Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-08 Thread Arnt Karlsen
On Wed, 7 Mar 2012 07:46:37 +1300, Chris wrote in message 
cah3ygc2-urb3gpvhuj-cuhn8sosjgvwcns9wyr6ndjp8hog...@mail.gmail.com:

 On 7/03/2012 4:42 AM, Arnt Karlsen a...@c2i.net wrote:
 
  On Sat, 03 Mar 2012 21:17:30 +0100, Torsten wrote in message
  4f527c5a.5060...@t3r.de:
  
   The screen stays white with three black corners (top right, bottom
   right and bottom left). No splash screen. I can exit after some
   time with (Esc)-(Enter).
  
   GPU is GeForce Go 7400 with latest driver.
  
   Anything I can do to help debugging?
 
  ..try the nouveau driver, it _might_ work here, and will in
  any case give a different set of error messages.
 
 I doubt you're going to have an acceptable experience

..now, _that_ would be a very nice surprise. ;o)

 using a deferred renderer on a go7400

..there is another and preferred renderer for it?

 , regardless of driver bugs. There's not a lot of
 fillrate there.

..ok, my point was try get _another_ set of error etc messages 
with the nouveau driver, if it as a bonus works better than 
Nvidea's driver, _celebrate_. ;o)

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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-07 Thread thorsten . i . renk
 I think that you have to add new techniques (an XML element) to
 existing effect file. You leave the current technique intact and
 copy/paste it in the same file, add or change what is needed and
 Modify its predicate.

 Look at model-default.eff that implements 2 techniques.

 Techniques can have a predicate that can test a property. Yesterday,
 I implemented the not operator that was creating syntax errors
 until then. Techniques (with their predicate) are tested in
 ascending order of their index (the n attribute), so you can
 create a new technique with a lower index than the one for the
 current technique and add a predicate that test (for example)
 /sim/rendering/lightfield.

Okay, that looks sort of doable - I'll have a try.

How does the parameter section at the beginning of the file change then?
Simply declare all parameters which any of the techniques listed later
might use?

And what do the different passes do?

Thanks,

* Thorsten


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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-07 Thread Frederic Bouvier
 De: thorsten i renk
 
  I think that you have to add new techniques (an XML element) to
  existing effect file. You leave the current technique intact and
  copy/paste it in the same file, add or change what is needed and
  Modify its predicate.
 
  Look at model-default.eff that implements 2 techniques.
 
  Techniques can have a predicate that can test a property.
  Yesterday,
  I implemented the not operator that was creating syntax errors
  until then. Techniques (with their predicate) are tested in
  ascending order of their index (the n attribute), so you can
  create a new technique with a lower index than the one for the
  current technique and add a predicate that test (for example)
  /sim/rendering/lightfield.
 
 Okay, that looks sort of doable - I'll have a try.
 
 How does the parameter section at the beginning of the file change
 then?
 Simply declare all parameters which any of the techniques listed
 later might use?
 
 And what do the different passes do?

You don't have to create a parameter for the properties you want to test
in the predicate. But you're right, all the parameters of all pass of 
all techniques of an effect need to be declared in a single section.

A pass is a state set: all the OpenGl attribute of the geometry. When 
you declare multiple pass, it's because you want the same geometry be 
drawn several times. You may want to initialize the stencil buffer 
in one pass (you don't need material properties then) and then draw
the object with the stencil test enabled. If you play with the 
render bins and the draw order that are settable in each pass you 
can achieve effect such as the light cone (pre - Rembrandt)

Regards,
-Fred

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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-06 Thread Chris Forbes
I doubt you're going to have an acceptable experience using a deferred
renderer on a go7400, regardless of driver bugs. There's not a lot of
fillrate there.
On 7/03/2012 4:42 AM, Arnt Karlsen a...@c2i.net wrote:

 On Sat, 03 Mar 2012 21:17:30 +0100, Torsten wrote in message
 4f527c5a.5060...@t3r.de:
 
  The screen stays white with three black corners (top right, bottom
  right and bottom left). No splash screen. I can exit after some time
  with (Esc)-(Enter).
 
  GPU is GeForce Go 7400 with latest driver.
 
  Anything I can do to help debugging?

 ..try the nouveau driver, it _might_ work here, and will in
 any case give a different set of error messages.

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


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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-05 Thread Frederic Bouvier
Hi Thorsten,

 De: thorsten i renk 
 
  I agree that we should merge the project rembrandt work sooner
  rather than later.  However, we should also take some time and 
  effort to make sure Thorsten's sky/haze/horizon effects are 
  accounted for as well.  I don't know what issues we will find 
  when trying to merge these two efforts, but they both need to 
  be considered together.
 
 Yes please.
 
 Or if someone could just help in creating an effect structure 
 thatone can switch these things on and off so that installing 
 the lightfields doesn't have to overwrite everything and that 
 it would be on GIT? Then we can worry about how to merge later? 
 Lightfields would work optionally, there's no fundamental 
 obstacle here.
 
 I know there's the idea to get everything perfectly merged in an
 elegant way by factoring out light and haze functions, but I'd 
 be happy with a simple optional structure now and the rest later.

Be sure that I am extremely interested in merging your work into 
Rembrandt. It is just too early for me, and as the discussion 
raised the point of the compatibility with older hardware, the 
mockup (from by clone) can't be merged as is. So, in order to 
have the less disturbing migration path as possible, things will
take even more time.

But i will come back to you to see how decoupling light and haze
can be done in the future framework.

 It's getting somewhat frustrating... Not so much for myself, but 
 for others who want to try it, and it's starting to look silly 
 when I have to tell everyone who is interested 'Sorry, it's 
 ready since a month ago, but we haven't been able to put it 
 on GIT yet, so you still need to go through a tricky manual 
 installation process'.

Do you mean that v1.1 as posted on the forum can't be committed
as is to git ?

Regards,
-Fred

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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-05 Thread thorsten . i . renk
 Do you mean that v1.1 as posted on the forum can't be committed
 as is to git ?

Technically it could, but at the expense of forcing everyone to use
lightfield shaders. It overwrites for instance the default terrain and
model shaders.

The reason why this is implemented in that way is that I have no clue how
an effect file should be properly structured. I can change an existing
effect file to insert new property-to-unifrom mappings, I can change the
filename of the shader to be used, but my attempts to do more have so far
gone terribly wrong and broken the effect.

So what needs to be done for a clean commit is:

* rename the special shader files where they overlap with default files
* add conditionals to the effect files that if skydome scattering shader
is on the lightfield files should be used, otherwise the defaults as they
are
(* not essential, but currently true camera altitude above MSL is obtained
from Nasal and written into the tree - I'm fairly sure we have it
somewhere better, I just don't know where)

It's not much work, but it requires some better knowledge of how effect
files work. Which is the point where I need help.

* Thorsten


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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-05 Thread Emilian Huminiuc
On Monday 05 March 2012 12:02:26 Frederic Bouvier wrote:
 Hi Thorsten,
 
  De: thorsten i renk
  
   I agree that we should merge the project rembrandt work sooner
   rather than later.  However, we should also take some time and
   effort to make sure Thorsten's sky/haze/horizon effects are
   accounted for as well.  I don't know what issues we will find
   when trying to merge these two efforts, but they both need to
   be considered together.
  
  Yes please.
  
  Or if someone could just help in creating an effect structure
  thatone can switch these things on and off so that installing
  the lightfields doesn't have to overwrite everything and that
  it would be on GIT? Then we can worry about how to merge later?
  Lightfields would work optionally, there's no fundamental
  obstacle here.
  
  I know there's the idea to get everything perfectly merged in an
  elegant way by factoring out light and haze functions, but I'd
  be happy with a simple optional structure now and the rest later.
 
 Be sure that I am extremely interested in merging your work into
 Rembrandt. It is just too early for me, and as the discussion
 raised the point of the compatibility with older hardware, the
 mockup (from by clone) can't be merged as is. So, in order to
 have the less disturbing migration path as possible, things will
 take even more time.
 
 But i will come back to you to see how decoupling light and haze
 can be done in the future framework.
 
  It's getting somewhat frustrating... Not so much for myself, but
  for others who want to try it, and it's starting to look silly
  when I have to tell everyone who is interested 'Sorry, it's
  ready since a month ago, but we haven't been able to put it
  on GIT yet, so you still need to go through a tricky manual
  installation process'.
 
 Do you mean that v1.1 as posted on the forum can't be committed
 as is to git ?
 
 Regards,
 -Fred
No it can't. The fog/light functions need to be extracted and put into 
include_fog.*, and there needs to be a check in that one that switches between 
the different models based on the sky shader setting. 
There is an important issue though, the functions appear to be different for 
objects and terrain. That's not quite optimal IMHO, and will lead again to 
diverging fog models (what I've been trying to avoid by using a common fog 
function).

And just throwing them in and splattering all the other shaders with fog 
functions in them will triple the work required later. So it's better to do 
this right from the beggining.

Regards,
Emilian


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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-05 Thread thorsten . i . renk
 There is an important issue though, the functions appear to be different
 for objects and terrain.

What?? Both model-default.eff and terrain-default.eff refer to
terrain-haze.vert/frag as shaders - how can the fog function be different
if they're using the same shader code???

I think you're mistaken here.

The fog function is different for clouds and rain layers (because clouds
and fog are the same stuff, so there need to be different rules) and for
the skydome (because the atmosphere fogs in a different way looking
straight up than looking straight down).

Cheers,

* Thorsten




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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-05 Thread Frederic Bouvier
  Do you mean that v1.1 as posted on the forum can't be committed
  as is to git ?
 
 Technically it could, but at the expense of forcing everyone to use
 lightfield shaders. It overwrites for instance the default terrain
 and model shaders.
 
 The reason why this is implemented in that way is that I have no clue
 how an effect file should be properly structured. I can change an
 existing effect file to insert new property-to-unifrom mappings, I 
 can change the filename of the shader to be used, but my attempts 
 to do more have so far gone terribly wrong and broken the effect.
 
 So what needs to be done for a clean commit is:
 
 * rename the special shader files where they overlap with default
   files
 * add conditionals to the effect files that if skydome scattering
   shader is on the lightfield files should be used, otherwise the 
   defaults as they are (* not essential, but currently true camera 
   altitude above MSL is obtained from Nasal and written into the 
   tree - I'm fairly sure we have it somewhere better, I just don't 
   know where)
 
 It's not much work, but it requires some better knowledge of how
 effect files work. Which is the point where I need help.

I think that you have to add new techniques (an XML element) to 
existing effect file. You leave the current technique intact and
copy/paste it in the same file, add or change what is needed and
Modify its predicate.

Look at model-default.eff that implements 2 techniques. 

Techniques can have a predicate that can test a property. Yesterday, 
I implemented the not operator that was creating syntax errors 
until then. Techniques (with their predicate) are tested in 
ascending order of their index (the n attribute), so you can 
create a new technique with a lower index than the one for the 
current technique and add a predicate that test (for example) 
/sim/rendering/lightfield.

Regards,
-Fred

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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-05 Thread Emilian Huminiuc
On Monday 05 March 2012 13:27:00 thorsten.i.r...@jyu.fi wrote:
  There is an important issue though, the functions appear to be different
  for objects and terrain.
 
 What?? Both model-default.eff and terrain-default.eff refer to
 terrain-haze.vert/frag as shaders - how can the fog function be different
 if they're using the same shader code???
 
 I think you're mistaken here.
 
 The fog function is different for clouds and rain layers (because clouds
 and fog are the same stuff, so there need to be different rules) and for
 the skydome (because the atmosphere fogs in a different way looking
 straight up than looking straight down).
 
 Cheers,
 
 * Thorsten
 

Sorry, my bad, I remembered something like that, but it was in fact me 
thinking that it would need a separate function for objects.

Anyway, first thing i noticed while looking more carefully at the code is this 
(terrain-haze.vert line 126):
// now the light-dimming factor
earthShade = 0.9 * smoothstep(terminator_width+ terminator, -
terminator_width + terminator, yprime_alt) + 0.1;

which has undefined behaviour. smoothstep(a, b, x) requires specificaly 
that a  b.

Also, all light terms should have alpha 1.0 not 0.0.

Will report more as i find them :)

Cheers,
Emilian

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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-04 Thread Erik Hofman
On Sat, 2012-03-03 at 22:52 +, Stuart Buchanan wrote:
 On Sat, Mar 3, 2012 at 1:36 PM, Erik Hofman wrote:
  Personally I would think adding Project Rembrandt will call for
  FlightGear version 3.0. So if it is added I would create two branches,
  version 3.0 and version 2.7 in which the later is switched to bug fixes
  only.
 
 Surely a bug-fix 2.7.0 branch is simply just the 2.6.0 maintenance branch?
 
 I'm not aware of any significant development on next so far beyond
 RTI from Matthias and some materials work that I've been doing.

That's the idea indeed. just take what is in next now and push it into
bugfix only mode.
 
  If 3.0 turns out to require more time than expected (I probably know the
  answer to that one) then there's always a really stable version 2.8
  which can be released.
 
 Sounds like a reasonably plan, but let's aim for success :)

I probably should have specified that 3.0 (I realized later it is
actually 2.9) will be called 'next' in git :)

Erik


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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-04 Thread Frederic Bouvier
 As a migration path, I verified that my changes to simgear are
 compatible with the current next branch. If there is no objection,
 I will commit these changes to gitorious and begin to prepare
 the flightgear code in a way that would allow to keep the current
 renderer.

As I received no objections, I will commit my addition to simgear later in the 
day. You'll be warn ;-)

Regards,
-Fred

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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-04 Thread Curtis Olson
On Sun, Mar 4, 2012 at 9:25 AM, Frederic Bouvier fredfgf...@free.fr wrote:

  As a migration path, I verified that my changes to simgear are
  compatible with the current next branch. If there is no objection,
  I will commit these changes to gitorious and begin to prepare
  the flightgear code in a way that would allow to keep the current
  renderer.

 As I received no objections, I will commit my addition to simgear later in
 the day. You'll be warn ;-)


Speaking not-as-a-git-guru, would it make sense to push the rembrandt
changes into a separate rebrandt branch initially and keep that merged
with the next branch?  It would make it easier for developers to check
out that branch and build it and if things look pretty reasonable we could
merge things into next?  Just trying to be helpful here, and not make
things any more complicated.

Curt.
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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-04 Thread Frederic Bouvier
Hi Curt,

 De: Curtis Olson

 On Sun, Mar 4, 2012 at 9:25 AM, Frederic Bouvier wrote:

   As a migration path, I verified that my changes to simgear are
   compatible with the current next branch. If there is no
   objection,
   I will commit these changes to gitorious and begin to prepare
   the flightgear code in a way that would allow to keep the current
   renderer.

  As I received no objections, I will commit my addition to simgear
  later in the day. You'll be warn ;-)
 
 Speaking not-as-a-git-guru, would it make sense to push the rembrandt
 changes into a separate rebrandt branch initially and keep that
 merged with the next branch? It would make it easier for
 developers to check out that branch and build it and if things look
 pretty reasonable we could merge things into next? Just trying to
 be helpful here, and not make things any more complicated.


... and keep that merged with the next branch

I don't understand what you mean. Do you want me to commit the work to 
a new Rembrandt branch and then merge it to the next branch ?

I am only speaking of enhancement to the effect system and the new 
light animations that will be useless until the right code is 
committed in flightgear. The only noticeable thing will be the 
point sprite size increase for runway lighting that I find way 
more realistic.

Regards,
-Fred

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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-04 Thread Curtis Olson
On Sun, Mar 4, 2012 at 9:59 AM, Frederic Bouvier wrote:

 ... (Curt wrote) and keep that merged with the next branch.

(Fred wrote) I don't understand what you mean. Do you want me to commit the
 work to a new Rembrandt branch and then merge it to the next branch ?


Hi Fred,

As I mentioned in my past message, I'm not trying to make things more
complicated.  If the changes to SimGear are additive and don't break the
current FlightGear, then that sounds pretty safe.

In terms of merging with next ... what I meant is this (and let me answer
by example.)

I have a local branch I've created here for some experimentation.  When
ever I do a git pull from the gitorious repository, I do that in the
next/master branches.  Then I switch to my local branch and type git
merge next (or master) to make my local branch up to date with the main
development head.

There may be a better way to do that, but it's what was suggested to me,
and seems to work and I've stuck with it.

What I meant with my original comments was to suggest thinking about doing
something similar on gitorious -- create a branch for rembrandt, and then
keep it synced with the main-line changes.  But it sounds like we don't
really need that for simgear -- but maybe for FlightGear  if the changes
are a bit more intrusive over there?

Personally, I'd be more likely to checkout out a branch and test something
there, than to run around looking for patches and patch my own tree -- the
more automatic process seems like it would save some time.  But as I also
mentioned in my previous message, I'm not a git-guru, and I don't claim any
special knowledge of git-best-practices, so there are probably more clever
ways to do whatever I'm suggesting that the git-guru's here could suggest,
or perhaps as you have suggested, what I'm suggesting does not need to be
suggested at all.

I am only speaking of enhancement to the effect system and the new
 light animations that will be useless until the right code is
 committed in flightgear. The only noticeable thing will be the
 point sprite size increase for runway lighting that I find way
 more realistic.


That sounds pretty safe -- thanks!

Curt.
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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-04 Thread Christian Schmitt
Curtis Olson wrote:

 I have a local branch I've created here for some experimentation.  When
 ever I do a git pull from the gitorious repository, I do that in the
 next/master branches.  Then I switch to my local branch and type git
 merge next (or master) to make my local branch up to date with the main
 development head.
 
 There may be a better way to do that, but it's what was suggested to me,
 and seems to work and I've stuck with it.

For the sake of completeness and (possibly) nicer git history in the future 
let me say this:

There IS indeed a better way for exactly your use-case:
When switching back to your local branch after git pull in next, use git 
rebase next (or master) on your local branch. This makes sure your changes 
are always on top of your local branch and prevents those Merge commit XXX 
messages in the git history.

HTH
Chris

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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-04 Thread Stefan Seifert
On Sunday 04 March 2012 17:30:41 Christian Schmitt wrote:
 Curtis Olson wrote:
  I have a local branch I've created here for some experimentation.  When
  ever I do a git pull from the gitorious repository, I do that in the
  next/master branches.  Then I switch to my local branch and type git
  merge next (or master) to make my local branch up to date with the main
  development head.
  
  There may be a better way to do that, but it's what was suggested to me,
  and seems to work and I've stuck with it.
 
 For the sake of completeness and (possibly) nicer git history in the future
 let me say this:
 
 There IS indeed a better way for exactly your use-case:
 When switching back to your local branch after git pull in next, use git
 rebase next (or master) on your local branch. This makes sure your changes
 are always on top of your local branch and prevents those Merge commit XXX
 messages in the git history.

But whenever talking about git rebase one should mention that THOU SHALT NOT 
rebase a branch which you've ever pushed. Because if someone ever pulled your 
branch (which happens with a simple git pull from the main repo), his get gets 
confused by the changed history.

Stefan

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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-04 Thread ThorstenB
Am 04.03.2012 19:00, schrieb Stefan Seifert:
 But whenever talking about git rebase one should mention that THOU SHALT NOT
 rebase a branch which you've ever pushed. Because if someone ever pulled your

What I always do, before pushing an update for the next branch is:

git checkout next
git pull
git rebase origin/next

(likewise works with master or other branches).

This rebases my local next branch - and places all my local changes on 
top of the history of the remote next branch (= origin/next). Also, 
this cannot change any history being already part of the published 
remote - since anything pushed to the server is already in 
origin/next, which remains unaltered (it's the base).

 branch (which happens with a simple git pull from the main repo), his get gets
 confused by the changed history.

If someone managed to mess up the published history, he wouldn't be able 
to push to our gitorious repository though. Pushing a change of 
history requires a forced push, which is disabled for our gitorious 
repos. It's not a mistrust in anyone's git skills, but just to be really 
safe ;-).

cheers,
Thorsten

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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-04 Thread Frederic Bouvier
  But whenever talking about git rebase one should mention that THOU
  SHALT NOT rebase a branch which you've ever pushed. Because if 
  someone ever pulled your
 
 What I always do, before pushing an update for the next branch is:

As stated previously, a code that is not run is unlikely to be debugged.
To avoid branch glitches and given the estimated risk of these changes, 
I decided to commit them to next.

People are requested *not* to use the features introduced until noticed
because there is no Rembrandt code in the flightgear repository.

Regards,
-Fred

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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-04 Thread thorsten . i . renk
 I agree that we should merge the project rembrandt work sooner rather
 than
 later.  However, we should also take some time and effort to make sure
 Thorsten's sky/haze/horizon effects are accounted for as well.  I don't
 know what issues we will find when trying to merge these two efforts, but
 they both need to be considered together.

Yes please.

Or if someone could just help in creating an effect structure that one can
switch these things on and off so that installing the lightfields doesn't
have to overwrite everything and that it would be on GIT? Then we can
worry about how to merge later? Lightfields would work optionally, there's
no fundamental obstacle here.

I know there's the idea to get everything perfectly merged in an elegant
way by factoring out light and haze functions, but I'd be happy with a
simple optional structure now and the rest later.

It's getting somewhat frustrating... Not so much for myself, but for
others who want to try it, and it's starting to look silly when I have to
tell everyone who is interested 'Sorry, it's ready since a month ago, but
we haven't been able to put it on GIT yet, so you still need to go through
a tricky manual installation process'.

Cheers,

* Thorsten


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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-03 Thread Frederic Bouvier
 De: Torsten Dreyer
 
 Am 02.03.2012 19:03, schrieb Frederic Bouvier:
  Now that release 2.6 is out, perhaps it is time to discuss further
  developments concerning project Rembrandt.
  Although it may already produce pretty images when used by a
  talented designer (see for example the P92), it is however, not
  usable by most people.
 
  The Wiki page summarizes the list of things to do. For wider use,
  we must first convert the shaders to 'Rembrandt' rules. It also
  seems there are problems with shadows in multi-threaded modes.
  Finally, the multi screen should be reviewed (I'll leave spherical
  projection and stereo for another time). The other points are are
  less important and can be treated in the next branch.
 
  Remains the problem of conversion of aircraft models. One of the
  constraints of Rembrandt is that each model should be modified, or
  at least reviewed:
 * Remove the fake shadow
 * Remove ambient occlusion from textures
 * Register all transparent surfaces
 * Review the use of emissive colors
 
  Maybe we need to create a label Works with Rembrandt and report
  models that do not comply.
 
  thoughts ?
 
 The best time for adding such a huge change is at the beginning of a
 release cycle - which is now. Adding a tag marking the initial commit
 might be a good idea, though.
 
 If Rembrandt breaks nearly all aircraft, maybe we should also split
 off aircraft from FGDATA before/not later than the start of Rembrandt?
 
 The aircraft rating system can hold a Rembrandt-ready label.
 
 Is there any chance to make Rembrandt switchable (on/off) at startup?

That should be doable, but not done for the moment. Changes are located 
in CameraGroup.[ch]xx and Renderer.cxx for the flightgear side, in 
sgmaterial.lib for the simgear side and in Effects/ and Shaders/ for the 
data side, not speaking of any model converted or enhanced with lights.

The main problem to solve would be the duplication of resources. How 
a plane or another model would be compatible to both renderer ?

But just curious : how many of you reviewed the current code ?

Regards,
-Fred

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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-03 Thread Christian Schmitt
Stuart Buchanan wrote:

 Given that we have 400+ aircraft that need to be updated, I think we
 also need clear documentation (on the wiki?) describing the steps you
 outline above, and in particular how to register the transparent
 surfaces.  That probably needs to be in place before the code goes
 into next.

Yes, then we can make aircraft after aircraft Rembrandt ready so that we 
have a nice pool of planes for the next release.
 
 IMO we should bite the bullet and get it into next this week if
 possible.  There's obviously some risk to our 6 month release
 schedules that we'll just have to accept.

I agree here. Let's merge the Rembrandt work into next so that every git 
user has to work with it, can find glitches and adapt shaders. There are 
people holding back their shader improvements in anticipation of Rembrandt. 
We have to merge it anyway sooner or later. Now, the likeliness of conflicts 
is lower and the speed of development will be faster.

Cheers
Chris

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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-03 Thread Torsten Dreyer
 Is there any chance to make Rembrandt switchable (on/off) at startup?

 That should be doable, but not done for the moment. Changes are located
 in CameraGroup.[ch]xx and Renderer.cxx for the flightgear side, in
 sgmaterial.lib for the simgear side and in Effects/ and Shaders/ for the
 data side, not speaking of any model converted or enhanced with lights.

 The main problem to solve would be the duplication of resources. How
 a plane or another model would be compatible to both renderer ?
Sorry for being unclear, my idea was to have the renderer switchable at 
startup. Selecting the aircraft with/without Rembrand-feature does not 
make sense. That way one could use the old renderer for old aircraft 
and the new renderer with Remprand-Ready aircraft.

 But just curious : how many of you reviewed the current code ?
I had a look at the code but never compiled, let alone ran it locally 
due to lack of time.

Torsten

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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-03 Thread Mathias Fröhlich

Hi Fred,

On Friday, March 02, 2012 19:03:13 Frederic Bouvier wrote:
 thoughts ?
Since we are now at the beginning of a release cycle, I would think now is the 
right time.

For the question to preserve both renderers, compatibility of models I think 
that we need to preserve both if we cannot guarantee that your new approach 
runs on a wide varity of drivers.
Given the complexity of this kid of change I doubt that we can iterate this 
out completely within this current release cycle.
Also I believe you told that you are using float textures. And again this is 
the other patent problem lingering in OpenGL. This extension will not be 
supported for a long time. But again I think that any rescaled fixed point 
representation that works based on an integer datatype should do its job as 
well. The changes to make this work should be limited.

And no, I have not really reviewed the changes.

Any yes this is the problem, there is a lot of work left to do to integrate 
this kind of change, but I think too little people will try if we do not push 
this into mainline. Consequently not iterating out anything.

The only other option could be doing something incremental.
May be like this?

1. Move the renderer into a pre render camera using the current shaders.
2. Set up the depth texture and normals and make them available for a 
composition step.
3. Remove fog from the models, do this in the composition step.
4. Build up the shadow and light map texture.
5. Incorporate this into the composition step

Or may be with modifications - just scratching in my head how I could imagine 
tackling this with smaller steps.
Really just thinking about an idea that might not be a good one.
But tell me if you think this is reasonable???

Greetings

Mathias

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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-03 Thread Erik Hofman
On Sat, 2012-03-03 at 07:25 -0600, Curtis Olson wrote:

 
 I agree that we should merge the project rembrandt work sooner rather
 than later.  However, we should also take some time and effort to make
 sure Thorsten's sky/haze/horizon effects are accounted for as well.  I
 don't know what issues we will find when trying to merge these two
 efforts, but they both need to be considered together.

Personally I would think adding Project Rembrandt will call for
FlightGear version 3.0. So if it is added I would create two branches,
version 3.0 and version 2.7 in which the later is switched to bug fixes
only.

If 3.0 turns out to require more time than expected (I probably know the
answer to that one) then there's always a really stable version 2.8
which can be released.

Erik


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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-03 Thread Alan Teeder


-Original Message- 
From: Erik Hofman
Sent: Saturday, March 03, 2012 1:36 PM
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Project Rembrandt - next steps



Personally I would think adding Project Rembrandt will call for
FlightGear version 3.0. So if it is added I would create two branches,
version 3.0 and version 2.7 in which the later is switched to bug fixes
only.

If 3.0 turns out to require more time than expected (I probably know the
answer to that one) then there's always a really stable version 2.8
which can be released.

Erik


I think that you have hit the nail on the head there.

Alan

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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-03 Thread ThorstenB
Am 03.03.2012 12:43, schrieb Christian Schmitt:
 Stuart Buchanan wrote:
   IMO we should bite the bullet and get it into next this week if
   possible.  There's obviously some risk to our 6 month release
   schedules that we'll just have to accept.
 I agree here. Let's merge the Rembrandt work into next so that every git
 user has to work with it, can find glitches and adapt shaders. There are
 people holding back their shader improvements in anticipation of Rembrandt.
 We have to merge it anyway sooner or later. Now, the likeliness of conflicts
 is lower and the speed of development will be faster.

Just be sure the new concept will work for everyone, even for the 
majority not owning the latest high-end GPU, e.g there is an option to 
disable, reduce load/quality etc.

Also, the project is quite good in finding issues, once new stuff is in 
git. But, generally we are not so good in fixing problems then. 
Notoriously, everyone has just too little spare time ;-), so a lot of 
issues just starve in the tracker. And with hard-core OSG stuff, there's 
even fewer people than usual who could help anyway.

So, make an honest estimate of how much work is really left, including 
fixing reported issues, and whether you have the time to complete this 
in the next months. Or whether you maybe need to bail out in a few weeks 
for personal reasons, and we might be getting stuck (your 
wife/girlfriend isn't pregnant or something? :-D ).

If we are certain that everything will be well and stable within 
reasonable amount of time, then it should go into next. Otherwise, 
we should think about maintaining separate branches (one of the main 
advantages of git anyway). Indeed, the latter would probably mean it 
would not be part of the August release. The key question is: would it 
be ready?

cheers,
Thorsten

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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-03 Thread Alan Teeder


-Original Message- 
From: Frederic Bouvier
Sent: Saturday, March 03, 2012 11:33 AM
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Project Rembrandt - next steps

 De: Torsten Dreyer


I don´t know if that already been covered, but is it possible to make a 
model that is compatible with both current and Rembrandt systems?

Alan 


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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-03 Thread joacher
On Fri, 2 Mar 2012 20:51:59 +
Stuart Buchanan stuar...@gmail.com wrote:

 Given that we have 400+ aircraft that need to be updated, 

Looks like an aircraft needs some maintenance over time. This somehow
bothers the question whether it is wise to collect 300+ rudimentary
aircraft with no further use, in the hope they might become finished in
the year 2018...




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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-03 Thread Torsten Dreyer
Am 03.03.2012 12:33, schrieb Frederic Bouvier:
 But just curious : how many of you reviewed the current code ?

n+1

Just checked out your project/rembrandt branches. Code compiles fine on 
64bit openSUSE 12.1 with OSG from trunk.

Running fgfs spits out many messages, most prominent are:
can't find Effects/ssao.eff
can't find Effects/blur.eff
can't find Effects/blur.eff
can't find Effects/sunlight.eff
can't find Effects/blur.eff
can't find Effects/blur.eff

and dozens of

no image file, maybe the reader did not set the filename attribute, 
using white for type '2d' on '', in /technique[11]/pass[0]/texture-unit[0]

The screen stays white with three black corners (top right, bottom right 
and bottom left). No splash screen. I can exit after some time with 
(Esc)-(Enter).

GPU is GeForce Go 7400 with latest driver.

Anything I can do to help debugging?

Torsten

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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-03 Thread Frederic Bouvier


- Mail original -
 De: Torsten Dreyer tors...@t3r.de
 
 Am 03.03.2012 12:33, schrieb Frederic Bouvier:
  But just curious : how many of you reviewed the current code ?
 
 n+1
 
 Just checked out your project/rembrandt branches. Code compiles fine
 on
 64bit openSUSE 12.1 with OSG from trunk.
 
 Running fgfs spits out many messages, most prominent are:
 can't find Effects/ssao.eff
 can't find Effects/blur.eff
 can't find Effects/blur.eff
 can't find Effects/sunlight.eff
 can't find Effects/blur.eff
 can't find Effects/blur.eff
 
 and dozens of
 
 no image file, maybe the reader did not set the filename attribute,
 using white for type '2d' on '', in
 /technique[11]/pass[0]/texture-unit[0]
 
 The screen stays white with three black corners (top right, bottom
 right
 and bottom left). No splash screen. I can exit after some time with
 (Esc)-(Enter).
 
 GPU is GeForce Go 7400 with latest driver.
 
 Anything I can do to help debugging?


Nothing wrong with all of that (or at least it is expected). Did I mentionned
I wrecked the splashscreen that doesn't appear in windowed mode and badly flash
in fullscreen. Otherwise, the messages are expected for the moment. 

Ensure you checked out project/rembrandt in simgear, flightgear and fgdata, and 
be patient until the scene appears. It doesn't support multi-threading 
mode (in preferences.xml) but that don't prevent to have an image

Regards,
-Fred

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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-03 Thread Frederic Bouvier
 De: ThorstenB

 Also, the project is quite good in finding issues, once new stuff is
 in git. But, generally we are not so good in fixing problems then.
 Notoriously, everyone has just too little spare time ;-), so a lot of
 issues just starve in the tracker. And with hard-core OSG stuff,
 there's even fewer people than usual who could help anyway.
 
 So, make an honest estimate of how much work is really left,
 including fixing reported issues, and whether you have the time to 
 complete this in the next months. Or whether you maybe need to bail 
 out in a few weeks for personal reasons, and we might be getting 
 stuck (your wife/girlfriend isn't pregnant or something? :-D ).
 
 If we are certain that everything will be well and stable within
 reasonable amount of time, then it should go into next.
 Otherwise, we should think about maintaining separate branches 
 (one of the main advantages of git anyway). Indeed, the latter 
 would probably mean it would not be part of the August release. 
 The key question is: would it be ready?

As I said in my first post, I don't consider the code as fully ready
for prime time. I made shortcuts to demonstrate the feasibility of 
the renderer and many things no longer works or at least should 
be reviewed again.

I can't promise I won't be hit by the proverbial bus, but as long 
as the project is endorsed by the community, there is no reason 
I bail out in the next months.

As a migration path, I verified that my changes to simgear are 
compatible with the current next branch. If there is no objection,
I will commit these changes to gitorious and begin to prepare 
the flightgear code in a way that would allow to keep the current
renderer. That may take time though. Enough time to split the 
aircraft repository ;-)

Regards,
-Fred

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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-03 Thread Stuart Buchanan
On Sat, Mar 3, 2012 at 1:36 PM, Erik Hofman wrote:
 Personally I would think adding Project Rembrandt will call for
 FlightGear version 3.0. So if it is added I would create two branches,
 version 3.0 and version 2.7 in which the later is switched to bug fixes
 only.

Surely a bug-fix 2.7.0 branch is simply just the 2.6.0 maintenance branch?

I'm not aware of any significant development on next so far beyond
RTI from Matthias and some materials work that I've been doing.

 If 3.0 turns out to require more time than expected (I probably know the
 answer to that one) then there's always a really stable version 2.8
 which can be released.

Sounds like a reasonably plan, but let's aim for success :)

On the subject or Rembrandt Ready aircraft, I'd prefer not adding
this explicitly to the aircraft status.  If Rembrandt is the rendering
technology
for FG 2.8.0 (or 3.0.0), then aircraft maintainers are responsible for ensuring
their aircraft work with the release, as they would be for any other change to
FDM format etc.

Instead, I'd prefer the approach we'd take with any other change that requires
work by aircraft maintainers. I thought I saw a wiki article
explaining how this
was managed, but I can't find it at present other than this:
http://wiki.flightgear.org/Aircraft_maintenance

IIRC maintainers are given a reasonable time to make changes themselves,
after which FG core devs go in with a pick-axe and make the changes
themselves. Or am I making that up?

I'm sure with enough volunteers we can split up the 400 aircraft and churn
through them one at a time given a well-defined process from Fred. I'd
guesstimate  1hr per aircraft.

-Stuart

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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-02 Thread Anders Gidenstam
On Fri, 2 Mar 2012, Frederic Bouvier wrote:

  * Register all transparent surfaces

Just a quick question: Doesn't OSG already detect translucent meshes and 
treat them differently from the rest during rendering? Hence, couldn't 
this classification be done more or less automatically and only require 
manual intervention in special cases?

(Maybe I misunderstood what you meant above but to me it does seem like 
you are suggesting that all all such objects should be enumerated in the 
model XML file - something that IMO seems both error-prone and 
inconvenient. There must be a better way.)

Do I look forward to implement cockpit lighting with real lights.

Cheers,

Anders
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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-02 Thread Stuart Buchanan
On Fri, Mar 2, 2012 at 6:24 PM, Anders Gidenstam wrote:
 On Fri, 2 Mar 2012, Frederic Bouvier wrote:

  * Register all transparent surfaces

 Just a quick question: Doesn't OSG already detect translucent meshes and
 treat them differently from the rest during rendering? Hence, couldn't
 this classification be done more or less automatically and only require
 manual intervention in special cases?

I think you may be thinking of the code we have to put objects that use an RGBA
texture into a separate rendering bin.

Unfortunately because most aircraft use a single texture for both opaque and
translucent objects, I don't think that heuristic will work.

-Stuart

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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-02 Thread Stuart Buchanan
On Fri, Mar 2, 2012 at 6:03 PM, Frederic Bouvier wrote:
 Now that release 2.6 is out, perhaps it is time to discuss further 
 developments concerning project Rembrandt.
 Although it may already produce pretty images when used by a talented 
 designer (see for example the P92), it is however, not usable by most people.

 The Wiki page summarizes the list of things to do. For wider use, we must 
 first convert the shaders to 'Rembrandt' rules. It also seems there are 
 problems with shadows in multi-threaded modes. Finally, the multi screen 
 should be reviewed (I'll leave spherical projection and stereo for another 
 time). The other points are are less important and can be treated in the 
 next branch.

 Remains the problem of conversion of aircraft models. One of the constraints 
 of Rembrandt is that each model should be modified, or at least reviewed:
  * Remove the fake shadow
  * Remove ambient occlusion from textures
  * Register all transparent surfaces
  * Review the use of emissive colors

 Maybe we need to create a label Works with Rembrandt and report models that 
 do not comply.

 thoughts ?

The first question is whether this is something that we want in the
2.8.0 release. We have just over 130 days until the next code freeze,
which isn't a huge amount of time. OTOH, that's as much time as we're
ever going to have between releases :) So, the question becomes where
it can be release-ready in 130 days, or it needs to wait until the
following release.

If we want it in 2.8.0, then it needs to be in the next branch ASAP.
 That's the only way to ensure that every developer is working with
it. The danger of leaving it in a separate branch is that developers
can just ignore it.  My recollection of the OSG work was that it was
only when it became part of the main cvs code that people really
started filling in the feature gaps compared with plib.

Given that we have 400+ aircraft that need to be updated, I think we
also need clear documentation (on the wiki?) describing the steps you
outline above, and in particular how to register the transparent
surfaces.  That probably needs to be in place before the code goes
into next.

IMO we should bite the bullet and get it into next this week if
possible.  There's obviously some risk to our 6 month release
schedules that we'll just have to accept.

-Stuart

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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-02 Thread Frederic Bouvier
 De: Anders Gidenstam
 
 On Fri, 2 Mar 2012, Frederic Bouvier wrote:
 
   * Register all transparent surfaces
 
 Just a quick question: Doesn't OSG already detect translucent meshes
 and treat them differently from the rest during rendering? Hence,
 couldn't this classification be done more or less automatically and 
 only require manual intervention in special cases?
 
 (Maybe I misunderstood what you meant above but to me it does seem
 like you are suggesting that all all such objects should be enumerated 
 in the model XML file - something that IMO seems both error-prone and
 inconvenient. There must be a better way.)
 
 Do I look forward to implement cockpit lighting with real lights.

OSG doesn't detect transparent surfaces. It offers Render Bins that 
allow to control rendering order. Primitives put in RenderBin are 
sorted by their OpenGL state only and are for opaque objects.
Primitives put in DepthSortedBin are sorted back to front and are 
used for transparent objects. If you put opaque objects in a 
transparent bin, it has only a performance impact, but has no effect 
on the rendered scene. The inverse is not true.

Now something has to put primitives in the right bins. This is done 
by the loader. It use material color and texture to do that : if 
an alpha channel is found and has values less than 1.0, the object
goes to the transparent bin.

But usually you use few texture images to map the entire model. You 
can have the windshield in the same texture than the wings. With the 
loader strategy, the windshield is put in the transparent bin, which 
is good, and also the wings, which is not so good in the context of 
Rembrandt.

Rembrandt use deferred rendering and the technique only apply to 
opaque surfaces. For transparent objects, it fallbacks to traditional
rendering. If all objects are flagged as transparent, it defeats the
purpose of Rembrandt. Transparent objects are detected by their 
membership to the transparent bins, so it is important to have the 
right classification. To override the selection made by the loader,
Rembrandt use effect declaration to set the bin. Effects for opaque
objects use alpha testing, and effects for transparent objects will
use alpha blending after all lights are rendered. Transparent objects
don't cast shadows and are not lit by additional lights.

So registering all transparent surfaces means setting a effect for 
transparency to those surfaces, regardless of the presence of an 
alpha channel in the texture of the object.

Regards,
-Fred

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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-02 Thread Torsten Dreyer
Am 02.03.2012 19:03, schrieb Frederic Bouvier:
 Now that release 2.6 is out, perhaps it is time to discuss further 
 developments concerning project Rembrandt.
 Although it may already produce pretty images when used by a talented 
 designer (see for example the P92), it is however, not usable by most people.

 The Wiki page summarizes the list of things to do. For wider use, we must 
 first convert the shaders to 'Rembrandt' rules. It also seems there are 
 problems with shadows in multi-threaded modes. Finally, the multi screen 
 should be reviewed (I'll leave spherical projection and stereo for another 
 time). The other points are are less important and can be treated in the 
 next branch.

 Remains the problem of conversion of aircraft models. One of the constraints 
 of Rembrandt is that each model should be modified, or at least reviewed:
* Remove the fake shadow
* Remove ambient occlusion from textures
* Register all transparent surfaces
* Review the use of emissive colors

 Maybe we need to create a label Works with Rembrandt and report models that 
 do not comply.

 thoughts ?

The best time for adding such a huge change is at the beginning of a 
release cycle - which is now. Adding a tag marking the initial commit 
might be a good idea, though.

If Rembrandt breaks nearly all aircraft, maybe we should also split off 
aircraft from FGDATA before/not later than the start of Rembrandt?

The aircraft rating system can hold a Rembrandt-ready label.

Is there any chance to make Rembrandt switchable (on/off) at startup?

Torsten

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