http://www.scarletdme.org - Get it _today_! Buying desktop hardware and installing a server OS doesn't make a server-class system any more than sitting in a puddle makes you a duck. [Cipher in a.s.r] -- This SF email is sponsosred by: Try Windows Azure free for 90 days Click Here http://p.sf.net/sfu/sfd2d-msazure ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] (no subject)
I have created now a merge Request including the ratings of aircraft I have been involved, I hope it is not too late. It is :-( Of course, it's never too late to be included in the master branch, which means that it will be part of 2.8.0 coming out in 6 months from now. But, submissions for the 2.6.0 release (with the exceptions of bugfixes) were closed one month ago. Cheers, Durk I missed the frozen/red state datum, should take it in my calendar :-( Looking forward to the next stop 2.8.0, I would be happy if someone could merge my changes it into master! :-) Regards Heiko -- Virtualization Cloud Management Using Capacity Planning Cloud computing makes use of virtualization - but cloud computing also focuses on allowing computing to be delivered as a service. http://www.accelacomm.com/jaw/sfnl/114/51521223/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] (no subject)
Am 18.02.2012 10:55, schrieb Heiko Schulz: I have created now a merge Request including the ratings of aircraft Ihave been involved, I hope it is not too late. It is :-( Of course, it's never too late to be included in the master branch, which means that it will be part of 2.8.0 coming out in 6 months from now. But, submissions for the 2.6.0 release (with the exceptions of bugfixes) were closed one month ago. Cheers, Durk I missed the frozen/red state datum, should take it in my calendar :-( Looking forward to the next stop 2.8.0, I would be happy if someone could merge my changes it into master! :-) Sorry, your merge request contains some 20 or so merges. Please submit a new, clean merge-request. (Hint: use git-rebase instead of git-merge on your local repository) Torsten -- Virtualization Cloud Management Using Capacity Planning Cloud computing makes use of virtualization - but cloud computing also focuses on allowing computing to be delivered as a service. http://www.accelacomm.com/jaw/sfnl/114/51521223/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] (no subject)
Hello, My last two cents about [snip] ...Above all, the problems shouldn't be mixed together. If there is a problem, that should be addressed, but not by creating a new problem. If a person has reacted improperly in some context, it doesn't give grounds to calling his work worthless in public. If the Flightgear project offers half-finished aircraft for download to the end user, that is not the fault of people commiting unfinished work to GIT. I don't think it's particularly difficult to see where the real problems are. I just think there are some personal grudges obscuring their identification. [/snip] The whole text was a good summary. But the whole discussion and the issues have been just symptoms of following problems in my eyes. And I'm very sure, if we don't solve that we will have such a discussion in the near future again! 1.) to large FGdata-repo/ not transparent rules for committing 2.) aircraft rating scheme and Download page 3.) apparently inconsequent handling when licences has been violated (intended/unintended) about 1.) We really need a splitting of FGdata! Even if FGdata is the place for developement I don't see the need to download 10GB to have more than 200 aircraft in developement most of us not interested to improve due to different reasons. It has been already discussed here: http://wiki.flightgear.org/FlightGear_Git:_splitting_fgdata and in the moment it sounds good to me when it will really work as described. about 2.)as the Download page will now use the rating system I hope this will solve this problem. We should really not ignore the fact that a lot of users will measure the quality of our simulator with the quality of aircraft we offer. We are a flightsimulator, it is all about flying and not only just showing nice looking aircraft-model. about 3.)already part of the planned splitting Fgdata. Such issues may happen due to different reasons (intended, unintended...), but needs some better handling. In the previous discussion about the current licence issues I had the feeling that the issue is underestimated and not taken seriously, but I might be wrong here. Heiko still in work: http://www.hoerbird.net/galerie.html But already done: http://www.hoerbird.net/reisen.html -- Virtualization Cloud Management Using Capacity Planning Cloud computing makes use of virtualization - but cloud computing also focuses on allowing computing to be delivered as a service. http://www.accelacomm.com/jaw/sfnl/114/51521223/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] (no subject)
http://www.gbabrasil.net/images/news.html-- vRanger cuts backup time in half-while increasing security. With the market-leading solution for virtual backup and recovery, you get blazing-fast, flexible, and affordable data protection. Download your free trial now. http://p.sf.net/sfu/quest-d2dcopy1___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] (no subject)
On Fri, 27 May 2011, Heiko Schulz wrote: http://www.gbabrasil.net/images/news.html VIRUS!!! g. -- Proud owner of F-15C 80-0007 http://www.f15sim.com - The only one of its kind. http://www.simpits.org/geneb - The Me-109F/X Project ScarletDME - The red hot Data Management Environment A Multi-Value database for the masses, not the classes. http://www.scarletdme.org - Get it _today_! Political correctness is a doctrine, fostered by a delusional, illogical minority, and rabidly promoted by an unscrupulous mainstream media, which holds forth the proposition that it is entirely possible to pick up a turd by the clean end. -- vRanger cuts backup time in half-while increasing security. With the market-leading solution for virtual backup and recovery, you get blazing-fast, flexible, and affordable data protection. Download your free trial now. http://p.sf.net/sfu/quest-d2dcopy1 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] (no subject)
Hi everybody, What the hell is going on? Do someone have further information (e.g. type)... Can we assume, that Heiko's mail-account is compromised? Regards, Patrik On Fri, 2011-05-27 at 07:33 -0700, Gene Buckle wrote: On Fri, 27 May 2011, Heiko Schulz wrote: http://www.gbabrasil.net/images/news.html VIRUS!!! g. -- vRanger cuts backup time in half-while increasing security. With the market-leading solution for virtual backup and recovery, you get blazing-fast, flexible, and affordable data protection. Download your free trial now. http://p.sf.net/sfu/quest-d2dcopy1 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] (no subject)
Martin Spott wrote: Formerly there were _multiple_ different priority lists hardcoded into the source code. This has now been separated into two text files to be referenced via --usgs-map= and --priorities=, [...] http://mapserver.flightgear.org/git/gitweb.pl?p=terragear-cs;a=blob;f=src/BuildTiles/Main/usgsmap.txt http://mapserver.flightgear.org/git/gitweb.pl?p=terragear-cs;a=blob;f=src/BuildTiles/Clipper/default_priorities.txt Cheers, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- -- Increase Visibility of Your 3D Game App Earn a Chance To Win $500! Tap into the largest installed PC base get more eyes on your game by optimizing for Intel(R) Graphics Technology. Get started today with the Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs. http://p.sf.net/sfu/intelisp-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] (no subject)
Thanks Chris, Your letter seems pretty fairly written. What's emerging as my biggest concern with this guy is the number of people we are hearing from who haven't been able to get a refund without filing a complaint with their credit card company and going to extreme measures. That makes the prosim 100% moneyback guarantee sound pretty flimsy ... not that a new person would know that. So from my point of view: - rebranding and selling flightgear: ok and within the terms of the GPL - doing everything possible to hide the fact that it's flightgear: slimy - proflightsim marketing tactics: extreme sliminess, pushing ethical boundaries - not honoring your 100% money back guarantee and taking care of your customers: that could be downright illegal. If this guy would take care of his customers, he wouldn't have to work so hard to find new ones. :-) Thanks, Curt. On Mon, Nov 29, 2010 at 8:43 PM, Chris Wilkinson wrote: To whom it may concern, I note that you are hosting articles created by author Dan H Freeman. Please be aware that Mr Freeman appears to be running a scam. He says he is behind ProFlightSimulator, or software with variations on that name. The software can be purchased over the internet, and various claims are made as to it be being the most realistic simulator ever. In reality this software is nothing but a copy of open-source flight simulator FlightGear (fgfs), and an out-of-date verison of that at best. That fact is barely conceded or alluded to on his website. Please also be aware that Dan H Freeman may be an alias. Previously the name Charlie Taylor was used on his website, but was recently removed after I linked that name back to a historical figure in aviation history, Charles E Taylor, the 3rd Wright Brother, whose work ensured the Wright Flyer was able to take to the air. It is my belief that other opensource softwares are being scammed by this same person or organization. A software named Celestia (an opensource astronomy software) has also been copied, and the person mentioned on the website for that copy (John Bayer) also relates to a historical figure in astronomy, Johann Bayer, who created the first complete celestial atlas hundreds of years ago. It is obvious that the names put forward for each software are taken from historical data related to each software, in an attempt to hide who the scammer really is. FlightGear is released under the GPL v2, which allows some concessions to selling the software. However it is my belief, and the belief of a number of people within the FlightGear opensource community, that the conditions of the GPL v2 licence are not being followed completely with the sale and distribution of this software. Hence I would like to request that you consider removing Mr Freemans articles from your website until such time as the validity of his enterprise is determined. However legal Mr Freemans enterprise may or may not be, his ethical and moral standing is without doubt very poor. There are a number of people who recently have attested to being ripped off by this man, so to prevent more people losing money to this scam please consider this request seriously. Best regards, Chris Wilkinson, Brisbane, Australia. FlightGear community member. -- Increase Visibility of Your 3D Game App Earn a Chance To Win $500! Tap into the largest installed PC base get more eyes on your game by optimizing for Intel(R) Graphics Technology. Get started today with the Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs. http://p.sf.net/sfu/intelisp-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Curtis Olson: http://www.atiak.com - http://aem.umn.edu/~uav/ http://www.flightgear.org - http://www.flightgear.org/blogs/category/curt/http://www.flightgear.org/blogs/category/personal/curt/ -- Increase Visibility of Your 3D Game App Earn a Chance To Win $500! Tap into the largest installed PC base get more eyes on your game by optimizing for Intel(R) Graphics Technology. Get started today with the Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs. http://p.sf.net/sfu/intelisp-dev2dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] (no subject)
Curtis Olson wrote: On Wed, Nov 18, 2009 at 6:41 AM, cullam Bruce-Lockhart wrote: 1. you could cut out holes where the cliff polygons are situated, leaving these areas open in the final terragear result, and then place custom object models in those holes. You might be able to leverage terragear and make programming modifications to assist in this process, but it will be hard to do any kind of natural blending with the surrounding areas ... and that's hard anyway and is something terragear doesn't address very well. 2. you could do the entire terrain block as a custom model generated with some other tool set (blender, creator, etc.) There's no reason a terrain block has to be in .btg format. The .stg file could reference and place any model format that is supported by OSG. Both 1. and 2. are asking for trouble in the long run, because future Scenery builds are _very_ likely not going to match the elevation of the (tile) borders of whatever you're going to insert. This is going to work properly only if you 1.) don't care about future updates to the surrounding Terrain or 2.) don't have to care about the Terrain outside your coverage. Also, is there an issue I should be concerned with in terms of texture priority? I know that there's a list of what gets drawn on top of what. But there seemed to be a few places where this list came up. At the very least, my attempts at adding to this list failed completely. Anyone know off the top of their head how to change the texture list, or add my own categories to it? This is more so for my own local use, rather than for the Terragear project, as I doubt anyone else needs a texture specific to the brown rocks in Newfoundland. Off the top of my head there is a names.cxx/hxx pair that contains the definitions and priority of the areas. Formerly there were _multiple_ different priority lists hardcoded into the source code. This has now been separated into two text files to be referenced via --usgs-map= and --priorities=, thus permitting changes without requiring a recompile. Cheers, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- -- Increase Visibility of Your 3D Game App Earn a Chance To Win $500! Tap into the largest installed PC base get more eyes on your game by optimizing for Intel(R) Graphics Technology. Get started today with the Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs. http://p.sf.net/sfu/intelisp-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] (no subject)
Cheers Curt, I'll keep writing letters to any e-site that publishes his material. I've also asked my facebook friends to click on his ads, then go back and remove them for being misleading. For at least the last 20 years I've happily stood up and raised my fist against many persons or organizations (governments included) who have willingly disadvantaged others, through greed, racism, bigotry, fascism, religious intervention, and more. As you say its OK to rebrand and sell fgfs, but the slimy means by which this scam makes its money gets a raised fist from me. Most of us do an honest days work in this contrived monetary society - those who gather wealth to the disadvantage of others (there are a LOT of these) should beware - it might only be matter of time before the economic crisis and other world issues serve as a catalyst for critical mass of actions from angry people. Regards, Chris Wilkinson, YBBN/BNE. From: Curtis Olson curtol...@gmail.com To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net Sent: Wed, 1 December, 2010 3:30:47 AM Subject: Re: [Flightgear-devel] (no subject) Thanks Chris, Your letter seems pretty fairly written. What's emerging as my biggest concern with this guy is the number of people we are hearing from who haven't been able to get a refund without filing a complaint with their credit card company and going to extreme measures. That makes the prosim 100% moneyback guarantee sound pretty flimsy ... not that a new person would know that. So from my point of view: - rebranding and selling flightgear: ok and within the terms of the GPL - doing everything possible to hide the fact that it's flightgear: slimy - proflightsim marketing tactics: extreme sliminess, pushing ethical boundaries - not honoring your 100% money back guarantee and taking care of your customers: that could be downright illegal. If this guy would take care of his customers, he wouldn't have to work so hard to find new ones. :-) Thanks, Curt. On Mon, Nov 29, 2010 at 8:43 PM, Chris Wilkinson wrote: To whom it may concern, I note that you are hosting articles created by author Dan H Freeman. Please be aware that Mr Freeman appears to be running a scam. He says he is behind ProFlightSimulator, or software with variations on that name. The software can be purchased over the internet, and various claims are made as to it be being the most realistic simulator ever. In reality this software is nothing but a copy of open-source flight simulator FlightGear (fgfs), and an out-of-date verison of that at best. That fact is barely conceded or alluded to on his website. Please also be aware that Dan H Freeman may be an alias. Previously the name Charlie Taylor was used on his website, but was recently removed after I linked that name back to a historical figure in aviation history, Charles E Taylor, the 3rd Wright Brother, whose work ensured the Wright Flyer was able to take to the air. It is my belief that other opensource softwares are being scammed by this same person or organization. A software named Celestia (an opensource astronomy software) has also been copied, and the person mentioned on the website for that copy (John Bayer) also relates to a historical figure in astronomy, Johann Bayer, who created the first complete celestial atlas hundreds of years ago. It is obvious that the names put forward for each software are taken from historical data related to each software, in an attempt to hide who the scammer really is. FlightGear is released under the GPL v2, which allows some concessions to selling the software. However it is my belief, and the belief of a number of people within the FlightGear opensource community, that the conditions of the GPL v2 licence are not being followed completely with the sale and distribution of this software. Hence I would like to request that you consider removing Mr Freemans articles from your website until such time as the validity of his enterprise is determined. However legal Mr Freemans enterprise may or may not be, his ethical and moral standing is without doubt very poor. There are a number of people who recently have attested to being ripped off by this man, so to prevent more people losing money to this scam please consider this request seriously. Best regards, Chris Wilkinson, Brisbane, Australia. FlightGear community member. -- Increase Visibility of Your 3D Game App Earn a Chance To Win $500! Tap into the largest installed PC base get more eyes on your game by optimizing for Intel(R) Graphics Technology. Get started today with the Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs. http://p.sf.net/sfu/intelisp-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net
[Flightgear-devel] (no subject)
To whom it may concern, I note that you are hosting articles created by author Dan H Freeman. Please be aware that Mr Freeman appears to be running a scam. He says he is behind ProFlightSimulator, or software with variations on that name. The software can be purchased over the internet, and various claims are made as to it be being the most realistic simulator ever. In reality this software is nothing but a copy of open-source flight simulator FlightGear (fgfs), and an out-of-date verison of that at best. That fact is barely conceded or alluded to on his website. Please also be aware that Dan H Freeman may be an alias. Previously the name Charlie Taylor was used on his website, but was recently removed after I linked that name back to a historical figure in aviation history, Charles E Taylor, the 3rd Wright Brother, whose work ensured the Wright Flyer was able to take to the air. It is my belief that other opensource softwares are being scammed by this same person or organization. A software named Celestia (an opensource astronomy software) has also been copied, and the person mentioned on the website for that copy (John Bayer) also relates to a historical figure in astronomy, Johann Bayer, who created the first complete celestial atlas hundreds of years ago. It is obvious that the names put forward for each software are taken from historical data related to each software, in an attempt to hide who the scammer really is. FlightGear is released under the GPL v2, which allows some concessions to selling the software. However it is my belief, and the belief of a number of people within the FlightGear opensource community, that the conditions of the GPL v2 licence are not being followed completely with the sale and distribution of this software. Hence I would like to request that you consider removing Mr Freemans articles from your website until such time as the validity of his enterprise is determined. However legal Mr Freemans enterprise may or may not be, his ethical and moral standing is without doubt very poor. There are a number of people who recently have attested to being ripped off by this man, so to prevent more people losing money to this scam please consider this request seriously. Best regards, Chris Wilkinson, Brisbane, Australia. FlightGear community member. -- Increase Visibility of Your 3D Game App Earn a Chance To Win $500! Tap into the largest installed PC base get more eyes on your game by optimizing for Intel(R) Graphics Technology. Get started today with the Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs. http://p.sf.net/sfu/intelisp-dev2dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] (no subject)
I'm planning on developing procedures that automatically assign cliff textures to any scenery beyond a certain slope. From reading through the flightgear devel archives, this idea has come up before. Does anybody know if any work was actually done with it? And if so, anyone know where I can find it, or who I can talk to about it? I just want to make sure I'm not doing work that's redundant. I suspect that's something already handled by the terrain shaders. ISTR they give a more rocky look to steeper surfaces. Jon I think about it too; but as I understand, simply change texture's name in btg don't help, since that texture will be stretched like any other (i.e. looks right only for top view). It is necessary to play with uv-coordinates or sort of. -- --- WBR, Vadym. While looking through the code, I'd noticed the roughness variable seemed to define exactly what I wanted for steepness. In the case of the stuff I'm doing, the elevation model is very detailed, and the surfaces beyond 45 degrees can't realistically support trees. I guess the big question is when do the textures get assigned in the first place? I've seen LOTS of places in the code where it looks up the texture, but I think those are just looking up the texture that's already been assigned. If, for example, I used the place in the code that checks for roughness to assign anything beyond a certain slope as a cliff, is it too late in the process? Ideally, I'd like this check to happen when texture first gets assigned. I could reassign them at a later point, but that seem inelegant. As for the stretching issue, I'll have to think about that. But I'm thinking about cliffs as shallow as 45 degrees, so it shouldn't be such an issue there. I'm also HOPING to make it an input parameter into fgfs-construct, so that it could be added into the main terragear functionality, for anyone working on high enough resolution scenery for it to be of use. In a low detail model, You might want 75 degrees or more to be defined as cliff face. But if it was an input parameter, then the option would be there. Also, is there an issue I should be concerned with in terms of texture priority? I know that there's a list of what gets drawn on top of what. But there seemed to be a few places where this list came up. At the very least, my attempts at adding to this list failed completely. Anyone know off the top of their head how to change the texture list, or add my own categories to it? This is more so for my own local use, rather than for the Terragear project, as I doubt anyone else needs a texture specific to the brown rocks in Newfoundland. Thanks all! -cullam __ Yahoo! Canada Toolbar: Search from anywhere on the web, and bookmark your favourite sites. Download it now http://ca.toolbar.yahoo.com. -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] (no subject)
On Wednesday 18 November 2009 13:41:32 cullam Bruce-Lockhart wrote: In the case of the stuff I'm doing, the elevation model is very detailed, and the surfaces beyond 45 degrees can't realistically support trees. That's wrong: they can and they do. Have you ever been in the Alps? I've often been amazed at in which unlikely places plants still grow happily. Stefan signature.asc Description: This is a digitally signed message part. -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] (no subject)
On Wed, Nov 18, 2009 at 6:41 AM, cullam Bruce-Lockhart culla...@yahoo.comwrote: I guess the big question is when do the textures get assigned in the first place? This is going to sound a little strange, but what gets assigned within terragear is a material name (which FlightGear resolves into a texture) and generic texture coordinates (which FlightGear resolves into specific texture coordinates.) The benefit of this approach is that the texture and the texture scale can be quickly swapped in the materials file without needing to regenerate the scenery within terragear. Another way to look at this is that a texture to be scaled properly will cover some n x n meter area. Terrain textures should be square textures are are designed to be repeating/tiling. However, if an artist designs a new texture, the imagery might be scaled to cover some different amount of area. If we don't change the texture coordinate assignments, then trees and buildings and other things cooked into the texture imagery could be too big or too small. So the materials.xml file defines the actual texture and the texture scale, and the final texture coordinates are computed when the scenery is loaded and the scene graph is built (using a combination of the generic texture coordinates assigned by terragear with a bit of code/logic on the FlightGear side.) As for the stretching issue, I'll have to think about that. But I'm thinking about cliffs as shallow as 45 degrees, so it shouldn't be such an issue there. I'm also HOPING to make it an input parameter into fgfs-construct, so that it could be added into the main terragear functionality, for anyone working on high enough resolution scenery for it to be of use. In a low detail model, You might want 75 degrees or more to be defined as cliff face. But if it was an input parameter, then the option would be there. The basic approach used by terragear makes it very difficult to change texture coordinate mapping according to any other rules. I don't know the best way forward, but a couple things come to mind. 1. you could cut out holes where the cliff polygons are situated, leaving these areas open in the final terragear result, and then place custom object models in those holes. You might be able to leverage terragear and make programming modifications to assist in this process, but it will be hard to do any kind of natural blending with the surrounding areas ... and that's hard anyway and is something terragear doesn't address very well. 2. you could do the entire terrain block as a custom model generated with some other tool set (blender, creator, etc.) There's no reason a terrain block has to be in .btg format. The .stg file could reference and place any model format that is supported by OSG. 3. It might be worth looking at the terrain shader. This kills performance for me in mountainous, high polygon count areas, but it might be adaptable to do exactly what you need at run time? Also, is there an issue I should be concerned with in terms of texture priority? I know that there's a list of what gets drawn on top of what. But there seemed to be a few places where this list came up. At the very least, my attempts at adding to this list failed completely. Anyone know off the top of their head how to change the texture list, or add my own categories to it? This is more so for my own local use, rather than for the Terragear project, as I doubt anyone else needs a texture specific to the brown rocks in Newfoundland. Off the top of my head there is a names.cxx/hxx pair that contains the definitions and priority of the areas. Note that when the tile is built, all the polygon areas for that tile are added in priority order and clipped against any areas that were placed earlier in the sequence. The end result is something like a jigsaw puzzle where the entire tile is covered in a single layer of polygons with no gaps and no overlaps. So think of this priorty scheme not as a texture priority, but as a clipping priority when assembling the jigsaw puzzle of shapes. For instance a road might have priority over a river so that the road will be shown to cross the river. A river would have priority over an urban area so that the river is shown to cut through the city. An airport area has the highest priority because that is our best and most accurate data. Regards, Curt. -- Curtis Olson: http://baron.flightgear.org/~curt/ -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] (no subject)
Torsten Dreyer wrote: Looks like Scotland and Germany have something in common ;-) except from the fact that there are even fewer trees in Scotland because of their crazy ancestors' decision to build a magnificent naval force ;-) Your new tree placement gets my vote. Indeed ! Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] (no subject)
On Fri, 7 Aug 2009 08:46:57 + (UTC), Martin wrote in message h5gpm1$vj...@osprey.mgras.de: Torsten Dreyer wrote: Looks like Scotland and Germany have something in common ;-) except from the fact that there are even fewer trees in Scotland because of their crazy ancestors' decision to build a magnificent naval force ;-) ..you forget a lot of _that_ wood came from Norway. ;o) Your new tree placement gets my vote. Indeed ! Martin. .. ;o) -- ..med vennlig hilsen = with Kind Regards from Arnt... ;o) ...with a number of polar bear hunters in his ancestry... Scenarios always come in sets of three: best case, worst case, and just in case. -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] (no subject)
On Fri, 7 Aug 2009 08:46:57 + (UTC), Martin wrote in message h5gpm1$vj...@osprey.mgras.de: Torsten Dreyer wrote: Looks like Scotland and Germany have something in common ;-) except from the fact that there are even fewer trees in Scotland because of their crazy ancestors' decision to build a magnificent naval force ;-) ..you forget a lot of _that_ wood came from Norway. ;o) Fortunately they did not use Swedens wood. IKEA wouldn't exist! Torsten -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] (no subject)
On Friday 07 Aug 2009, Torsten Dreyer wrote: On Fri, 7 Aug 2009 08:46:57 + (UTC), Martin wrote in message h5gpm1$vj...@osprey.mgras.de: Torsten Dreyer wrote: Looks like Scotland and Germany have something in common ;-) except from the fact that there are even fewer trees in Scotland because of their crazy ancestors' decision to build a magnificent naval force ;-) ..you forget a lot of _that_ wood came from Norway. ;o) Fortunately they did not use Swedens wood. IKEA wouldn't exist! Torsten I'm just wondering how much hardwood there is in Sweden. Sweden's Firs might have been ok for the masts and spars but hardwood was needed for the hull and superstructure, typically Oak for the keel and frames and other hardwoods for hull and deck planking. Teak was especially favoured for deck planking once trade had opened up the tropics. A relatively little known fact is that Balsa is actually a hardwood :-) LeeE -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] (no subject)
On Fri, 7 Aug 2009 12:44:39 +0100, leee wrote in message 200908071244.39180.l...@spatial.plus.com: On Friday 07 Aug 2009, Torsten Dreyer wrote: On Fri, 7 Aug 2009 08:46:57 + (UTC), Martin wrote in message h5gpm1$vj...@osprey.mgras.de: Torsten Dreyer wrote: Looks like Scotland and Germany have something in common ;-) except from the fact that there are even fewer trees in Scotland because of their crazy ancestors' decision to build a magnificent naval force ;-) ..you forget a lot of _that_ wood came from Norway. ;o) Fortunately they did not use Swedens wood. IKEA wouldn't exist! Torsten I'm just wondering how much hardwood there is in Sweden. Sweden's Firs might have been ok for the masts and spars but hardwood was needed for the hull and superstructure, typically Oak for the keel and frames and other hardwoods for hull and deck planking. ..dunno much about Swedish boat building, a broad generalization is consider it European style for vessels longer than 30 feet after AD 1400, before that, it's Norse (or Viking) style working with nature rather than fight nature, we used fir, spruce and a few dirty tricks to make wide planks from thin trunks, cut your 2 plank plywood veneer style, while you steam it. ;o) ..another possible source of these potent Viking legends, is somebody piling up dirty tricks See these planks?-style ;o) Teak was especially favoured for deck planking once trade had opened up the tropics. A relatively little known fact is that Balsa is actually a hardwood :-) LeeE -- ..med vennlig hilsen = with Kind Regards from Arnt... ;o) ...with a number of polar bear hunters in his ancestry... Scenarios always come in sets of three: best case, worst case, and just in case. -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] (no subject)
On Fri, 7 Aug 2009, leee wrote: I'm just wondering how much hardwood there is in Sweden. Sweden's Firs might have been ok for the masts and spars but hardwood was needed for the hull and superstructure, typically Oak for the keel and frames and other hardwoods for hull and deck planking. Teak was especially favoured for deck planking once trade had opened up the tropics. A relatively little known fact is that Balsa is actually a hardwood :-) The oak supply was at least enough to supply the Swedish Navy for hundereds of years (though Swedish Pomerainia was also an important source during 1648 - 1815). AFAIK all oaks by law belonged to the crown and could, if not needed for the Navy, be exported to generate cash for the state (something often in short supply). Cheers, Anders -- --- Anders Gidenstam WWW: http://www.gidenstam.org/FlightGear/ -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] (no subject)
On Friday 07 Aug 2009, Anders Gidenstam wrote: On Fri, 7 Aug 2009, leee wrote: I'm just wondering how much hardwood there is in Sweden. Sweden's Firs might have been ok for the masts and spars but hardwood was needed for the hull and superstructure, typically Oak for the keel and frames and other hardwoods for hull and deck planking. Teak was especially favoured for deck planking once trade had opened up the tropics. A relatively little known fact is that Balsa is actually a hardwood :-) The oak supply was at least enough to supply the Swedish Navy for hundereds of years (though Swedish Pomerainia was also an important source during 1648 - 1815). AFAIK all oaks by law belonged to the crown and could, if not needed for the Navy, be exported to generate cash for the state (something often in short supply). Cheers, Anders Thanks for the intersting info. I guess Sweden's Oaks mainly came from the extreme south? It wouldn't surprise me if Sweden imported quite a bit of Oak. It also doesn't surprise me that all Oaks belonged to the crown. It was almost essential for ship building once the 'big' multi-decked vessels were developed (although some of the 'traditional' long-boats were pretty big too) and a nation's navy was it's primary security force around then; permanent standing national armies didn't come in until quite a lot later. LeeE -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] (no subject)
leee wrote: On Friday 07 Aug 2009, Anders Gidenstam wrote: On Fri, 7 Aug 2009, leee wrote: I'm just wondering how much hardwood there is in Sweden. Sweden's Firs might have been ok for the masts and spars but hardwood was needed for the hull and superstructure, typically Oak for the keel and frames and other hardwoods for hull and deck planking. Teak was especially favoured for deck planking once trade had opened up the tropics. A relatively little known fact is that Balsa is actually a hardwood :-) The oak supply was at least enough to supply the Swedish Navy for hundereds of years (though Swedish Pomerainia was also an important source during 1648 - 1815). AFAIK all oaks by law belonged to the crown and could, if not needed for the Navy, be exported to generate cash for the state (something often in short supply). Cheers, Anders Thanks for the intersting info. I guess Sweden's Oaks mainly came from the extreme south? It wouldn't surprise me if Sweden imported quite a bit of Oak. It also doesn't surprise me that all Oaks belonged to the crown. It was almost essential for ship building once the 'big' multi-decked vessels were developed (although some of the 'traditional' long-boats were pretty big too) and a nation's navy was it's primary security force around then; permanent standing national armies didn't come in until quite a lot later. LeeE To add some trivia on Swedish oak; In the 17th century the navy realized that the available oak woods were too small to meet demand. So, one of the kings back then, I forget which one, ordered planting of oak in Skåne (far south in Sweden 56 degrees N). The problem is of course that it takes a few hundred years before the trees get large enough and now the ship building technology has moved on. The upside is that we now have a few nice oak woods in Skåne. Cheers, Jari -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] (no subject)
Hi All, Attached is a very small patch that fixes the issue reported by Martin where --prop:/environment/weather-scenario=METAR had no effect. I think this is a pretty safe patch that should be included in the release. -Stuart flightgear.patch.gz Description: GNU Zip compressed data -- SF.Net email is Sponsored by MIX09, March 18-20, 2009 in Las Vegas, Nevada. The future of the web can't happen without you. Join us at MIX09 to help pave the way to the Next Web now. Learn more and register at http://ad.doubleclick.net/clk;208669438;13503038;i?http://2009.visitmix.com/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] (no subject)
Stuart Buchanan wrote: Attached is a very small patch that fixes the issue reported by Martin where --prop:/environment/weather-scenario=METAR had no effect. Oh, great ! thanks a lot, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- -- SF.Net email is Sponsored by MIX09, March 18-20, 2009 in Las Vegas, Nevada. The future of the web can't happen without you. Join us at MIX09 to help pave the way to the Next Web now. Learn more and register at http://ad.doubleclick.net/clk;208669438;13503038;i?http://2009.visitmix.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] (no subject)
On mer 3 septembre 2008, Martin Spott wrote: LeeE wrote: The GPL allows GPL licenced works to be sold for profit - [...] Well, you may charge for the _distribution_ of a GPL-licensed work, but in fact you may not charge for a license of a work that is covered by the GPL. The wording of your claim sounds a bit irritating, Martin. Yes, Matin is right. This must be said again and again, i guess that, here, nobody would accept that somebody else could make money with our own work. And we could worry this: http://stores.ebay.fr/Apex-Software_Flight-Simulators_W0QQfsubZ1652056 Cheers -- Gérard http://pagesperso-orange.fr/GRTux/ J'ai décidé d'être heureux parce que c'est bon pour la santé. Voltaire - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] (no subject)
* gerard robin -- 9/4/2008 12:05 PM: This must be said again and again, i guess that, here, nobody would accept that somebody else could make money with our own work. Umm, no. Actually, everyone here who has understood the GPL *does* accept that others make money with their work. Because that's part of the licence. You can sell the bo105 for one billion dollars, if you like. But you can't change the ownership (copyright) or the license, and you must fulfill your obligations as set out in the license agreement. m. - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] (no subject)
On jeu 4 septembre 2008, Melchior FRANZ wrote: * gerard robin -- 9/4/2008 12:05 PM: This must be said again and again, i guess that, here, nobody would accept that somebody else could make money with our own work. Umm, no. Actually, everyone here who has understood the GPL *does* accept that others make money with their work. Because that's part of the licence. You can sell the bo105 for one billion dollars, if you like. But you can't change the ownership (copyright) or the license, and you must fulfill your obligations as set out in the license agreement. m. =You can sell the bo105 for one billion dollars.= Oh yes, sure, not any doubt, bo105 by Melchior Franz will be like Gioconda by Leonardo di ser Piero da Vinci. We only have to wait for several century:) -- Gérard http://pagesperso-orange.fr/GRTux/ J'ai décidé d'être heureux parce que c'est bon pour la santé. Voltaire - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] (no subject)
* gerard robin -- 9/4/2008 1:25 PM: On jeu 4 septembre 2008, Melchior FRANZ wrote: =You can sell the bo105 for one billion dollars.= Oh yes, sure, not any doubt, bo105 by Melchior Franz will be like Gioconda by Leonardo di ser Piero da Vinci. Bah! We both know that the bo is easily woth that! :-P m. - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] (no subject)
Melchior FRANZ wrote: Umm, no. Actually, everyone here who has understood the GPL *does* accept that others make money with their work. Because that's part of the licence. You can sell the bo105 for one billion dollars, if you like. If I intended to adapt to Melchior's habits, I should start this posting with everyone here who has read the GPL ;-) The GPLv2 contains a list of constraints which apply to the distribution of the covered work. This, among other items, includes charging for the physical act of transferring a copy (§1). According to the text in §4, every distribution of the work in a way that doesn't match these constraints is explicitly prohibited. In other words: You may charge a billion dollars for the distribution of the bo105, if you're able to devliver a plausible explanation (at least on demand) why distribution of this work is that expensive. So, even though the model of the BO-105 in FlightGear is really well-done, the only valid interpretation, according to the GPLv2, of the wording to sell the bo105 is to charge for its distribution. Cheers, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] (no subject)
On Thursday 04 September 2008, Melchior FRANZ wrote: * gerard robin -- 9/4/2008 12:05 PM: This must be said again and again, i guess that, here, nobody would accept that somebody else could make money with our own work. Umm, no. Actually, everyone here who has understood the GPL *does* accept that others make money with their work. Because that's part of the licence. You can sell the bo105 for one billion dollars, if you like. But you can't change the ownership (copyright) or the license, and you must fulfill your obligations as set out in the license agreement. m. All we have to do is find some gullible buyers:) For me, the GPL is ideal because I don't want the responsibilities of ownership. I like to do what I think I have some skill at, for my own enjoyment and satisfaction, and then offer it up to other people to use and improve. I know that I'm not an expert on everything (if anything?), so I feel that it's a compliment to me if someone else thinks that work that I've done has some value. Don't get me wrong - I prefer the idea of someone taking my work and improving it, for the benefit of everyone, more than I like the idea of someone just taking an incomplete solution and exploiting it, but either way, at the end of the day I feel that I've been able to do something of use to someone. Personally, I think that ownership is a burden unless your only thought is about exploiting others, and I think that's what the GPL is really about. LeeE - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] (no subject)
LeeE wrote: The GPL allows GPL licenced works to be sold for profit - [...] Well, you may charge for the _distribution_ of a GPL-licensed work, but in fact you may not charge for a license of a work that is covered by the GPL. The wording of your claim sounds a bit irritating, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] (no subject)
With the following model: world '' (2) group 'testgroup1' (2) poly 'test1' group 'testgroup2' (1) poly 'test2' I can use a material animation on testgroup1 and both test1 and test2 respond, which is what I would expect. I can't seem to get a material animation to work for testgroup2 though, as long as there is a material animation for it's parent group. It does not matter what order the animations are given in the model.xml file, it always fails. Removing the animation for testgroup1 allows the animation for testgroup2 to work. Also, using name tags for the animations doesn't change the behavior. This was not the case before the OSG changeover, and breaks a few important animations in the ch53e cockpit. I can work around this, but it will be inelegant and require a lot of extra animations as I will have to flatten out the structure of the cockpit. Any ideas? Josh PS, here are the animations: animation typematerial/type object-nametestgroup2/object-name property-basesim/model/ch53e/test-mat-2/property-base diffuse red-propdiffuse/red/red-prop green-propdiffuse/green/green-prop blue-propdiffuse/blue/blue-prop /diffuse ambient red-propambient/red/red-prop green-propambient/green/green-prop blue-propambient/blue/blue-prop /ambient specular red-propspecular/red/red-prop green-propspecular/green/green-prop blue-propspecular/blue/blue-prop /specular emission red-propemission/red/red-prop green-propemission/green/green-prop blue-propemission/blue/blue-prop /emission shininess/ /animation animation typematerial/type object-nametestgroup1/object-name property-basesim/model/ch53e/test-mat-1/property-base diffuse red-propdiffuse/red/red-prop green-propdiffuse/green/green-prop blue-propdiffuse/blue/blue-prop /diffuse ambient red-propambient/red/red-prop green-propambient/green/green-prop blue-propambient/blue/blue-prop /ambient specular red-propspecular/red/red-prop green-propspecular/green/green-prop blue-propspecular/blue/blue-prop /specular emission red-propemission/red/red-prop green-propemission/green/green-prop blue-propemission/blue/blue-prop /emission shininess/ /animation - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] (no subject)
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 [EMAIL PROTECTED] wrote: | With the following model: | | world '' (2) | group 'testgroup1' (2) | poly 'test1' | group 'testgroup2' (1) | poly 'test2' | | I can use a material animation on testgroup1 and both test1 | and test2 respond, which is what I would expect. I can't | seem to get a material animation to work for testgroup2 | though, as long as there is a material animation for it's | parent group. It does not matter what order the animations | are given in the model.xml file, it always fails. Removing | the animation for testgroup1 allows the animation for | testgroup2 to work. Also, using name tags for the | animations doesn't change the behavior. | | This was not the case before the OSG changeover, and breaks | a few important animations in the ch53e cockpit. I can work | around this, but it will be inelegant and require a lot of | extra animations as I will have to flatten out the | structure of the cockpit. Any ideas? | | Josh | | Yeah, this is a side effect of the way I implemented material animations in OSG, in which the material animations set on a parent group override the values of materials in the children, including those set by animations in the children. I'm going to rewrite this soon, so I think you'll see this problem disappear. However, would you expect to animate red-prop in a parent and blue-prop in a child? I don't think that will work in the future. Tim | | | PS, here are the animations: | | animation | typematerial/type | object-nametestgroup2/object-name | property-basesim/model/ch53e/test-mat-2/property-base | diffuse | red-propdiffuse/red/red-prop | green-propdiffuse/green/green-prop | blue-propdiffuse/blue/blue-prop | /diffuse | ambient | red-propambient/red/red-prop | green-propambient/green/green-prop | blue-propambient/blue/blue-prop | /ambient | specular | red-propspecular/red/red-prop | green-propspecular/green/green-prop | blue-propspecular/blue/blue-prop | /specular | emission | red-propemission/red/red-prop | green-propemission/green/green-prop | blue-propemission/blue/blue-prop | /emission | shininess/ | /animation | | animation | typematerial/type | object-nametestgroup1/object-name | property-basesim/model/ch53e/test-mat-1/property-base | diffuse | red-propdiffuse/red/red-prop | green-propdiffuse/green/green-prop | blue-propdiffuse/blue/blue-prop | /diffuse | ambient | red-propambient/red/red-prop | green-propambient/green/green-prop | blue-propambient/blue/blue-prop | /ambient | specular | red-propspecular/red/red-prop | green-propspecular/green/green-prop | blue-propspecular/blue/blue-prop | /specular | emission | red-propemission/red/red-prop | green-propemission/green/green-prop | blue-propemission/blue/blue-prop | /emission | shininess/ | /animation | | | | - | This SF.net email is sponsored by: Microsoft | Defy all challenges. Microsoft(R) Visual Studio 2008. | http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ | ___ | Flightgear-devel mailing list | Flightgear-devel@lists.sourceforge.net | https://lists.sourceforge.net/lists/listinfo/flightgear-devel | -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.7 (GNU/Linux) Comment: Using GnuPG with Fedora - http://enigmail.mozdev.org iD8DBQFHlY8YeDhWHdXrDRURAnsFAJ4uTuirFvgRwQKCm8Cxkwsdm/3a7ACfRcD5 YVQv5U3ZBC5fiNRNz1RtLcM= =pRqF -END PGP SIGNATURE- - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] (no subject)
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