[Flightgear-devel] No more software rendering?

2012-10-01 Thread Renk Thorsten

I'm trying to catch up with recent developments, and I've pulled and compiled 
an up-to-date snapshot today. One thing I stumbled across by accident is that 
we seem to have lost the ability to do software rendering as a fallback. If I 
start today's Flightgear binary without access to the GPU device, then I get a 
segfault immediately rather than software rendering:

NVIDIA: could not open the device file /dev/nvidiactl (Permission denied).
NVIDIA: Direct rendering failed; attempting indirect rendering.
Segmentation fault

As of two months ago, this did not occur and I got to see the no-shaders 
version of Flightgear instead. I suppose this is of no dramatic consequence in 
practice as most of us will be using hardware rendering, but it might hint at 
some underlying problem during startup.

* Thorsten

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[Flightgear-devel] Depth buffers, render bins and passes

2012-10-01 Thread Renk Thorsten

I'm trying to understand why clouds can obscure hills and hills can obscure 
clouds properly.

My individual bits of knowledge are:

* clouds are drawn from outside in, because they are in a depth sorted bin, and 
this is why clouds obscure other clouds properly.

* hills are not drawn from outside in but in some (unspecified) order, but they 
are drawn in two passes, and the second pass has

 depth
functionlequal/function
write-mask type=boolfalse/write-mask
/depth

declared which presumably does the trick of running a fragment only if its 
depth is lesser or equal to the buffered value but does not alter the depth 
buffer itself. There is no depth tag during the first pass, so the depth 
buffer seems to be doing something by default - at least write and perhaps also 
lequal testing? Unfortunately README.effects does not mention the depth buffer 
at all.

Now, what I'm unsure about is the relative ordering of passes and rendering 
bins. Are the two passes of render bin 1 done before starting with render bin 
2, or are first all passes 1 done for all render bins, then the passes 2?

Clouds have a

   depth
write-maskfalse/write-mask
  /depth

tag in their single pass, so they don't modifiy the depth buffer, but there's 
also no lequal comparison specified - is this the default behaviour? Otherwise 
I simply don't see why a hill can possibly obscure clouds...

Is it correct that if I want to insert any proxy for a cloud which is able to 
obscure terrain (i.e. does not require the terrain underneath to be rendered) 
this must go into pass 1 render bin 1 with no specific depth tag? What is the 
meaning of render bin -1 as specified for the first pass of terrain - should 
the cloud proxy rather go in there?

Quite in general - how is the precise ordering of the default rendering, and 
what buffers are available when?

Thanks for any light anyone can shed on this.

Cheers,

* Thorsten
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Re: [Flightgear-devel] ATIS bug (after sim reset)

2012-10-01 Thread Thomas Geymayer
Am 2012-10-01 12:33, schrieb James Turner:
 There's something odd happening with ATIS, after a sim-reset: you get reports 
 for many stations, none of which are geographically close, continuously.

Some observations:

 - After startup (c172p) I can not hear the ATIS but if debug output is
enabled (--log-class=atc --log-level=debug) I can see the ATIS text
shown in the terminal.
 - After a reset I can additionally to the text also hear the ATIS (If
switching on the according switches).
 - There is no range filter applied at least for the
NavDataCache::findXXXByFreq methods (A FGPositioned::Filter object is
passed to all of them but the pass() method is never called)

Tom

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Re: [Flightgear-devel] ATIS bug (after sim reset)

2012-10-01 Thread James Turner

On 1 Oct 2012, at 12:21, Thomas Geymayer wrote:

 Some observations:

 - There is no range filter applied at least for the
 NavDataCache::findXXXByFreq methods (A FGPositioned::Filter object is
 passed to all of them but the pass() method is never called)

Right, the filter is generally passed in simply so the type-range can be 
extracted. But the layer above (navlist.cxx) was also missing a check on the 
filter - I've pushed fixes for this now. This makes the ATIS selection sane, 
based on quick testing. It turns out most filters we use, are only a type-range 
filter, which is how this fairly major bug managed to escape notice until now.

 - After startup (c172p) I can not hear the ATIS but if debug output is
 enabled (--log-class=atc --log-level=debug) I can see the ATIS text
 shown in the terminal.

 - After a reset I can additionally to the text also hear the ATIS (If
 switching on the according switches).

There is still something weird happening here - assuming I select the correct 
comm-panel options, and adjust the default volume, and select an in-range ATIS 
frequency, all the code is run to send sound to the sound-manager - I've 
verified this in the debugger - but I don't hear any audio output until a 
restart. 

James


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Re: [Flightgear-devel] ATIS bug (after sim reset)

2012-10-01 Thread Thomas Geymayer
Am 2012-10-01 14:12, schrieb James Turner:
 There is still something weird happening here - assuming I select the
 correct comm-panel options, and adjust the default volume, and select
 an in-range ATIS frequency, all the code is run to send sound to the
 sound-manager - I've verified this in the debugger - but I don't hear
 any audio output until a restart.

After a restart or reset? For me it works after a reset but also after
pausing and resume again.

Tom

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Re: [Flightgear-devel] ATIS bug (after sim reset)

2012-10-01 Thread James Turner

On 1 Oct 2012, at 14:28, Thomas Geymayer wrote:

 After a restart or reset? For me it works after a reset but also after
 pausing and resume again.

I meant 'reset' - and you're correct that pause+resume also fixes it. I'm 
assuming this issue is unrelated to the Navcache, but also has occurred since 
2.8.0 was released. H.

James


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Re: [Flightgear-devel] Engine sound and HSI problems with Lightning

2012-10-01 Thread AJ MacLeod
On Sat, 29 Sep 2012 10:59:18 +0100
Alan Teeder wrote:

 Just a heads-up.
 A couple of faults with the current CVS have recently surfaced.
 The most irritating is a break-up of the engine sound once they have been 
 started.
 There are also warnings about the use of a stereo file 
 (Lightning/Sounds/avpin_combustion.wav, but I don´t think that this is 
 related)

I suspect this (startup sound sequence) might have been broken since the major 
changes to the FG sound system were made - or is it more recent?  IMO it's a 
huge shame that stereo sounds are not supported any more, as the aural 
experience now just isn't as immersive (not to negate the real improvements 
that _were_ made of course).  I'm not sure I understand why stereo can't be 
supported - couldn't the relative volumes / pitches of the two channels of the 
sound clip be adjusted fairly easily to provide positional cues?

 The second problem is that the HSI spins continuously until the “Push Source” 
 button at the bottom of the instrument is pressed.  Pressing this button 
 twice results in rotation once again.

Had no idea about this one, will try and look into it when I get a chance...

Thanks for reporting these, a major shortage of spare time means I'm not able 
to be involved as I once was but would like to keep the stuff I have done 
working at least!

AJ

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[Flightgear-devel] Problem with the submodel life for FG version 2.0.0

2012-10-01 Thread Raghvendra Misra
I am using FlighGear version 2.0.0 in linux platform.
Recently i added submodel Trajectory Marker to the aircraft f-14b
The life of the model is set as life5/life through the .xml file.
On triggering, the Trajectory Markers are displayed correctly but does not
disappear after 5 sec ( as set in the .xml file)
Is there any other setting that i have to enable for setting the life of
the submodel.

Regards
raghav
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Re: [Flightgear-devel] Engine sound and HSI problems with Lightning

2012-10-01 Thread Alan Teeder
AJ

Thanks for the reply.

I haven't looked at the Lightning for some time, but as my TSR2 (still in 
development) suddenly started producing funny glitches in the engine sound I 
went back to your Lightning, from which I had stolen this particular piece 
of code (many GPL thanks). Subsequently I have found the same problem, to 
various degrees, in other aircraft, including Sea Vixen. It hard to 
describe, but  is a kind of background twittering. I hear the same effect in 
Linux and Windows.

Off topic, whilst looking for further examples I found many aircraft that do 
not work. Concorde just crashes Flightgear, and several aircraft have 
translucent HUD and/or cockpits. This is with Rembrandt enabled.

As Eric says stereo has been discontinued for some time, and he is the one 
to explain the benefits of this change. I think that there is a stereo 
effect still, as rotating the viewpoint causes significant volume changes, 
which must be based upon sound source position. This particular effect seems 
to me rather unrealistic, as when I turn my head in real life the noise of 
my surroundings does not change to such a great degree.

Alan



-Original Message- 
From: AJ MacLeod
Sent: Monday, October 01, 2012 2:02 PM
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Engine sound and HSI problems with Lightning

On Sat, 29 Sep 2012 10:59:18 +0100
Alan Teeder wrote:

 Just a heads-up.
 A couple of faults with the current CVS have recently surfaced.
 The most irritating is a break-up of the engine sound once they have been 
 started.
 There are also warnings about the use of a stereo file 
 (Lightning/Sounds/avpin_combustion.wav, but I don´t think that this is 
 related)

I suspect this (startup sound sequence) might have been broken since the 
major changes to the FG sound system were made - or is it more recent?  IMO 
it's a huge shame that stereo sounds are not supported any more, as the 
aural experience now just isn't as immersive (not to negate the real 
improvements that _were_ made of course).  I'm not sure I understand why 
stereo can't be supported - couldn't the relative volumes / pitches of the 
two channels of the sound clip be adjusted fairly easily to provide 
positional cues?

 The second problem is that the HSI spins continuously until the “Push 
 Source” button at the bottom of the instrument is pressed.  Pressing this 
 button twice results in rotation once again.

Had no idea about this one, will try and look into it when I get a chance...

Thanks for reporting these, a major shortage of spare time means I'm not 
able to be involved as I once was but would like to keep the stuff I have 
done working at least!

AJ

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Re: [Flightgear-devel] Engine sound and HSI problems with Lightning

2012-10-01 Thread James Turner

On 1 Oct 2012, at 17:07, Alan Teeder wrote:

 Off topic, whilst looking for further examples I found many aircraft that do 
 not work. Concorde just crashes Flightgear, and several aircraft have 
 translucent HUD and/or cockpits. This is with Rembrandt enabled.

Is the transparency issues Rembrandt specific?

James


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Re: [Flightgear-devel] Engine sound and HSI problems with Lightning

2012-10-01 Thread Alan Teeder
James

I have just run a very quick check on a few aircraft. My apologies, but I 
should have used the word opaque and not translucent.

F22 (jsbsim) has an opaque HUD,  Mirage F1 has an opaque cockpit. They are 
both transparent when Rembrandt is disabled.

The Saab Draken seems to have no cockpit. This is with or without Rembrandt 
enabled.

Concorde crashes Flightgear at start-up. Again this is not affected by 
Rembrandt.

As a general comment I find that the flying characteristics of most of the 
aircraft that I flipped through seem very unrealistic. They seem to be 
optimised for ease of use by non-pilots. This makes Flightgear appear to be 
a toy, or game, when it is capable of being an accurate flight simulator. 
IMHO this is a great pity.

There are exceptions - e.g. the default Cessna 172, so it can be done. How 
can we encourage developers to pay as much attention to aerodynamics as they 
do to eye candy?

Alan

-Original Message- 
From: James Turner
Sent: Monday, October 01, 2012 5:48 PM
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Engine sound and HSI problems with Lightning


On 1 Oct 2012, at 17:07, Alan Teeder wrote:

 Off topic, whilst looking for further examples I found many aircraft that 
 do
 not work. Concorde just crashes Flightgear, and several aircraft have
 translucent HUD and/or cockpits. This is with Rembrandt enabled.

Is the transparency issues Rembrandt specific?

James


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Re: [Flightgear-devel] Engine sound and HSI problems with Lightning

2012-10-01 Thread Emilian Huminiuc
On Monday, October 01, 2012 19:16:09 Alan Teeder wrote:
 James
 
 I have just run a very quick check on a few aircraft. My apologies, but I
 should have used the word opaque and not translucent.
 
 F22 (jsbsim) has an opaque HUD,  Mirage F1 has an opaque cockpit. They are
 both transparent when Rembrandt is disabled.
 
 The Saab Draken seems to have no cockpit. This is with or without Rembrandt
 enabled.
 
 Concorde crashes Flightgear at start-up. Again this is not affected by
 Rembrandt.
 
 As a general comment I find that the flying characteristics of most of the
 aircraft that I flipped through seem very unrealistic. They seem to be
 optimised for ease of use by non-pilots. This makes Flightgear appear to be
 a toy, or game, when it is capable of being an accurate flight simulator.
 IMHO this is a great pity.
 
 There are exceptions - e.g. the default Cessna 172, so it can be done. How
 can we encourage developers to pay as much attention to aerodynamics as they
 do to eye candy?
 
 Alan

Hi Alan,

Most aircraft need to be ported for Rembrandt. The amount of porting 
necesary is in most cases proportional with the complexity of the eyecandy 
used before by said aircraft. For some is as simple as assigning an effect for 
transparent surfaces, for others it might require more involved work (might 
even require remodelling of some parts). That said, there are quite a few 
aircraft that have been ported. By the symptoms you describe it's most 
likely the f22  the Mirage and the Draken weren't ported yet.

However I'm concerned with the Concorde errors, since I've adapted that one to 
Rembrandt, and it uses the same effects/shaders as the C172p.

Regards,
Emilian







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