Re: [Flightgear-devel] reminder: entering feature freeze now

2013-06-18 Thread Renk Thorsten
 What version number will we give to the new
 release? Are we ready for a 3.0 or is it 2.12?

Looking through my list of goals for the last coding period:

 * Get a high-quality model shader running under Atmospheric Light Scattering

This is now available, working for random buildings and for several aircraft. A 
reminder to aircraft creators using the ubershader - normal mapping requires to 
declare tangent, normal and binormal generation airplane-side. These need to be 
also declared as vertex attributes in a numbered technique - in order for this 
to work, the technique n=4 matching the model ubershader effect in 
model-combined.eff for ALS has to be added, otherwise normal maps do not work 
and the model receives incorrect lighting.

 * Implement a scheme for generating autumn colors procedurally

The scheme exists and generates autumn colors in central Europe. Since the 
majority of feedback for this was rather skeptical, I have not pursued the idea 
much further or extended it to tree autumn coloring, but Stuart has implemented 
his tree work in a nice way that trees shed all leaves in late autumn, so it's 
not as good as it could be, but reasonably plausible. At least I like changing 
the colors a bit.

Since autumn coloring doesn't work correctly everywhere in the world (I've 
mainly adjusted Europe and the North Atlantic Islands), I would regard it as 
experimental.

* make clouds render faster

Stuart has done the main work on this one with a LOD scheme dropping sprites 
beyond some distance. Since this mutilated faint clouds which have just 1-2 
sprites to begin with, I recently pushed a way that these clouds are not 
treated by the LOD system at all.

I'd say we need feedback from users playing with the LOD distance if it 
improves framerates while keeping the visuals or not. We now have overall cloud 
density, draw distance and the LOD distance to configure the framerate impact 
of 3D clouds - is this enough? In what form should this best be exposed to the 
user? What are reasonable defaults?

* Improve cloud appearance from high altitude

This is mostly done - I've introduced three quite sophisticated cloudlet 
placement scheme, and it does miracles from high altitude. There are still the 
rather blocky 8/8 cover scenarios remaining when clouds tend to cover the whole 
square tile - I wanted to do something to the edges, but haven't gotten around 
to doing so. Not sure if this qualifies as a bugfix or a novel feature, but I 
think it's harmless.

* The 'ultra' terrain shader

This is done - at highest landmass and transition slider setting, the terrain 
shader renders details to a quality that you can park your helicopter in the 
scene and have a nice ground resolution (the smallest details are cm-sized, and 
they move with the wind). From my side, this would be the main selling point 
for a 3.0 release.

The water shader also has received upgrades with color and reflectivty 
variations of the water and a trick to generate surf at steep coasts. Also 
drift ice and be procedurally drawn on the water. In arctic regions, we have 
drifting icebergs by default now.

 * Regional texturing

Since the last release, I've added Indonesia, Madagascar, North Atlantic 
Islands (Greenland, Faroe, Shetlands,...) and Middle East and Vivian added UK 
definitions.  Combined with Hawaii, Iceland, Caribbean and tropical South 
America which we've had previously, this is already a substantial variation to 
illustrate how FG can look like. Especially Hawaii can serve very well as a 
showcase scenery now.

* Atmospheric light scattering and Rembrandt

There hasn't been a volunteer to help me look into this from the Rembrandt 
side, and so according to the plan there has been no development. Based on my 
current test results, my computer doesn't seem to be able to get Rembrandt fast 
enough for this to make any sense, although I don't understand this finding.

While things can always be better, from my side that's a clear vote for 3.0. 
With the hires terrain shader and wind effects on terrain and vegetation, 
combined with the pixel post-processing effects, we can offer much higher 
resolution visuals on the terrain than before (and I understand with the autum 
color effect or drift ice some genuine novel effects which are in no other 
flightsim).

* Thorsten
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Re: [Flightgear-devel] reminder: entering feature freeze now

2013-06-18 Thread Vivian Meazza
Thorsten

 Sent: 18 June 2013 07:40
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] reminder: entering feature freeze now
 
  What version number will we give to the new release? Are we ready for
  a 3.0 or is it 2.12?
 
 Looking through my list of goals for the last coding period:
 
  * Get a high-quality model shader running under Atmospheric Light
  Scattering
 
 This is now available, working for random buildings and for several
aircraft. A
 reminder to aircraft creators using the ubershader - normal mapping
requires
 to declare tangent, normal and binormal generation airplane-side. These
 need to be also declared as vertex attributes in a numbered technique - in
 order for this to work, the technique n=4 matching the model ubershader
 effect in model-combined.eff for ALS has to be added, otherwise normal
 maps do not work and the model receives incorrect lighting.
 
  * Implement a scheme for generating autumn colors procedurally
 
 The scheme exists and generates autumn colors in central Europe. Since the
 majority of feedback for this was rather skeptical, I have not pursued the
 idea much further or extended it to tree autumn coloring, but Stuart has
 implemented his tree work in a nice way that trees shed all leaves in late
 autumn, so it's not as good as it could be, but reasonably plausible. At
least I
 like changing the colors a bit.
 
 Since autumn coloring doesn't work correctly everywhere in the world (I've
 mainly adjusted Europe and the North Atlantic Islands), I would regard it
as
 experimental.
 
 * make clouds render faster
 
 Stuart has done the main work on this one with a LOD scheme dropping
 sprites beyond some distance. Since this mutilated faint clouds which have
 just 1-2 sprites to begin with, I recently pushed a way that these clouds
are
 not treated by the LOD system at all.
 
 I'd say we need feedback from users playing with the LOD distance if it
 improves framerates while keeping the visuals or not. We now have overall
 cloud density, draw distance and the LOD distance to configure the
 framerate impact of 3D clouds - is this enough? In what form should this
best
 be exposed to the user? What are reasonable defaults?
 
 * Improve cloud appearance from high altitude
 
 This is mostly done - I've introduced three quite sophisticated cloudlet
 placement scheme, and it does miracles from high altitude. There are still
the
 rather blocky 8/8 cover scenarios remaining when clouds tend to cover the
 whole square tile - I wanted to do something to the edges, but haven't
 gotten around to doing so. Not sure if this qualifies as a bugfix or a
novel
 feature, but I think it's harmless.
 
 * The 'ultra' terrain shader
 
 This is done - at highest landmass and transition slider setting, the
terrain
 shader renders details to a quality that you can park your helicopter in
the
 scene and have a nice ground resolution (the smallest details are
cm-sized,
 and they move with the wind). From my side, this would be the main selling
 point for a 3.0 release.
 
 The water shader also has received upgrades with color and reflectivty
 variations of the water and a trick to generate surf at steep coasts. Also
drift
 ice and be procedurally drawn on the water. In arctic regions, we have
 drifting icebergs by default now.
 
  * Regional texturing
 
 Since the last release, I've added Indonesia, Madagascar, North Atlantic
 Islands (Greenland, Faroe, Shetlands,...) and Middle East and Vivian added
 UK definitions.  Combined with Hawaii, Iceland, Caribbean and tropical
South
 America which we've had previously, this is already a substantial
variation to
 illustrate how FG can look like. Especially Hawaii can serve very well as
a
 showcase scenery now.
 
 * Atmospheric light scattering and Rembrandt
 
 There hasn't been a volunteer to help me look into this from the Rembrandt
 side, and so according to the plan there has been no development. Based on
 my current test results, my computer doesn't seem to be able to get
 Rembrandt fast enough for this to make any sense, although I don't
 understand this finding.
 
 While things can always be better, from my side that's a clear vote for
3.0.
 With the hires terrain shader and wind effects on terrain and vegetation,
 combined with the pixel post-processing effects, we can offer much higher
 resolution visuals on the terrain than before (and I understand with the
 autum color effect or drift ice some genuine novel effects which are in no
 other flightsim).
 

A nice list and it's all worthwhile improvement, but it's all tinkering
around the edges of existing stuff. There's no step change which would
justify 3.0 IMO. For that we need something major, like new terrain (850) or
Rembrandt as the default. Right now we have Terrasync partly broken in Win
64, which will probably not be fixed until after the release. We still
cannot select the Screenshot Directory from the gui. I think that all argues
for 2.12.

Unfortunately, only Fred 

Re: [Flightgear-devel] reminder: entering feature freeze now

2013-06-18 Thread James Turner

On 18 Jun 2013, at 09:38, Vivian Meazza vivian.mea...@lineone.net wrote:

 We still
 cannot select the Screenshot Directory from the gui. I think that all argues
 for 2.12.

Hmm, that is 'just a bug' which will be fixed during the release cycle, I just 
keep forgetting about it since there's no issue i the tracker and I never use 
that feature. Of course, you could look at fixing it yourself!

BTW I don't have any strong opinion on 3.0 vs 2.12 - it's simply an increasing 
number, and given our timed release plan, it's inevitable that the amount of 
work in each release will fluctuate based on people's time availability. 

James

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Re: [Flightgear-devel] TerraSync libSVN replacement testing

2013-06-18 Thread Alan Teeder
James

I have a fix to make it compile.

In SVNRepository.hxx, change names off 1st two elements in enum ResultCode
e.g.
enum ResultCode {
ERROR_NONE = 0,
ERROR_UNFOUND,
ERROR_SOCKET,
ERROR_XML,
ERROR_TXDELTA,
ERROR_IO,
ERROR_CHECKSUM
};

Also change these names in SVNRepository.cxx, SVNReportParser.cxx, 
SVNDirectory.cxx and terrasync.cxx.

Also #if defined(HAVE_SVN_CLIENT_H) or defined(SG_SVN_CLIENT) should be 
corrected on each occurence in terrasync.cxx

Alan


From: Alan Teeder 
Sent: Monday, June 17, 2013 11:34 PM
To: FlightGear developers discussions 
Subject: Re: [Flightgear-devel] TerraSync libSVN replacement testing

James
I found this, in terrasync.cxx, line 91,  but the compilation is still failing

#if (defined(HAVE_SVN_CLIENT_H) or defined(SG_SVN_CLIENT))

should be ?

#if (defined(HAVE_SVN_CLIENT_H) || defined(SG_SVN_CLIENT))

Alan


From: Alan Teeder 
Sent: Monday, June 17, 2013 10:00 PM
To: FlightGear developers discussions 
Subject: Re: [Flightgear-devel] TerraSync libSVN replacement testing

Sorry James, I just reported ,and then left it.

I can give it a go, but my C++ debugging is somewhat hit and miss. 

Alan

From: James Turner 
Sent: Monday, June 17, 2013 9:38 PM
To: FlightGear developers discussions 
Subject: Re: [Flightgear-devel] TerraSync libSVN replacement testing


On 17 Jun 2013, at 21:25, Vivian Meazza vivian.mea...@lineone.net wrote:


  Haven't managed to get it to work for Win 7 64 bit either - still seems to
  want LIBSVN to build. Seems to be a cmake issue, but I'm not confident that
  I know how to fix this one.


That's because I didn't yet remove the libsvn checks - that would be risky, 
this close to the freeze. It's strictly a new, optional feature until after 
2.12 is branched.

Alan, did you have any luck with the compiler errors? it builds on the Windows 
build slaves on Jenkins I believe.

Regards,
James




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Re: [Flightgear-devel] reminder: entering feature freeze now

2013-06-18 Thread Renk Thorsten
 A nice list and it's all worthwhile improvement, but it's all tinkering
 around the edges of existing stuff. There's no step change which would
 justify 3.0 IMO. For that we need something major, like new terrain  
 (850) or Rembrandt as the default. 

*shrugs* 

This would depend on if you're a Rembrandt user (in which case you'd like to 
have a major step in Rembrandt) or an ALS user (in which case you'd expect a 
major step in ALS for a 3.0). From my perspective, it's not tinkering around 
the edges.

In terms of code, ALS has about doubled the number of lines. In terms of 
features, ALS has now all the features that it could theoretically serve as 
default rendering scheme if so desired without major gaps like missing trees or 
model effects - this wasn't the case last time, which is why I didn't vote 3.0 
last time but why I do now. If you're not a user of these features, they 
obviously won't impress you much, but they are there nevertheless.

The way I see it, waiting for a dramatic step will not ever give us a 3.0, 
because if some dramatic new feature is introduced, we'd first want to test and 
observe it, so it will be experimental for a while (so with Rembrandt, ALS and 
Advanced Weather which all didn't prompt a new number before the decimal), and 
then the next release will obviously only see progress on existing things, not 
dramatic new stuff. So, from that perspective, also Rembrandt has by now 
reached a stable and well tested state and featuring it no longer as 
experimental would also argue for a 3.0.


 Right now we have Terrasync partly broken in  
 Win  64, which will probably not be fixed until after the release. We still
 cannot select the Screenshot Directory from the gui. I think that all  
 argues for 2.12.

I'm not sure I follow you that selecting a screenshot directory from the GUI is 
a major advance justifying a 3.0, but a detailed terrain shader is not. I'm 
also not sure why Terrasync partially being broken argues for not releasing 3.0 
rather than fixing it before the release.

But 3.0 is only my (certainly biased) impression. I agree that it would be 
terrific to have new terrain. But I don't really see a date, and at some point 
it seems to me we have added so many features beyond what used to be in 2.0 
that it's now 3.0 - which is, from my perspective, now.

* Thorsten
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Re: [Flightgear-devel] reminder: entering feature freeze now

2013-06-18 Thread grtuxhangar team
What is the most important ?

1/ To have a working stable Program whose the major  options   ( ALS,
REMBRANDT)  remains options since conflicting each other.

2/ To have a working stable Program which  include as a standard one of
these two options, which would definitively push on the back the other one.

OR

3/ To wait for better development reaching the target to have REMBRANDT and
ALS working well all together, and definitively included within FG.


Though the FG release  numbering choice won't be that important ( it is
only symbolic), if the policy by choosing 3.0 is to say to the world , yes
we have a new great FG version,right now *we don't have it* . We only can
say:  we are on progress , there is some improvements, there is some bugs
which are fixed.

The basic content remains the same, some Aircrafts are flying with
Rembrandt not with ALS , others are flying with ALS not with Rembrandt.

BTW: There is a huge issue which should be solved, we have noticed  some
not explained performances drop down when using some GPU


Thank
Ahmad fro the team


On 18 June 2013 10:57, Renk Thorsten thorsten.i.r...@jyu.fi wrote:

  A nice list and it's all worthwhile improvement, but it's all tinkering
  around the edges of existing stuff. There's no step change which would
  justify 3.0 IMO. For that we need something major, like new terrain
  (850) or Rembrandt as the default.

 *shrugs*

 This would depend on if you're a Rembrandt user (in which case you'd like
 to have a major step in Rembrandt) or an ALS user (in which case you'd
 expect a major step in ALS for a 3.0). From my perspective, it's not
 tinkering around the edges.

 In terms of code, ALS has about doubled the number of lines. In terms of
 features, ALS has now all the features that it could theoretically serve as
 default rendering scheme if so desired without major gaps like missing
 trees or model effects - this wasn't the case last time, which is why I
 didn't vote 3.0 last time but why I do now. If you're not a user of these
 features, they obviously won't impress you much, but they are there
 nevertheless.

 The way I see it, waiting for a dramatic step will not ever give us a 3.0,
 because if some dramatic new feature is introduced, we'd first want to test
 and observe it, so it will be experimental for a while (so with Rembrandt,
 ALS and Advanced Weather which all didn't prompt a new number before the
 decimal), and then the next release will obviously only see progress on
 existing things, not dramatic new stuff. So, from that perspective, also
 Rembrandt has by now reached a stable and well tested state and featuring
 it no longer as experimental would also argue for a 3.0.


  Right now we have Terrasync partly broken in
  Win  64, which will probably not be fixed until after the release. We
 still
  cannot select the Screenshot Directory from the gui. I think that all
  argues for 2.12.

 I'm not sure I follow you that selecting a screenshot directory from the
 GUI is a major advance justifying a 3.0, but a detailed terrain shader is
 not. I'm also not sure why Terrasync partially being broken argues for not
 releasing 3.0 rather than fixing it before the release.

 But 3.0 is only my (certainly biased) impression. I agree that it would be
 terrific to have new terrain. But I don't really see a date, and at some
 point it seems to me we have added so many features beyond what used to be
 in 2.0 that it's now 3.0 - which is, from my perspective, now.

 * Thorsten

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Re: [Flightgear-devel] Autopilot, Way point, GPS definitively broken ?

2013-06-18 Thread grtuxhangar team
Hello, James

Back to the topic.

Thanks for the fix , right now we can use again the Autopilot with the GPS.
However the altitude is lost at each WP loading, set to Zero.
We could, before,  keep on the original defined AP altitude, all over the
trip.
I know it was  not realistic.
May be that cruise altitude given within the route manager could be used,
to init the AP altitude, thus to keep on the right altitude along the trip.

Any idea ?
Thank

Ahmad


On 18 June 2013 01:40, grtuxhangar team hohora...@gmail.com wrote:

 Just tested with the Cub, working perfectly.
 Thank a lot
 Ahmad


 On 17 June 2013 16:42, James Turner zakal...@mac.com wrote:


 On 17 Jun 2013, at 15:41, grtuxhangar team hohora...@gmail.com wrote:

 If you refer to your last fix (yesterday) , it is not sufficient,
  since like said the /autopilot/settings/gps-driving-true-heading
 property is not set to true.


 No, I need to make further tweak this evening, don't worry :)

 Regards,
 James



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Re: [Flightgear-devel] reminder: entering feature freeze now

2013-06-18 Thread Renk Thorsten
 3/ To wait for better development reaching the target to have REMBRANDT  
 and
 ALS working well all together, and definitively included within FG.
(...)
 The basic content remains the same, some Aircrafts are flying with
 Rembrandt not with ALS , others are flying with ALS not with Rembrandt

Much has been said about this already. So I'll be brief (by my standards...).

Please consider: The framerate you get to see depends, with full eye candy on 
and on modern CPUs, almost exclusively on how fast the GPU can process the 
shaders. Shader execution speed depends measurably on the number of operations 
performed.  I've now had three years to gain hands-on experience benchmarking 
shaders what runs how fast - I believe I do have a good understanding of what's 
going on by now.

You seem to imagine a 'best of two worlds scenario' here. Just looking at the 
operations which the GPU needs to perform for ALS+R and comparing with ALS or R 
alone, the following is far, far more likely to happen:

* The framerate of ALS+R will be a bit slower than the minimum of the framerate 
you get in Rembrandt now and the framerate you get in ALS now. You say you 
can't run ALS on your machine right now - you'll also be unable to run ALS+R, 
because it will be even slower. 

* I have yet to see a plane in which the normal mapping is properly declared 
fails to render properly under ALS, but assuming for a moment it exists - for a 
plane to render under ALS+R, it would have to render now under ALS *and* under 
Rembrandt. Which is to say, if it doesn't run under ALS now, it won't run under 
ALS+R, if it isn't Rembrandt compatible, it also won't run under ALS+R. So the 
number of planes which renders properly for you will be even smaller.

* As a result, we would be advertizing features which almost no one can run. 
You won't be able to run it because ALS fails to be fast enough for you, I 
won't be able to run it because Rembrandt fails to run fast enough for me, so 
we'll end up creating a major PR disaster with endless user complaints about 
abysmally low framerates and posts all over the place 'But I can run insert 3d 
game here without any problems, so Flightgear must be really badly written.' 

So all problems which the individual rendering frameworks have now will be 
worse. You will also combine the features of course, so you could render 
gorgeous sunset scenes with long shadows cast by mountains - but what's the use 
if that happens at 10 fps?

I have yet to see any real argument why this shouldn't happen. I have test data 
how much you save by perfect z-buffering as used in deferred rendering, and 
that will mitigate the problem but not solve it.  Frankly, I'm not keen to 
spend half a year coding something just to create a stream of complaints about 
unusable framerates. All tests I have done so far back me up. So - are you sure 
you would want it even if less planes work and you get less framerate than now? 
Because asking for features just costs a few lines of typing, implementing them 
is a lot more expensive.


* Thorsten


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[Flightgear-devel] trees

2013-06-18 Thread syd adams
No one else has mentioned this so maybe its time for a make clean , but
this is what Im seeing after the recent tree updates :

http://imagebin.org/261806
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Re: [Flightgear-devel] trees

2013-06-18 Thread Vivian Meazza
Syd,

 

We fixed that bug a while back, I hope J. Could you rebuild with the latest
FG/SG and try again with the latest FGDATA? I really hope that fixes it!

 

Vivian

 

From: syd adams [mailto:adams@gmail.com] 
Sent: 18 June 2013 19:16
To: FlightGear developers discussions
Subject: [Flightgear-devel] trees

 

No one else has mentioned this so maybe its time for a make clean , but this
is what Im seeing after the recent tree updates :

 

http://imagebin.org/261806

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Re: [Flightgear-devel] trees

2013-06-18 Thread Stuart Buchanan
On Tue, Jun 18, 2013 at 8:22 PM, Vivian Meazza  wrote:
 Syd,
 We fixed that bug a while back, I hope J. Could you rebuild with the latest
 FG/SG and try again with the latest FGDATA? I really hope that fixes it!

Me too!

Syd - if it doesn't fix it, can you let me know the following:

1) Are you seeing this for all forested areas (e.g. around KHAF)?  Or is this
specific to explicitly placed trees in the scenery?

2) Any errors on the console?

3) What rendering settings do you have?

Thanks,

-Stuart

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Re: [Flightgear-devel] reminder: entering feature freeze now

2013-06-18 Thread Kleo G .
ALS already has an ON/OFF selection button.
Wouldn't it be useful for Rembrandt to also have such a button, thus being able 
to switch it on or off either without restarting the sim?? It would skip all 
the inconvenience of restarting the sim for activating Rembrandt.

Thank you! :)/Kle
-


 From: thorsten.i.r...@jyu.fi
 To: flightgear-devel@lists.sourceforge.net
 Date: Tue, 18 Jun 2013 16:26:16 +
 Subject: Re: [Flightgear-devel] reminder: entering feature freeze now
 
  3/ To wait for better development reaching the target to have REMBRANDT  
  and
  ALS working well all together, and definitively included within FG.
 (...)
  The basic content remains the same, some Aircrafts are flying with
  Rembrandt not with ALS , others are flying with ALS not with Rembrandt
 
 Much has been said about this already. So I'll be brief (by my standards...).
 
 Please consider: The framerate you get to see depends, with full eye candy on 
 and on modern CPUs, almost exclusively on how fast the GPU can process the 
 shaders. Shader execution speed depends measurably on the number of 
 operations performed.  I've now had three years to gain hands-on experience 
 benchmarking shaders what runs how fast - I believe I do have a good 
 understanding of what's going on by now.
 
 You seem to imagine a 'best of two worlds scenario' here. Just looking at the 
 operations which the GPU needs to perform for ALS+R and comparing with ALS or 
 R alone, the following is far, far more likely to happen:
 
 * The framerate of ALS+R will be a bit slower than the minimum of the 
 framerate you get in Rembrandt now and the framerate you get in ALS now. You 
 say you can't run ALS on your machine right now - you'll also be unable to 
 run ALS+R, because it will be even slower. 
 
 * I have yet to see a plane in which the normal mapping is properly declared 
 fails to render properly under ALS, but assuming for a moment it exists - for 
 a plane to render under ALS+R, it would have to render now under ALS *and* 
 under Rembrandt. Which is to say, if it doesn't run under ALS now, it won't 
 run under ALS+R, if it isn't Rembrandt compatible, it also won't run under 
 ALS+R. So the number of planes which renders properly for you will be even 
 smaller.
 
 * As a result, we would be advertizing features which almost no one can run. 
 You won't be able to run it because ALS fails to be fast enough for you, I 
 won't be able to run it because Rembrandt fails to run fast enough for me, so 
 we'll end up creating a major PR disaster with endless user complaints about 
 abysmally low framerates and posts all over the place 'But I can run insert 
 3d game here without any problems, so Flightgear must be really badly 
 written.' 
 
 So all problems which the individual rendering frameworks have now will be 
 worse. You will also combine the features of course, so you could render 
 gorgeous sunset scenes with long shadows cast by mountains - but what's the 
 use if that happens at 10 fps?
 
 I have yet to see any real argument why this shouldn't happen. I have test 
 data how much you save by perfect z-buffering as used in deferred rendering, 
 and that will mitigate the problem but not solve it.  Frankly, I'm not keen 
 to spend half a year coding something just to create a stream of complaints 
 about unusable framerates. All tests I have done so far back me up. So - are 
 you sure you would want it even if less planes work and you get less 
 framerate than now? Because asking for features just costs a few lines of 
 typing, implementing them is a lot more expensive.
 
 
 * Thorsten
 
 
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