Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-25 Thread Renk Thorsten

Hi Henri,

 However your approach is questionable.
 I can understand you are working on an other FlightGear variant for
 yourself. 
(...)
 It is not the Atmospheric Light Scattering, we want.

Who is the 'we' you're claiming to represent? I look at the FGUK weekly flight 
screenshots in the forum, and pretty much everyone there is using ALS. I look 
at some recent scenery projects (Russia, New Zealand) - and I see people 
playing with the procedural texturing of ALS. So *you* may not want it, but 
you're not representing 'the community', you're representing yourself here.

And you know what? You can simply never switch it on if you don't like it, and 
that solves it all. It's a bit beyond me how you could possibly be bothered by 
a feature you currently actively have to switch on.

(And even if I were the only person interested in using it, it would still be 
perfectly legitimate for me to work on what interests me rather than the rest 
of the users - this is my spare time we're talking about.)

 You call it Atmospheric Light Scattering, you could call it  
 Renk ALS

I could at that, but it's handed out to the community under GPL, so it doesn't 
belong to me, it belongs to whoever adheres to GPL.

 We want, so far, a consistent flightgear system, any features should be
 compatible each other, and not breaking each other.

First, you haven't read what I wrote: There is nothing 'broken' by ALS - 
everything you're using when ALS is off works just the same as if you would 
remove the whole framework (if you disagree, name me a single Rembrandt feature 
that doesn't work any more because ALS blocks it). The only implementation 
which actually prefers Basic Weather consistently over Advanced Weather (and 
hence in a sense breaks things, although one can to some extend hack around it) 
is the environment interface of the default (and Rembrandt) rendering framework 
- which is designed by the very person who brought up the idea that I would 
break things. 

Second, you're applying double standards here. Rembrandt (which you like) is 
massively incompatible with the default rendering framework at a much deeper 
level. It requires to modify aircraft to even see through cockpits, it requires 
likewise to re-write every effect and shader. You seem to have zero issue with 
this, but taking your argument seriously, you would have to be against 
Rembrandt.

Of course you personally like Rembrandt but not ALS, so it's okay if Rembrandt 
is incompatible with the default, but not ALS - I don't have a particularly 
high opinion of such types of arguments.

 What about  Rembrandt ? To reproduce the reality, isn't it the main tool 
 which  
 gives the best effect ?  Won't the effort should done on that side ?

What you're asking is really 'I like Rembrandt better, so why don't you work on 
it?' Let me ask you back - I like ALS better, so why don't you ask FredB to 
work on ALS instead? Makes just as much sense.

As for Rembrandt being superior, Rembrandt is a different engine, not a set of 
different effects. As such, it has more potential, because it can potentially 
do the same things ALS can do and still add multiple light sources and shadows. 
 As has been mentioned a few times, ALS can be ported to Rembrandt by 
re-writing the effects, but this isn't something I am personally so interested 
in that I would do it completely on my own, and unless a volunteer appears to 
do it with me, that's all there is to say.

Currently I would claim that ALS delivers more realistic outside scenes at 
daytime and at sunrise/sunset, whereas Rembrandt wins for aircraft interior, 
close to the ground when shadows are important and at night where multiple 
light sources are important.

 I hope that the next Flightgear version will offer a consistent system  
 and not several independents systems ( including your Flightgear) which won't 
 be
 compatible each other.

I hope you have the fairness to ask FredB to remove Rembrandt then as well, 
because we need to ship the default rendering scheme such that users without 
good graphics cards (the integrated intels for instance) can use FG at all, and 
neither Rembrandt not ALS are compatible with default.

I mean, what is this really about? You're seriously bothered by a framework you 
especially have to activate, which doesn't break any of the features you like 
to the degree that you blatantly ignore the significant group of users who uses 
ALS and claim to represent 'the community' and invent 'broken things' for which 
you can't give a single example'? And you expect me to... do  what? Code what 
you like instead of what I like?

Please... can we keep some basic fairness and decency here?

* Thorsten
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Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-25 Thread Stefan Seifert
On Thursday 25 April 2013 01:34:12 henri orange wrote:

 It is not the Atmospheric Light Scattering, we want.
 
 Referring to your explanation, and some other talks you had with Emilian (
 who unfortunately gave up ), you are ignoring the flightgear users
 community interest.
 It is not the Atmospheric Light Scattering, we want.

Please do not pretend to speak for all FlightGear users. You may certainly 
speak for yourself, you may even represent some part of the users, but you do 
not speak for all of us. I am a user and let me make this clear: I love 
Atmospheric Light Scattering. I love that it makes the view in the simulation 
match almost perfectly what I see outside the window. For me as a VFR pilot, 
visibility is one of the most important parts of a simulation and ALS doesn't 
only get it right, it also looks stunningly beautiful at that.

 We want, so far, a consistent flightgear system, any features should be
 compatible each other, and not breaking each other.

If you ask me, the way to achieve that is to just drop the default rendering 
scheme. It's clearly inferior and makes FG look quite unprofessional. But even 
though the free radeon drivers are nowadays good enough to allow me to use 
ALS, some people simply have not the hardware necessary for good performance. 
And for them the default rendering scheme may still have use.

 What about  Rembrandt ? To reproduce the reality, isn't it the main tool
 which gives the best effect ?  Won't the effort should done on that side ?

Like for some people's machines ALS might be too much, Rembrandt certainly is 
too much for mine. Last time I tried, I still get graphics corruption and poor 
rendering performance, so it's not an option for me. And as I said, there are 
people with less powerful hardware than me. So if FG would only use Rembrandt, 
it would leave plenty of users behind.

 I hope that the next Flightgear version will offer a consistent system and
 not several independents systems ( including your Flightgear) which won't
 be compatible each other.

What about Thorsten' arguments? Why is it so important for _some_ users that 
the different rendering schemes support exactly the same features. Or in other 
words: why should ALS users have to forgo very nice features, just because the 
default rendering scheme does not support them? And why do you think Thorsten 
is responsible for implementing all features in all rendering schemes? If 
certain features are so important for you, why don't _you_ contribute? This is 
free software after all.

Regards,
Stefan

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Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-25 Thread Arnt Karlsen
On Thu, 25 Apr 2013 06:24:41 +, Renk wrote in message 
e495a106ff5f31448739e79d34138c192a740...@mbs4.ad.jyu.fi:

 
 Hi Henri,
 
  However your approach is questionable.

..Stefan addressed this properly. ;o)

 Please... can we keep some basic fairness and decency here?

..yes, but we also need some patience with non-native English 
writers who _should_ include their French etc original so we 
don't get people wound up on questionable translations of things 
that may warrant discussion. 

-- 
..med vennlig hilsen = with Kind Regards from Arnt Karlsen
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.

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Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-25 Thread Renk Thorsten
 ..yes, but we also need some patience with non-native English
 writers who _should_ include their French etc original so we
 don't get people wound up on questionable translations of things
 that may warrant discussion

For the record, there is a repeating pattern here on and off  list and I don't 
think I'm overreacting. I don't think you are ignoring the flightgear users 
community interest, features should be compatible each other, and not 
breaking each other or You call it Atmospheric Light Scattering, you could 
call it Renk ALS are particularly prone to mistranslation or are intended to 
mean something else.

I'm not wound up about wording here. I'm wound up about

1) Repeated insinuations that I would 'break' things. Somehow, nobody can seem 
to come up with an example of what I have actually broken. So I think I'm not 
out of line in asking that people either say what they think I broke (and give 
me a chance to fix it) or shut up.

2) A complete lack of explanation why simply not switching on a completely 
optional framework which they don't like is not an acceptable solution to some 
people. 

3) The inherent double standard in arguments that if other people do the same 
thing it's completely okay, but if I do it it's very bad.

Could somebody who disagrees with me just spell out what I'm supposedly doing 
wrong, what I should rather be doing and explain to me why? Rather than 
insinuating, making vague statements, expressing unspecified concerns, hinting 
at some unspecified group which would be of the same opinion but never 
committing to any statement which can actually be investigated? Because I'd 
really really like to see that case reasoned.



Thanks,

* Thorsten
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Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-25 Thread henri orange
Le jeudi 25 avril 2013 06:24:41 Renk Thorsten a écrit :

Hello, Renk

 I hope you have the fairness to ask FredB to remove Rembrandt then as well,
 because we need to ship the default rendering scheme such that users
 without good graphics cards (the integrated intels for instance) can use FG
 at all, and neither Rembrandt not ALS are compatible with default.

So, your  long answer to explain you don't like Rembrandt and you prefer to 
work on your own system, as just been  underlined there by you.
Your conclusion is REMOVE REMBRANDT and keep  up my own development
This clarify to everybody your approach. 
You want a flightgear without Rembrandt.

You claim we have to modify models to get it working with rembrandt, the same 
kind of work ( more  difficult)  had to be done when the shaders  came up.
And what about the FDM improvements?   where the updates introduce more time 
and more difficulty ( talking about JSBSIM, since YASIM seems to be frozen ).
Your claim  is not receivable, since models must get the best improvements due 
to the last flightgear version.

You claim Rembrandt wants high level Hardware my 9600 GT 512 mb can process 
it. With An average of 20 fps ( disabling rembrandt and without ALS  i never 
get more than 30 fps).
Your ALS systems wants (when it is not crashing my system) a  higher level 
capacity Hardware ( mostly GPU ) to work correctly, with every features.

Only the first ALS version tried out 2 years ago was good to me ( and some 
others later on, but not today)

You told us you had the most perfect equipment , you can't evaluate what is 
good or wrong with low level equipments.





 
 I mean, what is this really about? You're seriously bothered by a framework
 you especially have to activate, which doesn't break any of the features
 you like to the degree that you blatantly ignore the significant group of
 users who uses ALS and claim to represent 'the community' and invent
 'broken things' for which you can't give a single example'? And you expect
 me to... do  what? Code what you like instead of what I like?

I don't mean i don't like ALS, i mean i don't like your approach , instead of 
working  on consistency with the existing valuable features which were 
implemented within FlighGear, ( and by including Rembrandt),  you ARE WORKING 
on a other FlightGear.

You are working on a flightgear VARIANT, your work is not  OPTIONS  to 
flightgear.

Others , better than me,  tried before me to tell you,  you (are) were on the 
wrong way.

Unfortunately we are missing the Emilian's know how, he gave up because of 
that approach ( because of you).

Hello Arnt,
Yes English is not my native language, and wrong to me,  mostly when i had not 
talked for a long time ( better with Arabic and partly French ).

Ahmad, (Henri)


 




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Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-25 Thread Stefan Seifert
On Thursday 25 April 2013 14:45:05 henri orange wrote:

 So, your  long answer to explain you don't like Rembrandt and you prefer to
 work on your own system, as just been  underlined there by you.
 Your conclusion is REMOVE REMBRANDT and keep  up my own development
 This clarify to everybody your approach.
 You want a flightgear without Rembrandt.

Thorsten did not even remotly say anything like that. Your accusation is 
completely uncalled for. If this is what you read in his last email, please 
try to find someone who reads Thorsten's English the way he meant it and have 
him explain to you. It would be a shame if a solution would fail due to a 
language barrier.
 
 You claim Rembrandt wants high level Hardware my 9600 GT 512 mb can process
 it. With An average of 20 fps ( disabling rembrandt and without ALS  i never
 get more than 30 fps).

On a Radeon HD 5670 I get 3 (in words: three) FPS with Rembrandt using the 
free radeon drivers with lots of graphics problems and very ugly shadows. On 
the other hand I get solid 15-20 FPS using ALS and pretty maxed out quality.

 Your ALS systems wants (when it is not crashing my system) a  higher level
 capacity Hardware ( mostly GPU ) to work correctly, with every features.

Maybe. On some systems it ALS might be a problem, on others it's Rembrandt.

 You told us you had the most perfect equipment , you can't evaluate what is
 good or wrong with low level equipments.

And you have only your own system for comparison. Just like I only got mine. 
And yours and mine certainly don't match. So while maybe Thorsten cannot give 
general adivse on FG's performance on low level equipment, neither can you and 
neither can I.

 I don't mean i don't like ALS, i mean i don't like your approach , instead
 of working  on consistency with the existing valuable features which were
 implemented within FlighGear, ( and by including Rembrandt),  you ARE
 WORKING on a other FlightGear.
 
 You are working on a flightgear VARIANT, your work is not  OPTIONS  to
 flightgear.

I can start FG, go to the rendering _options_ and turn ALS on and off, at 
runtime, as often as I like. How is this not an option?

 Others , better than me,  tried before me to tell you,  you (are) were on
 the wrong way.

And Thorsten time and again explained on solid technical grounds why he 
implemented it the way he did, why he had to and what the consequences of 
other approaches would have been. I have to date not seen anyone even 
acknowledge these reasons, much less provide real arguments against them.

Why Thorsten has not given up on this yet is just beyond me. This is not a 
discussion, it's just handwaving and accusations. I'm just very glad, that he 
didn't give up. So instead, I can enjoy as much of the great flying experience 
as I can get during the long winter months.

And just to be clear: I'd love to have all the goodies combined. Very nice 
shadows provided by the Rembrandt defered renderer combined with stunning ALS 
visuals and correctness and the performance of the default renderer with all 
effects turned off. But that's simply not possible, so instead I enjoy what 
_is_ possible.

Regards,
Stefan

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Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-25 Thread Vivian Meazza
Thorsten

  ..yes, but we also need some patience with non-native English writers
  who _should_ include their French etc original so we don't get people
  wound up on questionable translations of things that may warrant
  discussion
 
 For the record, there is a repeating pattern here on and off  list and I
don't
 think I'm overreacting. I don't think you are ignoring the flightgear
users
 community interest, features should be compatible each other, and not
 breaking each other or You call it Atmospheric Light Scattering, you
could
 call it Renk ALS are particularly prone to mistranslation or are intended
to
 mean something else.
 
 I'm not wound up about wording here. I'm wound up about
 
 1) Repeated insinuations that I would 'break' things. Somehow, nobody can
 seem to come up with an example of what I have actually broken. So I think
 I'm not out of line in asking that people either say what they think I
broke
 (and give me a chance to fix it) or shut up.
 
 2) A complete lack of explanation why simply not switching on a completely
 optional framework which they don't like is not an acceptable solution to
 some people.
 
 3) The inherent double standard in arguments that if other people do the
 same thing it's completely okay, but if I do it it's very bad.
 
 Could somebody who disagrees with me just spell out what I'm supposedly
 doing wrong, what I should rather be doing and explain to me why? Rather
 than insinuating, making vague statements, expressing unspecified
concerns,
 hinting at some unspecified group which would be of the same opinion but
 never committing to any statement which can actually be investigated?
 Because I'd really really like to see that case reasoned.
 

ALS is very impressive work, but things broken? Have you forgotten the flag
shader (now fixed), wake effect and rainbow effect? I don't have a
particular problem with these and hope that they will be fixed eventually,
although I note that do you seem to have raced on to other things while
leaving the wake effect unfixed for some time. I rather fear that that's
just going to get lost in the noise and general excitement over the latest
bit of eye-candy. 

I think a more general concern would be that we seem to be developing 3 or 4
different Flightgears, in which different things work or not as the case
might be:

Rembrandt

Basic weather/Advanced Weather

Atmospheric  Light Scattering (ALS)

As a developer I have only just finished making my models Rembrandt
compatible, and I don't know if I will ever be able to actually make use
Rembrandt facilities in all of them. I'm sure that there are models in our
inventory which haven't even got that far. 

As I understand it, ALS will include modelling facilities which will not
work in the other flavours of FG. How is this meant to be used? Personally,
I seem to be forever fixing things in my models that others have broken, to
the extent that I'm not actually able to move my own work forward. That's
how it feels anyway. In an ideal world everything would work and be
compatible with everything else. I realise that might involve a number of
intermediate steps to reach the final goal, but right now we seem to be
moving our flavours further apart rather than converging them. What are
aircraft developers and/or users meant to make of this ?

As to Emilian's concerns, I don't really understand the technical details,
but I do know that he felt that his advice and expertise was being ignored
with the result that FG was headed in the wrong direction, so he folded his
tent and left the project. Perhaps you received contrary advice, or
considered that his advice wasn't of value, but we never had that debate
IIRC. We could have done with not ending up like that.

Right now FG seems like a mess with lots of things which used to work
(tm):

Screenshot directory entry in the gui  doesn't work

Ditto Terrasync directory

Tree textures are misaligned (here anyway)

Manual Weather Input.

Effects as above.

I know that this isn't all  to do with you - but from where I'm standing we
all seem to be a doing a fair representation of a headless chicken, rushing
about in all directions without really finishing anything. I'm having
difficulty keeping up with it, but I know that all this work has exciting
potential.

Oh - and btw the ALS still shows up a tear in the skydome that we have had
right from the beginning.

I thought perhaps it would be helpful if a native English speaker tried to
put things in perspective,

Vivian





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Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-25 Thread henri orange
Hi, Stefen
 On Thursday 25 April 2013 14:45:05 henri orange wrote:
  So, your  long answer to explain you don't like Rembrandt and you prefer
  to
  work on your own system, as just been  underlined there by you.
  Your conclusion is REMOVE REMBRANDT and keep  up my own development
  This clarify to everybody your approach.
  You want a flightgear without Rembrandt.
 
 Thorsten did not even remotly say anything like that. Your accusation is
 completely uncalled for. If this is what you read in his last email, please
 try to find someone who reads Thorsten's English the way he meant it and
 have him explain to you. It would be a shame if a solution would fail due
 to a language barrier.

Here is quoted Renk sentence himself:
I hope you have the fairness to ask FredB to remove Rembrandt then as well, 
because we need to ship the default rendering scheme such that users without 
good graphics cards...

 
  You claim Rembrandt wants high level Hardware my 9600 GT 512 mb can
  process
  it. With An average of 20 fps ( disabling rembrandt and without ALS  i
  never get more than 30 fps). 


 On a Radeon HD 5670 I get 3 (in words: three) FPS with Rembrandt using the
 free radeon drivers with lots of graphics problems and very ugly shadows. On
 the other hand I get solid 15-20 FPS using ALS and pretty maxed out
 quality.


Does'nt  ATI   known  to be the wrong choice to play FG  ?


  Your ALS systems wants (when it is not crashing my system) a  higher level
  capacity Hardware ( mostly GPU ) to work correctly, with every features.
 
 Maybe. On some systems it ALS might be a problem, on others it's Rembrandt.
 
  You told us you had the most perfect equipment , you can't evaluate what
  is
  good or wrong with low level equipments.
 
 And you have only your own system for comparison. Just like I only got mine.
 And yours and mine certainly don't match. So while maybe Thorsten cannot
 give general adivse on FG's performance on low level equipment, neither can
 you and neither can I.
 

Said before you are in difficulty  because of ATI.

At least i evaluate with an NVIDIA equipment. 
If i can do with a medium/low system,  it can be done with a better (NVIDIA 
based) equipment.
Don't try to trap me in an inconsistency logical mind   :)

These differences of performances versus one Factory system to an other ( 
NVIDIA, ATI, INTEL ) is due to OpenGL more or less correctly implemented 
within these GPU. Nothing else.

And, but, change of policy within FlighGear, OpenGL remains.

  I don't mean i don't like ALS, i mean i don't like your approach , instead
  of working  on consistency with the existing valuable features which were
  implemented within FlighGear, ( and by including Rembrandt),  you ARE
  WORKING on a other FlightGear.
  
  You are working on a flightgear VARIANT, your work is not  OPTIONS  to
  flightgear.
 
 I can start FG, go to the rendering _options_ and turn ALS on and off, at
 runtime, as often as I like. How is this not an option?

I know my english is wrong, however, i know the difference between VARIANT  and 
OPTION.
Right know there is options  with shaders , clouds weathers etc.
Variants with Rembrandt and ALS.



 
  Others , better than me,  tried before me to tell you,  you (are) were on
  the wrong way.
 
 And Thorsten time and again explained on solid technical grounds why he
 implemented it the way he did, why he had to and what the consequences of
 other approaches would have been. I have to date not seen anyone even
 acknowledge these reasons, much less provide real arguments against them.
 
 Why Thorsten has not given up on this yet is just beyond me. This is not a
 discussion, it's just handwaving and accusations. I'm just very glad, that
 he didn't give up. So instead, I can enjoy as much of the great flying
 experience as I can get during the long winter months.
 
 And just to be clear: I'd love to have all the goodies combined. Very nice
 shadows provided by the Rembrandt defered renderer combined with stunning
 ALS visuals and correctness and the performance of the default renderer
 with all effects turned off. But that's simply not possible, so instead I
 enjoy what _is_ possible.
 
 Regards,
 Stefan


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Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-25 Thread Stefan Seifert
On Thursday 25 April 2013 15:41:54 henri orange wrote:

 Here is quoted Renk sentence himself:
 I hope you have the fairness to ask FredB to remove Rembrandt then as well,
 because we need to ship the default rendering scheme such that users
 without good graphics cards...

I know, you cited it the first time as well. But it simply does not mean what 
you obviously think it means. That's why I kindly asked you, to have someone 
explain it to you in your native language.

Thorsten only said, that _if_ you ask him to remove ALS because of concern for 
users without good graphics cards, you should aks FredB as well to remove 
Rembrandt, because the same argument would apply. Not doing it just shows that 
different standards are applied which is simply unfair.

 Does'nt  ATI   known  to be the wrong choice to play FG  ?

No it doesn't. To cite http://wiki.flightgear.org/Supported_Video_Cards you 
should be fine with any Nvidia or AMD/ATI products having 512-1024MB of 
*dedicated* video memory.

 Said before you are in difficulty  because of ATI.

Ok, so I'm in difficulty because of ATI (which do not even exist anymore, it's 
been AMD for 7 years now) and therefore Rembrandt is ok. But if you have 
problems with ALS, it's not your NVIDIA hardware that's the problem, but ALS. 
Because clearly, your hardware is more important than mine and FG developers 
should develop for your system only. Right?

 I know my english is wrong, however, i know the difference between VARIANT 
 and OPTION.
 Right know there is options  with shaders , clouds weathers etc.
 Variants with Rembrandt and ALS.

So please enlighten me and tell me what in your eyes is the difference between 
a variant and an option and why the distinction is important. As a user, I can 
simply decide at runtime if I want ALS or not by clicking a checkbox in an 
options panel.

So why is ALS a problem for a user who doesn't want to use it?

Regards,
Stefan


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Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-25 Thread Stuart Buchanan
Hi Vivian,

I'm not going to address the high level debate, but I have some
specific comments.

On Thu, Apr 25, 2013 at 2:33 PM, Vivian Meazza wrote:
 I think a more general concern would be that we seem to be developing 3 or 4
 different Flightgears, in which different things work or not as the case
 might be:

 Rembrandt

 Basic weather/Advanced Weather

 Atmospheric  Light Scattering (ALS)

I've just put in some effort recently to ensure that Basic Weather can
take advantage of ALS properly.  So while we retain two weather models,
there's no longer a dependency of ALS on Advanced Weather.  So we're
moving in the right direction here.

I've also taken a bit of a look at merging Rembrandt and ALS, and I think
I understand the Rembrandt pipeline enough that I could add ALS to it.

I'm very keen to promote a more consistent experience so that new users
don't encounter confusing differences between alternative rendering schemes,
and I'm prepared to put time into making that happen.

I'll take a look at the wake shader if you want, but I supect you'd prefer me to
fix some of the other issues you raised below first :).

 Right now FG seems like a mess with lots of things which used to work
 (tm):

 Screenshot directory entry in the gui  doesn't work

 Ditto Terrasync directory

 Tree textures are misaligned (here anyway)

 Manual Weather Input.

 Effects as above.

 I know that this isn't all  to do with you -

Well, two of these at least are within my bailiwick (tree textures and manual
weather input).  Manual weather input is on my TODO list, and I'll address the
tree texture issue in the other thread.

I've not had any time to look at the screenshot/terrasync directory issue.  I
strongly suspect that I could fix it, but I only have so many hours in the day,
and as mentioned before am spread pretty thin.

Personally I think most of the active FG devs are currently very overstretched
in terms of the areas that they have ownership of, which is affecting how much
can actually be done.  Fundamentally we need more core devs.

-Stuart

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Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-25 Thread James Turner

On 25 Apr 2013, at 15:28, Stuart Buchanan stuar...@gmail.com wrote:

 I've not had any time to look at the screenshot/terrasync directory issue.  I
 strongly suspect that I could fix it, but I only have so many hours in the 
 day,
 and as mentioned before am spread pretty thin.

I suspect both of these are my 'fault', but equally I was only made aware of 
the TerraSync one a few weeks ago, and the screenshot one, this is the first 
I've heard of it.

In both cases a defect in bug tracker, CC-ed to me, with some detailed 
information, would greatly help, since these are not features I use, so  I need 
to know what behaviour is considered 'right'. In particular saying it should 
work 'as it always did' is not helpful. 

In the particular case of the Terrasync path I am especially confused because 
it's not possible to change the terrasync path once fgfs is running, as never 
has been as far as I know; since we can't adjust scenery paths with restarting 
the sim. So, to re-iterate, the defect really needs to explain what the 
intended use-case was here, since I am clueless.

BTW, concerning the larger issue of different rendering pipelines / approaches, 
my opinion is, and remains, that the long-term solution is separate viewer 
codebases - while a plethora would be bad, we would already benefit from a 
'fixed-function, no shaders' renderer codebase distinct from a Rembrandt 
renderer and modern, forward-rendering OpenGL 3.x pipeline. This needs the 
viewer to be cleanly split out from the simulation backend, via HLA, which is 
exactly what Mathias (and soon, myself) are working towards, but slowly.

Regards,
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Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-25 Thread Vivian Meazza
Stuart

 -Original Message-
 From: Stuart Buchanan [mailto:stuar...@gmail.com]
 Sent: 25 April 2013 15:28
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Atmospheric Light Scattering
 
 Hi Vivian,
 
 I'm not going to address the high level debate, but I have some specific
 comments.
 
 On Thu, Apr 25, 2013 at 2:33 PM, Vivian Meazza wrote:
  I think a more general concern would be that we seem to be developing
  3 or 4 different Flightgears, in which different things work or not as
  the case might be:
 
  Rembrandt
 
  Basic weather/Advanced Weather
 
  Atmospheric  Light Scattering (ALS)
 
 I've just put in some effort recently to ensure that Basic Weather can
take
 advantage of ALS properly.  So while we retain two weather models, there's
 no longer a dependency of ALS on Advanced Weather.  So we're moving in
 the right direction here.
 
 I've also taken a bit of a look at merging Rembrandt and ALS, and I think
I
 understand the Rembrandt pipeline enough that I could add ALS to it.
 
 I'm very keen to promote a more consistent experience so that new users
 don't encounter confusing differences between alternative rendering
 schemes, and I'm prepared to put time into making that happen.
 
 I'll take a look at the wake shader if you want, but I supect you'd prefer
me to
 fix some of the other issues you raised below first :).
 
  Right now FG seems like a mess with lots of things which used to work
  (tm):
 
  Screenshot directory entry in the gui  doesn't work
 
  Ditto Terrasync directory
 
  Tree textures are misaligned (here anyway)
 
  Manual Weather Input.
 
  Effects as above.
 
  I know that this isn't all  to do with you -
 
 Well, two of these at least are within my bailiwick (tree textures and
manual
 weather input).  Manual weather input is on my TODO list, and I'll address
 the tree texture issue in the other thread.
 
 I've not had any time to look at the screenshot/terrasync directory issue.
I
 strongly suspect that I could fix it, but I only have so many hours in the
day,
 and as mentioned before am spread pretty thin.
 
 Personally I think most of the active FG devs are currently very
overstretched
 in terms of the areas that they have ownership of, which is affecting how
 much can actually be done.  Fundamentally we need more core devs.

Couldn't we just! All the more reason not to bite off more than we can chew.


And I know I owe you a more detailed response on the tree stuff - later
today perhaps.

While I'm on a roll we have had this one in terrasync at KSFO for I can't
remember how many years:

Could not find at least one of the following objects for animation:
'terminal_2' when using Terrasync data at KSFO,

And this one seems to be new:

Failed to create alias at
/controls[0]/refuelling[0]/refuelling-drogues-pos-norm
[0]. Source /sim[0]/multiplay[0]/generic[0]/float[2] is already aliasing
another
 property.
Failed to set alias to /controls/refuelling/refuelling-drogues-pos-norm

With that I'll get back to some more useless eye-candy of passing sub-models
over mp which I left as a TODO more  years ago than I care to mention. I
promise not to break anything though :-).

Vivian



 



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Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-25 Thread henri orange

 On Thursday 25 April 2013 15:41:54 henri orange wrote:
  Here is quoted Renk sentence himself:
  I hope you have the fairness to ask FredB to remove Rembrandt then as
  well, because we need to ship the default rendering scheme such that
  users without good graphics cards...
 
 I know, you cited it the first time as well. But it simply does not mean
 what you obviously think it means. That's why I kindly asked you, to have
 someone explain it to you in your native language.
 
 Thorsten only said, that _if_ you ask him to remove ALS because of concern
 for users without good graphics cards, you should aks FredB as well to
 remove Rembrandt, because the same argument would apply. Not doing it just
 shows that different standards are applied which is simply unfair.

First , it is not because i am unable to write English correctly, i can't 
understand it written.
Suggesting to ask for removing Rembrandt gives enough to conclude.

On the other side i did not asked to remove ALS only to develop in the good 
direction. Which is a huge difference.
(though , just reading the last Stuart Buchanan Mail  which can close the 
debate )
 
  Does'nt  ATI   known  to be the wrong choice to play FG  ?
 
 No it doesn't. To cite http://wiki.flightgear.org/Supported_Video_Cards you
 should be fine with any Nvidia or AMD/ATI products having 512-1024MB of
 *dedicated* video memory.

Which is the problem, giving a list of GPU supposed to be compliant, is the 
most difficult. First look at OpenGL compliance.
Don't  be confident in such list.

The best would be to refer to the experience from others, when we can.

I had first before using FG  an  ATI card, at that time i had a lot of 
difficulties to get a driver working with Linux.
When i had to update my equipment 3 years ago i did not refer to any list but 
followed the suggestions ( from FG users) to choose an NVIDIA GPU.
I can notice the permanent work in progress with the OpenGL drivers there:
ftp://download.nvidia.com/XFree86/Linux-x86_64/

that was enough to secure the choice.

When i get enough money my next equipment will be also with NVIDIA, for the 
same reason.
Spare time and money.
 
  Said before you are in difficulty  because of ATI.
 
 Ok, so I'm in difficulty because of ATI (which do not even exist anymore,
 it's been AMD for 7 years now) and therefore Rembrandt is ok. But if you
 have problems with ALS, it's not your NVIDIA hardware that's the problem,
 but ALS. Because clearly, your hardware is more important than mine and FG
 developers should develop for your system only. Right?
 
  I know my english is wrong, however, i know the difference between VARIANT
  and OPTION.
  Right know there is options  with shaders , clouds weathers etc.
  Variants with Rembrandt and ALS.
 
 So please enlighten me and tell me what in your eyes is the difference
 between a variant and an option and why the distinction is important. As a
 user, I can simply decide at runtime if I want ALS or not by clicking a
 checkbox in an options panel.

If you don't like the words option versus variants ( direction )
Let me give an example.

If sitting at Zeralda, if  i have some time for visiting my country one 
variant is visit  Constantine, the other is to visit Bou Saada both are not 
the same direction.

To travel  i have several options:
i can choose  on the map:  paths or roads or highway,
i can choose at my home:  mule (the best friend of my children)  or  
motorcycle (a collector one ) or a Mercedes ( an old one ).

 
 So why is ALS a problem for a user who doesn't want to use it?
 
 Regards,
 Stefan

BTW: after the points by Vivian, i am just reading the last Stuart Buchanan's 
Mail  which can close the debat.
Though it does not modify my feeling ALS development related.
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Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-25 Thread Kleo G .
Stuart,

This could be the best news I heard today! :)

In addition to core developers, just a thought that just came to me while 
reading today's mail:

IMHO I realize that the project lacks a Project Manager or at least a meeting 
where priorities would be set for the Devs to fix/implement BEFORE proceeding 
to extra feature.

I know we all love to start pursuing our ideas at the time they are conceived 
due to excitement, but this should occur after the previous goals have been 
met, that is if the already existent, yet experimental shaders/models/whatever 
have reached a predetermined Release state where they work seamlessly with 
everything preceeding them.

Think of it as a CHECK LIST! 

Branching and testing/experimenting is good, of course, but we need here 
something/someone that will make sure by providing the resources/info 
gathering/moderation for the Devs to bring the individual subprojects up to a 
e.g. Release state for merging them to function together!

Thank you!

-Klearchos
SE-MUA
Sent from my Gentoo-phone

On 25 apr 2013, at 16:29, Stuart Buchanan stuar...@gmail.com wrote:

 Hi Vivian,
 
 I'm not going to address the high level debate, but I have some
 specific comments.
 
 On Thu, Apr 25, 2013 at 2:33 PM, Vivian Meazza wrote:
 I think a more general concern would be that we seem to be developing 3 or 4
 different Flightgears, in which different things work or not as the case
 might be:
 
Rembrandt
 
Basic weather/Advanced Weather
 
Atmospheric  Light Scattering (ALS)
 
 I've just put in some effort recently to ensure that Basic Weather can
 take advantage of ALS properly.  So while we retain two weather models,
 there's no longer a dependency of ALS on Advanced Weather.  So we're
 moving in the right direction here.
 
 I've also taken a bit of a look at merging Rembrandt and ALS, and I think
 I understand the Rembrandt pipeline enough that I could add ALS to it.
 
 I'm very keen to promote a more consistent experience so that new users
 don't encounter confusing differences between alternative rendering schemes,
 and I'm prepared to put time into making that happen.
 
 I'll take a look at the wake shader if you want, but I supect you'd prefer me 
 to
 fix some of the other issues you raised below first :).
 
 Right now FG seems like a mess with lots of things which used to work
 (tm):
 
Screenshot directory entry in the gui  doesn't work
 
Ditto Terrasync directory
 
Tree textures are misaligned (here anyway)
 
Manual Weather Input.
 
Effects as above.
 
 I know that this isn't all  to do with you -
 
 Well, two of these at least are within my bailiwick (tree textures and manual
 weather input).  Manual weather input is on my TODO list, and I'll address the
 tree texture issue in the other thread.
 
 I've not had any time to look at the screenshot/terrasync directory issue.  I
 strongly suspect that I could fix it, but I only have so many hours in the 
 day,
 and as mentioned before am spread pretty thin.
 
 Personally I think most of the active FG devs are currently very overstretched
 in terms of the areas that they have ownership of, which is affecting how much
 can actually be done.  Fundamentally we need more core devs.
 
 -Stuart
 
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Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-25 Thread Thomas Albrecht
Henri,

  Thorsten only said, that _if_ you ask him to remove ALS because of
  concern for users without good graphics cards, you should aks FredB as
  well to remove Rembrandt, because the same argument would apply. Not
  doing it just shows that different standards are applied which is simply
  unfair.
 
 First , it is not because i am unable to write English correctly, i can't
 understand it written.
 Suggesting to ask for removing Rembrandt gives enough to conclude.

You clearly don't get this right, and therefore draw the wrong conclusions. As 
Stefan said, have someone who understands English better explain this to you in 
your language.

@Thorsten: I love ALS.
@FredB: I love Rembrandt.

And of course I'd love to see both combined. I'm pretty sure that at some point 
in the future they will be.

 Why Thorsten has not given up on this yet is just beyond me. This is not a 
 discussion, it's just handwaving and accusations. I'm just very glad, that he 
didn't give up. So instead, I can enjoy as much of the great flying experience 
as I can get during the long winter months.

+1

Tom

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Re: [Flightgear-devel] Tree issues

2013-04-25 Thread Stuart Buchanan
On Tue, Apr 23, 2013 at 7:22 AM, Renk Thorsten wrote:
 Definitely looks like it.   Could you provide some further details on
 this please:
 a) Where are you seeing this ?
 b) which materials file (dds ? regions? )
 c) Have you deleted the Textures.high file to use lower resolution
 textures?  The
 trees in the screenshot look even more blocky than normal.

 After fresh pull yesterday, I can confirm the issue.

 a) Caribbean and French Alps so far
 b) using regional definitions
 c) no - just tried out of the box

I spent some time last night trying to repro this without much
success.  There is an issue with the very nice Caribbean texture
(Textures.high/Trees/tropical-alt.png) which I've got a fix for, but
other than that The only time I saw anything like what Vivian and you
have reported is at very very long range where I can just make out a
hat if I look carefully enough.

This makes me think that this might be something to do with the way
that our graphics cards are generating the mipmaps.  Do either of you
see the same issue with dds textures?

I also went through all the tree textures to check that there weren't
overlaps on the boundaries, and in all cases except as noted above,
there's at least a 1 pixel gap above the top of the UV map.  I could
push a speculative fix setting the UV map for trees to a maximum
height of 0.24 rather than 0.25 and see if that makes a difference,
but it feels very much like a workaround.

Any other ideas would be most welcome, as at the moment I'm a bit
stumped as to how to fix this.

-Stuart

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Re: [Flightgear-devel] Tree issues

2013-04-25 Thread Curtis Olson
When I've seen the bits of pixels on the very edges of the transparent tree
areas it has sure looked like a texture wrapping issue to me.  This is a
flag you can turn on/off at least at the low level of opengl and I'm sure
OSG would expose this.

Basically the bits at the very top of the tree probably line up nicely with
the bits at the bottom.  You want this when you are tiling textures and
mipmapping together to avoid seeing the seams, but with billboard textures
you probably want to turn this off, and it especially stands out with
transparent textures.

Regards,

Curt.



On Thu, Apr 25, 2013 at 3:29 PM, Stuart Buchanan stuar...@gmail.com wrote:

 On Tue, Apr 23, 2013 at 7:22 AM, Renk Thorsten wrote:
  Definitely looks like it.   Could you provide some further details on
  this please:
  a) Where are you seeing this ?
  b) which materials file (dds ? regions? )
  c) Have you deleted the Textures.high file to use lower resolution
  textures?  The
  trees in the screenshot look even more blocky than normal.
 
  After fresh pull yesterday, I can confirm the issue.
 
  a) Caribbean and French Alps so far
  b) using regional definitions
  c) no - just tried out of the box

 I spent some time last night trying to repro this without much
 success.  There is an issue with the very nice Caribbean texture
 (Textures.high/Trees/tropical-alt.png) which I've got a fix for, but
 other than that The only time I saw anything like what Vivian and you
 have reported is at very very long range where I can just make out a
 hat if I look carefully enough.

 This makes me think that this might be something to do with the way
 that our graphics cards are generating the mipmaps.  Do either of you
 see the same issue with dds textures?

 I also went through all the tree textures to check that there weren't
 overlaps on the boundaries, and in all cases except as noted above,
 there's at least a 1 pixel gap above the top of the UV map.  I could
 push a speculative fix setting the UV map for trees to a maximum
 height of 0.24 rather than 0.25 and see if that makes a difference,
 but it feels very much like a workaround.

 Any other ideas would be most welcome, as at the moment I'm a bit
 stumped as to how to fix this.

 -Stuart


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Re: [Flightgear-devel] Tree issues

2013-04-25 Thread Stuart Buchanan
Hi Curt,

On Thu, Apr 25, 2013 at 9:42 PM, Curtis Olson  wrote:
 When I've seen the bits of pixels on the very edges of the transparent tree
 areas it has sure looked like a texture wrapping issue to me.  This is a
 flag you can turn on/off at least at the low level of opengl and I'm sure
 OSG would expose this.

I think you might be thinking of the UV clamping function?

Unfortunately the UV coordinates are something like

(0,0), (0.128, 0.0), (0.128, 0.25), (0.0, 0.25) and it's that top edge at y=0.25
which is the problem.

-Stuart

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Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-25 Thread Stuart Buchanan
On Thu, Apr 25, 2013 at 3:28 PM, Stuart Buchanan wrote:
 On Thu, Apr 25, 2013 at 2:33 PM, Vivian Meazza wrote:
 Right now FG seems like a mess with lots of things which used to work
 (tm):

 Screenshot directory entry in the gui  doesn't work

 Ditto Terrasync directory

 Tree textures are misaligned (here anyway)

 Manual Weather Input.

 Effects as above.

 I know that this isn't all  to do with you -

 Well, two of these at least are within my bailiwick (tree textures and manual
 weather input).  Manual weather input is on my TODO list, and I'll address the
 tree texture issue in the other thread.

I've just pushed a fix for the weather issue.  I found two bugs in it
which I've fixed,
but there may be more as it's quite a complex dialog.  FYI I'm also
planning to move
some of the buttons around a bit.  I think the changes you (vivian) made are
an improvement in terms of making the configuration options more understandable,
but I can improve the layout slightly I think.

AFAICT the screenshot directory entry in the GUI does work.  At least on my
system I can change the screenshot directory via the GUI and record screenshots
to the new directory.

On Thu, Apr 25, 2013 at 4:08 PM, James Turner wrote:
 I suspect both of these are my 'fault', but equally I was only made aware of
 the TerraSync one a few weeks ago, and the screenshot one, this is the first
 I've heard of it.

Well, the Terrasync was caused by adding an additional nasalopen block
at the top of the file, so the one at the bottom was ignored :)

snip
 In the particular case of the Terrasync path I am especially confused
 because it's not possible to change the terrasync path once fgfs is running,
 as never has been as far as I know; since we can't adjust scenery paths with
 restarting the sim. So, to re-iterate, the defect really needs to explain
 what the intended use-case was here, since I am clueless.

I've restored the previous behaviour which did allow one to set the directory.

However, on testing, you are absolutely correct - changing has no effect within
the current session.  I'll add a warning message to that effect to the
dialog.  I think
it's still useful to be able to set the directory within the sim, even
if you have to
restart.

I think I must have added this function under the mistaken impression that it
had some effect.  Whoops!

-Stuart

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Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-25 Thread Vivian Meazza
Stuart

 Sent: 25 April 2013 22:24
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Atmospheric Light Scattering
 
 On Thu, Apr 25, 2013 at 3:28 PM, Stuart Buchanan wrote:
  On Thu, Apr 25, 2013 at 2:33 PM, Vivian Meazza wrote:
  Right now FG seems like a mess with lots of things which used to
  work
  (tm):
 
  Screenshot directory entry in the gui  doesn't work
 
  Ditto Terrasync directory
 
  Tree textures are misaligned (here anyway)
 
  Manual Weather Input.
 
  Effects as above.
 
  I know that this isn't all  to do with you -
 
  Well, two of these at least are within my bailiwick (tree textures and
  manual weather input).  Manual weather input is on my TODO list, and
  I'll address the tree texture issue in the other thread.
 
 I've just pushed a fix for the weather issue.  I found two bugs in it
which I've
 fixed, but there may be more as it's quite a complex dialog.  FYI I'm also
 planning to move some of the buttons around a bit.  I think the changes
you
 (vivian) made are an improvement in terms of making the configuration
 options more understandable, but I can improve the layout slightly I
think.
 
 AFAICT the screenshot directory entry in the GUI does work.  At least on
my
 system I can change the screenshot directory via the GUI and record
 screenshots to the new directory.

Not here. It seems to be stuck at this weird default value:

C:/Program Files/FlightGear-nightly-2010/osgPlugins-3.0.1

Why there - decidedly odd? Win 7 will not permit a program to write to
Program Files, so it fails. I can't enter any different value, or navigate
above Program Files using the gui. I have tried deleting the value in
AppData\Roaming\flightgear.org\autosave_2_11.xml (which I wouldn't expect a
user to do - or even find), but neither doing that nor anything else I can
think of has fixed it.
 
 On Thu, Apr 25, 2013 at 4:08 PM, James Turner wrote:
  I suspect both of these are my 'fault', but equally I was only made
  aware of the TerraSync one a few weeks ago, and the screenshot one,
  this is the first I've heard of it.
 
 Well, the Terrasync was caused by adding an additional nasalopen block
 at the top of the file, so the one at the bottom was ignored :)
 
 snip
  In the particular case of the Terrasync path I am especially confused
  because it's not possible to change the terrasync path once fgfs is
  running, as never has been as far as I know; since we can't adjust
  scenery paths with restarting the sim. So, to re-iterate, the defect
  really needs to explain what the intended use-case was here, since I am
 clueless.
 
 I've restored the previous behaviour which did allow one to set the
directory.
 
 However, on testing, you are absolutely correct - changing has no effect
 within the current session.  I'll add a warning message to that effect to
the
 dialog.  I think it's still useful to be able to set the directory within
the sim,
 even if you have to restart.
 
 I think I must have added this function under the mistaken impression that
it
 had some effect.  Whoops!
 

It would be nice to be able to direct the output of Terragear at run time
without restarting, (we can do that with Scenarios - thanks James), but  if
that is not possible  then after a restart will do. I don't remember if we
used to need a restart - I suppose we must have done. What was the pull-down
in the menu item for? 

Nearly back to square one - well done.

Vivian






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Re: [Flightgear-devel] Tree issues

2013-04-25 Thread Vivian Meazza
Stuart

 On Tue, Apr 23, 2013 at 7:22 AM, Renk Thorsten wrote:
  Definitely looks like it.   Could you provide some further details on
  this please:
  a) Where are you seeing this ?
  b) which materials file (dds ? regions? )
  c) Have you deleted the Textures.high file to use lower resolution
  textures?  The trees in the screenshot look even more blocky than
  normal.
 
  After fresh pull yesterday, I can confirm the issue.
 
  a) Caribbean and French Alps so far
  b) using regional definitions
  c) no - just tried out of the box
 
 I spent some time last night trying to repro this without much success.
There
 is an issue with the very nice Caribbean texture
 (Textures.high/Trees/tropical-alt.png) which I've got a fix for, but other
than
 that The only time I saw anything like what Vivian and you have reported
is at
 very very long range where I can just make out a hat if I look carefully
 enough.
 
 This makes me think that this might be something to do with the way that
 our graphics cards are generating the mipmaps.  Do either of you see the
 same issue with dds textures?
 
 I also went through all the tree textures to check that there weren't
overlaps
 on the boundaries, and in all cases except as noted above, there's at
least a 1
 pixel gap above the top of the UV map.  I could push a speculative fix
setting
 the UV map for trees to a maximum height of 0.24 rather than 0.25 and see
if
 that makes a difference, but it feels very much like a workaround.
 
 Any other ideas would be most welcome, as at the moment I'm a bit
 stumped as to how to fix this.
 

I'm using a very recent pull of fgdata with no local mods. The hat effect
shows up from low angles in all material modes - regional/global/dds. It's
most apparent at EGMH, but can also be seen at KSFO. At higher angles or if
I zoom in it disappears from the closer trees - but, like you, I can still
see it at longer ranges. The angle/range effect would suggest that it's a
mipmap thing - perhaps try a bit more space around the trees in the texture?


I would give you some screenshots - but that's broken here.

Vivian 





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Re: [Flightgear-devel] Tree issues

2013-04-25 Thread Curtis Olson
Vivian,

Your description makes sense in conjunction with a mipmapping issue.

Think about how mipmapping works.  The default mipmap generation algorithm
creates the 1/2 size image by averaging each 2x2 block of pixels in the
higher level down to 1 pixel in the next level.  Then repeat, generating
the 1/4 size image from the 1/2 size image.  You can see that at smaller
image sizes, each pixel will draw information from a wide block of pixels
out of the original so there can be a lot of bleeding across.  This also
impacts alpha levels so transparency is another one that doesn't usually
mipmap as you'd expect/wish.

Note to people who hadn't noticed this before -- the requirement that
texture sizes be powers of two allows the mipmapping level creating scheme
to be well defined, and if your texture dimensions aren't an even power of
two, they are probably getting scaled to the next size down under the hood
when they are loaded by OSG.

I'm not sure what to do about the tree problem though -- it might help to
divide up the internal image into power of 2 chunks, go 4 trees across the
texture rather than 5 (just for example.)  That might split down further
before producing artifacts if we aren't already doing that. (?)

I've heard graphics guru's speak of using other algorithms to generate the
mip map levels, or even manually creating them.   In some cases I think you
need to consider this sort of thing even though it's a pain and blows up
the size of the distributed texture if we need to also include the
pregenerated mipmap levels.

Curt.


On Thu, Apr 25, 2013 at 5:50 PM, Vivian Meazza vivian.mea...@lineone.netwrote:

 Stuart

  On Tue, Apr 23, 2013 at 7:22 AM, Renk Thorsten wrote:
   Definitely looks like it.   Could you provide some further details on
   this please:
   a) Where are you seeing this ?
   b) which materials file (dds ? regions? )
   c) Have you deleted the Textures.high file to use lower resolution
   textures?  The trees in the screenshot look even more blocky than
   normal.
  
   After fresh pull yesterday, I can confirm the issue.
  
   a) Caribbean and French Alps so far
   b) using regional definitions
   c) no - just tried out of the box
 
  I spent some time last night trying to repro this without much success.
 There
  is an issue with the very nice Caribbean texture
  (Textures.high/Trees/tropical-alt.png) which I've got a fix for, but
 other
 than
  that The only time I saw anything like what Vivian and you have reported
 is at
  very very long range where I can just make out a hat if I look
 carefully
  enough.
 
  This makes me think that this might be something to do with the way that
  our graphics cards are generating the mipmaps.  Do either of you see the
  same issue with dds textures?
 
  I also went through all the tree textures to check that there weren't
 overlaps
  on the boundaries, and in all cases except as noted above, there's at
 least a 1
  pixel gap above the top of the UV map.  I could push a speculative fix
 setting
  the UV map for trees to a maximum height of 0.24 rather than 0.25 and see
 if
  that makes a difference, but it feels very much like a workaround.
 
  Any other ideas would be most welcome, as at the moment I'm a bit
  stumped as to how to fix this.
 

 I'm using a very recent pull of fgdata with no local mods. The hat effect
 shows up from low angles in all material modes - regional/global/dds. It's
 most apparent at EGMH, but can also be seen at KSFO. At higher angles or if
 I zoom in it disappears from the closer trees - but, like you, I can still
 see it at longer ranges. The angle/range effect would suggest that it's a
 mipmap thing - perhaps try a bit more space around the trees in the
 texture?


 I would give you some screenshots - but that's broken here.

 Vivian






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