Re: [Flightgear-devel] Adventures in dds

2011-04-05 Thread Emilian Huminiuc
On Friday 25 March 2011 17:27:34 Rob Dosogne wrote:
 Just wanted to add that transparency is working with Alpha Exponent
 (DXT5) for me.. I'm using the latest Hudson build (Win7 x64) with
 fgdata cloned last night.  I converted the F-16 liveries to DXT5, and
 used Alpha Exponent for the markings (which are mostly transparent).
 It looks ugly in the dds viewer, but in FG it works perfectly.
 Exterior texture load time on F-16 went from 20s to 1s in my case!
 
 I am using an old set of x64 OSG libs—don't know if that matters.  I
 have no SDK installed to compile new ones (I probably should though).
 
 Final two cents:  DDS is very much worth the relatively small increase
 in file size.
 
 cheers,
 
 Rob
 
Another point in favor of .dds textures. They might be larger on disk, but can 
be compressed further by any archiver thus decreasing the package size, making 
it better for downloading. Png's as far as I know don't get compressed 
further.
size test:
---
iar80 base texture:
png texture: size on disk 8.1MB  - targzipped size 8.1MB
dds texture: size on disk 21.3 MB - targzipped size 4.5MB
---
complete IAR80 package:
png textures: IAR80 zip size: 45MB
dds textures: IAR80 zip size: 31.1MB 
---
(can be reduced further as not all the textures were converted so far).

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Re: [Flightgear-devel] Adventures in dds

2011-03-25 Thread Rob Dosogne
Just wanted to add that transparency is working with Alpha Exponent
(DXT5) for me.. I'm using the latest Hudson build (Win7 x64) with
fgdata cloned last night.  I converted the F-16 liveries to DXT5, and
used Alpha Exponent for the markings (which are mostly transparent).
It looks ugly in the dds viewer, but in FG it works perfectly.
Exterior texture load time on F-16 went from 20s to 1s in my case!

I am using an old set of x64 OSG libs—don't know if that matters.  I
have no SDK installed to compile new ones (I probably should though).

Final two cents:  DDS is very much worth the relatively small increase
in file size.

cheers,

Rob

On Tue, Mar 22, 2011 at 8:36 AM, Heiko Schulz aeitsch...@yahoo.de wrote:
 With Gimp there is Alpha exponent (DXT5) available. The file opened in Gimp 
 shows that transparency is perectly kept, but in FGFS it is not.

 Maybe just an issue with .dds by OSG?

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Re: [Flightgear-devel] Adventures in dds

2011-03-22 Thread Erik Hofman
On Mon, 2011-03-21 at 17:50 -0600, syd adams wrote:
 Interesting.I just did my own quick test ... converted 1 out of 3
 livery (png) files to a dds with Gimp plugin .Had to flip the image
 vertically before converting. I changed liveries with the dialog , and
 the 2 png files took several seconds to change , the dds changed
 instantly.I saw no difference in quality , but the load time was
 impressive.The original png file is 158.6 KB , the dds is 16.8 MB.This
 should swell  fgdata significantly , unless Tim does (hopefully) does
 the /Aircraft split...

Maybe a better idea would be to use .dds as a local cached version of
texture files but that requires instant conversion upon loading, and dds
writing code.

Erik


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Re: [Flightgear-devel] Adventures in dds

2011-03-22 Thread thorsten . i . renk

 Well that's exactly what I was proposing you to test, split the big
 texture
 into 9 smaller ones, thus making 1texture/model. If the graphic engine is
 somehow being stupid and forgets that it has already loaded that
 texture we
 should see a dramatic improvement in performance and loading time.

I extracted one of the nine textures from a 1024x1024 sheet and placed in
on an 512x512 sheet. By naive scaling this should improve the loading time
by a factor 4 if it scales with texture size.

The actual factor I observed was about 3.5 - so I guess that's a straight
hit - the way this currently works, I'd be better off to split
multi-texture files into as small units as possible.

The performance once the objects are loaded is, as far as I could observe,
not changed in any significant way.

But I agree very much with Lauri that a clean solution which applies to
all loaded textures would be preferable.


 With 1.9.1 there wasn't a big difference between placing pure .ac-models
 and .xml-wrapped models into scenery. Both had the same fps.

 Now it is different. The same number of .ac-models  will give higher fps
 than the same number of wrapped .xmls.


It turns out Heiko is partially right - my apologies.

If I load the ac files only, it's so fast that I have to use a 100x100
configuration instead of 50x50 to measure the time properly.

A 100x100 configuration of bare ac models loads in 15 seconds and renders
with 13 fps. Of course, it's completely unusable for clouds, because since
no hot animation is set, the clouds are solid, and they are non-rotated.

With an xml wrapper like

?xml version=1.0?

PropertyList
 pathtexturetest1.ac/path


/PropertyList


the loading time increases to a whopping 43 seconds and the framerate goes
to 12 fps. If I add the full bells and whistles

?xml version=1.0?

PropertyList
 pathtexturetest1.ac/path

effect
  object-namerect/object-name
  inherits-fromEffects/clouds-thin/inherits-from
/effect

animation
  object-namerect/object-name
  enable-hot type=boolfalse/enable-hot
/animation

/PropertyList


these numbers hardly change - I go to 11 fps and my loading time is
unchanged. Somewhat surprisingly, all the matrix operations inside the
shader are apparently a non-issue here. From past experience I know that a
range animation within the xml wrapper is a performance killer though...

So, something is clearly very odd here, I don't really think a bare xml
wrapper *should* take so much resources...

 Interesting.I just did my own quick test ... converted 1 out of 3
 livery (png) files to a dds with Gimp plugin .Had to flip the image
 vertically before converting. I changed liveries with the dialog , and
 the 2 png files took several seconds to change , the dds changed
 instantly.I saw no difference in quality , but the load time was
 impressive.The original png file is 158.6 KB , the dds is 16.8 MB.This
 should swell  fgdata significantly , unless Tim does (hopefully) does
 the /Aircraft split...


Here I would argue the other way - changing liveries is not a
performance-critical task, it's not done regularly or on a per-frame
basis, and as a user I usually don't mind if I have to wait for 3 seconds
(on the other hand, I do mind waiting three seconds in flight for a cloud
bank to be loaded). So in this case I'd stick with the png file.

* Thorsten


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Re: [Flightgear-devel] Adventures in dds

2011-03-22 Thread Emilian Huminiuc
On Tuesday 22 March 2011 10:33:19 thorsten.i.r...@jyu.fi wrote:

 
  Interesting.I just did my own quick test ... converted 1 out of 3
  livery (png) files to a dds with Gimp plugin .Had to flip the image
  vertically before converting. I changed liveries with the dialog , and
  the 2 png files took several seconds to change , the dds changed
  instantly.I saw no difference in quality , but the load time was
  impressive.The original png file is 158.6 KB , the dds is 16.8 MB.This
  should swell  fgdata significantly , unless Tim does (hopefully) does
  the /Aircraft split...
 
 Here I would argue the other way - changing liveries is not a
 performance-critical task, it's not done regularly or on a per-frame
 basis, and as a user I usually don't mind if I have to wait for 3 seconds
 (on the other hand, I do mind waiting three seconds in flight for a cloud
 bank to be loaded). So in this case I'd stick with the png file.
 
 * Thorsten
 
 Hmm, I'd say it's rather critical when in place of one highly detailed 
airplane you can have about four with the same level of detail in the texture 
;)., or a texture with doubled dimensions, thus having more detail ;)(since, 
as Gary said .dds files get loaded compressed in video RAM).
Also there would be less (or maybe none) stuttering and freezes when somebody 
spawns in your area, and their plane gets loaded.(but that's multiplayer 
specific).
Or maybe a groud texture that's 'twice' the size of the current ones?

One other thing I've noticed, that with .dds files, (with or without 
pregenerated mipmaps) the blurring due to mipmap rendering is noticeable less 
pronounced.

Of course, .dds isn't the answer to all our performance related troubles... 
and I don't think it should be used everywhere, but it has it's benefits in 
certain cases.

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Re: [Flightgear-devel] Adventures in dds

2011-03-22 Thread Erik Hofman
On Tue, 2011-03-22 at 10:33 +0200, thorsten.i.r...@jyu.fi wrote:

 these numbers hardly change - I go to 11 fps and my loading time is
 unchanged. Somewhat surprisingly, all the matrix operations inside the
 shader are apparently a non-issue here. From past experience I know that a
 range animation within the xml wrapper is a performance killer though...

XML files are a dog to decode into something useful, every XML node has
to be processed recursively. It's nice for one time configuration files
but I'm starting to wonder if they're that useful for anything more than
that.

Erik


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Re: [Flightgear-devel] Adventures in dds

2011-03-22 Thread Emilian Huminiuc
I'd Certainly make a case at least for using .dds files with bc5 compression 
for normalmaps. We lose(?) the alpha channel in the normalmap, but  the 
quality difference is huge.
This needs a small tweak to the shader code: the normal extracted from the 
normalmap needs to be flipped.
Maybe a parameter like the reflection map one, that if set true means we're 
using .dds bc5 and thus the normal needs to be flipped ?

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Re: [Flightgear-devel] Adventures in dds

2011-03-22 Thread Vivian Meazza
Emilian wrote

 
 On Tuesday 22 March 2011 00:57:07 Vivian Meazza wrote:
 
  Nope, doesn't work.
 
  But this does:
 
  Map the .png file onto the AC3D model as usual - convert the .png into
  .dds in XnView - load the .dds into AC3D
 
  No flipping of vertical required.
 
  Perhaps XnView flips it for us?
 
  Vivian
 Probably xnview sets the origin in the lower left (as is in OpenGL).
 Problem
 with .dds is that each tool used to convert the might set the origin where
 it
 wants :(
 So far I haven't found a way of specifying the origin...

OK - here's what I have discovered:

XnView converts to .dds, and doesn't require flipping, but AFAIKS it doesn't
generate mipmaps either. 

The Gimp (with the dds plug-in) does require that the image is flipped
vertically, but it does generate mipmaps.

Either way I can observe no discernable difference in quality or performance
using a 1024 x 1024 texture on my current .ac model. However, I haven't
carried out any quantative tests. All very interesting, but I'm not sure how
to proceed now. Back to .rgb perhaps? 

Vivian





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Re: [Flightgear-devel] Adventures in dds

2011-03-22 Thread thorsten . i . renk
  Hmm, I'd say it's rather critical when in place of one highly detailed
 airplane you can have about four with the same level of detail in the
 texture
 ;)., or a texture with doubled dimensions, thus having more detail
 ;)(since,
 as Gary said .dds files get loaded compressed in video RAM).
 Also there would be less (or maybe none) stuttering and freezes when
 somebody
 spawns in your area, and their plane gets loaded.(but that's multiplayer
 specific).
 Or maybe a groud texture that's 'twice' the size of the current ones?

So far all I've seen, tried and heard indicates that dds may have an
impact in the time it takes to load a texture, not on the time it takes to
render it.

Loading times are imho not performance critical unless it is a task you
repeat over and over. If you load a cockpit texture once at startup, it's
there, you don't reload it all the time. That basically goes for all
textures having to do with the plane you're sitting in.

The way I see it, loading times are a real performance issue only for
external objects in the scenery. Well, and perhaps for multiplayer. But
consider:

Increasing aircraft texture size from 158 kb to 16 MB simply isn't viable
- if that roughly scales, it means that FGData would go from 4 GB to 400
GB (!) - I barely have the harddisk to store that, having access to a
university T3 connection I also have the bandwidth to transfer it assuming
the server can keep up - but I doubt so many others have. If that means I
have to wait 3 seconds for a livery change instead of getting it
immediately, then fine with me, I'd stick with the 4GB.

* Thorsten


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Re: [Flightgear-devel] Adventures in dds

2011-03-22 Thread Emilian Huminiuc
On Tuesday 22 March 2011 11:29:04 Vivian Meazza wrote:
Vivian,
 
 OK - here's what I have discovered:
 
 XnView converts to .dds, and doesn't require flipping, but AFAIKS it
 doesn't generate mipmaps either.
 
 The Gimp (with the dds plug-in) does require that the image is flipped
 vertically, but it does generate mipmaps.
 
 Either way I can observe no discernable difference in quality or
 performance using a 1024 x 1024 texture on my current .ac model. However,
 I haven't carried out any quantative tests. All very interesting, but I'm
 not sure how to proceed now. Back to .rgb perhaps?
 
 Vivian
Compare livery loading time, between a .png (or .rgb), and .dds livery.
You can also notice decreased texture blurring at extreme angles (probably due 
to better mipmap generation from .dds, or better quality pregenerated mipmaps 
embeded in the .dds).
The most noticeable quality improvement is on normalmaps, so if you're not 
using any you won't notice it..
take a look here for a simple comparison of the same normalmp texture (once 
loaded as .png and then as .dds):

http://flightgear.org/forums/viewtopic.php?p=118547sid=b3fd401bbab73e70d3b4031ec1c02030#p118547



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Re: [Flightgear-devel] Adventures in dds

2011-03-22 Thread Emilian Huminiuc
On Tuesday 22 March 2011 11:43:06 thorsten.i.r...@jyu.fi wrote:
 Increasing aircraft texture size from 158 kb to 16 MB simply isn't viable
 - if that roughly scales, it means that FGData would go from 4 GB to 400
 GB (!) - I barely have the harddisk to store that, having access to a
 university T3 connection I also have the bandwidth to transfer it assuming
 the server can keep up - but I doubt so many others have. If that means I
 have to wait 3 seconds for a livery change instead of getting it
 immediately, then fine with me, I'd stick with the 4GB.
 
 * Thorsten
 I haven't seen such a dramatic increase in filesize, if that's the case maybe 
the texture is in fact just one colour?
The most dramatic increase I see is from 3.5MB to 21.3 MB (we're talking 
4096x4096 textures here), and that's probably a texture I wouldn't convert.

For small files it might even decrease in size... (with mipmaps  all 
included).

But, as I've said.. I'm not arguing for a complete conversion here, I'm just 
saying there are benefits in using these compressed textures... most important 
for me being the increased quality in bumpmapping...

Btw: is there a way to monitor Video RAM usage in fgfs or osg ?

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Re: [Flightgear-devel] Adventures in dds

2011-03-22 Thread Emilian Huminiuc
On Tuesday 22 March 2011 14:12:45 Heiko Schulz wrote:
 Hi,
 
  I'd Certainly make a case at least
  for using .dds files with bc5 compression
  for normalmaps. We lose(?) the alpha channel in the
  normalmap, but  the
  quality difference is huge.
 
 So much as I know is there a mode available, which does not lose the alpha
 channel. At least what I can remember from reading about MSFS.
 
 Heiko
 There is bc3n, but so far I haven't managed to make it behave... :(

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Re: [Flightgear-devel] Adventures in dds

2011-03-22 Thread Heiko Schulz
Hi,

  
  Heiko
  There is bc3n, but so far I haven't managed to make it
 behave... :(
 

With Gimp there is Alpha exponent (DXT5) available. The file opened in Gimp 
shows that transparency is perectly kept, but in FGFS it is not.

Maybe just an issue with .dds by OSG?

Where are our OSG/ Graphic specialists when we need them?



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Re: [Flightgear-devel] Adventures in dds

2011-03-22 Thread Emilian Huminiuc
On Tuesday 22 March 2011 14:36:12 Heiko Schulz wrote:

 
 Where are our OSG/ Graphic specialists when we need them?
 

Probably scared of the coup we're trying to stage here :P...

.. whoops, I've revealed our supa' sikrit plan :D

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Re: [Flightgear-devel] Adventures in dds

2011-03-22 Thread Martin Spott
Heiko Schulz wrote:

 Where are our OSG/ Graphic specialists when we need them?

Hehe, that's a matter of 'housekeeping': If you're in need of
specialists, make sure to care for them, don't scare them away  ;-)

Have fun,
Martin.
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Re: [Flightgear-devel] Adventures in dds

2011-03-22 Thread HB-GRAL
Am 22.03.11 13:36, schrieb Heiko Schulz:


 Where are our OSG/ Graphic specialists when we need them?

Just found:
http://www.mail-archive.com/osg-submissions@lists.openscenegraph.org/msg06199.html

Cheers, gral

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Re: [Flightgear-devel] Adventures in dds

2011-03-22 Thread thorsten . i . renk

Okay, to summarize what I take from the discussion and all the tests:

1) Texture types: png seems to be best for load-once, then-keep problems
because it has the smallest filesize, but takes a lot of time to load. dds
seems to work well for some problems, possibly those involving opaque
textures - here loading times can be reduced at (un?)-reasonable cost of
file size. For my particular problem involving transparent textures, rgb
seems to work best, so I keep it. The decision what format to use is not a
'one fits all' but must be made according to situation.

2) Texture cache: It seems clear, both by experiment and by Lauri's
investigation that such a thing doesn't exist for models loaded from
Nasal, possibly also other situations. If we had it, it would speed part
of my code by factors O(100). So I'd seriously like to have it...

However, since I can't do it myself, the alternative is to live with 'each
model reloads the texture'. In this case, splitting multi-model texture
sheets into one sheet for each model would possibly gain a factor 3 in
speed - which is much less than a factor 100, but much better than 1.

Thus, I'd like to know if somebody would be working on a general texture
cache system in the future - if not, then I split texture sheets, that's
messy but at least a bit faster.

3) xml: Somehow, xml wrappers are extremely bad. However, due to the need
to make clouds immaterial and give them a dedicated shader, it's not an
option to load the bare ac file. If anyone comes up with a faster way of
passing this information, then I'll gladly use it - but for the time being
I guess I am stuck with xml wrappers even if that means reduced
performance.

Using multi-layered models might help here, as then there's only a single
xml wrapper to be parsed for 2 or more texture sheets, so maybe a factor 2
is possible here.

So, all in all, one can come up with a number of ugly workarounds which
would help a bit, although a texture cache for models loaded from Nasal
would be the 'big thing' needed here.

* Thorsten


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Re: [Flightgear-devel] Adventures in dds

2011-03-22 Thread Curtis Olson
I think there are a couple more points to consider with .dds format:

a) you can pregenerate the lower mip-map levels using a higher quality
algorithm than the simple box-filter OSG provides when it generates them on
the fly.  This can often lead to noticeably better looking models.

b) The compressed dds format can be loaded into the video card and the data
can be kept in a compressed format on the card itself, saving texture ram.

c) png is smaller on disk, that's probably it's only benefit ... but jpg
would be even smaller at reasonable compression levels.  Load times are
longer, most likely because the system is forced to compute the mip-maps on
the fly when the texture is loaded.

One other comment.  I *thought* at one point we could load a single xml
reference model with animations and stuff, and then insert it many times
into the scene graph where ever we wanted (and only one copy would actually
exist with appropriate ref counting so it wasn't deleted until the last one
is removed from the scene graph.)  For some critical models we used to bump
up the ref count by one when we first loaded it so the model was never
removed.

Perhaps this ability went away when we converted to OSG, or maybe some
subtle nuance of that changed?  For clouds it would make perfect sense to
load a library of individual cloud fragment models, and then insert a
reference to those individual models into the scene graph ... but that may
not be possible though the nasal model loading and positioning interface.

Regards,

Curt.


On Tue, Mar 22, 2011 at 12:50 PM, thorsten.i.r...@jyu.fi wrote:


 Okay, to summarize what I take from the discussion and all the tests:

 1) Texture types: png seems to be best for load-once, then-keep problems
 because it has the smallest filesize, but takes a lot of time to load. dds
 seems to work well for some problems, possibly those involving opaque
 textures - here loading times can be reduced at (un?)-reasonable cost of
 file size. For my particular problem involving transparent textures, rgb
 seems to work best, so I keep it. The decision what format to use is not a
 'one fits all' but must be made according to situation.

 2) Texture cache: It seems clear, both by experiment and by Lauri's
 investigation that such a thing doesn't exist for models loaded from
 Nasal, possibly also other situations. If we had it, it would speed part
 of my code by factors O(100). So I'd seriously like to have it...

 However, since I can't do it myself, the alternative is to live with 'each
 model reloads the texture'. In this case, splitting multi-model texture
 sheets into one sheet for each model would possibly gain a factor 3 in
 speed - which is much less than a factor 100, but much better than 1.

 Thus, I'd like to know if somebody would be working on a general texture
 cache system in the future - if not, then I split texture sheets, that's
 messy but at least a bit faster.

 3) xml: Somehow, xml wrappers are extremely bad. However, due to the need
 to make clouds immaterial and give them a dedicated shader, it's not an
 option to load the bare ac file. If anyone comes up with a faster way of
 passing this information, then I'll gladly use it - but for the time being
 I guess I am stuck with xml wrappers even if that means reduced
 performance.

 Using multi-layered models might help here, as then there's only a single
 xml wrapper to be parsed for 2 or more texture sheets, so maybe a factor 2
 is possible here.

 So, all in all, one can come up with a number of ugly workarounds which
 would help a bit, although a texture cache for models loaded from Nasal
 would be the 'big thing' needed here.

 * Thorsten



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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread Erik Hofman
On Mon, 2011-03-21 at 13:15 +0200, thorsten.i.r...@jyu.fi wrote:

 ... and the winner is: The rgb format.

To be honest I was expecting this but didn't have proof for it. Remember
that the RGB format was developed by Silicon Graphics to be used for
OpenGL and it probably resembled at least the internal format used by
SGI back then.

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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread James Turner

On 21 Mar 2011, at 11:15, thorsten.i.r...@jyu.fi wrote:

 rgb: filesize 1.7 MB, time to appear 12 s, framerate for rendering 32 fps
 png: filesize 0.8 MB, time to appear 135 s (!), framerate for rendering 21
 fps
 dds: filesize 1.1 MB, time to appear 13 s, framerate for rendering 20 fps
 
 I have also tried other dds options, some didn't even render properly, and
 none was better than the bc3 shown here.

Maybe you already did this, but this needs a 'average of 3' (or 5) tests, 
because I would be very surprised if the input file format changes the final 
frame-rate after loading - it's all uncompressed to the same format in GPU 
memory, as far as I know.

The PNG loading time also seems suspicious - decompressing a PNG is certainly 
more work than RGB or DDS, but decompressing a 1MB PNG shouldn't take even one 
second on a computer of the past few years.

James


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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread Emilian Huminiuc
I've been doing some tests with dds textures too, only in the airplane models, 
and there's an increase in both performance and quality.
Take the IAR-80 for example, changing liveries with .png textures takes ~6 
seconds, while with the dds texture it takes ~2seconds.
The increase in file size is of about one third:
.png - ~12.5 MB
.dds - 16 MB
But what nails it for me is the quality of the normalmap effect, wich for the 
same texture shows a dramatic improvement.

You may want to check this post I've made yesterday on the forums for some 
visual comparisons:

http://flightgear.org/forums/viewtopic.php?p=118570#p118570

Is it just me, or is the graphic engine performing some kind of cheap texture 
compression? 
(Maybe that's why you did't notice any performance improvement).

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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread Emilian Huminiuc
woops sorry, link was to the last post instead of the right one:

http://flightgear.org/forums/viewtopic.php?p=118547#p118547

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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread thorsten . i . renk
 Maybe you already did this, but this needs a 'average of 3' (or 5)
 tests, because I would be very surprised if the input file format
 changes the final frame-rate after loading - it's all uncompressed to
 the same format in GPU memory, as far as I know.

Yes, I checked it (I couldn't believe it...).

Just *maybe* the conversion by gimp screwed the pnd file and altered the
texture somehow, so that all derived from the png is then problematic (?).
But the effect as far as my procedure is described is real.


 The PNG loading time also seems suspicious - decompressing a PNG is
 certainly more work than RGB or DDS, but decompressing a 1MB PNG
 shouldn't take even one second on a computer of the past few years.

Yes - now multiply this by 2500 since it's done for every cloud being
loaded, and you get a large number. Of course the system *should* realize
that it has the texture loaded already and doesn't need to load it any
more, but evidence suggest that it actually decompresses 2500 times.

Cheers,

* Thorsten


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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread Curtis Olson
Here is one thing to consider when dealing with texture files, OpenGL, and
scene graphs (like OSG or PLIB.)

OpenGL has a concept called mip-mapping.  When a texture is loaded,
successively smaller versions are generated automatically using a simple box
filter.  So if you start with a 256x256 original texture, the system builds
a 128x128, 64x64, 32x32 ... etc. down to a 1x1 I believe.  For each smaller
version, 1 pixel is the average of 4 pixels in the next size up.  This
scheme works pretty ok for most picture type textures and it happens
automatically so artists don't have to worry about it.

Then when rendering a scene, the opengl system automatically chooses the
mipmap level (texture size) that best fits the triangle it is getting
applied to ... has a closest to 1-to-1 match with screen space pixels.  This
helps prevent aliasing artifacts or texture swimming effects that you
might remember from older games.

Where this can lead to problems is with textures that have transparency
(i.e. an alpha channel.)  The box filter scheme of generating successively
smaller versions of the texture doesn't work well with the alpha layer.  The
transition from fully opaque to fully transparent gets wider and wider
relative to the overall texture and can lead to problems.

More generally, the default box filter scheme of generating the smaller
versions of the texture files is very simple and usually not quite optimal,
and is definitely non-optimal when working with textures that have a
transparency layer.  In addition, the mipmaps are generally computed in
software when the texture is loaded which takes some time.

I suspect that some of these fancier formats might have the mipmap layers
pre-computed using a more sophisticated size reducing scheme -- thus
producing slightly better visual results in the end.

Regards,

Curt.



On Mon, Mar 21, 2011 at 9:14 AM, thorsten.i.r...@jyu.fi wrote:

  Maybe you already did this, but this needs a 'average of 3' (or 5)
  tests, because I would be very surprised if the input file format
  changes the final frame-rate after loading - it's all uncompressed to
  the same format in GPU memory, as far as I know.

 Yes, I checked it (I couldn't believe it...).

 Just *maybe* the conversion by gimp screwed the pnd file and altered the
 texture somehow, so that all derived from the png is then problematic (?).
 But the effect as far as my procedure is described is real.


  The PNG loading time also seems suspicious - decompressing a PNG is
  certainly more work than RGB or DDS, but decompressing a 1MB PNG
  shouldn't take even one second on a computer of the past few years.

 Yes - now multiply this by 2500 since it's done for every cloud being
 loaded, and you get a large number. Of course the system *should* realize
 that it has the texture loaded already and doesn't need to load it any
 more, but evidence suggest that it actually decompresses 2500 times.

 Cheers,

 * Thorsten



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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread Heiko Schulz
Hello,

Where this can lead to problems is with textures that have transparency 
(i.e. an alpha channel.)  The box filter scheme of generating successively 
smaller versions of the texture doesn't work well with the alpha layer.  The 
transition from fully opaque to fully transparent gets wider and wider 
relative to the overall texture and can lead to problems.


More generally, the default box filter scheme of generating the smaller 
versions of the texture files is very simple and usually not quite optimal, 
and is definitely non-optimal when working with textures that have a 
transparency layer.  In addition, the mipmaps are generally computed in 
software when the texture is loaded which takes some time.

So this is the explanantion of decreasing fps with textures with transparency?
Comparing with other games/sims I'm surprised that it is so much noticeable in 
FGFS. 

I suspect that some of these fancier formats might have the mipmap layers 
pre-computed using a more sophisticated size reducing scheme -- thus 
producing slightly better visual results in the end. 

Slightly? Have you seen the pictures comparing .png vs .dds? This is more than 
slightly!

Indeed .dds creates mipmap layers while converting to it. The qualitity is much 
better, loading seems to be much smaller compared with .png.
Indeed nearly all commercial games and sims uses .dds. 

The only disadvantage I can see and that's why I never considered yet to use it 
is the fact that the size itself is increasing. As we have people here which 
consider space saving more important than qualitity I feared that it could lead 
to problems. 

Regards
Heiko 



Regards,
Curt.


On Mon, Mar 21, 2011 at 9:14 AM,  thorsten.i.r...@jyu.fi wrote:


 Maybe you already did this, but this needs a 'average of 3' (or 5)

 tests, because I would be very surprised if the input file format

 changes the final frame-rate after loading - it's all uncompressed to

 the same format in GPU memory, as far as I know.



Yes, I checked it (I couldn't believe it...).



Just *maybe* the conversion by gimp screwed the pnd file and altered the

texture somehow, so that all derived from the png is then problematic (?).

But the effect as far as my procedure is described is real.





 The PNG loading time also seems suspicious - decompressing a PNG is

 certainly more work than RGB or DDS, but decompressing a 1MB PNG

 shouldn't take even one second on a computer of the past few years.



Yes - now multiply this by 2500 since it's done for every cloud being

loaded, and you get a large number. Of course the system *should* realize

that it has the texture loaded already and doesn't need to load it any

more, but evidence suggest that it actually decompresses 2500 times.



Cheers,



* Thorsten





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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread Curtis Olson
On Mon, Mar 21, 2011 at 9:52 AM, Heiko Schulz wrote:

 So this is the explanantion of decreasing fps with textures with
 transparency?
 Comparing with other games/sims I'm surprised that it is so much noticeable
 in FGFS.


No, this is another issue I believe.  When the opengl system draws a
triangle with a texture that has some transparency, it needs to read back in
the current color buffer and mix the pixels of the new surface with the
pixels that have already been drawn before.  This takes longer (sometimes
*much* longer) than just writing out solid pixels.

If you dig into how modern 3d hardware works, you'll fine a lot of
parallelization and multiple cores.  Your 3d card is really a whole computer
itself.  OpenGL is carefully designed so that the application can send a set
of commands to the hardware and the hardware figures out the best way to
render them.  The problem with alpha textures is that they can disrupt the
fastest pipeline operations, certain draw commands need to finish before the
next one can start.

I don't know if there are good ways to avoid this other than to try to
minimize the amount of transparency we use.  Clouds are especially bad
because we stack many many layers of partially transparent surfaces on top
of each other and we end up having to render the same pixels on the screen
many many times over ... and do that with a slower, harder-to-optimize
rendering path.

There are probably tricks that could be used.  I recently saw a demo engine
(used for benchmarking graphics cards and systems).  I forget the name now,
but it was amazing.  I need to start learning some of their tricks ...
blades of grass waving in the breeze with dynamic shadows being cast over
them from everything else in the scene ... beautiful clouds, amazing
lighting effects, really cool and realistic material surface effects (like
weathered/beaten metal fittings on a ship, etc.)  They didn't do any
reflection/glass effects though in that demo so we had them beat there. :-)

The only disadvantage I can see and that's why I never considered yet to use
 it is the fact that the size itself is increasing. As we have people here
 which consider space saving more important than qualitity I feared that it
 could lead to problems.


Most likely due to the fact that it is storing all the smaller versions of
the texture along with the original ... that makes sense though because if
it didn't store the mipmaps, then we'd be back to the same low quality
default box filter.  These days I tend to lean towards the disk space is
cheap camp.  (But anything taken to it's extreme is probably not good.)

Curt.
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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread Gary Neely
Just to add to the fun, .dds has an added benefit that I didn't see
mentioned here-- unlike other formats, .dds has the ability to store
textures compressed in memory, not just on disk. This can result in a
considerable savings of graphic card RAM. Most .dds formats are lossy
though, which requires some consideration and care. The .dds format is
natively supported on graphics cards, which accounts for much of the
speed given all that is happening. I'm not particularly advocating
.dds, but it's worth considering for certain applications, especially
where large numbers of textures are used for a similar task.

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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread Emilian Huminiuc
Regarding mipmaps, all the pictures in the post on the forum are done without 
mipmaps in the dds (-nomips option in nvcompress).

Just done a couple more tests, this time with pregenerated mipmaps, and 
texture loading time when switching liveries is 1s, with instant swithcing in 
subsequent runs (the first time i suspect the delay to be in fact the disk read 
wich is slow). So much of the texture loading time is in fact spent by the gpu 
(or cpu?) in genertaing mipmaps from the texture.. time we can spend just once 
when creating the texture. 
(This is done with a big 4096x4096 texture ;) )

With the clouds issue, I have this feeling that something is amiss with the 
way clouds are generated, but i can't put my finger on it.. :(.
Thorsten, have you done the same test with individual textures instead of a 
big one ?

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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread Heiko Schulz
Hi,

 So much of the texture loading time is in
 fact spent by the gpu 
 (or cpu?) in genertaing mipmaps from the texture.. time we
 can spend just once 
 when creating the texture. 
 (This is done with a big 4096x4096 texture ;) )

Yep, texture size is higher at the end, but perfomance is better. And I guess 
the latter is more important in my eyes.

 
 With the clouds issue, I have this feeling that something
 is amiss with the 
 way clouds are generated, but i can't put my finger on it..
 :(.
 Thorsten, have you done the same test with individual
 textures instead of a 
 big one ?

Taking a closer look on the Local Weather, I can see that each cloud is placed 
per .xml. Or better said: you can take the UFO and place each of the clouds in 
the scenery. But the fact is, the more .xml has to be loaded the more slower 
FGFS runs. That's one issue behind making Paris unusuable for most of our 
users. 

Heiko



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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread thorsten . i . renk
 With the clouds issue, I have this feeling that something is amiss with
 the
 way clouds are generated, but i can't put my finger on it.. :(.
 Thorsten, have you done the same test with individual textures instead
 of a
 big one ?

Huh? Not sure what you mean, I don't think I have a single instance of
just one cloud on a texture.

altocumulus_textures.rgb is a sheet containing 9 different textures
referenced by 10 distinct 2-layer *.ac models - all of which are part of
the 2500 cloud sheet being generated. So the sheet contains about ~250
identical copies of each of the 10 distinct models.

Can you be more specific what you'd like to test.

 Taking a closer look on the Local Weather, I can see that each cloud is
 placed per .xml. Or better said: you can take the UFO and place each of
 the clouds in the scenery.

Quite so.

 But the fact is, the more .xml has to be
 loaded the more slower FGFS runs. That's one issue behind making Paris
 unusuable for most of our users.

That's (at best) part of the issue: When I replace the rgb by a png or dds
texture, the xml wrapper stays the same - and yet I see 1/3 difference in
rendering speed of the final result and dramatic differences in loading
speeds.

I don't know what that has to do with xml - it seems generic that if I
increase the number of objects to render, the framerate drops. I can see
the same thing with trees (which to my knowledge are not xml-wrapped
models) - if I increase tree density by a factor 10, I see my framerate
drop like a rock. 5000 additional models in the scenery will affect
framerate, quite possibly inversely proportional to their texture quality
and proportional to the operations required by the relevant shader -
regardless if that's houses or clouds.

The system (as far as my experience goes) isn't particularly slow in
rendering the clouds once they are in the scene. It is slow in placing
them into the scene - dramatically slower (a factor 1000 or so) than with
the standard 3d clouds. If you want to call that 'wrong' is in the eye of
the beholder - that's how the interface for model placement from Nasal is
at present.

That  slowdown for sure is generic for the way models are placed from
Nasal - something appears to be *very* inefficient with that. I am rather
skeptical if it's to be blamed on the xml wrapper - I see no supporting
evidence. The dependence on texture type and detail level suggests to me
that it's about uncompressing and loading textures into the GPU memory.

As a side note, loading speeds depend on the presence/absence of a second
available CPU. Not sure what that means.

My problem is that I have no real knowledge about 3d rendering. I can do
the experiments and know what scales with what, but I lack the theory to
understand what is going on behind the scenes.

* Thorsten


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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread Emilian Huminiuc
On Monday 21 March 2011 19:53:36 thorsten.i.r...@jyu.fi wrote:
  With the clouds issue, I have this feeling that something is amiss with
  the
  way clouds are generated, but i can't put my finger on it.. :(.
  Thorsten, have you done the same test with individual textures instead
  of a
  big one ?
 
 Huh? Not sure what you mean, I don't think I have a single instance of
 just one cloud on a texture.
 
 altocumulus_textures.rgb is a sheet containing 9 different textures
 referenced by 10 distinct 2-layer *.ac models - all of which are part of
 the 2500 cloud sheet being generated. So the sheet contains about ~250
 identical copies of each of the 10 distinct models.
 
 Can you be more specific what you'd like to test.

Well that's exactly what I was proposing you to test, split the big texture 
into 9 smaller ones, thus making 1texture/model. If the graphic engine is 
somehow being stupid and forgets that it has already loaded that texture we 
should see a dramatic improvement in performance and loading time. (instead of 
loading one big texture thousand of times, we're loading smaller bits of it).
If the performance stays the same, that means the problem lies elsewhere in 
the model placement pipeline.

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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread Heiko Schulz
Hello,


 
 I don't know what that has to do with xml - it seems
 generic that if I
 increase the number of objects to render, the framerate
 drops. I can see
 the same thing with trees (which to my knowledge are not
 xml-wrapped
 models) - if I increase tree density by a factor 10, I see
 my framerate
 drop like a rock. 5000 additional models in the scenery
 will affect
 framerate, quite possibly inversely proportional to their
 texture quality
 and proportional to the operations required by the relevant
 shader -
 regardless if that's houses or clouds.


With 1.9.1 there wasn't a big difference between placing pure .ac-models and 
.xml-wrapped models into scenery. Both had the same fps.

Now it is different. The same number of .ac-models  will give higher fps than 
the same number of wrapped .xmls. 
 
 The system (as far as my experience goes) isn't
 particularly slow in
 rendering the clouds once they are in the scene. It is slow
 in placing
 them into the scene - dramatically slower (a factor 1000 or
 so) than with
 the standard 3d clouds. If you want to call that 'wrong' is
 in the eye of
 the beholder - that's how the interface for model placement
 from Nasal is
 at present.

Hmm... I did not have found time for a detailed table of fps comparement, but 
it seems to me that some of your clouds are decreasing fps more than the 
default 3d-clouds. It looked different to me at the beginning, but making some 
videos showed me this. 

 
 That  slowdown for sure is generic for the way models
 are placed from
 Nasal - something appears to be *very* inefficient with
 that. I am rather
 skeptical if it's to be blamed on the xml wrapper - I see
 no supporting
 evidence. The dependence on texture type and detail level
 suggests to me
 that it's about uncompressing and loading textures into the
 GPU memory.

If I'm right, .xmls and nasal are handeld by the CPU.
The Default clouds are mostly done by the GPU. 

Heiko



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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread thorsten . i . renk
 Hmm... I did not have found time for a detailed table of fps
 comparement, but it seems to me that some of your clouds are decreasing
 fps more than the default 3d-clouds. It looked different to me at the
 beginning, but making some videos showed me this.

If you use default settings, you're comparing 20 km visibility with 35 km
- that's 400 km^2 vs 1225 km^2 of cloud covered scene, or a factor 3.

If you place the same number of clouds, I guess the fact that I use
sometimes ~4 times higher texture resolution is bound to show.

You possibly initially saw higher framerates around TNCM because Local
Weather doesn't place many convective clouds over open water.

I decided that a fair comparison is: Same scenery, same visibility, same
cloud visibility, same cloud coverage in oktas, no wind drift. Under these
conditions, local weather was  10% slower for a Cumulus layer in my tests.

If you ask for overcast skies, than Local Weather is dramatically faster
(the default clouds for me are unable to even render a decent 6/8 cover,
and with the densest coverage I can get I get single digit framerates
while passing through the layer - that's a factor 3 or more slower than
Local Weather where I routinely get 20+ fps in rainy overcast conditions,
more above the layer where the terrain isn't visible ).

If you fly supersonic, then you're not dominated by rendering but by
loading/unloading... and so on. So it's not clear to me what your standard
of comparison is, and it's not a trivial question what it should be.

But some cloud configurations (Coldfront, Tropical) are much slower than
the standard 3d cloud Cumulus layer. But that's an apples/oranges
comparison if you ask me.

* Thorsten


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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread Vivian Meazza
Heiko wrote,

 
 
 
  I don't know what that has to do with xml - it seems
  generic that if I
  increase the number of objects to render, the framerate
  drops. I can see
  the same thing with trees (which to my knowledge are not
  xml-wrapped
  models) - if I increase tree density by a factor 10, I see
  my framerate
  drop like a rock. 5000 additional models in the scenery
  will affect
  framerate, quite possibly inversely proportional to their
  texture quality
  and proportional to the operations required by the relevant
  shader -
  regardless if that's houses or clouds.
 
 
 With 1.9.1 there wasn't a big difference between placing pure .ac-models
 and .xml-wrapped models into scenery. Both had the same fps.
 
 Now it is different. The same number of .ac-models  will give higher fps
 than the same number of wrapped .xmls.
 
  The system (as far as my experience goes) isn't
  particularly slow in
  rendering the clouds once they are in the scene. It is slow
  in placing
  them into the scene - dramatically slower (a factor 1000 or
  so) than with
  the standard 3d clouds. If you want to call that 'wrong' is
  in the eye of
  the beholder - that's how the interface for model placement
  from Nasal is
  at present.
 
 Hmm... I did not have found time for a detailed table of fps comparement,
 but it seems to me that some of your clouds are decreasing fps more than
 the default 3d-clouds. It looked different to me at the beginning, but
 making some videos showed me this.
 
 
  That  slowdown for sure is generic for the way models
  are placed from
  Nasal - something appears to be *very* inefficient with
  that. I am rather
  skeptical if it's to be blamed on the xml wrapper - I see
  no supporting
  evidence. The dependence on texture type and detail level
  suggests to me
  that it's about uncompressing and loading textures into the
  GPU memory.
 
 If I'm right, .xmls and nasal are handeld by the CPU.
 The Default clouds are mostly done by the GPU.
 

I still have some old textures in Git that I have not yet changed over to
.png. Do I take it from these discussions that it would be best to leave
them as is?

I'm right in the middle of texturing a new model. .dds is not an option
because it looks as if the loader has some co-ordinate issues. It looks OK
in AC3D, but when loaded in FG it's wrong. Should I revert to .rgb rather
than use .png?

Vivian



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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread Heiko Schulz
Vivian,
 
 I'm right in the middle of texturing a new model. .dds is
 not an option
 because it looks as if the loader has some co-ordinate
 issues. It looks OK
 in AC3D, but when loaded in FG it's wrong. Should I revert
 to .rgb rather
 than use .png?
 
 Vivian
 
You have to flip the .dds-texture vertically after converting to it. That's due 
to OpenGL. 



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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread Vivian Meazza
Heiko,

 -Original Message-
 From: Schulz [mailto:aeitsch...@yahoo.de]
 Sent: 21 March 2011 20:35
 To: vivian.mea...@lineone.net; FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Adventures in dds
 
 Vivian,
 
  I'm right in the middle of texturing a new model. .dds is
  not an option
  because it looks as if the loader has some co-ordinate
  issues. It looks OK
  in AC3D, but when loaded in FG it's wrong. Should I revert
  to .rgb rather
  than use .png?
 
  Vivian
 
 You have to flip the .dds-texture vertically after converting to it.
 That's due to OpenGL.
 

A simple vertical flip doesn't seem to work - it looks a bit more like a
scaling issue here.

Perhaps I need some tool?

Vivian



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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread Emilian Huminiuc
On Monday 21 March 2011 23:02:18 Vivian Meazza wrote:
 A simple vertical flip doesn't seem to work - it looks a bit more like a
 scaling issue here.
 
 Perhaps I need some tool?
Use nvcompress from the nvidia-texture-tools:
i.e. nvcompress -bc3 -repeat your-flipped-texture.png your-texture.dds

If it's a normalmap use :
nvcompress  -normal -bc5 -repeat your-flipped-texture.png your-texture.dds

but you'll have to flip the normal in the shader.
i.e. for the reflect-bump-spec.frag add a line after line 47:

n = -n;

HTH
Emilian

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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread Heiko Schulz

 
 A simple vertical flip doesn't seem to work - it looks a
 bit more like a
 scaling issue here.
 
 Perhaps I need some tool?
 
 Vivian
 


Maybe this helps you:
http://www.flightgear.org/forums/viewtopic.php?f=4t=7225start=135#p118570



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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread Vivian Meazza
Heiko,

 
 Vivian,
 
  I'm right in the middle of texturing a new model. .dds is
  not an option
  because it looks as if the loader has some co-ordinate
  issues. It looks OK
  in AC3D, but when loaded in FG it's wrong. Should I revert
  to .rgb rather
  than use .png?
 
  Vivian
 
 You have to flip the .dds-texture vertically after converting to it.
 That's due to OpenGL.
 

Here's the AC3D version:

ftp://abbeytheatre2.org.uk:2121/flightgear/Tempest/TempestV_AC3D.png


And here's what I see in FG:

ftp://abbeytheatre2.org.uk:2121/flightgear/Tempest/TempestV_FlightGear.png

Vivian



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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread Emilian Huminiuc
On Monday 21 March 2011 23:47:51 Vivian Meazza wrote:
 Here's the AC3D version:
 
 ftp://abbeytheatre2.org.uk:2121/flightgear/Tempest/TempestV_AC3D.png
 
 
 And here's what I see in FG:
 
 ftp://abbeytheatre2.org.uk:2121/flightgear/Tempest/TempestV_FlightGear.png
 
 Vivian

That's exactly what me and Heiko were saying, you need to flip the texture 
vertically, BEFORE converting it to a .dds.

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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread Vivian Meazza


 -Original Message-
 From: Emilian Huminiuc [mailto:emili...@gmail.com]
 Sent: 21 March 2011 22:00
 To: vivian.mea...@lineone.net; FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Adventures in dds
 
 On Monday 21 March 2011 23:47:51 Vivian Meazza wrote:
  Here's the AC3D version:
 
  ftp://abbeytheatre2.org.uk:2121/flightgear/Tempest/TempestV_AC3D.png
 
 
  And here's what I see in FG:
 
 
 ftp://abbeytheatre2.org.uk:2121/flightgear/Tempest/TempestV_FlightGear.png
 
  Vivian
 
 That's exactly what me and Heiko were saying, you need to flip the texture
 vertically, BEFORE converting it to a .dds.

Heiko said this:

You have to flip the .dds-texture vertically after converting to it


So that what I did. Now I'll try it the other way.

Vivian



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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread Heiko Schulz

 
 That's exactly what me and Heiko were saying, you need to
 flip the texture 
 vertically, BEFORE converting it to a .dds.
 
I meant BEFOR but did say after... My fault. Oops!



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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread Emilian Huminiuc
On Monday 21 March 2011 23:47:51 Vivian Meazza wrote:
Vivian,
 Here's the AC3D version:
 
 ftp://abbeytheatre2.org.uk:2121/flightgear/Tempest/TempestV_AC3D.png
 
 
 And here's what I see in FG:
 
 ftp://abbeytheatre2.org.uk:2121/flightgear/Tempest/TempestV_FlightGear.png
 
 Vivian
The workflow would be like this, you map the model onto a .png texture. You 
finish drawing the texture, and before loading it into flightgear these two 
steps should be the last ones:
You flip that texture verticaly (in gimp for example), then you convert the 
flipped texture to .dds.


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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread Vivian Meazza


I wrote: 
  -Original Message-
  From: Emilian Huminiuc [mailto:emili...@gmail.com]
  Sent: 21 March 2011 22:00
  To: vivian.mea...@lineone.net; FlightGear developers discussions
  Subject: Re: [Flightgear-devel] Adventures in dds
 
  On Monday 21 March 2011 23:47:51 Vivian Meazza wrote:
   Here's the AC3D version:
  
   ftp://abbeytheatre2.org.uk:2121/flightgear/Tempest/TempestV_AC3D.png
  
  
   And here's what I see in FG:
  
  
 
 ftp://abbeytheatre2.org.uk:2121/flightgear/Tempest/TempestV_FlightGear.png
  
   Vivian
 
  That's exactly what me and Heiko were saying, you need to flip the
 texture
  vertically, BEFORE converting it to a .dds.
 
 Heiko said this:
 
 You have to flip the .dds-texture vertically after converting to it
 
 
 So that what I did. Now I'll try it the other way.
 
Makes no difference flipping before conversion or after - Looks OK in AC3D,
but not in FG. So it doesn't look like .dds is a proper option without
further work.

Vivian



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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread Heiko Schulz

 The workflow would be like this, you map the model onto a
 .png texture. You 
 finish drawing the texture, and before loading it into
 flightgear these two 
 steps should be the last ones:
 You flip that texture verticaly (in gimp for example), then
 you convert the 
 flipped texture to .dds.
 


There is just one problem though: 
The Hudson Nightly Builds for win32 doesn't contain the .ddls for .dds

Report to Bugtracker?



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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread Vivian Meazza
Emilian,

 On Monday 21 March 2011 23:47:51 Vivian Meazza wrote:
 Vivian,
  Here's the AC3D version:
 
  ftp://abbeytheatre2.org.uk:2121/flightgear/Tempest/TempestV_AC3D.png
 
 
  And here's what I see in FG:
 
 
 ftp://abbeytheatre2.org.uk:2121/flightgear/Tempest/TempestV_FlightGear.png
 
  Vivian
 The workflow would be like this, you map the model onto a .png texture.
 You
 finish drawing the texture, and before loading it into flightgear these
 two
 steps should be the last ones:
 You flip that texture verticaly (in gimp for example), then you convert
 the
 flipped texture to .dds.
 
OK, I'll try that

Vivian



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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread Heiko Schulz
Hi,


  
 Makes no difference flipping before conversion or after -
 Looks OK in AC3D,
 but not in FG. So it doesn't look like .dds is a proper
 option without
 further work.
 
 Vivian
 

You must doing something wrong.

here for Gimp, assumed that you have the plugin needed already:

1.) UVmap the aircraft in ac3d as usual with your png-file

Then:

1) Take the .png-file you want convert
2)Image -- Transformation --Mirror (flip?)vertical
3)Save as name.dds
4.)a popup appears, select DXT5 and check mipmap
5) click o.k.

Open the .ac-file with a text-editor and just change name.png to name.dds








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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread Vivian Meazza
Heiko,

 -Original Message-
 From: Schulz [mailto:aeitsch...@yahoo.de]
 Sent: 21 March 2011 22:32
 To: vivian.mea...@lineone.net; FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Adventures in dds
 
 Hi,
 
 
  
  Makes no difference flipping before conversion or after -
  Looks OK in AC3D,
  but not in FG. So it doesn't look like .dds is a proper
  option without
  further work.
 
  Vivian
 
 
 You must doing something wrong.
 
 here for Gimp, assumed that you have the plugin needed already:
 
 1.) UVmap the aircraft in ac3d as usual with your png-file
 
 Then:
 
 1) Take the .png-file you want convert
 2)Image -- Transformation --Mirror (flip?)vertical
 3)Save as name.dds
 4.)a popup appears, select DXT5 and check mipmap
 5) click o.k.
 
 Open the .ac-file with a text-editor and just change name.png to
 name.dds

Nope, doesn't work.

But this does:

Map the .png file onto the AC3D model as usual - convert the .png into .dds
in XnView - load the .dds into AC3D

No flipping of vertical required. 

Perhaps XnView flips it for us?

Vivian



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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread Emilian Huminiuc
On Tuesday 22 March 2011 00:57:07 Vivian Meazza wrote:
 
 Nope, doesn't work.
 
 But this does:
 
 Map the .png file onto the AC3D model as usual - convert the .png into
 .dds in XnView - load the .dds into AC3D
 
 No flipping of vertical required.
 
 Perhaps XnView flips it for us?
 
 Vivian
Probably xnview sets the origin in the lower left (as is in OpenGL). Problem 
with .dds is that each tool used to convert the might set the origin where it 
wants :(
So far I haven't found a way of specifying the origin...

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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread syd adams
Interesting.I just did my own quick test ... converted 1 out of 3
livery (png) files to a dds with Gimp plugin .Had to flip the image
vertically before converting. I changed liveries with the dialog , and
the 2 png files took several seconds to change , the dds changed
instantly.I saw no difference in quality , but the load time was
impressive.The original png file is 158.6 KB , the dds is 16.8 MB.This
should swell  fgdata significantly , unless Tim does (hopefully) does
the /Aircraft split...
Cheers

On Mon, Mar 21, 2011 at 5:04 PM, Emilian Huminiuc emili...@gmail.com wrote:
 On Tuesday 22 March 2011 00:57:07 Vivian Meazza wrote:

 Nope, doesn't work.

 But this does:

 Map the .png file onto the AC3D model as usual - convert the .png into
 .dds in XnView - load the .dds into AC3D

 No flipping of vertical required.

 Perhaps XnView flips it for us?

 Vivian
 Probably xnview sets the origin in the lower left (as is in OpenGL). Problem
 with .dds is that each tool used to convert the might set the origin where it
 wants :(
 So far I haven't found a way of specifying the origin...

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