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

2012-03-31 Thread James Turner

On 30 Mar 2012, at 16:03, Frederic Bouvier wrote:

 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.

Basically works here, but the shadow seems to be drawn with Z-fighting:

http://files.goneabitbursar.com/fg/rembdrandt-shadows-ati5770-mac.png

If I move the aircraft, I can see the whole shadow is defined, but sometimes 
being drawn underneath the terrain surface.

Ati 5770 Mac  as before. Changing the shadow map size from 4096 to 8192 didn't 
make any difference to the issue.

James

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

2012-03-31 Thread Erik Hofman
On Fri, 2012-03-30 at 13:16 +0200, Erik Hofman wrote:
 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?

Looks like something has changed in relation to avionics sounds since
commenting out line 156 of Sound/fg_fx.cxx fixes the problem while
suspending the aircraft effects (pause) still works.

Erik


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

2012-03-31 Thread Erik Hofman
On Sat, 2012-03-31 at 11:29 +0200, Erik Hofman wrote:

 Looks like something has changed in relation to avionics sounds since
 commenting out line 156 of Sound/fg_fx.cxx fixes the problem while
 suspending the aircraft effects (pause) still works.

Ah found it, it was caused by the way AI models are handled now. A fix
is in git.

Erik

(Sometimes it's difficult to detect if your own development work on a
related project is causing the problem)


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

2012-03-31 Thread Frederic Bouvier
 P.S.: If you'd like me to test on the Nvidia 7950 GT again, please
   yell at me.

You can try the last code with --prop:/sim/rendering/no-16bit-buffer=true

Regards,
-Fred

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

2012-03-31 Thread Frederic Bouvier
The light animation is now functional. As an example, the airport 
light pole has been converted, and is visible near the maintenance
building at KSFO.

A new option: /sim/rendering/no-16bit-buffer=true is available for 
GPU that emit 0x8cda at FBO setup. It should produce ugly specular
though.

Regards,
-Fred


 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 :)
 
  
  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

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Re: [Flightgear-devel] simgear zlib 1.2.6 lowlevel

2012-03-31 Thread Olaf Flebbe
Hi,

I cannot reproduce the problem, since I do not use MacPorts. IMHO we should 
simply copy from OSG CMakeModules/FindZLIB.cmake  to Simgear CMakeModules, in 
order to force same semantics on OSG and Simgear.

Greetings
Olaf
 
 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?
 
 

Olaf



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