Re: [Flightgear-devel] Terrain self-shading
Hi Thorsten, I presume the balance between ambient and diffuse should vary with the weather. A clear sky gives harsh shadows and overcast sky with several layers of clouds gives barely any shadows (dull day in photographer speak). Your results (which are really pretty) are likely to be unrealistic with bad weather and perhaps a middle term as it is now will fit more situations if the balance is not adjustable. Regards, -Fred -- Precog is a next-generation analytics platform capable of advanced analytics on semi-structured data. The platform includes APIs for building apps and a phenomenal toolset for data science. Developers can use our toolset for easy data analysis visualization. Get a free account! http://www2.precog.com/precogplatform/slashdotnewsletter ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] A collection of questions
Hi Thorsten, De: Renk Thorsten If I may bother everyone again - here's my current list of open questions. Any help or pointers would be appreciated: * Where do the runway and taxiway lights enter the rendering scheme? They need to be fogged consistently with the rest of the scene, but I do not know where to set this - which effect are they using? Context: In low visibility scenes, lights remain visible to large distances because they go to the default fog color rather than the atmospheric light scattering fog color. See http://users.jyu.fi/~trenk/pics/catIIIb.jpg Light objects are built in simgear/scene/tgdb/pt_lights.cxx There effect is built in C++ in the getLightEffect function. It is not configurable as it is now. Ideally, this function should be replaced by a lookup in the material file to find a configurable effect. But I didn't thought about the implications of doing so. * Where does precipitation enter the rendering scheme? Context: I have received the suggestion to change the lighting of rain and snow to agree better with the environment lighting - but I don't know where the lighting for precipitation is defined in the first place. See http://www.flightgear.org/forums/viewtopic.php?f=69t=7358start=555#p176734 Precipitations use the OSG particle effect. I don't thing it is something configurable as the shader is coded in OSG C++ code. Maybe this is something we should try rewriting in order to make the lighting different. The implementation of the effect is in simgear/environment/precipitation.cxx * Why are the runway and taxiway designation signs using the terrain shader? Can (should) this be changed? Context: The terrain ubershader at high detail assumes that vertical surfaces need to be rock. If a sign is rendered by the terrain shader, the shader consequently makes the sign vanish and replaces it with rock unless the rock texture is explicitly set to 'off'. This could be hacked around by just setting it off for every sign, but I am thinking that a better solution would be to render these objects with a model shader because the features of a terrain shader do not really make sense in this context. See http://www.flightgear.org/forums/viewtopic.php?f=47t=18999 No idea. Certainly a shortcoming. * Can we generate more vertex attributes than tangents, normals and binormals? For instance, can we do components of the curvature? Context: Lots of vegetation patterns in nature are 'on the valley floors' or 'along a ridge'. In order to tag those with shader effects, one would need curvature. For instance, valley floors are defined by normal pointing upward and positive curvature, the ridges are defined by normal pointing upward and negative curvature. This would allow much more natural distributions of overlay patterns. Problem : it consumes GPU memory even if the technique requiring the extra attributes is not selected * How difficult would it be to expand the tree generating system to a multi-tier system in which we can in addition generate a circle of vegetation in the range of ~50-100 m for high resolution scenes landing off airfields? Do we generate the memory load from trees at tile loading time, or at tree loading time? Context: Would be very cool to have ;-) * Just how are the LOD ranges defined in the view menu used? I am genuinely confused, I understand that LOD bare sets the terrain, but that's the limit. Does anyone know? These properties were introduced by me back in 2004 when I began to populate the SFO area with static buildings. I originally provided 2 or 3 versions of the geometry in the same model selected by a range animation. Thanks in advance for any help with these! Regards, -Fred -- Minimize network downtime and maximize team effectiveness. Reduce network management and security costs.Learn how to hire the most talented Cisco Certified professionals. Visit the Employer Resources Portal http://www.cisco.com/web/learning/employer_resources/index.html ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] 2.10.1
Hi, - Mail original - De: Gary Neely grne...@gmail.com On Wed, Mar 13, 2013 at 9:31 AM, James Turner zakal...@mac.com wrote: Hi, As previously suggested, I am going to attempt a 2.10.1 release, to see if this improves our perceived quality. There's some bug fixes I am already aware of, including a Windows path-handling one which is quite significant. I would appreciate nominations for other bug-fixes and low-risk tweaks, to be merged to the release branches, including fgdata. Ideally give me SHAs of commits on next, which I can safely cherry pick to the release branches - if commits need editing, a merge-request would be easier for me to process. Or you can merge yourself to the release branches, providing you exercise suitable diligence :) Regards, James Howdy James, With regard to the Windows release, after installing Setup Flightgear 2.10.0.3.exe on Windows XP, when launching fgrun I immediately get the following error/warning: There is no disk in the drive. Please insert a disk into drive D:. It does it upon launch of fgrun, and it will also do it later upon selection of the dhc2 aircraft. After removing all aircraft and cleaning out the fgrun preferences file, fgrun still gripes about no disk in drive D: on launch.Everything still works if one simply selects Continue, though it's a bit annoying. I haven't seen this mentioned elsewhere, though I didn't search rigorously. If this is related to the Windows path-handling thing, then please ignore me. :) It looks like we forgot lesson learned with issue #284 :( I am fixing Jenkins right now. Regards, -Fred -- Everyone hates slow websites. So do we. Make your web apps faster with AppDynamics Download AppDynamics Lite for free today: http://p.sf.net/sfu/appdyn_d2d_mar ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] 2.10.1
With regard to the Windows release, after installing Setup Flightgear 2.10.0.3.exe on Windows XP, when launching fgrun I immediately get the following error/warning: There is no disk in the drive. Please insert a disk into drive D:. It does it upon launch of fgrun, and it will also do it later upon selection of the dhc2 aircraft. After removing all aircraft and cleaning out the fgrun preferences file, fgrun still gripes about no disk in drive D: on launch.Everything still works if one simply selects Continue, though it's a bit annoying. I haven't seen this mentioned elsewhere, though I didn't search rigorously. If this is related to the Windows path-handling thing, then please ignore me. :) It looks like we forgot lesson learned with issue #284 :( I am fixing Jenkins right now. After further verifications, it isn't the case. Configuration option is still there. BTW, D: is the drive where Jenkins builds windows binaries, so it should be something like a build path configured in the generated binaries. Regards, -Fred -- Everyone hates slow websites. So do we. Make your web apps faster with AppDynamics Download AppDynamics Lite for free today: http://p.sf.net/sfu/appdyn_d2d_mar ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] RE : Re: How to get my bug fix into the git?
Hi, I am pretty sure msvc already has #define strdup _strdup In one of its standard header. At least something to check Regards -Fred Thomas Geymayer tom...@gmail.com a écrit : Am 2013-03-03 05:20, schrieb Zhitao Li: I believe your commit has fixed the specific problem, however, there is more similar string related heap corruptions popping up in the debug mode, I think I can try to fix them in a similar way you did to fix this one, if it's OK Yes, there strdup is used 7 more times, but we can not replace all with std::string as eg. in BufferedLogCallback.cxx it would get very slow. Maybe you can try if somehow adding a #define strdup _strdup works with MSVC? Tom -- Thomas Geymayer www.tomprogs.at / C-Forum und Tutorial: www.proggen.org Student of Computer Science @ Graz University of Technology --- Austria -- Everyone hates slow websites. So do we. Make your web apps faster with AppDynamics Download AppDynamics Lite for free today: http://p.sf.net/sfu/appdyn_d2d_feb ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Everyone hates slow websites. So do we. Make your web apps faster with AppDynamics Download AppDynamics Lite for free today: http://p.sf.net/sfu/appdyn_d2d_feb___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Simgear fix mingw - broke windows
De: Alan Teeder ajtee...@v-twin.org.uk Just a heads up with MSVC10 The commit “fix mingw” has broken native windows. 3 sample_group.cxx 3C:\FlightGear\simgear\simgear\sound\sample_group.cxx(37): error C2039: '_isnan' : is not a member of 'std' 3C:\FlightGear\simgear\simgear\sound\sample_group.cxx(37): error C2873: '_isnan' : symbol cannot be used in a using-declaration BTW, there is a _isnan check in CMakeList.txt. See : https://gitorious.org/fg/simgear/blobs/next/CMakeLists.txt#line279 Regards, -Fred -- The Go Parallel Website, sponsored by Intel - in partnership with Geeknet, is your hub for all things parallel software development, from weekly thought leadership blogs to news, videos, case studies, tutorials, tech docs, whitepapers, evaluation guides, and opinion stories. Check out the most recent posts - join the conversation now. http://goparallel.sourceforge.net/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Simgear fix mingw - broke windows
De: James Turner zakal...@mac.com On 18 Feb 2013, at 09:42, Frederic Bouvier fredfgf...@free.fr wrote: The commit “fix mingw” has broken native windows. 3 sample_group.cxx 3C:\FlightGear\simgear\simgear\sound\sample_group.cxx(37): error C2039: '_isnan' : is not a member of 'std' 3C:\FlightGear\simgear\simgear\sound\sample_group.cxx(37): error C2873: '_isnan' : symbol cannot be used in a using-declaration BTW, there is a _isnan check in CMakeList.txt. See : https://gitorious.org/fg/simgear/blobs/next/CMakeLists.txt#line279 Okay - shall I back this out? I can't test either MSVC or mingw locally, I was hoping the changes were safe enough to apply, my mistake. I am away from my computer currently. A safe change should be : #ifdef HAVE_STD_ISNAN using std::isnan; #endif instead of the single line added : using std::isnan; (to sample_group.cxx) Regards, -Fred -- The Go Parallel Website, sponsored by Intel - in partnership with Geeknet, is your hub for all things parallel software development, from weekly thought leadership blogs to news, videos, case studies, tutorials, tech docs, whitepapers, evaluation guides, and opinion stories. Check out the most recent posts - join the conversation now. http://goparallel.sourceforge.net/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FlightGear Jenkins Build win32 #926 and older quits
De: Heiko Schulz aeitsch...@yahoo.de Vivian, I reset FG/SG to 23rd Jan - that compiled and ran successfully. Vivian according to James and fred on the bug tracker, the bug has been fixed already. I just wait for Jenkins running again to test. In the meantime, you can define the HOME environment variable to a temp directory Regards, -Fred -- Free Next-Gen Firewall Hardware Offer Buy your Sophos next-gen firewall before the end March 2013 and get the hardware for free! Learn more. http://p.sf.net/sfu/sophos-d2d-feb ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] generators for tangent vectors running even if they should not
Hi, Currently there might be no significant change, as only generators available are for tangent vectors AFAIK, but this might come in handy later if more generators are added. It would be nice if generators could be attached to techniques instead of running unconditionally, even if the chosen technique don't require them. Regards, -Fred -- Everyone hates slow websites. So do we. Make your web apps faster with AppDynamics Download AppDynamics Lite for free today: http://p.sf.net/sfu/appdyn_d2d_jan ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] generators for tangent vectors running even if they should not
De: James Turner zakal...@mac.com On 30 Jan 2013, at 10:44, Frederic Bouvier fredfgf...@free.fr wrote: Currently there might be no significant change, as only generators available are for tangent vectors AFAIK, but this might come in handy later if more generators are added. It would be nice if generators could be attached to techniques instead of running unconditionally, even if the chosen technique don't require I can easily make the change Lauri suggested, but for moving them down to techniques, I would need some help to avoid breakage. But it's early enough in 2.11 I'd be happy to make such a change, or of course you are welcome, Fred! I know ;) I was suggesting that here as Lauri was the original contributor. I don't think the problem is trivial though. Regards, -Fred -- Everyone hates slow websites. So do we. Make your web apps faster with AppDynamics Download AppDynamics Lite for free today: http://p.sf.net/sfu/appdyn_d2d_jan ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Simgear windows compile - mathlib.c/test_state_machine
De: Alan Teeder Just a heads-up. (MSVC10) Alan 3 mathlib.c 3C:\FlightGear\simgear\simgear\nasal\mathlib.c(130): error C2143: syntax error : missing ';' before 'type' 3C:\FlightGear\simgear\simgear\nasal\mathlib.c(131): error C2065: 'range' : undeclared identifier 3C:\FlightGear\simgear\simgear\nasal\mathlib.c(131): error C2065: 'range' : undeclared identifier Reminder to all : MSVC is not C99 Compliant. It doesn't like C++ style variable declaration inside the body of a bloc Regards, -Fred -- Master Visual Studio, SharePoint, SQL, ASP.NET, C# 2012, HTML5, CSS, MVC, Windows 8 Apps, JavaScript and much more. Keep your skills current with LearnDevNow - 3,200 step-by-step video tutorials by Microsoft MVPs and experts. ON SALE this month only -- learn more at: http://p.sf.net/sfu/learnnow-d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Simgear windows compile- mathlib.c/test_state_machine
I think that we all know that Not sure as we can see it. Sorry - but please don´t blame the messenger. ;-( I agree we should live with that, and my intent wasn't to blame the messenger, only the careless committer ;) -Fred - Mail original - De: Alan Teeder ajtee...@v-twin.org.uk I think that we all know that, but unfortunately it is something that we have to live with - FG is multiplatform. Sorry - but please don´t blame the messenger. ;-( Alan -Original Message- From: Frederic Bouvier Sent: Wednesday, January 23, 2013 10:45 AM To: FlightGear developers discussions Subject: Re: [Flightgear-devel] Simgear windows compile- mathlib.c/test_state_machine De: Alan Teeder Just a heads-up. (MSVC10) Alan 3 mathlib.c 3C:\FlightGear\simgear\simgear\nasal\mathlib.c(130): error C2143: syntax error : missing ';' before 'type' 3C:\FlightGear\simgear\simgear\nasal\mathlib.c(131): error C2065: 'range' : undeclared identifier 3C:\FlightGear\simgear\simgear\nasal\mathlib.c(131): error C2065: 'range' : undeclared identifier Reminder to all : MSVC is not C99 Compliant. It doesn't like C++ style variable declaration inside the body of a bloc Regards, -Fred -- Master Visual Studio, SharePoint, SQL, ASP.NET, C# 2012, HTML5, CSS, MVC, Windows 8 Apps, JavaScript and much more. Keep your skills current with LearnDevNow - 3,200 step-by-step video tutorials by Microsoft MVPs and experts. ON SALE this month only -- learn more at: http://p.sf.net/sfu/learnnow-d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Master Visual Studio, SharePoint, SQL, ASP.NET, C# 2012, HTML5, CSS, MVC, Windows 8 Apps, JavaScript and much more. Keep your skills current with LearnDevNow - 3,200 step-by-step video tutorials by Microsoft MVPs and experts. ON SALE this month only -- learn more at: http://p.sf.net/sfu/learnnow-d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Master Visual Studio, SharePoint, SQL, ASP.NET, C# 2012, HTML5, CSS, MVC, Windows 8 Apps, JavaScript and much more. Keep your skills current with LearnDevNow - 3,200 step-by-step video tutorials by Microsoft MVPs and experts. ON SALE this month only -- learn more at: http://p.sf.net/sfu/learnnow-d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Simgear windows compile - mathlib.c/test_state_machine
Hi James, De: James Turner zakal...@mac.com On 23 Jan 2013, at 11:45, Frederic Bouvier fredfgf...@free.fr wrote: Reminder to all : MSVC is not C99 Compliant. It doesn't like C++ style variable declaration inside the body of a bloc I've pushed a fixed now, I would have fixed sooner but all the Windows slaves on Jenkins are doing something very strange, so I can't see Windows build failures. Gene and I are working on this issue and it seems to be resolved. I guess there's no upgrade to MSVC which adds C99 support? I think MS don't want to support it. Regards, -Fred -- Master Visual Studio, SharePoint, SQL, ASP.NET, C# 2012, HTML5, CSS, MVC, Windows 8 Apps, JavaScript and much more. Keep your skills current with LearnDevNow - 3,200 step-by-step video tutorials by Microsoft MVPs and experts. ON SALE this month only -- learn more at: http://p.sf.net/sfu/learnnow-d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] U2 manual
FYI : https://www.cia.gov/library/center-for-the-study-of-intelligence/utility-flight-hb-1-Mar-1959.pdf -Fred http://wiki.flightgear.org/Project_Rembrandt -- Master Visual Studio, SharePoint, SQL, ASP.NET, C# 2012, HTML5, CSS, MVC, Windows 8 Apps, JavaScript and much more. Keep your skills current with LearnDevNow - 3,200 step-by-step video tutorials by Microsoft MVPs and experts. ON SALE this month only -- learn more at: http://p.sf.net/sfu/learnnow-d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] CI server
Hi Gene, De: geneb ge...@deltasoft.com On Mon, 21 Jan 2013, ys wrote: Hi Gene Could have different reason, is also reported as bug with some jenkins versions ... https settings for anonymous user, windwos server, proxied and wrong proxy configuration ... In case you're running a nginx proxy I could send you another configuration to compare, with settings that work here for http and https. -Yves I'm not using any proxies and the site is hosted on a Linux box. I joined the Jenkins-users list today and asked about the issue there. Hopefully it'll bear fruit. If I could make a guess, I would say that the site somehow change credentials when we are logged in and use a default user/group when not (defaulting to nobody for instance). Maybe the image directory is protected and doesn't allow everyone to read its content. Again, just a guess Regards, -Fred -- Master Visual Studio, SharePoint, SQL, ASP.NET, C# 2012, HTML5, CSS, MVC, Windows 8 Apps, JavaScript and much more. Keep your skills current with LearnDevNow - 3,200 step-by-step video tutorials by Microsoft MVPs and experts. SALE $99.99 this month only -- learn more at: http://p.sf.net/sfu/learnmore_122412 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] CI server
Found this : https://issues.jenkins-ci.org/browse/JENKINS-14063 Maybe you already know. Regards, -Fred -- Master Visual Studio, SharePoint, SQL, ASP.NET, C# 2012, HTML5, CSS, MVC, Windows 8 Apps, JavaScript and much more. Keep your skills current with LearnDevNow - 3,200 step-by-step video tutorials by Microsoft MVPs and experts. SALE $99.99 this month only -- learn more at: http://p.sf.net/sfu/learnmore_122412 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] CI server
De: Frederic Bouvier fredfgf...@free.fr Found this : https://issues.jenkins-ci.org/browse/JENKINS-14063 Maybe you already know. As hinted in the bug reports, the update of the green balls plug-in seems to fix the problem Regards, -Fred -- Master Visual Studio, SharePoint, SQL, ASP.NET, C# 2012, HTML5, CSS, MVC, Windows 8 Apps, JavaScript and much more. Keep your skills current with LearnDevNow - 3,200 step-by-step video tutorials by Microsoft MVPs and experts. SALE $99.99 this month only -- learn more at: http://p.sf.net/sfu/learnmore_122412 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] The state of Wayland and Flightgear
De: James Turner On 8 Jan 2013, at 06:01, Jack Johnson wrote: Flightgear does not support Wayland yet. Pretty sure this is entirely an OSG issue - maybe you should investigate the status there. We just take osgViewer and use it (on all platforms), so whatever osgViewer does regarding X11 or Wayland is what we'll do too. Maybe Jack ignore that we rely mostly on Direct Rendering for OpenGL 3D acceleration and not on networked X11 protocol for drawing the view. Regards, -Fred -- Master SQL Server Development, Administration, T-SQL, SSAS, SSIS, SSRS and more. Get SQL Server skills now (including 2012) with LearnDevNow - 200+ hours of step-by-step video tutorials by Microsoft MVPs and experts. SALE $99.99 this month only - learn more at: http://p.sf.net/sfu/learnmore_122512 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Shader organization for 3.0
A random idea : I can de-emphasize them by having one or two overlay textures continuous across a boundary, so they don't stick out dramatically at first sight as they would do without texture mixing, but I do not know how to make them really go away except in very specific cases (using vegetation ordering in altitude and gradient in the mountains) - the shader simply doesn't know where the seams are, so they can't be hidden. How about extending the BTG format to record for each vertex the distance to boundary (in tc unit). The terragear toolchain would compute it offline and the runtime loader would convey that value to the shader as a vertex attribute. Distance for each fragment would be interpolated in a varying. A generate clause in the effect file would control if that attribute is really needed to same GPU memory in case of simple effects not relying on this distance. BTW: fixed-function opengl as already the concept of polygon edge : we can express the fact that a triangle edge is a polygon edge in case of tessellation. It's a boolean attribute of the vertex. Geometry shader can also process adjacency information if provided by the CPU through special primitives (GL_TRIANGLES_ADJACENCY and GL_TRIANGLE_STRIP_ADJACENCY) Regards, -Fred -- Master SQL Server Development, Administration, T-SQL, SSAS, SSIS, SSRS and more. Get SQL Server skills now (including 2012) with LearnDevNow - 200+ hours of step-by-step video tutorials by Microsoft MVPs and experts. SALE $99.99 this month only - learn more at: http://p.sf.net/sfu/learnmore_122512 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Shader organization for 3.0
De: Renk Thorsten thorsten.i.r...@jyu.fi Geometry shader can also process adjacency information if provided by the CPU through special primitives (GL_TRIANGLES_ADJACENCY and GL_TRIANGLE_STRIP_ADJACENCY) Oh, right - a geometry shader can probably receive a triangle as input, compute its center of gravity, shift all vertices outward by 5-10 m and return a slightly larger triangle to the vertex stage. I know very little about geometry shaders, but it'd be a nice reason to have a look. So, a sketch for a (probably rather unsophisticated scheme): * have a geometry shader make every triangle a little larger - in level terrain, we get then overlap of differently textured landclasses, and since we know how large we made the overlap region, we can later fade the textures in that region - in sloped terrain, we get artefacts as the enlarged triangles do not fit together properly, so * at the vertex shading stage, we need to determine if the terrain is flat or not - if the terrain is flat, we use the overlap region to blend textures later - if the terrain is a bit sloped, we shrink the overlap region (i.e. we tell the fragment shader to fade to alpha much faster) - if the terrain is very sloped, we reduce it to zero * at the fragment stage, we somehow tag fragments in the region where textures overlap and give them some alpha value - we end up with blended textures and (hopefullly manageable) artifacts What's not clear to me is how we determine if a fragment is close to a triangle edge or not. Somehow this requires to compare uninterpolated vertex coordinates with interpolated vertex coordinates, but it's not clear to me how the uninterpolated coordinates can be passed to the fragment stage. What's also not clear to me if this would ultimately fail due to z-fighting... Also, this scheme would operate on *any* triangle, regardless if it is actually at the landclass boundary or not. I do believe its operation would not show when there is no landclass boundary as one blends same with same texture. Feels somehow still... unsatisfactory. How about extending the BTG format to record for each vertex the distance to boundary (in tc unit). The terragear toolchain would compute it offline and the runtime loader would convey that value to the shader as a vertex attribute. Distance for each fragment would be interpolated in a varying. Well, yes - so then we know how far a fragment is from the boundary, but what we don't know is what the texture is I should blend into - so somehow we'd need to transport that, also allowing for edges in which n different textures meet... Ugly, ugly... First, from your sketch, I think you misunderstood where the gs fit. In fact it operates on the result of the vertex shader, and its output is directly rasterized to the fragment shader. But you can have a null vertex shader (that do nothing except outputting its input) and do the vertex work in the gs as you can have all the vertices of the primitive in the same function. But currently the gs is not able to tell if the edge of the current triangle processed is convex or concave, because it has no idea of the 3 adjacent triangles. The geometry shader specification adds new primitives with adjacency. See http://web.engr.oregonstate.edu/~mjb/cs519/Handouts/geometry_shaders.6pp.pdf (6th slide). That can be used to generate silhouettes if the normals don't point to the same direction. But that would require to modify the C++ code in order to push the adjacency information to the GPU. By the way, as a gs is able to create geometry, instead of expanding a single triangle, you can output the original triangle and a flat boundary around it using 3 quads (in fact 6 additional triangles). Combined with adjacency information, that way there would be no extra geometry for the edge shared by 2 triangles of the same landmass and only one when landmass differs. Anyway, I don't thing the using geometry shader without adjacency info is satisfactory for the reason you already exposed (z-fighting, hairy surface, etc) Regards, -Fred -- Master SQL Server Development, Administration, T-SQL, SSAS, SSIS, SSRS and more. Get SQL Server skills now (including 2012) with LearnDevNow - 200+ hours of step-by-step video tutorials by Microsoft MVPs and experts. SALE $99.99 this month only - learn more at: http://p.sf.net/sfu/learnmore_122512 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Shader organization for 3.0
By the way, do you know this book ? http://books.google.fr/books/about/Texturing_and_Modeling.html?id=bDlSJd8GfMcCredir_esc=y Regards, -Fred -- Master SQL Server Development, Administration, T-SQL, SSAS, SSIS, SSRS and more. Get SQL Server skills now (including 2012) with LearnDevNow - 200+ hours of step-by-step video tutorials by Microsoft MVPs and experts. SALE $99.99 this month only - learn more at: http://p.sf.net/sfu/learnmore_122512 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Iceland textures
Hi, //use additional convergence speed-up #ifdef USE_QDM_ASCEND_INTERVAL if(frac(level*0.5) EPSILON) level++; #elseif USE_QDM_ASCEND_CONST level++; #endif Try : #ifdef USE_QDM_ASCEND_INTERVAL if(frac(level*0.5) EPSILON) level++; #elif defined(USE_QDM_ASCEND_CONST) level++; #endif Regards, -Fred -- LogMeIn Rescue: Anywhere, Anytime Remote support for IT. Free Trial Remotely access PCs and mobile devices and provide instant support Improve your efficiency, and focus on delivering more value-add services Discover what IT Professionals Know. Rescue delivers http://p.sf.net/sfu/logmein_12329d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [Gitorious] Activity: tomprogs pushed 1 commits to nextn...
Simgear doesn't compile on Windows : 17D:\FGFSHudsonCMake\SimGear\SimGear\simgear\nasal\cppbind\cppbind_test.cxx(76): error C2440: 'specialization' : cannot convert from 'naRef (__thiscall Base::* )(naContext,int,naRef *)' to 'naRef (__cdecl *const )(T ,naContext,int,naRef *)' 17 with 17 [ 17 T=Base 17 ] 17 There is no context in which this conversion is possible 17D:\FGFSHudsonCMake\SimGear\SimGear\simgear\nasal\cppbind\cppbind_test.cxx(76): error C2973: 'nasal::GhostT::method' : invalid template argument 'naRef (__thiscall Base::* )(naContext,int,naRef *)' 17 with 17 [ 17 T=Base 17 ] 17 d:\fgfshudsoncmake\simgear\simgear\simgear\nasal\cppbind\Ghost.hxx(446) : see declaration of 'nasal::GhostT::method' 17 with 17 [ 17 T=Base 17 ] 17D:\FGFSHudsonCMake\SimGear\SimGear\simgear\nasal\cppbind\cppbind_test.cxx(76): error C2668: 'nasal::GhostT::method' : ambiguous call to overloaded function 17 with 17 [ 17 T=Base 17 ] 17 d:\fgfshudsoncmake\simgear\simgear\simgear\nasal\cppbind\Ghost.hxx(446): could be 'nasal::GhostT nasal::GhostT::methodnaRef Base::member(naContext,int,naRef *)(const std::string )' 17 with 17 [ 17 T=Base 17 ] 17 d:\fgfshudsoncmake\simgear\simgear\simgear\nasal\cppbind\Ghost.hxx(425): or 'nasal::GhostT nasal::GhostT::methodnaRef Base::member(naContext,int,naRef *)(const std::string )' 17 with 17 [ 17 T=Base 17 ] 17 while trying to match the argument list '(const char [7])' 17 17Build FAILED. See http://flightgear.simpits.org:8080/job/SimGear-Win-CMake/lastFailedBuild/console Regards, -Fred - Mail original - De: Gitorious no-re...@gitorious.org À: fredfgf...@free.fr Envoyé: Lundi 12 Novembre 2012 23:28:10 Objet: [Gitorious] Activity: tomprogs pushed 1 commits to nextn... Hello fredb, One of your favorites has a new activity: tomprogs pushed 1 commits to next next changed from 55fbe68 to 04685a8 View the commit log at https://gitorious.org/fg/simgear/commits View the diff online: https://gitorious.org/fg/simgear/commit/55fbe68e6253d5cacba2bec840a49f1b7b026362/diffs/04685a81794f8332373c57450920fb6f706d8d07 Diff: commit 04685a81794f8332373c57450920fb6f706d8d07 Author: Thomas Geymayer tom...@gmail.com Date: Mon Nov 12 23:28:00 2012 +0100 C++/Nasal bindings: allow registering free function as member diff --git a/simgear/nasal/cppbind/Ghost.hxx ... -- Monitor your physical, virtual and cloud infrastructure from a single web console. Get in-depth insight into apps, servers, databases, vmware, SAP, cloud infrastructure, etc. Download 30-day Free Trial. Pricing starts from $795 for 25 servers or applications! http://p.sf.net/sfu/zoho_dev2dev_nov ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Scenery not being loaded
multiple separate directories, you can separate the paths with : (works also on Windows). fgfs --fg-root=FGDATA_PATH --fg-scenery=CUSTOM_PATH1:CUSTOM_PATH2:... On windows, the path separator if ; -Fred -- Everyone hates slow websites. So do we. Make your web apps faster with AppDynamics Download AppDynamics Lite for free today: http://p.sf.net/sfu/appdyn_d2d_nov ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Moonlight reloaded
Hi Thorsten, De: Renk Thorsten thorsten.i.r...@jyu.fi À: FlightGear developers discussions flightgear-devel@lists.sourceforge.net Envoyé: Samedi 10 Novembre 2012 13:34:30 Objet: Re: [Flightgear-devel] Moonlight reloaded If you need any information about the moon's position and/or phase, just let me know. It should be trivial to extract these values from the ephemeris code. Thanks, that was what I was hoping for :-) It depends a bit on if Fred wants to do anything with the moon - my scheme would be fine with the angle of the moon above the horizon and the moon phase (or, as Curt explained, equivalently the relative angle between sun and moon) as properties. I think I have a brightness curve of moonlight as a function of phase somewhere, so from there I'd be good. However, if we want directional moonlight in Rembrandt, then I guess the info has to flow to the shader in a more direct way (like gl_LightSource[1].position) - in which case I'd use it from there. Don't wait for me. Anyway, sun direction and colors are given to shader via normal uniforms that are updated here (in Rembrandt mode only) : http://gitorious.org/fg/flightgear/blobs/next/src/Viewer/renderer.cxx#line1570 Moon equivalent should go the same way. I just don't have an idea on own to balance sun light and moon light without knowing the time of day or having test on the light direction. I suspect the difference in light intensity (dynamic range) doesn't fit in an 8-bit 3-component color. I was also thinking about replacing sun values by the one from the moon during night in the C++ code, without telling to the shaders. I didn't ponder on the cons of that approach thought. Regards, -Fred -- Everyone hates slow websites. So do we. Make your web apps faster with AppDynamics Download AppDynamics Lite for free today: http://p.sf.net/sfu/appdyn_d2d_nov ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Moonlight reloaded
Hi Curt, But now with Rembrandt maybe we can begin to cast the earth's shadow onto the moon? What do you think Fred? :-) It should be just a matter of rendering two spheres inside an FBO and using the resulting shadow map when rendering the moon sphere to show moon eclipses, or altering the sun light with a shadow map lookup to render sun eclipses. Regards, -Fred -- Everyone hates slow websites. So do we. Make your web apps faster with AppDynamics Download AppDynamics Lite for free today: http://p.sf.net/sfu/appdyn_d2d_nov___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] RE : Re: RE : Re: Re : Rembrandt Compatibility and Triple Monitor Configuration: Hardware Recommendations?
Durk, I would try to lower individual window size to see if it's just a memory problem. But if you want to show shadows and lights, you have to switch to single window anyway Regards -Fred Durk Talsma durkt...@gmail.com a écrit : Hi Fred, Okay, thank for clarifying. Perhaps if we have some time tonight, we might give it a try. If not, then I'll just run flightgear in regular mode. There's always next year. Cheers, Durk On 01 Nov 2012, at 17:07, Frederic Bouvier wrote: Hi Durk, The configurable pipeline has nothing to do with multiscreen. It is used to configure the way any viewport is rendered. The windows are setup using the camera group, the same than with the classic way. I don't know for Linux, but for Windows, the memory of each card doesn't add up. All resources are allocated on each card, and if not in sli mode, one card blit the other display to the other card. When in sli mode, frames are interleaved. So it's likely that your crash come from memory exhaution. Another thing is that shadows and lights are still broken/misplaced in dual screen, the only mode i can test. Regards, -Fred -- LogMeIn Central: Instant, anywhere, Remote PC access and management. Stay in control, update software, and manage PCs from one command center Diagnose problems and improve visibility into emerging IT issues Automate, monitor and manage. Do more in less time with Central http://p.sf.net/sfu/logmein12331_d2d___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] RE : Re: Re : Rembrandt Compatibility and Triple Monitor Configuration: Hardware Recommendations?
Hi Durk, The configurable pipeline has nothing to do with multiscreen. It is used to configure the way any viewport is rendered. The windows are setup using the camera group, the same than with the classic way. I don't know for Linux, but for Windows, the memory of each card doesn't add up. All resources are allocated on each card, and if not in sli mode, one card blit the other display to the other card. When in sli mode, frames are interleaved. So it's likely that your crash come from memory exhaution. Another thing is that shadows and lights are still broken/misplaced in dual screen, the only mode i can test. Regards, -Fred Durk Talsma durkt...@gmail.com a écrit : Hi Fred, re hardware upgrade: look at the wiki page for the memory requirements. I currently have a GTX 470 and it runs dual fullscreen well. I recently switched from an i7 930 to an i7 3770 (latest generation) and it made a huge difference in term of framerate (about 33% gain). Tim and Mathias already said that we are CPU bound and I can confirm by experience. Anyway, if I was about to change GPU, I'd take a GTX 660 Ti or a GTX 670. Just following up on an old thread. Last weekend, I got my new videocards (two GeForce GTX 660s) with 2Gigs of video ram. Running the Rembrandt code on a single windowed instance of FlightGear works nicely and out the box, but when I try to run the code with a triple screen set up, I get a segmentation fault. I've been reading up on the project Rembrandt wiki page, and I understand that you can set up a configurable pipeline, but it's not clear whether that is necessary or not. Additionally, while I understand the syntax, I have some trouble estimating, which parameters to fill in the sample code. Do you perhaps have a working example, since I've been hoping to get this to work before FSWeekend? Running on linux, with the X-Server in xinerama mode. I've placed a copy of my camera-view.xml file in my public dropbox folder: https://dl.dropbox.com/u/7455889/camera-view.xml Many thanks in advance! Cheers, Durk -- Everyone hates slow websites. So do we. Make your web apps faster with AppDynamics Download AppDynamics Lite for free today: http://p.sf.net/sfu/appdyn_sfd2d_oct ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Everyone hates slow websites. So do we. Make your web apps faster with AppDynamics Download AppDynamics Lite for free today: http://p.sf.net/sfu/appdyn_sfd2d_oct___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [Flightgear-commitlogs] SimGear branch, next, updated. f191b4f35c26d38cf856a9ea0e69706d2167396b
Hi, - commit f191b4f35c26d38cf856a9ea0e69706d2167396b Author: Thomas Geymayer Date: Fri Oct 19 11:48:39 2012 +0200 Move FGODGauge from FlightGear to SimGear. ... +// Written by Harald JOHNSEN, started May 2005. ... +// This program is free software; you can redistribute it and/or +// modify it under the terms of the GNU General Public License as +// published by the Free Software Foundation; either version 2 of the +// License, or (at your option) any later version. http://gitorious.org/fg/simgear/blobs/next/COPYING License mismatch ? -Fred -- Everyone hates slow websites. So do we. Make your web apps faster with AppDynamics Download AppDynamics Lite for free today: http://p.sf.net/sfu/appdyn_sfd2d_oct ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Shader optimization
Speaking of which - it'd be nice to have local north as well defined direction as well - that would allow for things like the snowline being higher on south slopes ... In the Northern hemisphere ;-) Regards, -Fred -- Everyone hates slow websites. So do we. Make your web apps faster with AppDynamics Download AppDynamics Lite for free today: http://p.sf.net/sfu/appdyn_sfd2d_oct ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Shader optimization
De: James Turner On 16 Oct 2012, at 13:38, Tim Moore wrote: The tile data on disk is actually stored in a coordinate system that is aligned with the earth-centric system, so Z points to the north pole. We rotate the coordinates back to a local coordinate system because that provides a much more useful bounding box for intersection testing and culling... and also lets you program snow lines in shaders :) Uh, are you sure about that? My understanding is that the BTG coords on the disk are in 'tile local' coords, i.e 'Z is up' BTG are in cartesian coordinates and are rotated at load time here : http://gitorious.org/fg/simgear/blobs/next/simgear/scene/tgdb/obj.cxx#line923 Regards, -Fred -- Don't let slow site performance ruin your business. Deploy New Relic APM Deploy New Relic app performance management and know exactly what is happening inside your Ruby, Python, PHP, Java, and .NET app Try New Relic at no cost today and get our sweet Data Nerd shirt too! http://p.sf.net/sfu/newrelic-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Simgear commit breaks Atlas (ot??)
t1.update( SGGeod::fromRad(lon, lat), 0, 0 ); There is also SGGeod::fromDeg to avoid the multiply by SGD_DEGREES_TO_RADIANS Regards, -Fred - Mail original - De: Alasdair Campbell ali...@btinternet.com À: FlightGear devel flightgear-devel@lists.sourceforge.net Envoyé: Dimanche 14 Octobre 2012 18:26:54 Objet: [Flightgear-devel] Simgear commit breaks Atlas (ot??) After SGTime: use SGGeod, quieter init. (James Turner 89d30acbc5040bf36a3329fcb21789d2855fa6d3) Atlas build (misc.cxx) fails at: double magneticVariation(double lat, double lon, double elev) { SGTime t1; lon *= SGD_DEGREES_TO_RADIANS; lat *= SGD_DEGREES_TO_RADIANS; t1.update(lon, lat, 0, 0); return sgGetMagVar(lon, lat, elev, t1.getJD()) * SGD_RADIANS_TO_DEGREES; } Can I get a suggestion to update this code in my local repo to: t1.update( const SGGeod location, time_t ct, long int warp ) Sorry, my c++ is so really rusty. Alasdair -- Don't let slow site performance ruin your business. Deploy New Relic APM Deploy New Relic app performance management and know exactly what is happening inside your Ruby, Python, PHP, Java, and .NET app Try New Relic at no cost today and get our sweet Data Nerd shirt too! http://p.sf.net/sfu/newrelic-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Don't let slow site performance ruin your business. Deploy New Relic APM Deploy New Relic app performance management and know exactly what is happening inside your Ruby, Python, PHP, Java, and .NET app Try New Relic at no cost today and get our sweet Data Nerd shirt too! http://p.sf.net/sfu/newrelic-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Simgear commit breaks Atlas (ot??)
De: Alasdair Campbell ali...@btinternet.com On Sun, 14 Oct 2012 20:47:01 +0200 (CEST) Frederic Bouvier fredfgf...@free.fr wrote: t1.update( SGGeod::fromRad(lon, lat), 0, 0 ); There is also SGGeod::fromDeg to avoid the multiply by SGD_DEGREES_TO_RADIANS Regards, -Fred - Mail original - De: Alasdair Campbell ali...@btinternet.com À: FlightGear devel flightgear-devel@lists.sourceforge.net Envoyé: Dimanche 14 Octobre 2012 18:26:54 Objet: [Flightgear-devel] Simgear commit breaks Atlas (ot??) After SGTime: use SGGeod, quieter init. (James Turner 89d30acbc5040bf36a3329fcb21789d2855fa6d3) Atlas build (misc.cxx) fails at: double magneticVariation(double lat, double lon, double elev) { SGTime t1; lon *= SGD_DEGREES_TO_RADIANS; lat *= SGD_DEGREES_TO_RADIANS; t1.update(lon, lat, 0, 0); return sgGetMagVar(lon, lat, elev, t1.getJD()) * SGD_RADIANS_TO_DEGREES; } Can I get a suggestion to update this code in my local repo to: t1.update( const SGGeod location, time_t ct, long int warp ) Sorry, my c++ is so really rusty. Alasdair Thank you Fred. I had tried something similar, but your suggestion still gives link error: g++ -g -O2 -DFGBASE_DIR='NONE/lib/FlightGear' -L/usr/local//lib -o Atlas Notifications.o Atlas.o GLUTWindow.o AtlasBaseWindow.o AtlasWindow.o AtlasController.o FlightTrack.o Image.o NavData.o Overlays.o AirportsOverlay.o AirwaysOverlay.o FixesOverlay.o NavaidsOverlay.o FlightTracksOverlay.o CrosshairsOverlay.o RangeRingsOverlay.o Tiles.o TileMapper.o Searcher.o Search.o Preferences.o Graphs.o Culler.o Scenery.o Background.o Cache.o LayoutManager.o Bucket.o Subbucket.o Palette.o misc.o Globals.o Geographics.o -lsgmagvar -lsgtiming -lsgmisc -lsgio -lsgserial -lsgdebug -lsgbucket -lsgstructure -lsgmath -lsgthreads -lplibsg -lplibpuaux -lplibpu -lplibfnt -lplibnet -lglut -lGLU -lGL -lXmu -lXt -lSM -lICE -lXi -lXext -lX11 -lpthread -lrt -lm -lpng -lz -ljpeg -lGLEW -lplibul -lcurl -lrt -lm misc.o: In function `magneticVariation(double, double, double)': /home/alasdair/Desktop/Atlas/src/misc.cxx:405: undefined reference to `SGTime::update(SGGeod const, long, long)' collect2: error: ld returned 1 exit status make[3]: *** [Atlas] Error 1 I am pulling my hair out:( Do I need to link against another sg library? Simgear library naming changed recently. -lsgmagvar -lsgtiming -lsgmisc -lsgio -lsgserial -lsgdebug -lsgbucket -lsgstructure -lsgmath -lsgthreads are gone and should be replaced by -lSimGearCore -lSimGearScene Regards, -Fred -- Don't let slow site performance ruin your business. Deploy New Relic APM Deploy New Relic app performance management and know exactly what is happening inside your Ruby, Python, PHP, Java, and .NET app Try New Relic at no cost today and get our sweet Data Nerd shirt too! http://p.sf.net/sfu/newrelic-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Depth buffers, render bins and passes
De: James Turner zakal...@mac.com On 4 Oct 2012, at 10:02, Renk Thorsten wrote: The cockpit is the biggest potential gain, but due to the near camera - far camera thingy, I don't see how this can be done on the level of editing effect files - maybe a suitable edit of the camera group code can pull that off, but I have no idea where to start there. If you figure that one out, it'd be great. Right, that's absolutely the first item on my 'look at easy performance gains' list. I have in my Rembrandt TODO list to restore the use of a near and a far camera to reduce z-fighting. But Rembrandt needs a monotonic depth buffer, and erasing it in the middle of a frame is not an option. So I think we can render the near camera using a depth range (see glDepthRange) of (say) 0.0 - 0.1 and the far camera with a range of 0.1 - 1.0. This will have the advantage to allow the near camera to be rendered first. Mathias or Tim also suggested to look to logarithmic depth buffer but that is more demanding and needs a shader for all geometry (already true for Rembrandt, but not for the classical renderer). Regards, -Fred -- Don't let slow site performance ruin your business. Deploy New Relic APM Deploy New Relic app performance management and know exactly what is happening inside your Ruby, Python, PHP, Java, and .NET app Try New Relic at no cost today and get our sweet Data Nerd shirt too! http://p.sf.net/sfu/newrelic-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Depth buffers, render bins and passes
De: Frederic Bouvier I have in my Rembrandt TODO list ... BTW, this is not meant to refrain anybody to follow this route or another ;-) Regards, -Fred -- Don't let slow site performance ruin your business. Deploy New Relic APM Deploy New Relic app performance management and know exactly what is happening inside your Ruby, Python, PHP, Java, and .NET app Try New Relic at no cost today and get our sweet Data Nerd shirt too! http://p.sf.net/sfu/newrelic-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Nav-cache
Hi Heiko, De: Heiko Schulz any other comments on my problem? After a while it loaded now the nav datas, but whenever I start FGFS again, it takes the same time again. Not sure if this behavior is intended... I know some people erase the content of the folder having autosave.xml. This folder is now used to host a navigation data cache. The first time, a SQL database is built to speedup future start. If this cache is erased every time, it defeats the purpose of the cache and make the start much longer every time. Just guessing... Regards, -Fred -- Don't let slow site performance ruin your business. Deploy New Relic APM Deploy New Relic app performance management and know exactly what is happening inside your Ruby, Python, PHP, Java, and .NET app Try New Relic at no cost today and get our sweet Data Nerd shirt too! http://p.sf.net/sfu/newrelic-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Depth buffers, render bins and passes
Hi Thorsten, De: Renk Thorsten thorsten.i.r...@jyu.fi I'm trying to understand why clouds can obscure hills and hills can obscure clouds properly. My individual bits of knowledge are: * clouds are drawn from outside in, because they are in a depth sorted bin, and this is why clouds obscure other clouds properly. * hills are not drawn from outside in but in some (unspecified) order, but they are drawn in two passes, and the second pass has depth functionlequal/function write-mask type=boolfalse/write-mask /depth declared which presumably does the trick of running a fragment only if its depth is lesser or equal to the buffered value but does not alter the depth buffer itself. There is no depth tag during the first pass, so the depth buffer seems to be doing something by default - at least write and perhaps also lequal testing? Unfortunately README.effects does not mention the depth buffer at all. This is correct Now, what I'm unsure about is the relative ordering of passes and rendering bins. Are the two passes of render bin 1 done before starting with render bin 2, or are first all passes 1 done for all render bins, then the passes 2? Clouds have a depth write-maskfalse/write-mask /depth tag in their single pass, so they don't modifiy the depth buffer, but there's also no lequal comparison specified - is this the default behaviour? Otherwise I simply don't see why a hill can possibly obscure clouds... Maybe the default is less. I need to check. Is it correct that if I want to insert any proxy for a cloud which is able to obscure terrain (i.e. does not require the terrain underneath to be rendered) this must go into pass 1 render bin 1 with no specific depth tag? What is the meaning of render bin -1 as specified for the first pass of terrain - should the cloud proxy rather go in there? -1 is before 1. No special meaning. Render bin numbers don't have to be positive. Quite in general - how is the precise ordering of the default rendering, and what buffers are available when? Thanks for any light anyone can shed on this. The scene is first traversed to collect objects, see if they fit in the view frustum and put them in render bins. This stage is called the cull traversal. Then render bins are sorted by their numbers and drawn in that order. When we declare multiple passes in an effects, all objects affected by the effect are duplicated the number of passes mentioned in the effect during the cull traversal. As each pass can have a render bin clause, all these duplicates are distributed in all the render bins before the draw stage. To summarize, all objects having a pass of render bin -1 are rendered before any object having a render bin 1. If an object have two passes, it is rendered twice, once with the objects of the same render bin than the first pass, once with the objects of the same render bin than the second pass. The second pass can be rendered before the first pass if the render bin numbers are inverted (the pass number has no rendering meaning). Regards, -Fred -- Don't let slow site performance ruin your business. Deploy New Relic APM Deploy New Relic app performance management and know exactly what is happening inside your Ruby, Python, PHP, Java, and .NET app Try New Relic at no cost today and get our sweet Data Nerd shirt too! http://p.sf.net/sfu/newrelic-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] 回复: Some ideas for better performance
sys/types.h, sys/time.h are ANSI C files and are part of Microsoft compilers for decades. They are in C:\Program Files (x86)\Microsoft Visual Studio 10.0\VC\include\sys Regards, -Fred - Mail original - De: ChenXu yak...@yahoo.com.cn À: FlightGear developers discussions flightgear-devel@lists.sourceforge.net Envoyé: Mercredi 26 Septembre 2012 21:46:57 Objet: [Flightgear-devel] 回复: Some ideas for better performance Hi, Sir, First, I am sorry for disturbing you with such a question. Because I really do not know to which group pf members should I ask this question and I urgently need a solution, I just ask anybody in the devl group. I think this problem should be easy for the persons in this group. My question is as below: I just begin to study Flightgear. I am trying to compile it on Win7+ VisualStudio2010 environment. When I was compiling SimGear, sys/types.h, sys/time.h, etc, are required. But I could not find them anywhere in my system. (They are natively Linux files.) I tried to download them from the Internet, and compiled again. This time, I got too many redefinition compile errors, caused by the declarations in the header files. So, what should I do to fix this problem? Thanks a lot. X.Chen 发件人: Renk Thorsten thorsten.i.r...@jyu.fi 收件人: FlightGear developers discussions flightgear-devel@lists.sourceforge.net 发送日期: 2012年9月19日, 星期三, 上午 3:59 主题: [Flightgear-devel] Some ideas for better performance Hi All, unfortunately, due to personal reasons, I won't have much coding time for the rest of the year, which means that I probably won't have a chance to do some things I sort of promised to do (make more shaders work in the atmospheric light scattering framework, help making atmospheric light scattering work in Rembrandt...). If anyone else wants to have a go at converting model shaders or the runway shader, I can still try to help, but right now I've even started up Flightgear just once during the last 4 weeks, so coding is just not something I can do. Anyway - there are some ideas and observations which I made and where I wanted to follow up, and I thought I just put them up here so that they may be discussed. I'm interested in making the appearance of the scenery more realistic with improved light and procedural texturing, i.e. things that end up in the shaders. At least on my system, if I run any eye candy features, the bottleneck is shaders (I can render a normal scene from the ufo without any shader effects with about 200 fps, on the other hand rendering urban effect on the whole screen drives me down to ~5 fps - I'm sure various statements which have been made on this list that our performance would be CPU limited are based on something, it's just nothing I am able to experience on my system, on my system it's shaders, more specifically fragment shader). So, that's what I would like to address - making Flightgear faster while expensive shaders are on. My general understanding of the situation There's a tendency for all the high quality eye candy to end up in the fragment shaders - see urban effect, water sine wave shader or my procedural texturing. In some sense that's good, because that decouples performance from the visibility range (since the number of pixels doesn't change), but it may also be bad if that constant performance is too low. I don't know how it is for others, but when I switch urban effect on, it relies on not too many patches of urban terrain in my field of view - if ~1/5 of the scene is urban, I still get decent performance, but if all I see is urban it becomes unusable and single digit experience. I guess there's part of the reason Stuart spent so much time on random buildings... My point being, something like the urban effect doesn't really generalize, we can't put expensive stuff all into the fragment shader if we can anticipate that it will fill a lot of the scene. Shuffling some load into the vertex shader helps a lot in the near zone (where a triangle has many pixels, and they're all filled based on three expensive operations at the corners) but loses out at the far edge of the visual range (where several vertices may fall into a single pixel). At least on my system, some things only run with usable speed (provided the visibility doesn't exceed a limit) because there's load in the vertex shader, so there's virtue in making the vertex shader do stuff. My understanding of Rembrandt is that essentially all operations go to the fragment stage since geometry is rendered in one initial pass and then buffered. If the situation is fragment-shader limited in the default scheme, my guess is that it will be even worse fragment-shader limited in deferred rendering. But admittedly what I have to say about deferred rendering is a bit guesswork. Clouds are a bit of an unrelated topic, as they can be very heavy on the vertex shader (all the billboard rotations need to be
[Flightgear-devel] RE : fg build error
You need to erase the cmake cache, your build directory and rebuild simgear Regards -Fred Alasdair ali...@btinternet.com a écrit : FG commit Update FindSimGear for simplified lib names, by James makes my build die with the error: CMake Error: The following variables are used in this project, but they are set to NOTFOUND. Please set them or make sure they are set and tested correctly in the CMake files: SIMGEAR_SCENE_LIBRARY_RELEASE (ADVANCED) cmake version is 2.8.9 simgear libs installed in /usr/local/lib/x86_64-linux-gnu simgear includes installed in /usr/local/include/simgear Distro debian/sid Regards Alasdair ali...@btinternet.com -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] strange screen
Can't think how to proceed from here though :-( Sigh! As you and others have mentioned, the wxradar connection ought to be a clue, but I am not brainy enough anymore to follow it up, especially if involves delving into OSG. If you are able to start Rembrandt, does it change anything ? Regards, -Fred -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] strange screen
On Tue, 2012-09-04 at 18:00 +0200, Frederic Bouvier wrote: Can't think how to proceed from here though :-( Sigh! As you and others have mentioned, the wxradar connection ought to be a clue, but I am not brainy enough anymore to follow it up, especially if involves delving into OSG. If you are able to start Rembrandt, does it change anything ? Regards, -Fred You bet your cotton-picking socks it does! Bravo! Horrible display, but that's to be expected on naff built-in graphics, without tuning: https://dl.dropbox.com/u/15936159/fgfs-rembrandt.png Shows full screen + screwy view port Progress ?? And the same screenshot with 'Debug Hide/Show Rendering Buffers' menu on, like in http://wiki.flightgear.org/File:Project_rembrandt_1.png (notice the corners) ? Regards, -Fred -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] strange screen
Here you go: https://dl.dropbox.com/u/15936159/fgfs-rem_rend_buffers_on.png You seem to be scenting the fox here, Fred Wish I knew what the rendering buffers tell you! The corners are rendered in a first pass in textures. These textures are resized when an event from OSG tells to, and then a transformation tells OpenGL to take the whole allocated space. Here, we see that the corners are not covering their allocated space, certainly because a bad viewport is given. The green image in the main window is in fact a Rembrandt bug (and a known source of bad performance) that is hidden when the images in the corners occupy all there space. It has the right viewport though. But without being able to reproduce, I don't know the reason of that. Regards, -Fred -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] strange screen
Here you go: https://dl.dropbox.com/u/15936159/fgfs-rem_rend_buffers_on.png You seem to be scenting the fox here, Fred Wish I knew what the rendering buffers tell you! The corners are rendered in a first pass in textures. These textures are resized when an event from OSG tells to, and then a transformation tells OpenGL to take the whole allocated space. Here, we see that the corners are not covering their allocated space, certainly because a bad viewport is given. The green image in the main window is in fact a Rembrandt bug (and a known source of bad performance) that is hidden when the images in the corners occupy all there space. It has the right viewport though. But without being able to reproduce, I don't know the reason of that. BTW: it looks like this one : http://code.google.com/p/flightgear-bugs/issues/detail?id=354 -Fred -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Error while compiling 2.6.0 on FreeBSD, what the reason?
Hi! Which version of FreeBSD ? Do you have BATCH enabled in make.conf ? Are you sure your port dependencies are up to date ? Do you have any other custom rules defined in make.conf ? Cheers, Martin. FreeBSD was relatively recent 9-STABLE, yesterday I upgraded it to 9.1-PRERELEASE #0 r240025. My make.conf only contains PERL_VERSION added by perl port. my bet is that FreeBSD has a macro named 'nitems' that conflicts with a FLTK member function of the same name. Regards, -Fred I'm not a programmer, but I could try to check it. Is there an accessible way to do it? You can add something like : #ifdef nitems #pragma message Someone defined nitems #undef nitems #endif after all #include of the problematic file Regards, -Fred -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] strange screen
Here you go: https://dl.dropbox.com/u/15936159/fgfs-rem_rend_buffers_on.png You seem to be scenting the fox here, Fred Wish I knew what the rendering buffers tell you! The corners are rendered in a first pass in textures. These textures are resized when an event from OSG tells to, and then a transformation tells OpenGL to take the whole allocated space. Here, we see that the corners are not covering their allocated space, certainly because a bad viewport is given. The green image in the main window is in fact a Rembrandt bug (and a known source of bad performance) that is hidden when the images in the corners occupy all there space. It has the right viewport though. But without being able to reproduce, I don't know the reason of that. BTW: it looks like this one : http://code.google.com/p/flightgear-bugs/issues/detail?id=354 If you start FG with --log-level=debug --log-class=view you'll be able to see messages like : FGEventHandler::handle: RESIZE event 763 x 1338, resizable: 1 FGRenderer::resize: new size 1338 x 763 What are yours ? Regards, -Fred -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] strange screen
If you start FG with --log-level=debug --log-class=view you'll be able to see messages like : FGEventHandler::handle: RESIZE event 763 x 1338, resizable: 1 FGRenderer::resize: new size 1338 x 763 What are yours ? Regards, -Fred I see FGRenderer::resize: new size 1904 x 993 but no reference to FGEventHandler::? I already has a look at FGRenderer::resize, but the method doesn't seem to do anything, except issue the above message at debug level. Keep going, Fred! I have every confidence you can crack this problem. It's the FGEventHandler::handle that actually do the resize. So if you don't see it it explains what you see. BTW: What is your OSG version ? Regards, -Fred -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] strange screen
I cannot therefore attribute this problem to the Catalyst driver. My git pull/build of 12 Aug did not display this problem. That of 1 Sep did. So I reckon it must have been a commit made between these dates. So you may want to git bisect to find which commit was the problem Thanks, -Fred -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Error while compiling 2.6.0 on FreeBSD, what the reason?
Hi, my bet is that FreeBSD has a macro named 'nitems' that conflicts with a FLTK member function of the same name. Regards, -Fred - Mail original - De: Nikolay Tychina niktych...@gmail.com À: flightgear-devel@lists.sourceforge.net Envoyé: Dimanche 2 Septembre 2012 23:45:47 Objet: [Flightgear-devel] Error while compiling 2.6.0 on FreeBSD, what the reason? Hi! I'm trying to build a port of FlightGear 2.6.0 on FreeBSD, and it fails with the same error every time. What can possibly cause it? I already contacted port maintainer, and he said the port should build fine. We tried reinstalling FLTK and the ports it depends on, but it didn't help. Scanning dependencies of target fgadmin [ 97%] Building CXX object utils/fgadmin/src/CMakeFiles/fgadmin.dir/fgadmin_funcs.cxx.o In file included from /usr/ports/games/flightgear/work/flightgear-2.6.0/utils/fgadmin/src/fgadmin.h:14, from /usr/ports/games/flightgear/work/flightgear-2.6.0/utils/fgadmin/src/fgadmin_funcs.cxx:37: /usr/local/include/FL/Fl_Check_Browser.H:100: error: expected unqualified-id before 'sizeof' /usr/local/include/FL/Fl_Check_Browser.H:100: error: expected `)' before 'sizeof' /usr/ports/games/flightgear/work/flightgear-2.6.0/utils/fgadmin/src/fgadmin_funcs.cxx: In member function 'void FGAdminUI::install_selected()': /usr/ports/games/flightgear/work/flightgear-2.6.0/utils/fgadmin/src/fgadmin_funcs.cxx:283: error: expected unqualified-id before '(' token /usr/ports/games/flightgear/work/flightgear-2.6.0/utils/fgadmin/src/fgadmin_funcs.cxx:283: error: expected primary-expression before ')' token /usr/ports/games/flightgear/work/flightgear-2.6.0/utils/fgadmin/src/fgadmin_funcs.cxx:283: error: expected primary-expression before ')' token /usr/ports/games/flightgear/work/flightgear-2.6.0/utils/fgadmin/src/fgadmin_funcs.cxx: In member function 'void FGAdminUI::remove_selected()': /usr/ports/games/flightgear/work/flightgear-2.6.0/utils/fgadmin/src/fgadmin_funcs.cxx:391: error: expected unqualified-id before '(' token /usr/ports/games/flightgear/work/flightgear-2.6.0/utils/fgadmin/src/fgadmin_funcs.cxx:391: error: expected primary-expression before ')' token /usr/ports/games/flightgear/work/flightgear-2.6.0/utils/fgadmin/src/fgadmin_funcs.cxx:391: error: expected primary-expression before ')' token *** [utils/fgadmin/src/CMakeFiles/fgadmin.dir/fgadmin_funcs.cxx.o] Error code 1 -- Nik -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Re : Rembrandt Compatibility and Triple Monitor Configuration: Hardware Recommendations?
Hi Durk, Rembrandt sort of work in multiscreen: you'll get a correct scene but with shadows and lights misplaced. There should be a matrix offset or perspective divide problem, that I wasn't able to fix for the moment. If Tim, Mathias or anybody else could have a look, I would be very grateful. re hardware upgrade: look at the wiki page for the memory requirements. I currently have a GTX 470 and it runs dual fullscreen well. I recently switched from an i7 930 to an i7 3770 (latest generation) and it made a huge difference in term of framerate (about 33% gain). Tim and Mathias already said that we are CPU bound and I can confirm by experience. Anyway, if I was about to change GPU, I'd take a GTX 660 Ti or a GTX 670. BTW: I also tested an AMD 7750 and it works pretty well for the price. I got 20 fps in 1280x720 geometry. I wouldn't consider it for multiscreen though ( admitedly, I didn't try) Regards, -Fred http://wiki.flightgear.org/Project_Rembrandt -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] 3D models import webform in production.
I sent model updates to fgf...@stockill.org a while ago. Is there any chance they will be inserted in the database ? Nobody monitors this address anymore ? My model is made of 3 xml, 3 .ac and 2 textures . How can I submit it ? And effects and shaders ? It came to me that a future-proof solution would be to allow any number of files of any kind, maybe with a check on a set of allowed format/extensions. BTW: here is the list of modified models in the base package that are not in the database : - Golden Gate bridge : http://scenemodels.flightgear.org/modeledit.php?id=78 (with fixed geometry by the way. The one in the database got corrupted I don't know how). - Bay bridge west : http://scenemodels.flightgear.org/modeledit.php?id=75 - Bay bridge east : http://scenemodels.flightgear.org/modeledit.php?id=77 - Airport beacon : http://scenemodels.flightgear.org/modeledit.php?id=34 - Airport light pole : http://scenemodels.flightgear.org/modeledit.php?id=359 I think Gijs modified the Alcatraz model : http://scenemodels.flightgear.org/modeledit.php?id=74 Regards, -Fred -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] 3D models import webform in production.
It came to me that a future-proof solution would be to allow any number of files of any kind, maybe with a check on a set of allowed format/extensions. It'll be hard to parse and test any number of files formats/extensions. Currently for 3D models we have approximately 30 to 40 tests (on the thumbnail, the textures, the XML, the AC3D...) running for each submission, and a visual check, to make sure that what is committed is right and not putting into danger our shared infrastructure. Don't know how we would cope with a infinite number of format. Not an infinite set of formats. A fixed/allowed number of format. Say : . AC3D . OSG (several variants) . PNG . JPG . RGB . EFF (effect) . FRAG/VERT/GEOM (shaders) . XML You cover a wide range of needs if you allow any number of files in this set of formats Regards, -Fred -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Changelog for Release 2.8.0
Hi Stuart, is 'improved terrain rendering' supposed to replace 'An improved simulation of atmospheric light scattering with terrain haze for the classical renderer.' ? https://gitorious.org/fg/fgdata/commit/3565b9e4046b00880d67afabea6d8119b7cd80ab Regards, -Fred -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Changelog for Release 2.8.0
De: Stuart Buchanan On Wed, Aug 15, 2012 at 1:50 PM, Frederic Bouvier wrote: Hi Stuart, is 'improved terrain rendering' supposed to replace 'An improved simulation of atmospheric light scattering with terrain haze for the classical renderer.' ? https://gitorious.org/fg/fgdata/commit/3565b9e4046b00880d67afabea6d8119b7cd80ab improved terrain rendering is a general statement covering - object masks - random buildings - regional textures As with the 2.6.0 release, the first couple of paragraphs are used as the release announcement, as well as the preface to the change log. So why removing this: 'An improved simulation of atmospheric light scattering with terrain haze for the classical renderer.' ? Do I missed something ? -Fred -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Changelog for Release 2.8.0
Hi Vivian, I think Curt has this video in mind : http://youtu.be/I5cqAgOnSxE Regards, -Fred - Mail original - De: Vivian Meazza vivian.mea...@lineone.net À: FlightGear developers discussions flightgear-devel@lists.sourceforge.net Envoyé: Mercredi 15 Août 2012 18:08:31 Objet: Re: [Flightgear-devel] Changelog for Release 2.8.0 Curt, Never easy is it? This might work: https://www.dropbox.com/sh/js2hm48d5amsjzy/ediTgCHinD/Vinson Vivian From: Curtis Olson [mailto:curtol...@gmail.com] Sent: 15 August 2012 16:50 To: FlightGear developers discussions Subject: Re: [Flightgear-devel] Changelog for Release 2.8.0 Oh, that link doesn't reference your name so it doesn't work (I get my own public folder) :-) On Wed, Aug 15, 2012 at 10:42 AM, Vivian Meazza vivian.mea...@lineone.net wrote: Curt, Here’s a few: https://www.dropbox.com/home/Public/Vinson Any good? I can soon rattle up a few more. Vivian From: Curtis Olson [mailto: curtol...@gmail.com ] Sent: 15 August 2012 16:19 To: FlightGear developers discussions Subject: Re: [Flightgear-devel] Changelog for Release 2.8.0 On Wed, Aug 15, 2012 at 10:13 AM, Vivian Meazza vivian.mea...@lineone.net wrote: blockquote Curt, I’m sure we could do a pretty good screenshot of Vinson. I’ll see what I can come up with. Vivian Hi Vivian, I'd love to have a couple nice Vinson shots -- at least one with shadows, and at least one with the new deck lighting. I keep wanting to make some new carrier ops videos -- watching the aircraft pass through the deck lights and get lighter/darker is subtle and happens quickly, but is pretty cool. Also watching the shadow on landing is also pretty cool, as is seeing the spinning radar dish shadows cast across the deck ... Curt. blockquote From: Curtis Olson [mailto: curtol...@gmail.com ] Sent: 14 August 2012 15:47 To: FlightGear developers discussions Subject: Re: [Flightgear-devel] Changelog for Release 2.8.0 On Tue, Aug 14, 2012 at 9:43 AM, Frederic Bouvier wrote: blockquote By the way, maybe we could contribute few screenshots (the best) to the OSG new website : http://www.openscenegraph.com/index.php/gallery/screenshots For the moment, FG is absent in this page. /blockquote How about a cool Rembrandt shot showing some nice lighting or shadows? The Vinson is pretty cool although I don't know how well that shows up as a screenshot? Curt. -- Curtis Olson: http://www.atiak.com - http://aem.umn.edu/~uav/ http://www.flightgear.org - http://gallinazo.flightgear.org -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel /blockquote -- Curtis Olson: http://www.atiak.com - http://aem.umn.edu/~uav/ http://www.flightgear.org - http://gallinazo.flightgear.org -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Curtis Olson: http://www.atiak.com - http://aem.umn.edu/~uav/ http://www.flightgear.org - http://gallinazo.flightgear.org -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel /blockquote -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats
Re: [Flightgear-devel] Changelog for Release 2.8.0
By the way, maybe we could contribute few screenshots (the best) to the OSG new website : http://www.openscenegraph.com/index.php/gallery/screenshots For the moment, FG is absent in this page. Regards, -Fred -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Error building FG on Windows (linking)
Where is OSG 3 ? It's a required dependency. You can download it from Jenkins if you don't want to build it yourself -Fred - Mail original - De: M. Carbax mcar...@gmail.com À: FlightGear developers discussions flightgear-devel@lists.sourceforge.net Envoyé: Samedi 11 Août 2012 17:52:45 Objet: Re: [Flightgear-devel] Error building FG on Windows (linking) Hi Geoff: First at all, thanks for your support and your insterest helping and encouraging me. Second: there is no way, I did follow the instructions you send me, sg with no problems, but fg doesn't work with the same error that always (I have to say that I use the MSVC 2010 Express). Nevertheless, please find enclosed the log file just in case you can see a clue . (https://www.dropbox.com/s/j6p2qka867gn03o/bldlog-1.txt) Many thanks, -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Rendering passes confusion - again
Hi Thorsten, I still haven't given up on the idea of 'masking' the terrain pixel shading by the cockpit, since even a very simple mask easily makes the system 50% faster for me. Lauri has kindly given me some instructions on how to use the stencil buffer - so the idea was to start by filling the stencil buffer with a mask whenever there is an opaque pixel in the model. In order to do so, I added this pass in front of the first pass declared in model-default.eff pass stencil functionalways/function value1/value passreplace/pass /stencil alpha-test comparisongequal/comparison value type=float0.99/value /alpha-test depth write-maskfalse/write-mask /depth /pass What happened is that I got the near camera rendered fine, but as good pretty much nothing from the far camera. I can insert the same code before the first pass declared in terrain-default.eff where it doesn't have any harmful side effects, the scene renders just fine. So the code as such isn't defunct. It seems I can insert no pass whatsoever before the first pass declared in model-default.eff without disabling the far camera. Which means there is something I don't understand at all. Is there absolute meaning to the passes, i.e. are all first passes done first, then the information obtained there is in the buffers and available for all other effects when the second passes run, or are passes only a means to establish relative order in the effect files? Why can't I add passes to model rendering, but I can to terrain, clouds or trees? I've tried to understand what is happening in CameraGroup.cxx, but I have no real clue - the whole context beats me, I don't even see where near or far camera are defined. Some explanations perhaps? The relevant code for passes is here : https://gitorious.org/fg/simgear/blobs/next/simgear/scene/material/Technique.cxx#line165 A pass is an OSG StateSet, a collection of OpenGL states that have a draw order ( the render-bin bin number ). This code renders geometry n times, one time for each pass. You have to understand that at this stage, geometry is only stored in collections and after all the scene is traversed, these collections (render bins) are sorted before the draw stage. The end result is that all geometry having a pass that have an order num of 0 is rendered before any geometry having a pass of higher order num. What can happen with the two cameras is that the stencil buffer is shared, but I don't think it is cleared between the rendering of the far camera and the rendering on the near camera, so you may end up accumulating both camera in a single buffer. If you want to experiment, try to change line 668 of renderer.cxx, and change : camera-setClearMask(GL_DEPTH_BUFFER_BIT); to : camera-setClearMask(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); Regards, -Fred -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Error building FG on Windows (linking)
So You have to discover why osg is not in the link command. -Fred - Mail original - De: M. Carbax mcar...@gmail.com À: FlightGear developers discussions flightgear-devel@lists.sourceforge.net Envoyé: Samedi 11 Août 2012 18:41:42 Objet: Re: [Flightgear-devel] Error building FG on Windows (linking) Hi Fred: I have the recommended directory structure so is d:\fg2\install\msvc100\OpenSceneGraph, and there the three subdirectories bin, include and lib. -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Rendering passes confusion - again
If you want to experiment, try to change line 668 of renderer.cxx, and change : camera-setClearMask(GL_DEPTH_BUFFER_BIT); to : camera-setClearMask(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); By the way, the far camera being rendered before the near camera, I don't see how we can mask the outside view with the cockpit. Regards, -Fred -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] 3D models import webform in production.
Hi Olivier, Hi Fred, Could you copy/paste the lines you added in your STG file to have the model included? From Scenery/Objects/w130n30/w123n37/942066.stg in fgdata : OBJECT_STATIC ggb-fb.xml -122.4760494 37.81876042 -0.05 105 (new Rembrandt version seen here : http://www.youtube.com/watch?v=q951rsP0DBk ) Regards, -Fred -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] 3D models import webform in production.
From Scenery/Objects/w130n30/w123n37/942066.stg in fgdata : OBJECT_STATIC ggb-fb.xml -122.4760494 37.81876042 -0.05 105 (new Rembrandt version seen here : http://www.youtube.com/watch?v=q951rsP0DBk ) Forgot: That I would desperately see in the repository before it got overwritten -Fred -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] 3D models import webform in production.
Hi, I sent model updates to fgf...@stockill.org a while ago. Is there any chance they will be inserted in the database ? My model is made of 3 xml, 3 .ac and 2 textures . How can I submit it ? Regards, -Fred - Mail original - De: Olivier acom...@yahoo.com À: FlightGear developers discussions flightgear-devel@lists.sourceforge.net Envoyé: Jeudi 9 Août 2012 18:03:47 Objet: [Flightgear-devel] 3D models import webform in production. Hi all, Just to let you know that the 3D models import webform in now in early production. The first 3D models (both static and shared) imported for test have been correctly shipped downwards by Terrasync. A big thank to Martin, Julien, Clément for their help and support. I hope you enjoy this tool and that it will make more scenery available via Terrasync, without having to download here and there, so we have a beautiful (hopefully with a new generated terrain) scenery to show for 3.0. Together with the other webforms for mass insertion, deletion, update, this is [yet another - but we're used to!] unique feature in the flight simulation world issued by FG! All tools are available on the usual website with scenemodels and mapserver data : http://scenemodels.flightgear.org/submission/ Enjoy, Olivier -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] 3D models import webform in production.
Frederic Bouvier wrote: My model is made of 3 xml, 3 .ac and 2 textures . How can I submit it ? Sounds like it should be submitted as three distinct models. It can't : it's one bridge and it's light volumes. Our format supports submodels, you know ? -Fred -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Error building FG on Windows (linking)
Hi Alan: Once more, thanks for trying to help, but there is no way: I tried SG $ FG 2.9.0, I followed the document, but the errors still appear: I give up :( I think that 10 days is enough. You have 2.8.0 rc4 if you can't wait -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Error building FG on Windows (linking)
I mean: 2.8.0 rc4 *binaries* are out. I doubt that you manage to compile from sources 2.8 if you can't for 2.9 Regards, -Fred - Mail original - De: M. Carbax mcar...@gmail.com À: FlightGear developers discussions flightgear-devel@lists.sourceforge.net Envoyé: Mercredi 8 Août 2012 17:17:26 Objet: Re: [Flightgear-devel] Error building FG on Windows (linking) Thanks Frederic: I tryed before 2.8.0 and 2.6.0, and the problem is the same: smething realted with simgear lib and unresolved external symbols. I don't know what I'm doing wrong, thanks, 2012/8/8 Frederic Bouvier fredfgf...@free.fr: Hi Alan: Once more, thanks for trying to help, but there is no way: I tried SG $ FG 2.9.0, I followed the document, but the errors still appear: I give up :( I think that 10 days is enough. You have 2.8.0 rc4 if you can't wait -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Procedural texturing merge request
Hi Thorsten, Hi Fred, I have created a merge request containing part of my recent experiments with procedural terrain texturing - please have a look (I hope I haven't messed up the request again...). https://www.gitorious.org/fg/fgdata/merge_requests/175 I will take care of it asap The request is merged Regards, -Fred -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Procedural texturing merge request
Hmmm, my shader micromanagement dialog box is only showing two options right now. Category General: landmass and water. There is an aicraft category at the bottom of the dialog, but no actual options to set. I'm running a pretty advanced nvidia card with very recent nvidia drivers. Has the system decided I don't have any shader options I can set other than these two ... this must be a recent change -- not long ago I remember having lots of shader options I could tweak. Here is how the dialog looks here : http://frbouvi.free.fr/flightsim/fgfs-shader-dialog.jpg Left: without atmospheric scattering Right: with atmospheric scattering (Rembrandt off of course) Regards, -Fred -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Procedural texturing merge request
You need to set the top two sliders on the right side -Fred - Mail original - De: Curtis Olson curtol...@gmail.com À: FlightGear developers discussions flightgear-devel@lists.sourceforge.net Envoyé: Mardi 7 Août 2012 22:49:05 Objet: Re: [Flightgear-devel] Procedural texturing merge request Hi Fred and Thorsten, I exited and restarted and seem to be getting the dialog more correctly now -- but I don't think I'm seeing the regional or procedure textures around Mojave. What should I be looking for there? I'm running with: --materials-file=Materials/regions/materials.xml and rembrandt off. Turning atmospheric scattering on/off seems to do the right thing now with the shader dialog box. But I'm not seeing anything different in the ground textures. Or do I need to have some sort of custom scenery installed that references the new material definitions? Thanks, Curt. On Tue, Aug 7, 2012 at 2:11 PM, Frederic Bouvier wrote: Hmmm, my shader micromanagement dialog box is only showing two options right now. Category General: landmass and water. There is an aicraft category at the bottom of the dialog, but no actual options to set. I'm running a pretty advanced nvidia card with very recent nvidia drivers. Has the system decided I don't have any shader options I can set other than these two ... this must be a recent change -- not long ago I remember having lots of shader options I could tweak. Here is how the dialog looks here : http://frbouvi.free.fr/flightsim/fgfs-shader-dialog.jpg Left: without atmospheric scattering Right: with atmospheric scattering (Rembrandt off of course) Regards, -Fred -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Curtis Olson: http://www.atiak.com - http://aem.umn.edu/~uav/ http://www.flightgear.org - http://gallinazo.flightgear.org -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [Flightgear-commitlogs] FlightGear Base Package branch, master, updated. 79e3dccf888d19a5cfa8372a5b6b592c0505f06d
Hi Vivian, - Mail original - De: Flightgear-commitlogs mar...@hypersphere.calit2.net À: flightgear-commitl...@lists.sourceforge.net Envoyé: Lundi 6 Août 2012 12:14:14 Objet: [Flightgear-commitlogs] FlightGear Base Package branch, master, updated. 79e3dccf888d19a5cfa8372a5b6b592c0505f06d The branch, master has been updated - Log - commit 79e3dccf888d19a5cfa8372a5b6b592c0505f06d Merge: e610e85 ca39a67 Author: Vivian Meazza Date: Mon Aug 6 10:28:22 2012 +0100 Merge branch 'master' of gitorious.org:fg/fgdata into work You could avoid this long commit log (and salvage the commit tree as James once explained) if you'd do : git rebase origin/master after pulling and before pushing. You may need to do git stash // before rebase followed by git stash pop // after rebase if you have uncommitted local mods in your tree Regards, -Fred -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Rembrandt effects
Btw - what is the practical application of all that clever stuff? Any chance of a review of FGRun to include some of the new items? All these effects (except night vision) are intended for our fellow users that master the art of video making by simulating some of the features of a real world camera, antique or modern. The more involved effects (think lens flare and depth of field) may require more thinking, but these one were easy to do and are cheap to run. And when they are disabled, another shader is in action, so no cost when off. They are available to git users through the Rembrandt rendering sub-dialog. A teaser is provided in the august 2012 newsletter. Regards, -Fred -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Procedural texturing merge request
Hi Thorsten, Hi Fred, I have created a merge request containing part of my recent experiments with procedural terrain texturing - please have a look (I hope I haven't messed up the request again...). https://www.gitorious.org/fg/fgdata/merge_requests/175 I will take care of it asap Regards, -Fred -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Ideas for terrain shader structure in 3.0
I don't know what is needed to launch it in Rembrandt. A Rembrandt material shader (one that is bound to scene geometry) is structured this way (Fragment shader) : void encode_gbuffer(vec3 normal, vec3 color, int mId, float specular, float shininess, float emission, float depth); main() { // Compute normal, // albedo (without light or fog or scene ambient), // specular luminance (or luminance of specular color), // shininess, // emission luminance, // depth of fragment in eye space in range [0..1] // set a material Id (1 : default, 254: water, 255: model ubershader) // other values for material Id should be taken care in sunlight shader and light shaders #ifdef REMBRANDT // call encode_gbuffer encode_gbuffer(normal, albedo, materialId, specular, shininess, emission, depth); // no light or fog computation #else // compute gl_FragColor from material properties already computed // and light sources gl_FragColor = ... ; #endif } Effects should test /sim/rendering/rembrandt/enabled in their predicate Regards, -Fred -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Ideas for terrain shader structure in 3.0
I'll certainly do what I can to help this one along. However, I'm not clear how this all ties in with the Rembrandt project. Are we in danger of having to tear it all down and starting over? I think it's fairly easy to unify shaders applied to geometry (models + terrain). Currently a Rembrandt shader computes material properties and then delegates the last step to an helper function : gbuffer_encode (https://gitorious.org/fg/fgdata/blobs/master/Shaders/gbuffer-encode.frag) We can imagine that this function (renamed to reflect more generality) could compute the final fragment color from material properties already computed and light source informations when used in the classical renderer. Different BRDF or lighting models are possible because Rembrandt has already the concept of material ID, allowing, for instance, to have water reflecting light differently than other kind of materials. This helper function will be chosen at run time using effect predicates and the link functionality of glsl programs. Sort of DLLs applied to shaders. Regards, -Fred -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Rendering passes question
De: Tim Moore timoor...@gmail.com On Fri, Jul 20, 2012 at 9:59 AM, James Turner zakal...@mac.com wrote: On 20 Jul 2012, at 07:22, Tim Moore wrote: We could use the stencil buffer without copying anything: render the near scene first, setting stencil bits, then enable the stencil test for the far scene. I believe that the stencil test has been extremely fast for years. Oooh, yes - I was forgetting the cameras are rendering to the same buffers. That seems like some low-hanging fruit indeed! The problem with this approach just became all too clear as I was checking out the PAF dc-3 (wow wow wow!): transparency. It can't handle transparent objects in the near scene -- e.g., the windshield -- without using either alpha bits in the frame buffer or doing a third pass for near transparent objects. Historically we have avoided frame buffer alpha as being exotic and /or slow; I don't know if we want to move in that direction. What about alpha-testing with a high value in this stencil pass ? Regards, -Fred -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Rendering passes question
Hi Tim James, De: James Turner On 20 Jul 2012, at 07:22, Tim Moore wrote: We could use the stencil buffer without copying anything: render the near scene first, setting stencil bits, then enable the stencil test for the far scene. I believe that the stencil test has been extremely fast for years. Oooh, yes - I was forgetting the cameras are rendering to the same buffers. That seems like some low-hanging fruit indeed! Rembrandt can't use a scheme where the depth buffer is cleared in between because it rely on it to compute positions. But it exhibits depth buffer precision problems too, especially when computing lights (if the light volume is too tight, it can miss to intersect the terrain). So I was thinking of playing with depth ranges : the far camera renders with a range [0.5..1] and then the near camera renders with the range [0..0.5]. I think this could be unified with the classical renderer. What do you think about that ? Regards, -Fred -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Rendering passes question
this could be unified with the classical renderer. What do you think about that ? I would probably give more of the range to the far camera e.g., [0.1..1.0]. This would probably work best with a floating point depth buffer, but if you do that, you might be able to go back to using only one pass. http://outerra.blogspot.fr/2012/06/couple-of-opengl-notes.html has some interesting insights into the various approaches. Would it be usable for the classical renderer ? The ideal situation would be that there is shared code here -Fred -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Brief test with fgfs RC3 for windows
Hi Geoff, BUT fgrun retains the paths to the previous 2.6, like C:\Program Files\FlightGear\bin\Win64\fgfs.exe C:\Program Files\FlightGear\data I had to manually change these... This should be fixed by the last commit to fgrun Regards, -Fred -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] 2.8-RC3 Startup Failure for Unknown Reasons
But as far as I can see this does not help very much. It mainly only advises all the DLLS loaded, and is not really a stack trace at all... Not really surprising as we don't generate debug info from the Jenkins builds Regards, -Fred -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Rendering passes question
So, was there a reason we texture and fog during the first pass and should I see any unexpected side effects, or can I simply use the trivial shaders and get my 12% framerate? The main reason to render textures at this stage is that textures with transparency do change the fragments that are rendered. Calculating the fog color seems wrong, but I don't have the sources in front of me and gitorious is acting up. For instance, drawing the bridges without textures will show a wall instead of the suspension chain, the strands and the iron structure. I had the same problem rendering to the shadow map. So you won't see a boat behind through the structure or between the strands if you don't render the alpha-tested transparency embedded inside textures. Regards, -Fred -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Reduced tiling (was Re: Shader menu structure)
..this kinda blending looks so good it should IMHO go into the current release, even if it means delaying the release. Delayed 6 month ? Regards, -Fred -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Shader menu structure
Hi Gijs, De: Gijs de Rooy gijsr...@hotmail.com Pushed the dialog fixes yesterday, please report any issues. Please try this : - start fg without Rembrandt enabled - enable atmospheric scattering - exit fg properly (to record your settings) - start fg with Rembrandt enabled - see the problem ;-) Regards, -Fred -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Rembrandt landing lights visible in MP or AI
Hi All, several aircraft have now landing lights in Rembrandt (DR400-jsbsim from PAF, c172p, Hurricane, ...). But not all are visible when seen as MP or AI models. With some changes and the help of Clément, we managed to have that : http://frbouvi.free.fr/flightsim/fgfs-rembrandt-dr400-multiplay.jpg To achieve that, the landing light animation was tight to the multiplayer properties (/sim/multiplay/generic/float[5] and /sim/multiplay/generic/int[11]) in order to show up in other's window. I tried the same with the c172p but unfortunately, I only see my own light. I presume the switch is not set to drive these properties. It would be cool if we could see other's light in MP. Regards, -Fred http://wiki.flightgear.org/Project_Rembrandt -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Rembrandt - ATI Radeo HD 7770 XT - Win 7 64-bit
Hi Geoff, Well since I still get a black screen after iconizing, I dropped in some debug output in src/Viewer/CameraGroup.cxx, around line 220, code like - static double last_w = -1.0; static double last_h = -1.0; void CameraInfo::resize(double w, double h) { if ((last_w != w)(last_h != h)) { printf(Resize from %f,%f to %f,%f\n, last_w, last_h, w, h ); last_w = w; last_h = h; } if (w -- 1.0 h == 1.0) return; etc and re-compiled. Just to see what value it was when I iconized... and ? [...] No more little squares in the corner, These are called 'rendering buffers' in the debug menu [...} Still get the lime green haze at certain angles - http://geoffair.org/tmp/rembrandt-green3.png http://geoffair.org/tmp/rembrandt-green4.png These are z-fighting between the geometry rendered in the geometry pass and the normal buffer incorrectly rendered a second time in the additional light pass. These artifacts on terrain are supposed to be past since commit http://gitorious.org/fg/simgear/commit/a634d7c3613170aa091bba6e651421e1c6213c90 There could be some remaining on models. Regards, -Fred -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Rembrandt - ATI Radeo HD 2600 XT - Ubuntu 10.04
Hi Geoff, Glad to hear the HD 7750 works fine in Win 7 64-bits... it seems very similar to the HD 7770 so no idea why I have such a bad 'crash' with Rembrandt ;=() Maybe later driver updates, or even as Rembrandt matures... I can only hope ;=)) will keep trying now and again, but the completely black screen for several seconds is quite frightening... Do you start FG windowed or full screen ? -Fred -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Rembrandt - ATI Radeo HD 2600 XT - Ubuntu 10.04
And none of this explains why Rembrandt CRASHES the Radeon HD 7770 - it stops working, and goes into auto-recovery - in my Windows 7 64-bit box. Without Rembrandt the fps there is 60... I bought myself a HD7750. The only issue I have under win7 64bit is that the fgfs window goes black if I minimize it. First investigation is that OSG open another context and reallocate all the resources already opened for the displayed window and exhaust memory, switching to pbuffers that are not supported by Rembrandt. No machine freeze or crash here. Regards, -Fred -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] The next FlightGear release (summer 2012)
The summer release will become v2.8.0. Rembrandt is included but disabled by default and announced as an experimental but cool new feature. Rembrandt is not the default renderer and to follow the consensus, I won't add a Rembrandt option to fgrun. The braves willing to experiment will have to discover the right enabling property. Regards, -Fred -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] The next FlightGear release (summer 2012)
If I recall correctly, Doom3 used shadow volumes (the famous Carmack's reverse) and not shadow mapping. As the technique was patented by Creative, Carmack had to rewrite it recently before making the Doom3 engine Open Source Regards, -Fred - Mail original - De: Michael scrat_h...@yahoo.com À: FlightGear developers discussions flightgear-devel@lists.sourceforge.net Envoyé: Lundi 11 Juin 2012 10:17:33 Objet: Re: [Flightgear-devel] The next FlightGear release (summer 2012) I wonder how it was done back in 2002 for Doom3 with OpenGL. Doom3 looks great, a huge contrast for ex. to X-Plane which is struggling as well to get flicker free shadows. --- On Fri, 6/8/12, Geoff McLane ubu...@geoffair.info wrote: From: Geoff McLane ubu...@geoffair.info Subject: Re: [Flightgear-devel] The next FlightGear release (summer 2012) To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net Date: Friday, June 8, 2012, 12:00 PM Hi, FWIIW I would opt for version 2.8 Concerning Rembrandt, it does not work on either of my 2 ATI cards - Radeon HD 2600 XT, running Ubuntu 64-bit, and Windows Vista 32-bit, and a Radeon HD 7700 series, in Windows 7 64-bit. I think I have tried all the options mentioned here... On the 2600 I usually see the corner buffer images, but no shadows. On the 7700 even no corner images, and after a certain time the card driver FAILS! I get a black screen, but thankfully it auto-recovers ;=() Oh, and I get about a 50%+ drop in frame rate... and at low viewing angles get flashing lime green over the foreground... So yes, for sure mention Rembrandt, but clearly mark it as in development ;=)) Is there a list anywhere of cards/drivers it DOES work on? If not too expensive maybe I would buy and try one ;=)) I seem to remember someone mentioning such a listing... On converting a/c, as I think someone mentioned why or how can this be done if the results can not be seen on his system! Sort of chicken and egg story... And for the 2.8 release, assume the MULTIPLE warnings will be 'removed', or suppressed, namely - Failed to create beacon for unknown runway 'KONT 26L OM' and about 28 more like this... Image C:/FG/fgdata/Textures/Water/waves-ver10-nm.dds uses compressed textures which cannot be supported on some systems. Please decompress this texture for improved portability. and about 6 more like this... We should not need to air this dirty washing on a release product ;=))! Regards, Geoff. -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] rembrandt
Hi Syd, it looks like not all internal buffers are resized. Maybe you don't have enough memory. Try to reduce the shadow map size in the preferences Rembrandt currently works only with no shader or just the model shader (the uber shader) Regards, -Fred - Mail original - De: syd adams adams@gmail.com À: FlightGear developers discussions flightgear-devel@lists.sourceforge.net Envoyé: Dimanche 10 Juin 2012 13:11:29 Objet: [Flightgear-devel] rembrandt Thought I'd show the state of rembrandt here .This is on an Acer Aspire laptop with ATI Mobility Radeon HD4250 graphics... and Ive heard that this current Ubuntu fglrx driver is buggy , but haven't successfully installed the latest driver from AMD ... maybe its time to go back to a desktop setup , and Nvidia :) http://en.zimagez.com/zimage/screenshot-12-06-10-044654am.php http://en.zimagez.com/zimage/screenshot-12-06-10-043606am.php Switching on skydome shader restores model color . Switching off ALL shaders gets me closer to a flyable system. Im just posting this to show my results here , I still think the card buffering is messed up and things might improve with an updated driver. Syd -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Windows crash
Does Jenkins build exhibit that problem ? Regards, -Fred - Mail original - De: Alan Teeder ajtee...@v-twin.org.uk À: FlightGear developers discussions flightgear-devel@lists.sourceforge.net Envoyé: Vendredi 8 Juin 2012 17:51:18 Objet: Re: [Flightgear-devel] Windows crash From: Alan Teeder Sent: Tuesday, June 05, 2012 5:28 PM To: Flightgear-devel@lists.sourceforge.net Subject: [Flightgear-devel] Windows crash With the latest git FG is crashing whilst the splash screen is shown. I have tried with several aircraft including C172p If I revert the following all runs normally. “commit 642735ab18421db87a07d6841dd720fd4615bfff Author: Erik Hofman Date: Wed May 30 08:39:04 2012 +0200 sync with JSB JSBSim CVS” My configuration is MSVC 2008, 32bit build, Windows 7. Unfortunately I have been unable to even start FG from a MSVC debug build, and the only clue I can give is that MSVC reports that the crash is in free.c (part of MSVC) Sorry for the report Alan -- This is not fixed by today´s patch commit a237fa6a4c4de304223f36f2123a40cf51d0cf99 Author: ThorstenB Date: Fri Jun 8 15:13:04 2012 +0200 Harald JOHNSEN: Prevent a crash during startup. Alan -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Windows crash
I had a startup crash on jsbsim just after the update. A clean solved the problem -Fred - Mail original - De: Alan Teeder ajtee...@v-twin.org.uk À: FlightGear developers discussions flightgear-devel@lists.sourceforge.net Envoyé: Vendredi 8 Juin 2012 19:06:50 Objet: Re: [Flightgear-devel] Windows crash Fred The Jenkins build runs fine, have tested with several aircraft. I am still using VS2008, with fgfs-win32-VS90-3rdParty+OSG-20110911.zip from ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32/old/ . I have tried a complete clean cmake and compile with the same results. Reverting the JSBsim update commit clears the crash, which occurs just after “loading scenario ´nimitz_demo’” is reported, but before “/sim/signals/fdm-initialized” is reported. Alan From: Frederic Bouvier Sent: Friday, June 08, 2012 5:32 PM To: FlightGear developers discussions Subject: Re: [Flightgear-devel] Windows crash Does Jenkins build exhibit that problem ? Regards, -Fred - Mail original - De: Alan Teeder ajtee...@v-twin.org.uk À: FlightGear developers discussions flightgear-devel@lists.sourceforge.net Envoyé: Vendredi 8 Juin 2012 17:51:18 Objet: Re: [Flightgear-devel] Windows crash From: Alan Teeder Sent: Tuesday, June 05, 2012 5:28 PM To: Flightgear-devel@lists.sourceforge.net Subject: [Flightgear-devel] Windows crash With the latest git FG is crashing whilst the splash screen is shown. I have tried with several aircraft including C172p If I revert the following all runs normally. “commit 642735ab18421db87a07d6841dd720fd4615bfff Author: Erik Hofman Date: Wed May 30 08:39:04 2012 +0200 sync with JSB JSBSim CVS” My configuration is MSVC 2008, 32bit build, Windows 7. Unfortunately I have been unable to even start FG from a MSVC debug build, and the only clue I can give is that MSVC reports that the crash is in free.c (part of MSVC) Sorry for the report Alan -- This is not fixed by today´s patch commit a237fa6a4c4de304223f36f2123a40cf51d0cf99 Author: ThorstenB Date: Fri Jun 8 15:13:04 2012 +0200 Harald JOHNSEN: Prevent a crash during startup. Alan -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Random Buildings - memory consumption
Hi Stuart, De: Stuart Buchanan On Wed, May 23, 2012 at 2:38 PM, Björn Kesten wrote: Would trimming down building variety help? Unfortunately not. Individual buildings aren't instantiations of a small number of objects, as the random vegetation is. Instead, a huge group of buildings are a single OSG object, which limits the OSG overhead and means they are very efficient to render. There is an OpenGL feature that is available in OSG : you can instantiate the same geometry multiple times. You prepare the geometry once and when adding the primitive set (IIRC) you specify an optional number of instances. The vertex shader is call the number of instance specified times with a predefined uniform gl_InstanceID set from 1 to n. Of course, as you don't want your geometry draw n times at the same place, you have to compute the placement of objects inside the vertex shader using gl_InstanceID. Either you compute placement with an algorithm inside the shader, or you provide a matrix array uniform that you can index with gl_InstanceID. see http://www.opengl.org/wiki/Vertex_Specification#Instancing for a less nebulous explanation ;) Regards, -Fred -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Regional textures merge request
Hi Thorsten, Quick question to Stuart: Currently the conditionals for texture selection are done using /position/longitude-deg,... i.e. aircraft position. The actual tile position however is different from that by the visibility and an direction, which makes for some uncertainty. So, it'd be more consistent to place a condition on the position of the tile to be loaded rather than the aircraft - is that information exposed somewhere (or would it be difficult to do that)? I suspect that special keywords in the format of the material file and a change in the tile loader are required to do that. Regards, -Fred -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Head-up: several Rembrandt changes
I pushed several commit to the Rembrandt renderer to improve configurability. One is a breaking change that model designer should be aware of : the rembrandt related properties have been moved to a dedicated branch to tidy things a bit. So we now have : /sim/rendering/rembrandt/enabled instead of /sim/rendering/rembrandt /sim/rendering/rembrandt/use-color-for-depth instead of /sim/rendering/use-color-for-depth Shadow properties are untouched. Aircraft in the base package have been updated. Operations are now described in an XML file : Effects/default-pipeline.xml and a new option --renderer= allow to specify another. That allow me to add SSAO and bloom that are now fully XML and shaders. Tell me if I broke something Regards, -Fred http://wiki.flightgear.org/Project_Rembrandt -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Head-up: several Rembrandt changes
On 12 May 2012, at 14:37, Frederic Bouvier wrote: Tell me if I broke something All working here on Mac, with and without rembrandt enabled on Mac. BTW should there be any performance changes from this or other changes? There are 2 more effects that result in 6 full screen passes. But these passes are done on 1/16th of the screen (1/4th resolution), so there should be minimal impact. Ambient occlusion effect can be disabled by setting /sim/rendering/rembrandt/ambient-occlusion-buffers to false. Bloom effect can be disabled by setting /sim/remdering/rembrandt/bloom-buffers to false. These 2 properties are only read at setup time. If they are set to true, during runtime, it is possible to set theses effects on and off by playing with /sim/rendering/rembrandt/ambient-occlusion (for now available in the debug menu) and /sim/rendering/rembrandt/bloom. An update to the rendering dialog would be welcome (no need to ask permission ;-) ) Both effect use a generic blur effect that could be used to implement light streaks. Left as exercise for who wants to try. Regards, -Fred PS: James, for Jenkins slave seems to be dead. -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Terrain Haze v1.3
On Wednesday 02 May 2012 23:47:59 Emilian Huminiuc wrote: Fred, One small question, what's with the multiple passes/ shader overrides and al sort of funky stuff (colour mask O.O) going on in terrain-default.eff. It looks like a real mess. I wanted to clear out the unneeded include_fog.vert that crept back in somehow and found that... Or is this an artefact of a messy git merge? Could you please check, or explain? Cheers, Emilian Nevermind, checked the git history, it's itended to be that way since a while ago :) Sorry for the noise having 2 passes is a kind of optimization if done well : first pass rendered with no fancy stuff initialize the depth buffer so that fancy stuff is only computed on visible fragments, because early z-culling can occur. Regards, -Fred -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Terrain Haze v1.3
On Wednesday 02 May 2012 11:43:28 Emilian Huminiuc wrote: The default effects usually specify their techniques with higher numbers to allow any inheriting effect to insert their own techniques below them, techniques that get activated by the same condition. Actualy this should read: The default effects usually specify their techniques with higher numbers to allow any inheriting effect to insert their own techniques below them, techniques that get activated by the same or any stricter condition. But when two techniques use the same number, they are merged. I don't know if it was intended but one effect can modify one of it's parent without rewriting the predicate, and can lead to problems when we need to reassign numbers Regards, -Fred -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Terrain Haze v1.3
On Wed, May 2, 2012 at 9:53 AM, Frederic Bouvier wrote: But when two techniques use the same number, they are merged. I don't know if it was intended but one effect can modify one of it's parent without rewriting the predicate, and can lead to problems when we need to reassign numbers In fact, I used just this ability last night to modify the model-default.eff techniques to add an emissive layer for the random buildings. See Effects/buildings.eff I hope you added a comment saying that you rely on the numbering of some other technique. I see the maintenance nightmare coming very soon. Regards, -Fred -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Trouble compiling FG on Ubuntu 12.04 64
Hi Chris, Hi all! This is my first mail on this list, so please forgive me newbie-mistakes. :) I've posted this request for help on the forum and had no luck with it. No one answered. So, I'll try here. I hope I'm no bother... http://www.flightgear.org/forums/viewtopic.php?f=45t=16180 My problem: I've tried to update my fgfs with brisas script for Debian/Ubuntu, as I did for years now... Sometimes there are problems, and compilation aborts. Most of the time I'm able to fix them myself, but this time, I don't even know, what the problem is, or if it is a problem... In the attachment you'll find the complete output of the compilation of OSG, SIMGEAR and FGFS. I wasn't sure if only the output of FGFS would be enough. OSG and SG built fine, no errors. Only some mysterious warnings, that some lib couldn't be found, but didn't seem to be a problem. So, I suggest you skip to the lower end of the file (~line 1450) and look for FGFS-compilation. In essence the following lines appear and bring make to a halt, funnily it continues to build after that, and halt with some similar lines: `.text._ZN3osg13TemplateArrayINS_5Vec3fELNS_5Array4TypeE10ELi3ELi5126EED2Ev' referenced in section `.text._ZN3osg13TemplateArrayINS_5Vec3fELNS_5Array4TypeE10ELi3ELi5126EED1Ev[osg::TemplateArrayosg::Vec3f, (osg::Array::Type)10, 3, 5126::~TemplateArray()]' of /media/myfiles/software/games/FlightGear/git/install/simgear/lib/libsgtgdb.a(SGOceanTile.cxx.o): defined in discarded section `.text._ZN3osg13TemplateArrayINS_5Vec3fELNS_5Array4TypeE10ELi3ELi5126EED2Ev[_ZN3osg13TemplateArrayINS_5Vec3fELNS_5Array4TypeE10ELi3ELi5126EED5Ev]' of /media/myfiles/software/games/FlightGear/git/install/simgear/lib/libsgtgdb.a(SGOceanTile.cxx.o) `.text._ZN3osg13TemplateArrayINS_5Vec2fELNS_5Array4TypeE9ELi2ELi5126EED2Ev' referenced in section `.text._ZN3osg13TemplateArrayINS_5Vec2fELNS_5Array4TypeE9ELi2ELi5126EED1Ev[osg::TemplateArrayosg::Vec2f, (osg::Array::Type)9, 2, 5126::~TemplateArray()]' of /media/myfiles/software/games/FlightGear/git/install/simgear/lib/libsgtgdb.a(SGOceanTile.cxx.o): defined in discarded section `.text._ZN3osg13TemplateArrayINS_5Vec2fELNS_5Array4TypeE9ELi2ELi5126EED2Ev[_ZN3osg13TemplateArrayINS_5Vec2fELNS_5Array4TypeE9ELi2ELi5126EED5Ev]' of /media/myfiles/software/games/FlightGear/git/install/simgear/lib/libsgtgdb.a(SGOceanTile.cxx.o) `.text._ZN3osg13TemplateArrayINS_5Vec4fELNS_5Array4TypeE11ELi4ELi5126EED2Ev' referenced in section `.text._ZN3osg13TemplateArrayINS_5Vec4fELNS_5Array4TypeE11ELi4ELi5126EED1Ev[osg::TemplateArrayosg::Vec4f, (osg::Array::Type)11, 4, 5126::~TemplateArray()]' of /media/myfiles/software/games/FlightGear/git/install/simgear/lib/libsgtgdb.a(SGOceanTile.cxx.o): defined in discarded section `.text._ZN3osg13TemplateArrayINS_5Vec4fELNS_5Array4TypeE11ELi4ELi5126EED2Ev[_ZN3osg13TemplateArrayINS_5Vec4fELNS_5Array4TypeE11ELi4ELi5126EED5Ev]' of /media/myfiles/software/games/FlightGear/git/install/simgear/lib/libsgtgdb.a(SGOceanTile.cxx.o) collect2: ld gab 1 als Ende-Status zurück make[2]: *** [utils/fgviewer/fgviewer] Fehler 1 make[1]: *** [utils/fgviewer/CMakeFiles/fgviewer.dir/all] Fehler 2 make[1]: *** Warte auf noch nicht beendete Prozesse... [ 31%] Building CXX object utils/GPSsmooth/CMakeFiles/MIDGsmooth.dir/MIDG_main.cxx.o I hope someone recognizes these lines, or knows, what the problem might be - I'd love to get back to 2.7!!! :) These messages are link error. Did you do a 'make clean' on all OSG, SG et FG ? My guess is that some files could be compiled with on version of gcc and some with another. Regards, -Fred -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Trouble compiling FG on Ubuntu 12.04 64
Hi Chris, Am Wed, 2 May 2012 14:25:09 +0200 (CEST) schrieb Frederic Bouvier fredfgf...@free.fr: These messages are link error. Did you do a 'make clean' on all OSG, SG et FG ? My guess is that some files could be compiled with on version of gcc and some with another. Regards, -Fred Hi Fred! Thanks for your answer! To my knowledge, I didn't! I also don't know, what this option (make clean) is there for :) But I believe these were compiled with the same version of gcc - unless I have multiple versions installed, and the script uses multiply versions by design... Seems a bit unlikely to me, but I'm not sure at all. How can I find out? 'make clean' means deleting all generated files and redoing the whole build from scratch, not relying on a previous build. You may change compiler version if you enable OS updates. Regards, -Fred -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Rembrandt on old cards
This is an update on my efforts to make rembrandt work on not so new GPU. I managed to make Rembrandt work on my NVidia 7600GT (on Debian Wheezy) with the following settings : --enable-rembrandt --prop:/sim/rendering/shadows/enabled=true --prop:/sim/rendering/shadows/num-cascades=1 --prop:/sim/rendering/shadows/cascade-far-m=50 --prop:/sim/rendering/shadows/map-size=2048 --prop:/sim/rendering/shadows/filtering=2 (or 1 for no filtering) --prop:/sim/rendering/use-color-for-depth=true Last one is new and only work at startup. There is only one cascade possible for the moment. Another value will lead to shader errors. The shadow map distance can be changed at runtime. 5 is best for cockpit view. 50 for outside view of the plane, 500 for the near terminals, or any other value you prefer. Filtering 2 is also available. I realize that all these cryptic options are not user friendly to casual users, so I am open to suggestions for improving the friendliness of these settings. Regards, -Fred http://wiki.flightgear.org/Project_Rembrandt -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel