Re: [Flightgear-devel] sound questions

2012-03-30 Thread Erik Hofman
On Thu, 2012-03-29 at 19:36 +0200, ThorstenB wrote:
 A minor remaining issue was about documentation. README.xmlsound says 
 something like reference-distance is the distance where the sound 
 volume is halved. According to OpenAL (and testing), this doesn't seem 
 to be quite right. Instead, reference-distance is the distance below 
 which the volume is clamped to its maximum. And volume is only 
 attenuated _above_ reference distance. Or are we missing something?

Looking at the sound code I see it uses AL_INVERSE_DISTANCE_CLAMPED
which indeed clamps the volume at the reference distance according to
the specs. I vaguely remember it used to be another model in the
beginning so I expect that's described in the docs.

Erik


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[Flightgear-devel] Segmentation fault after setting new time of day

2012-03-30 Thread Erik Hofman

Hi,

I was wondering, after pulling simgear and flightgear from git since a
long time I now get a segmentation fault when changing the time of day
using the menu structure.

It seems to be related to SampleGroup::suspend and at first I thought it
might be a problem with my own AeonWave-OpenAL implementation but I seem
to get the same behavior with OpenAL-Soft.

Does anybody else see this or am I the only one with this problem?

Erik


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Re: [Flightgear-devel] Flightgear-devel Digest, Vol 71, Issue 19

2012-03-30 Thread BARANGER Emmanuel
Le 30/03/2012 09:21, flightgear-devel-requ...@lists.sourceforge.net a 
écrit :
 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.
Hey Martin, and Fred,

I have the same rendering here :) (GNU/Linux 64bit Nvidia 295.20

with, on console,

 End of harmless warning messages on effects not found
 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.

Regards Emmanuel

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

2012-03-30 Thread Frederic Bouvier
The lighting problem has been fixed and the shadows are in since 
this morning. Shadow resolution is configurable in the preferences
by changing /sim/rendering/shadows/map-size before starting fgfs.

I'll try to add a listener to make it settable at run-time.

Next step will be to add lighting example in the repository.

Martin: I know you prefer to handle shared model modification 
but I would like to commit a quick example : the apt-light model.
So please forgive me :)

Regards,
-Fred


 
 The first batch of sources has been pushed to gitorious. These
 commits are intended mainly to check that the classical (forward) 
 renderer is not broken and works as usual. They will also permit 
 one to challenge his GPU and see how it behaves in front of the 
 beast.
 
 In the plan exposed previously (see below), I skipped step 3. (define
 an XML format for a configurable renderer) as it appears to be more
 involved than expected. So what you have is a buggy step 5. :) 
 Buggy because for some reason, sun light depends on the orientation 
 of the camera. But you should get an image.
 
 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.


 
  Now that the introduction of Rembrandt next, provided that the
  current operation is retained, has been accepted, it is time to
  outline the plan that I intend to apply:
  
  1. update SimGear with additions made on the effects and animations
  (done). The changes include the creation of positioned uniforms,
  ie on which applies a MODELVIEW matrix transformation, which serve
  to indicate the position of light sources in the shaders, and
  light animations (spot and point).
  
  2. modify the Renderer class to separate from the scenegraph,
  terrain
  and models on one hand, the skydome and stars on the other, and
  finally the clouds. These three elements are passed to the
  CameraGroup class in order to be treated separately in the new
  rendering engine (and put together in the current one).
  
  3. define an XML format for describing the two possible rendering
  pipelines (the current and new). The format will introduce optional
  elements (such as shadows, ambient occlusion, glow).
  
  4. modify the base effects for defining the techniques that apply
  to
  one or the other renderers (a request for assistance has already
  been sent to prepare the work and ensure that existing effects does
  not apply to new rendering mode).
  
  5. implement in the new rendering engine the basic lighting
  equation
  (ambient + diffuse + specular)
  
  6. add the shadows
  
  7. add light management
  
  8. with the help of Thorsten, add atmospheric scattering, haze and
  the light field
  
  9. add the ancillary effects (ambient occlusion and glow)
  
  10. help migrate models and effects
  
  I certainly forgot something. Let the discussion plug the holes
  
  Regards,
  -Fred
  http://wiki.flightgear.org/Project_Rembrandt
  
  
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Re: [Flightgear-devel] [Rembrandt] the plan

2012-03-30 Thread Martin Spott
Frederic Bouvier wrote:

 Martin: I know you prefer to handle shared model modification 

I've retired from handling _any_ sort of model stuff, therefore I'm not
the one to negotiiate with any more  ;-)

Cheers,
Martin.

P.S.: If you'd like me to test on the Nvidia 7950 GT again, please
  yell at me.
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