Re: [Flightgear-devel] Cloud altitudes in shader?

2012-01-11 Thread thorsten . i . renk
 If you want to know the altitude, you need to have the matrix that
 transforms
 from the current view position/orientation to the earths center. And you
 need
 to transform from cartesian space into the earth ellipsoid. The best you
 can
 do is to do this per vertex. And even that is way too much computation
 for
 that single altitude that you can just set when you set up the geometry.
 The most efficient method is probably to set up a 4 vector plane
 equation that
 represents the sea level altitude horizontal plane in object
 coordinates. This
 plane needs to be updated when the cloud object moves significantly by
 the cpu
 code. In the shader you can then compute the distance to the plane in the
 usual way. That would give an altitude per vertex which would be even
 exact per fragment by correct interpolation.

 If you only need the altitude per cloud, put that scalar value in a
 uniform.

That somehow seems way too complicated. We're currently rendering clouds
to 45 km, my private hack does 75 km, in my wildest dreams I am
speculating about 250 km, cloud altitude is always below 30 km - all these
numbers are way smaller than the Earth radius, so a local Cartesian system
and the first term of the Taylor expansion in curvature will always be
enough to any sane accuracy.

I have now a scheme that does seem to do the trick - high stuff and stuff
towards the sun glows properly before lower stuff and stuff away from the
sun.

http://www.flightgear.org/forums/viewtopic.php?f=47t=14755start=15#p147240

The idea is:

* compute the relative vector between eye position and vertex
* get its z-component as altitude difference
* pass the eye position altitude as uniform
* add eye altitude to relative altitude - this is the uncorrected vertex
altitude
* use the known distance to correct for curvature to get the actual
altitude (it's probably off by a few percent, but who cares?)

I have the feeling there should be an even simpler way to do it, but after
coordinate-system-crawling for 5 hours yesterday I'm simply not in the
mood to try to find out.

What derailed me for a while is that the shader doesn't do numerics to
high accuracy - the small difference of two individually large numbers
doesn't compute very well (I know it's a bad problem), and that screwed
things up for a while, and so I thought the scheme itself was flawed, but
I think I sorted that out as well.

So, thanks for the input to everyone!

* Thorsten


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Re: [Flightgear-devel] G115; Was Aircraft issues: dg101g, Lightning

2012-01-11 Thread thorsten . i . renk
 Which motor aircraft do you use for towing ? Given the above figures I
 suspect you're using the Piper Cub, right ?  Did you ever try the Grob
 G115 ? I've never flown that one, neither in RL nor in FG, but I
 *guess* it's probably the closest in performance and FDM credibiliy to
 commonly used towing aircraft.

 I tried it today and as far as I can tell from a simple setup with
 mouse-control only I'd say the G115 behaves sufficiently reasonable.
 BUT I'm _very_ surprised: Don't these birds have neither a speed
 indicator nor engine gauges on the pilots side of the panel ?

Hi Martin,

the DG-101G comes with a drag robot - I don't do multiplayer, so I
couldn't test aerotow over MP, I just tried to hang behind the robot which
itself was flying quite reasonably - just my glider was bouncing around
wildly.

Without MP, I don't think I have a chance to test aerotow from the other
side, or is that implemeted somewhere?

Cheers,

* Thorsten


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Re: [Flightgear-devel] Cloud altitudes in shader?

2012-01-11 Thread Stuart Buchanan
On Wed, Jan 11, 2012 at 8:09 AM,  Thorsten Renk wrote:
 I have now a scheme that does seem to do the trick - high stuff and stuff
 towards the sun glows properly before lower stuff and stuff away from the
 sun.

 http://www.flightgear.org/forums/viewtopic.php?f=47t=14755start=15#p147240

Very beautiful!

 The idea is:

 * compute the relative vector between eye position and vertex
 * get its z-component as altitude difference
 * pass the eye position altitude as uniform
 * add eye altitude to relative altitude - this is the uncorrected vertex
 altitude
 * use the known distance to correct for curvature to get the actual
 altitude (it's probably off by a few percent, but who cares?)

Rather than passing in the eye position as a uniform, why not
pass in the cloud altitude instead? Is this simply to avoid
needing to modify the C++ code?

-Stuart

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Re: [Flightgear-devel] Cloud altitudes in shader?

2012-01-11 Thread thorsten . i . renk
 Rather than passing in the eye position as a uniform, why not
 pass in the cloud altitude instead? Is this simply to avoid
 needing to modify the C++ code?

I thought uniforms are things which are per frame constant in the scene
and apply to all objects the same way - i.e. I pass light attenuation
(scattering) or terminator position as uniforms to the shader.

I don't see that cloud altitude falls into that category - it is constant
per cloud, but not per frame throughout the whole scene, I have clouds
with very different altitudes floating around. It seems on would need to
pass it the same way as, say, the top, middle and bottom shade parameters
on a per cloud basis.

Either there's something I do not understand here, but I decided to pass
eye altitude largely because that is a constant per frame for the whole
scene and I understand what I am doing with it.

* Thorsten


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Re: [Flightgear-devel] Cloud altitudes in shader?

2012-01-11 Thread Stuart Buchanan
On Wed, Jan 11, 2012 at 9:16 AM, Thorsten Renk wrote:
 Rather than passing in the eye position as a uniform, why not
 pass in the cloud altitude instead? Is this simply to avoid
 needing to modify the C++ code?

 I thought uniforms are things which are per frame constant in the scene
 and apply to all objects the same way - i.e. I pass light attenuation
 (scattering) or terminator position as uniforms to the shader.

 I don't see that cloud altitude falls into that category - it is constant
 per cloud, but not per frame throughout the whole scene, I have clouds
 with very different altitudes floating around. It seems on would need to
 pass it the same way as, say, the top, middle and bottom shade parameters
 on a per cloud basis.

I think they are constant per object. However, it may be that the interaction
between the 3D clouds C++ code and the effects files makes it difficult
to set them per-cloud without modifying the C++ code.

Once the 2.6.0 release is out the door and the new Impostor code is
committed, I'll see if I can add it.

-Stuart

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Re: [Flightgear-devel] Flightgear-devel Digest, Vol 69, Issue 7

2012-01-11 Thread BARANGER Emmanuel
On 11/01/2012 10:08, flightgear-devel-requ...@lists.sourceforge.net wrote:
 I tried it today and as far as I can tell from a simple setup with
 mouse-control only I'd say the G115 behaves sufficiently reasonable.
 BUT I'm_very_  surprised: Don't these birds have neither a speed
 indicator nor engine gauges on the pilots side of the panel ?
 Finally I've found out that the pilot-viewpoint and -model must be
 sitting on the wrong side in FlightGear's G-115, because the real G-115
 Tutor is supposed to be flown solo from the right seat
Hey Martin,

The latest update on the G115 is 2009. It is therefore logical that the 
last of my new aircraft is not in it.

For the position of the driver, check with Nav (John Stockill). He is 
the author of the panel and is an instructor on this aircraft type. So I 
think qui'il knew what he was doing.

Regards Emmanuel

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Re: [Flightgear-devel] ccmake problems with flightgear git latest

2012-01-11 Thread Viktor Radnai
Hi all,

I had the same issue. It's quite odd. Git status was showing my tree as 
unmodified but I had to do the same thing (clone a new copy) with 
simgear otherwise it was not finding OSG in /usr/include. I think it was 
only looking in /usr/local/include for some reason.

Cheers,
Vik

On 12/06/2011 12:51 AM, Sid Boyce wrote:
 A new clone of flightgear sorted that problem out.
 Regards
 Sid.

 On 05/12/11 23:38, Sid Boyce wrote:

   [ FindOpenSceneGraph.cmake:130 ] Failed to parse version number,
 please report this as a bug

   CMake Error at /usr/share/cmake/Modules/FindOpenSceneGraph.cmake:199
 (message):
 ERROR: Version 3.0.0 or higher of the OSG is required.  Version ..
 was
 found.
   Call Stack (most recent call first):
 CMakeLists.txt:194 (find_package)

 # rpm -q OpenSceneGraph
 OpenSceneGraph-3.0.1-55.x86_64

 I had the same problems with simgear until I did the latest git pull.
 openSUSE cmake-2.8.6-3.4.x86_64

 Help appreciated.
 Regards
 Sid.




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Re: [Flightgear-devel] ccmake problems with flightgear git latest

2012-01-11 Thread Stefan Seifert
On Wednesday 11 January 2012 13:27:04 Viktor Radnai wrote:

 I had the same issue. It's quite odd. Git status was showing my tree as
 unmodified but I had to do the same thing (clone a new copy) with
 simgear otherwise it was not finding OSG in /usr/include. I think it was
 only looking in /usr/local/include for some reason.

If git status showed nothing, there could still be generated files covered by 
.gitignore which had to be cleared like some cmake cache. You can see them 
with git status --ignored
To bring back your working directory to the pristine state in the repository, 
you can use git clean which removes all files that git doesn't know about. git 
clean -x would clean even those which mach rules in .gitignore

 On 12/06/2011 12:51 AM, Sid Boyce wrote:
  A new clone of flightgear sorted that problem out.
  Regards
  Sid.
  
  On 05/12/11 23:38, Sid Boyce wrote:
[ FindOpenSceneGraph.cmake:130 ] Failed to parse version number,
  
  please report this as a bug
  
CMake Error at
/usr/share/cmake/Modules/FindOpenSceneGraph.cmake:199
  
  (message):
  ERROR: Version 3.0.0 or higher of the OSG is required. 
  Version ..
  
  was
  
  found.

Call Stack (most recent call first):
  CMakeLists.txt:194 (find_package)
  
  # rpm -q OpenSceneGraph
  OpenSceneGraph-3.0.1-55.x86_64
  
  I had the same problems with simgear until I did the latest git pull.
  openSUSE cmake-2.8.6-3.4.x86_64


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Re: [Flightgear-devel] ccmake problems with flightgear git latest

2012-01-11 Thread Viktor Radnai
Thanks for that. One of these days I'll actually learn git I promise :) 
Unfortunately I already nuked the old tree so I can't figure out what 
was left over that was causing the error.

Cheers,
Vik

On 01/11/2012 01:50 PM, Stefan Seifert wrote:
 On Wednesday 11 January 2012 13:27:04 Viktor Radnai wrote:
 If git status showed nothing, there could still be generated files covered by
 .gitignore which had to be cleared like some cmake cache. You can see them
 with git status --ignored
 To bring back your working directory to the pristine state in the repository,
 you can use git clean which removes all files that git doesn't know about. git
 clean -x would clean even those which mach rules in .gitignore


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Re: [Flightgear-devel] Release 2.6.0 git/fgdata aircraft maintenance

2012-01-11 Thread Eric van den Berg
Just created a merge request #130 for fgdata.

Eric

On 01/10/2012 06:23 PM, Stuart Buchanan wrote:
 On Tue, Jan 10, 2012 at 5:14 PM, Eric van den Berg wrote:

 Is indeed JSBSIM and that did the trick. Engine running!
  
 Great. Will you be committing a fix to fgdata, or do you need
 someone else to do that?

 -Stuart

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Re: [Flightgear-devel] DDS texures (Was: Improving random trees

2012-01-11 Thread Mathias Fröhlich

Hi,

On Sunday, January 01, 2012 11:41:22 Mathias Fröhlich wrote:
 I think then, computing mipmaps for any texture file on the CPU in the
 loader thread should globally improove the situation.
 Also avoiding the compression already in the files should help every use
 case. Except that the on disk memory consumption is higher.
 Well and except that the database loader has more work to do on the CPU.

Ok, checked in is a log message that checks for image formats that depend on 
OpenGL extensions not required to be present.
That should at least help people running drivers providing those extensions to 
see when they use texture files that do not work fo all.

Greetings
Mathias

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Re: [Flightgear-devel] Reminder for the release process for version 2.6.0

2012-01-11 Thread Torsten Dreyer
Hi everybody,

in less than one week we will pass the outer marker for our release of 
FlightGear 2.6.0: the creation of the release branches in our git 
repositories. A good time to read the final checklist:

* All features work as desired?

* All major bugs fixed?
 
(http://code.google.com/p/flightgear-bugs/issues/list?q=-Type%3DFeatureRequest)

* All aircraft in FGDATA checked in?

* No console debug messages?

The EOBT (estimated-off-branch-time?) for our branches is 0800UTC on 
January, 17th. I'll announce the precise time the evening before that day.

Please note that during that short period of 1-2 hours, everybody with 
commit rights is requested to _NOT_ push anything to our repositories. 
Go flying, hug your kids, have a beer at the pub - whatever you like. 
Just stay away from gitorious.org/fg.

Please fasten your seat belts, fold away the table in front of you and 
turn off all your electronic devices. Thanks for flying FlightGear!

Torsten on behalf of the entire release crew.




Am 17.11.2011 23:57, schrieb Torsten Dreyer:
 Hi everybody,

 after some very active weeks of development in the core and data, we are
 slowly but steadily heading into the next release. This will be version
 2.6.0 to be released in February 2012.

 Please note that
 - the next feature-freeze state will be entered on December, 17th - one
 month from now.
 - the release branch is to be created on January, 17th - two month from now.
 - the release should be ready by February, 17th - three month from now.
 (More details here: http://wiki.flightgear.org/index.php/Release_Plan)

 Those of you who are working on new features or major changes, please
 make sure you code is in the repositories by Dec., 17th.

 Thanks for your cooperation and all the excellent and hard work!

 Torsten

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[Flightgear-devel] ads Models with current OSG

2012-01-11 Thread Olaf Flebbe
Hi,

does anybody have the same problem?

Several Messages: 

Unknown Chunk: ***UNKNOWN*** (0xA08A) 

in fgfs output. Seems to be a diagnostic from the 3DS loader within OSG.

I get this (and messy views) with current OSG, fgfs, fgdata choosing for 
instance aircraft MD11 or airport EHAM .

Greetings
Olaf



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Re: [Flightgear-devel] ads Models with current OSG

2012-01-11 Thread ThorstenB
On 11.01.2012 23:15, Olaf Flebbe wrote:
 Hi,

 does anybody have the same problem?

 Several Messages:

 Unknown Chunk: ***UNKNOWN*** (0xA08A)

 in fgfs output. Seems to be a diagnostic from the 3DS loader within
 OSG.

 I get this (and messy views) with current OSG, fgfs, fgdata choosing
 for instance aircraft MD11 or airport EHAM .

Yes, see here:
http://code.google.com/p/flightgear-bugs/issues/detail?id=543

It's an AI aircraft causing it (MD11), so it's visible frequently. Maybe 
someone could fix the model - or check why OSG doesn't like the model.

cheers,
Thorsten

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