[Flightgear-devel] Shader compile failure

2013-05-10 Thread James Turner
On Mac 10.8, latest of nearly everything:

NVIDIA Corporation
NVIDIA GeForce GTX 670 OpenGL Engine
2.1 NVIDIA-8.10.44 304.10.65f03
1.20

VERTEX glCompileShader /Users/jmt/FGFS/fgdata/Shaders/tree-haze.vert FAILED

VERTEX Shader /Users/jmt/FGFS/fgdata/Shaders/tree-haze.vert infolog:
ERROR: 0:89: '*' does not operate on 'float' and 'int'
ERROR: 0:89: '*' does not operate on 'float' and 'int'


glLinkProgram  FAILED


Regards,
James


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Re: [Flightgear-devel] Syncing sim time

2013-05-10 Thread Vivian Meazza
Stuart

 Sent: 09 May 2013 21:41
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Syncing sim time
 
 Hi Jack,
 
 On Thu, May 9, 2013 at 3:57 PM,  Jack wrote:
  Thanks to Jan Comans I've been able to sync the 3D clouds across three
 instances of fgfs running on a multi-core machine.  This, in turn,
provides for
 some very respectable frame rates of 40 to 50 fps per core with a three
 projector system with older generation Nvidia boards ( GT430 and GT440 )
on
 a 64bit I5 machine.  The visuals will be just awesome once the collimated
 display is completed later this year.
 
 Could you (or Jan) share with us what changes you had to make to allow
 synchronization across multiple instances?  I thought I'd added some code
a
 while back to make the pseudo-random number generator used start with
 the same seed for a given 10 minute window to address this, but was never
 in a position to test it myself.
 

You did indeed add some code - and I have tested it here on 2 machines and
on 2 instances on one machine. It doesn't seem to do what you intended.

https://dl.dropboxusercontent.com/u/57645542/clouds.png

I ensured that the 3D cloud settings were the same, using the same live
data. Do I need to do anything else?

Vivian 



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Re: [Flightgear-devel] New features for 3.0 (?) presentation

2013-05-10 Thread Thomas Geymayer
Am 2013-05-07 14:10, schrieb Renk Thorsten:
 If you want I can create a video of my work in progress C-130J
 making use of these animations.
 
 This sounds very neat!
 
 Hm, I guess one could make a video presentation of all animated
 features (like the trees moving in the wind, or the storm blows dust
 /leaves effect I'm working on), but maybe someone else should do that
 - video is not really my area of expertise...

I've now created a video of the nose landing gear during takeoff run and
retraction:

http://youtu.be/bWGLapFgOtw

There is nothing textured yet and also the video quality is not the
best, but I think the animations are demonstrated quite well.

Tom

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Thomas Geymayer  www.tomprogs.at / C-Forum und Tutorial: www.proggen.org

  Student of Computer Science @ Graz University of Technology
--- Austria 

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Re: [Flightgear-devel] Syncing sim time

2013-05-10 Thread castle . 64
Hi,

Sent Stuart a set of diff files provided by Jan.

If you would like copies, just holler.

Jack

- Original Message -
Stuart

provides for

on

a

You did indeed add some code - and I have tested it here on 2 machines and
on 2 instances on one machine. It doesn't seem to do what you intended.
https://dl.dropboxusercontent.com/u/57645542/clouds.png
I ensured that the 3D cloud settings were the same, using the same live
data. Do I need to do anything else?
Vivian 

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Re: [Flightgear-devel] Tree images for texturing

2013-05-10 Thread Stuart Buchanan
On Thu, May 9, 2013 at 8:50 AM, Renk Thorsten wrote:
 I have a series of tree photographs if anyone is interested in creating new 
 tree textures.

Hi Thorsten,

I'm certainly interested, so send them my way if no-one else has
already expressed an interest.

-Stuart

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Re: [Flightgear-devel] Tree issues

2013-05-10 Thread Stuart Buchanan
On Thu, May 2, 2013 at 8:48 AM, Vivian Meazza wrote:
 I can still see that hat on middle distance trees. The effect might be
 less though - hard to judge. It is certainly no worse.

 I think it would be worth trying to spread the images out on the texture so
 that you avoid bleed. I'm pretty sure that is what I'm seeing here.

OK, I've pushed a new fix for this that goes back to the old approach of having
all textures in a strip, and using clamping to avoid bleeding.

You'll need a new simgear and data pull.

-Stuart

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Re: [Flightgear-devel] Shader compile failure

2013-05-10 Thread Stuart Buchanan
On Fri, May 10, 2013 at 9:27 AM, James Turner wrote:
 On Mac 10.8, latest of nearly everything:

 NVIDIA Corporation
 NVIDIA GeForce GTX 670 OpenGL Engine
 2.1 NVIDIA-8.10.44 304.10.65f03
 1.20

 VERTEX glCompileShader /Users/jmt/FGFS/fgdata/Shaders/tree-haze.vert FAILED

 VERTEX Shader /Users/jmt/FGFS/fgdata/Shaders/tree-haze.vert infolog:
 ERROR: 0:89: '*' does not operate on 'float' and 'int'
 ERROR: 0:89: '*' does not operate on 'float' and 'int'

Should be fixed now.  Let me know if not - I don't see the warning on
my NVIDIA GT260M GPU.

-Stuart

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Re: [Flightgear-devel] about fdm properties

2013-05-10 Thread Stuart Buchanan
On Fri, May 3, 2013 at 7:07 PM, Alan Teeder wrote:
 I think that you a right in assuming that the developers are not interested
 in the FDMs.
 I posted this a week ago
 http://sourceforge.net/mailarchive/forum.php?thread_name=C6C640DA467C4D118C9A794C6A46D433%40AlanPCforum_name=flightgear-devel
 and have not seen a single comment.

 It exposes a serious problem in JSBSim which affects all Datcom users.

 Perhaps eye-candy and endless mud slinging about the merits of various
 renderers is a more interesting subject.

I think its more a reflection of the areas of expertise of the active
developer right now.

I have no academic aerodynamics background and haven't done physics
since high school.  I've
spent some time reading the MIT opencourseware on fluid dynamics but
certainly aren't
competent to comment on these sorts of issues.

In contrast I do have a degree in Computer Science which included modules on
graphics, so that's where I can sensibly express opinions.

I know that doesn't help at all with the particular issue...

-Stuart

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Re: [Flightgear-devel] Tree issues

2013-05-10 Thread Vivian Meazza
 Stuart

 Sent: 10 May 2013 20:10
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Tree issues
 
 On Thu, May 2, 2013 at 8:48 AM, Vivian Meazza wrote:
  I can still see that hat on middle distance trees. The effect might
  be less though - hard to judge. It is certainly no worse.
 
  I think it would be worth trying to spread the images out on the
  texture so that you avoid bleed. I'm pretty sure that is what I'm
seeing
 here.
 
 OK, I've pushed a new fix for this that goes back to the old approach of
 having all textures in a strip, and using clamping to avoid bleeding.
 
 You'll need a new simgear and data pull.
 

OK trying that

Vivian



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