Re: [Flightgear-devel] [Rembrandt] the plan

2012-03-28 Thread Martin Spott
Frederic Bouvier wrote:

 The Rembrandt renderer is enabled with the --enable-rembrandt option.
 *ALL SHADERS SHOULD BE SET TO OFF* unless someone want to begin to 
 convert other shaders.

On Linux Debian/AMD64 (6.0) using Nvidia's 295.33 driver and a one-hour
old GIT checkout plus this:

jive: 11:05:16 ~ find .fgfs*  # - make sure no autosave-cruft present
find: No match.
jive: 11:05:18 ~ env | grep \^FG
FG_HOME=/opt/FlightGear  # - binary install prefix
FG_ROOT=/home/martin/SCM/FlightGear/fgdata  # - Base Package
jive: 11:05:22 ~ fgfs --prop:/sim/rendering/shaders/quality-level=0 
--timeofday=noon --enable-rembrandt


  I'm getting a picture like this:

  http://foxtrot.mgras.net/bitmap/FGFS/fgfs-rembrandt_01.png

Without Rembrandt everything looks as usual.

Cheers,
Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

--
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] [Rembrandt] the plan

2012-03-28 Thread Martin Spott
Martin Spott wrote:

  http://foxtrot.mgras.net/bitmap/FGFS/fgfs-rembrandt_01.png

Default console output is here - nothing particularly exciting:

  http://foxtrot.mgras.net/bitmap/FGFS/fgfs-rembrandt_01.txt

Cheers,
Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

--
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] [Rembrandt] the plan

2012-03-28 Thread Frederic Bouvier
Hi Martin,

- Mail original -
 De: Martin Spott
 
 Martin Spott wrote:
 
   http://foxtrot.mgras.net/bitmap/FGFS/fgfs-rembrandt_01.png
 
 Default console output is here - nothing particularly exciting:
 
   http://foxtrot.mgras.net/bitmap/FGFS/fgfs-rembrandt_01.txt

The interesting part is here :

 RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cda
 Warning: RenderStage::runCameraSetUp(State) Pbuffer does not support 
 multiple color outputs.
 Warning: RenderStage::runCameraSetUp(State) Pbuffer does not support 
 multiple color outputs.
 Warning: RenderStage::runCameraSetUp(State) Pbuffer does not support 
 multiple color outputs.

0x8cda is FRAMEBUFFER_INCOMPLETE_FORMATS_EXT

Can you check that your card support extension ARB_texture_rg ( glxinfo | grep 
ARB_texture_rg ) ?
What kind of NVidia card is it ?

Regards,
-Fred

--
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] [Rembrandt] the plan

2012-03-28 Thread Martin Spott
Frederic Bouvier wrote:

 Can you check that your card support extension ARB_texture_rg (
 glxinfo | grep ARB_texture_rg ) ?

jive: 11:40:31 ~ glxinfo | grep -1 ARB_texture_rg
GL_ARB_texture_mirrored_repeat, GL_ARB_texture_non_power_of_two, 
GL_ARB_texture_rectangle, GL_ARB_texture_rg, GL_ARB_texture_storage, 
GL_ARB_texture_swizzle, GL_ARB_timer_query, GL_ARB_transpose_matrix, 

 What kind of NVidia card is it ?

GeForce 7950 GT.

Cheers,
Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

--
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] simgear zlib 1.2.6 lowlevel

2012-03-28 Thread HB-GRAL
Hi all

I had some problems compiling simgear release/2.6.0 using zlib 1.2.6 on 
OSX. Looks like the main problem is here (independent of platform?):

lowlevel.hxx

void sgReadString ( gzFile fd, char **var ) ;

lowlevel.cxx

int c = gzgetc ( fd ) ;

While this seems to work with zlib 1.2.3 and 5, documentation says this 
(probably ... sorry for any misinterpretation) doesn’t work anymore for 
1.2.6

I tried cmake build with -DZLIB_INCLUDE_DIR etc. to the right version, 
but this didnt’t work at all. I’m sure I did something wrong there with 
cmake, #include zlib.h linked always against my newest version. So I 
changed lowlevel.hxx the hard way to include a /usr/include/zlib.h 
(OSX installed version 1.2.3) and now I can compile.

Nomen est omen, so this note here to the devellist is some kind of a 
lowlevel report, unfortunately I’m not able to patch cmakelist nore 
lowlevel.hxx/cxx to work with zlib 1.2.6.

I changed lowlevel.hxx directly for my purposes, but this IS lowlevel. 
Am I the only one with this small zlib issue ?

Cheers, Yves









--
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] simgear zlib 1.2.6 lowlevel

2012-03-28 Thread James Turner

On 28 Mar 2012, at 12:21, HB-GRAL wrote:

 I had some problems compiling simgear release/2.6.0 using zlib 1.2.6 on 
 OSX. Looks like the main problem is here (independent of platform?):
 
 lowlevel.hxx
 
 void sgReadString ( gzFile fd, char **var ) ;
 
 lowlevel.cxx
 
 int c = gzgetc ( fd ) ;
 
 While this seems to work with zlib 1.2.3 and 5, documentation says this 
 (probably ... sorry for any misinterpretation) doesn’t work anymore for 
 1.2.6
 
 I tried cmake build with -DZLIB_INCLUDE_DIR etc. to the right version, 
 but this didnt’t work at all. I’m sure I did something wrong there with 
 cmake, #include zlib.h linked always against my newest version. So I 
 changed lowlevel.hxx the hard way to include a /usr/include/zlib.h 
 (OSX installed version 1.2.3) and now I can compile.
 
 Nomen est omen, so this note here to the devellist is some kind of a 
 lowlevel report, unfortunately I’m not able to patch cmakelist nore 
 lowlevel.hxx/cxx to work with zlib 1.2.6.
 
 I changed lowlevel.hxx directly for my purposes, but this IS lowlevel. 
 Am I the only one with this small zlib issue ?

It happened for me, I fixed it by forcing Macports to use zlib 1.2.5, instead 
of 1.2.6 which has introduced the extra issue. 

The real issue is that we're finding zlib.h in /opt/local/include, but using 
the libz from /usr. (The Apple supplied version)

I tried to find a solution, so that we use one header + library consistently, 
but didn't yet figure this out. Since zlib doesn't have a subdir in include, 
we're at mercy of the search paths a little. For the library we can force an 
explicit absolute path to link against, but Cmake's FindZLIB is finding the one 
in /usr (correctly, I would say), the problem is the header search order at 
compile time.

James



--
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] simgear zlib 1.2.6 lowlevel

2012-03-28 Thread HB-GRAL
Am 28.03.12 15:08, schrieb James Turner:

 The real issue is that we're finding zlib.h in /opt/local/include, but using 
 the libz from /usr. (The Apple supplied version)

 I tried to find a solution, so that we use one header + library consistently, 
 but didn't yet figure this out. Since zlib doesn't have a subdir in include, 
 we're at mercy of the search paths a little. For the library we can force an 
 explicit absolute path to link against, but Cmake's FindZLIB is finding the 
 one in /usr (correctly, I would say), the problem is the header search order 
 at compile time.

 James

Hi James

Didn’t dive into but noticed OSG has probably a more sophisticated cmake 
zlib check already. Maybe it’s worth to have a look there?

Doesn’t type change of gzFile need a change in lowlevel.cxx anyway, once ?

Cheers, Yves

--
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] [Rembrandt] the plan

2012-03-28 Thread Frederic Bouvier
 What is the exact g-buffer format rembrandt tries to set up?
 NV4x/NV5x have some serious restrictions.

1 attachment is RG16 (normals.xy)
2 attachments are RGBA8 (diffuse color, and monochrome specular, emissive and 
shininess)
1 GL_DEPTH_COMPONENT32 (depth)

Regards,
-Fred

--
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] OSG caching and other OSG issues

2012-03-28 Thread ThorstenB
Hi,

I've pushed a fix for a larger memory issue, mainly affecting 
effects/texture images, but also other objects. Once loaded, these stuck 
in memory until shutting down flightgear - so memory consumption was 
continually growing when flying larger distances.

Probably wasn't much of an issue initially, when we only had few or 
generic textures. Now, with lots of custom models and eye candy, we 
obviously should be able to drop stuff again.

We've discussed this about a year ago. Tim suggested using observer 
pointers instead of references in the cache maps. The discussed patch 
was never pushed to sg/next though, since I was running into stability 
issues with OSG 2.8.3. Since we don't support OSG 2.8.3 any longer, I've 
revived this again and changes are in simgear now. Keeps memory 
consumption a lot lower. I'm still seeing a slight memory growth when 
moving - but by far, it's not as bad as it was.

Simple test is to relocate-on-ground to a series of airport locations 
and watch process memory.

Mathias, maybe you can have a look at the simgear changes. Maybe you see 
a way to improve this even further - i.e. do we still need all these 
cache maps? Or could we simply rely on some OSG cache in some places?

cheers,
Thorsten


Am 03.05.2011 21:49, schrieb ThorstenB:
 On Mon, Apr 18, 2011 at 9:55 AM, Tim Mooretimoor...@gmail.com  wrote:
 On Sun, Apr 17, 2011 at 6:10 PM, ThorstenBbre...@gmail.com  wrote:
 There is
 a global cache in simgear/makeEffect.cxx (effectMap), and it has no
 condition to ever drop anything. So, created effects always stay in
 memory until shutdown - hence also their textures.

 It seemed like a good idea at the time :)
 The Effect cache could be changed to use osg::observer_ptr, which is a
 weak pointer.

 Good idea. Here's a patch using observers instead of references for
 caching. Puts some live into the effect/texture destructors - so these
 can finally free up some memory once the objects are no longer used
 anywhere:
 http://www.gitorious.org/~thorsten/fg/thorstenbs-simgear/commit/71d14629076b3a56c40cc0309b42b3a22d579bec



--
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