Re: [Flightgear-devel] Iceland textures

2012-12-14 Thread Stuart Buchanan
On Fri, Dec 14, 2012 at 7:25 AM, Renk Thorsten wrote:
 Aw, that looks bad... I've never seen anything like, so my first guess would 
 be that it's one of these NVIDIA vs. ATI issues (which are really tough to
understand from my side with just NVIDIA cards available). For reference - 
I've seen it running fine on a GeForce  8600M and on a GeForce GTX 670M.
 No idea what Stuart runs.

I'm also running NVidia (GT260M).

This looks to me to be one of two things:
- a straight driver bug (worth checking if your drivers are out of date)
- (less likely) we're going beyond the number of textures your card
supports for a specific fragment shader.

BTW - I just came across this:
http://developer.amd.com/tools/graphics-development/gpu-shaderanalyzer/

I've yet to download it, but it looks like it might be a very useful
tool for those of us trying to improve shader performance.

-Stuart

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Re: [Flightgear-devel] Iceland textures

2012-12-14 Thread Emilian Huminiuc
On Friday, December 14, 2012 10:15:16 Stuart Buchanan wrote:
 On Fri, Dec 14, 2012 at 7:25 AM, Renk Thorsten wrote:
  Aw, that looks bad... I've never seen anything like, so my first guess
  would be that it's one of these NVIDIA vs. ATI issues (which are really
  tough to
 understand from my side with just NVIDIA cards available). For reference -
 I've seen it running fine on a GeForce  8600M and on a GeForce GTX 670M.
  No idea what Stuart runs.
 
 I'm also running NVidia (GT260M).
 
 This looks to me to be one of two things:
 - a straight driver bug (worth checking if your drivers are out of date)
 - (less likely) we're going beyond the number of textures your card
 supports for a specific fragment shader.
 
 BTW - I just came across this:
 http://developer.amd.com/tools/graphics-development/gpu-shaderanalyzer/
 
 I've yet to download it, but it looks like it might be a very useful
 tool for those of us trying to improve shader performance.
 
 -Stuart
 
Hi Stuart,

I've used that. Unfortunately it won't help with compatibility issues, as the 
shaders compile fine with it in most cases, then they fail silently with the 
driver compiler...


Thorsten, from discussion on irc, it seems you're assigning to a varying in 
the fragment shaders. See this log: http://dpaste.com/845317/
Most likely the other errors will go away once you fix that.

Sometimes the nvidia compiler is too lax...

HTH
Emilian

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Re: [Flightgear-devel] Iceland textures

2012-12-14 Thread Emilian Huminiuc
On Friday, December 14, 2012 10:15:16 Stuart Buchanan wrote:
 On Fri, Dec 14, 2012 at 7:25 AM, Renk Thorsten wrote:
  Aw, that looks bad... I've never seen anything like, so my first guess
  would be that it's one of these NVIDIA vs. ATI issues (which are really
  tough to
 understand from my side with just NVIDIA cards available). For reference -
 I've seen it running fine on a GeForce  8600M and on a GeForce GTX 670M.
  No idea what Stuart runs.
 
 I'm also running NVidia (GT260M).
 
 This looks to me to be one of two things:
 - a straight driver bug (worth checking if your drivers are out of date)
 - (less likely) we're going beyond the number of textures your card
 supports for a specific fragment shader.
 
 BTW - I just came across this:
 http://developer.amd.com/tools/graphics-development/gpu-shaderanalyzer/
 
 I've yet to download it, but it looks like it might be a very useful
 tool for those of us trying to improve shader performance.
 
 -Stuart
 
I'd rather use this one:

http://www.gremedy.com/downloadLinux.php

It has general OpenGL profiling features, but it also provides nice glsl 
compiler errors/warnings, with a lot of other useful things (inspection of 
various values the varyings/unifroms/attributes, textures, etc)
(The warning/error handling is better than what the drivers do in any case)
Also it has very little overhead for this use-case.
Emilian

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Re: [Flightgear-devel] Real-Time Radio Propagation

2012-12-14 Thread Stuart Buchanan
Hi Adrian,

On Wed, Dec 12, 2012 at 10:12 PM, Adrian Musceac wrote:
 As most of you know, the main performance issues come from having to
 repeatedly sample terrain elevation for a large number of points.
 This is done though and osg::NodeVisitor, which traverses all nodes within the
 scenegraph which have a certain mask set (in our case, it's
 SG_NODEMASK_TERRAIN_BIT)
 Unfortunately, not only the terrain surface has this mask set, but also random
 objects, random trees, and 'random' buildings. They all share this mask, so an
 _get_elevation_ call will have to traverse through litterally thousands of
 nodes which are not related to the terrain surface.

 In order to improve the performance of the _get_elevation_ method, I have
 added a new mask, SG_NODEMASK_SURFACE_BIT, which is set only for the surface
 geometry loaded by the BTG loader.
 Of course, some other minor code had to be modified, especially for
 groundcache et al. Very minor modification, basically taking into account of
 this new nodemask. The BVH bounding boxes stuff has been accounted for (I
 think I didn't miss anything)

I haven't looked at your code, and I'm sure you've already taken care
of this, but:

The use of the SG_NODEMASK_TERRAIN_BIT by the random trees and buildings
is probably due to my ignorance when writing the code, and I certainly
agree that the trees shouldn't have this bit set.

The v2.8.0 random buildings were a simply geometry built at runtime,
and IIRC people
were enjoying landing helicopters on the top of them.  However, the current git
random buildings use a shader instantiation approach very similar to
the trees. I
think that means that the shouldn't be considered with the
FG_NODEMASK_TERRAIN_BIT
either, as the geometry itself isn't placed correctly in the scenegraph.

Therefore, I think they shouldn't be considered in the
get_elevation_m/groundcache/bounding
box code.

I think the random objects _do_ need to be included so they can be included in
collision calculations.

On the more general subject, I have two comments, both as a layman so
take with a suitable pinch of salt!

1) I think the most important attribute of the radio code is that one
can complete a published
approach.  I assume that approaches are specifically designed and
built such that
there in sufficient signal strength within some volume around the
perfect approach.

My concern with any advanced model is that invalid/inaccurate
terrain/elevation input into the
model might mean that we get too low a signal, and some approaches
might no-longer be
possible to fly due to (incorrectly) low signal strength.

Adrian: Is that a reasonable concern, or are approaches designed such
that there is always
line-of-site between the station and the aircraft on the approach (and
therefore any terrain
interaction is irrelevant within the approach volume)?

2) Assuming we're only interested in terrain effects, then it would
seem that the signal strength
at a given point (lat/lon/alt) for a given station is invariant.

Would it be possible to avoid the runtime hit by calculating it
offline for all points within reasonable
range of the station?

One might be able to create a bitmap storing the minimum signal
altitude (i.e. the altitude below which
there is no signal due to terrain), the maximum signal strength, the
altitude that occurs, etc. and then
use these as parameters into a straightforward function to determine
the signal strength at the current
altitude.

One could then overlay the published approach volumes and thereby ensure that
aircraft within the approach volume receive valid signal strength.

-Stuart

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Re: [Flightgear-devel] Real-Time Radio Propagation

2012-12-14 Thread Adrian Musceac
On Friday, December 14, 2012 13:09:54 Stuart Buchanan wrote:
 Hi Adrian,
 
 I haven't looked at your code, and I'm sure you've already taken care
 of this, but:
 
 The use of the SG_NODEMASK_TERRAIN_BIT by the random trees and buildings
 is probably due to my ignorance when writing the code, and I certainly
 agree that the trees shouldn't have this bit set.

Hi Stuart,
I am much more ignorant than you are when it comes to the way trees are 
created :)
I have modified the code in simgear now, so that they don't have the bit set.
Also, I noticed they have the SG_NODEMASK_CASTSHADOW_BIT | 
SG_NODEMASK_RECEIVESHADOW_BIT bits set (for Rembrandt), but they don't cast 
shadows, probably due to their geometry, you probably know better. Should I 
remove them?


 
 The v2.8.0 random buildings were a simply geometry built at runtime,
 and IIRC people
 were enjoying landing helicopters on the top of them.  However, the current
 git random buildings use a shader instantiation approach very similar to
 the trees. I
 think that means that the shouldn't be considered with the
 FG_NODEMASK_TERRAIN_BIT
 either, as the geometry itself isn't placed correctly in the scenegraph.
 
 Therefore, I think they shouldn't be considered in the
 get_elevation_m/groundcache/bounding
 box code.

Same goes for random buildings, which thanks to texture mapping are now not 
so random :)
To my surprise, they also didn't cast shadows. Now I understand why. Should 
those bits go too? Can Fred give his input too on this issue?

About bounding boxes, perhaps there's a way to have that too, but again, I'm 
very ignorant on your method which relies on shaders.


 
 I think the random objects _do_ need to be included so they can be included
 in collision calculations.

Agreed. As it is now, I have added a new bit only for terrain surface, 
SG_NODEMASK_SURFACE_BIT , and the rest of terrain objects which do have 
bounding boxes will keep the SG_NODEMASK_TERRAIN_BIT.
When performing scenery elevation calls, I believe the best way is to add 
another parameter which can toggle SG_NODEMASK_TERRAIN_BIT on and off.
The speedup in this case is pretty important, there are fewer nodes to be 
traversed. I think Thorsten's weather would benefit from this as well, since 
it needs to sample only the surface (elevation, type of terrain).

 
 On the more general subject, I have two comments, both as a layman so
 take with a suitable pinch of salt!
 
 1) I think the most important attribute of the radio code is that one
 can complete a published
 approach.  I assume that approaches are specifically designed and
 built such that
 there in sufficient signal strength within some volume around the
 perfect approach.


Normally yes, I am not a pilot, but I assume that there would be no approach 
charts that would tell you there is localizer/gs signal behind the local 
mountain. Same goes for VOR etc. The published volume is one thing, but if 
terrain features come into play, the signal may or may not go, and that's the 
most interesting part of it, it adds a little uncertainty when you are at low 
altitude, in mountainous areas, at the limit, etc. I just had a very 
satisfying flight yesterday using the code, and it made me understand why 
there are so many VOR's in some areas, and how you need to tune from one to 
the other as you go through terrain at lower altitudes. I should add that I 
fly in SRTM terrain mostly, and I have very accurate radio signal predictions.


 
 My concern with any advanced model is that invalid/inaccurate
 terrain/elevation input into the
 model might mean that we get too low a signal, and some approaches
 might no-longer be
 possible to fly due to (incorrectly) low signal strength.


The reverse is likely. The values will be most unforgiving with SRTM/high 
definition DEM, and most forgiving in low res terrain. Fortunately, I have a 
property which can be set by the user, depending on the type of terrain which 
is flying. This is the elevation resolution the code should expect. In low res 
terrain, this property can be set to 200-300 meters between profile points, 
and then you won't even notice the CPU footprint.

 
 Adrian: Is that a reasonable concern, or are approaches designed such
 that there is always
 line-of-site between the station and the aircraft on the approach (and
 therefore any terrain
 interaction is irrelevant within the approach volume)?

I believe all approach charts respect terrain, and judging from nav.dat, there 
is a good reason some VOR's use greater power, or some ILS stations pump 
greater power in their antennas etc.
To do otherwise and not keep the terrain in mind would be foolish, and I don't 
think the guys publishing the charts are fools.

 
 2) Assuming we're only interested in terrain effects, then it would
 seem that the signal strength
 at a given point (lat/lon/alt) for a given station is invariant.
 
 Would it be possible to avoid the runtime hit by calculating it
 offline for all points within 

Re: [Flightgear-devel] Traversal mask, was: Real-Time Radio Propagation

2012-12-14 Thread Adrian Musceac
Oh one more thing, The random buildings and trees definetly receive shadows, 
but they don't cast it.
Is that the way it should be? Asking because I'm about to push the 
modifications to my simgear clone.

Cheers,
Adrian

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Re: [Flightgear-devel] Traversal mask, was: Real-Time Radio Propagation

2012-12-14 Thread Stuart Buchanan
On Fri, Dec 14, 2012 at 12:28 PM, Adrian Musceac wrote:
 Oh one more thing, The random buildings and trees definetly receive shadows,
 but they don't cast it.
 Is that the way it should be? Asking because I'm about to push the
 modifications to my simgear clone.

The trees were definitely both casting and receiving shadows under
Rembrandt in the
past.  I remember this as I was pleasantly surprised that it worked!

I haven't tested recently though, so it's possible that it has been
broken since.

The random buildings I'm less certain about.  The 2.8.0 version
certainly both cast and
receive shadows.  I'm not sure I've tested shadows since I changed
them to an instantiation
model post 2.8.0.

Sorry I can't be more definitive.

-Stuart

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Re: [Flightgear-devel] Traversal mask, was: Real-Time Radio Propagation

2012-12-14 Thread Adrian Musceac
On Friday, December 14, 2012 15:05:59 Stuart Buchanan wrote:

 The trees were definitely both casting and receiving shadows under
 Rembrandt in the
 past.  I remember this as I was pleasantly surprised that it worked!
 
 I haven't tested recently though, so it's possible that it has been
 broken since.
 
 The random buildings I'm less certain about.  The 2.8.0 version
 certainly both cast and
 receive shadows.  I'm not sure I've tested shadows since I changed
 them to an instantiation
 model post 2.8.0.
 
 Sorry I can't be more definitive.
 

Ok, let me revert to next and test again. I don't normally enable Rembrandt 
since it's very slow on my machine, but when I did, I couldn't believe how 
much it can changed the scene and how nice it looked.
So far, I think we agree trees shouldn't have the TERRAIN_BIT set, and random 
buildings are still up for debate, but random models should definetly set this 
bit. 
I will test the shadows again and report which bits are working in latest 
simgear and which are not. BTW, random models cast shadows, I saw that 
clearly. 

Cheers,
Adrian

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Re: [Flightgear-devel] Iceland textures

2012-12-14 Thread Emilian Huminiuc
On Friday, December 14, 2012 12:33:52 Renk Thorsten wrote:
  Thorsten, from discussion on irc, it seems you're assigning to a varying
  in
  the fragment shaders. See this log: http://dpaste.com/845317/
  Most likely the other errors will go away once you fix that.
 
 Thanks, the log was very helpful - please pull and try again, at least the
 assignment to the varying  should be fixed now.
 
 * Thorsten
Hi,

Those are fixed, but you still have some implicit casts/coversions in there, 
those are tolerated by the nvidia compiler but not by other drivers:
http://dpaste.com/845842/

HTH
Emilian




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Re: [Flightgear-devel] Iceland textures

2012-12-14 Thread Renk Thorsten
 Those are fixed, but you still have some implicit casts/coversions in  
 there,
 those are tolerated by the nvidia compiler but not by other drivers:
 http://dpaste.com/845842/

Aw, a forgotten decimal point - that's picky. Okay, how about now?

* Thorsten
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Re: [Flightgear-devel] Traversal mask, was: Real-Time Radio Propagation

2012-12-14 Thread Adrian Musceac
On Friday, December 14, 2012 15:05:59 Stuart Buchanan wrote:
 
 The trees were definitely both casting and receiving shadows under
 Rembrandt in the
 past.  I remember this as I was pleasantly surprised that it worked!
 
 I haven't tested recently though, so it's possible that it has been
 broken since.
 

Ok, I've just tested this with current Git, and buildings except random 
models, as well as trees, don't cast shadows, but receive them.
I do remember a time when buildings cast shadows too, I think.
I'll try to research this further.

Cheers,
Adrian

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Re: [Flightgear-devel] Iceland textures

2012-12-14 Thread Emilian Huminiuc
On Friday, December 14, 2012 13:28:08 Renk Thorsten wrote:
  Those are fixed, but you still have some implicit casts/coversions in
  there,
  those are tolerated by the nvidia compiler but not by other drivers:
  http://dpaste.com/845842/
 
 Aw, a forgotten decimal point - that's picky. Okay, how about now?
 
 * Thorsten

Apparently that's ok now, another issue cropped up in the urban-lightfield 
shader, something wrong with an #if:

FRAGMENT glCompileShader /home/chris/FlightGear/Shaders/urban-lightfield.frag 
FAILED
FRAGMENT Shader /home/chris/FlightGear/Shaders/urban-lightfield.frag infolog:
0:196(22): preprocessor error: syntax error, unexpected IDENTIFIER, expecting 
NEWLINE
0:193(1): preprocessor error: Unterminated #if


Emilian

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Re: [Flightgear-devel] Real-Time Radio Propagation

2012-12-14 Thread Torsten Dreyer
Hi Adrian,

you are doing an excellent job at marketing your product ;-)

As I do not have the time to proof you wrong, you deserve the chance to 
proof me wrong! I'll shut up now and stop objecting against merging your 
code. I won't be able to merge it myself before we enter the feature 
freeze but probably someone with commit rights takes care of it.

I hope I find some time to test the LOWI approach which had the chance 
to do in RL recently...
(http://data.x-plane.com/Docs/LOWI.pdf)

Thanks,
Torsten

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Re: [Flightgear-devel] Real-Time Radio Propagation

2012-12-14 Thread Torsten Dreyer
Am 13.12.2012 16:28, schrieb geneb:
 Um, no he's not.  He just happens to be a contributor like the rest of us.
 :)  There is no herder for the Free Range Cats that make up the FlightGear
 project. :)
How disappointing ;-)

 Frankly, I think your addition to FlightGear is fantastic and a needed
 feature for the non-entertainment side of the house.  If the gamers don't
 like the small frame rate hit, they can just turn it off.
But being called a gamer, _that_ is discouraging!

Greetings
Torsten


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Re: [Flightgear-devel] Real-Time Radio Propagation

2012-12-14 Thread Adrian Musceac
On Friday, December 14, 2012 18:09:04 Torsten Dreyer wrote:
 Hi Adrian,
 
 you are doing an excellent job at marketing your product ;-)
 
 As I do not have the time to proof you wrong, you deserve the chance to
 proof me wrong! I'll shut up now and stop objecting against merging your
 code. I won't be able to merge it myself before we enter the feature
 freeze but probably someone with commit rights takes care of it.
 
 I hope I find some time to test the LOWI approach which had the chance
 to do in RL recently...
 (http://data.x-plane.com/Docs/LOWI.pdf)
 
 Thanks,
 Torsten
 

Hi Torsten,
Sure, no problem. I hope you will find it useful in the future too, otherwise 
I would have kept it for myself :)
Thanks for all your help last year and your patience for my noobishness in 
Flightgear inners.

Cheers,
Adrian

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Re: [Flightgear-devel] Real-Time Radio Propagation

2012-12-14 Thread James Turner

On 14 Dec 2012, at 16:09, Torsten Dreyer wrote:

 As I do not have the time to proof you wrong, you deserve the chance to 
 proof me wrong! I'll shut up now and stop objecting against merging your 
 code. I won't be able to merge it myself before we enter the feature 
 freeze but probably someone with commit rights takes care of it.

However I still have code quality objections, unrelated to the performance of 
the code! (And also unrelated to the accuracy of the simulation - I have no 
problem with adding advanced computational systems so long as their optional, 
which this is)

I will take a look next week at merging the changes locally and then seeing how 
much re-structuring is needed to make me comfortable, but right now the lack of 
object-orientated design and over/mis-use of properties is just not something I 
want to add more of, to the codebase.

As I said to Adrian offline, I know there's plenty of code already checked in, 
of a similar quality / design / pattern to his submission, but I'd like to set 
a higher standard for new code than what we had previously.

James

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Re: [Flightgear-devel] Real-Time Radio Propagation

2012-12-14 Thread James Turner

On 14 Dec 2012, at 17:27, James Turner wrote:

 As I said to Adrian offline, I know there's plenty of code already checked 
 in, of a similar quality / design / pattern to his submission, but I'd like 
 to set a higher standard for new code than what we had previously.

And it case it wasn't clear - I realise Adrian can't possibly know this stuff 
magically - that's why I'm happy to make the time, to make the changes myself! 

It would of course be easier to have these discussions when the code is at the 
prototype stage, but that's a harder issue to solve.

James

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Re: [Flightgear-devel] Real-Time Radio Propagation

2012-12-14 Thread geneb
On Fri, 14 Dec 2012, James Turner wrote:


 On 14 Dec 2012, at 17:27, James Turner wrote:

 As I said to Adrian offline, I know there's plenty of code already checked 
 in, of a similar quality / design / pattern to his submission, but I'd like 
 to set a higher standard for new code than what we had previously.

 And it case it wasn't clear - I realise Adrian can't possibly know this 
 stuff magically - that's why I'm happy to make the time, to make the 
 changes myself!

 It would of course be easier to have these discussions when the code is 
 at the prototype stage, but that's a harder issue to solve.

James, maybe now would be a good time to write up something that covers 
coding guidlines for the wiki?

g.

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Re: [Flightgear-devel] Iceland textures

2012-12-14 Thread Oliver Thurau
Hi Thorsten

- no errors on the console
- latest drivers for the ati card (tested with all ati drivers from 2012
for win7 64bit)
- the artifacts show up if the landmass shader is over 3 (counting from
left / starting with 0)
- the artefacts show up if the transition shader is over 1 / at 2 only the
airport grass is showing the artefacts
- the Atmospheric Scattering seems to work as far i can tell and shows no
artefacts, water looks good too.
- did not try change the shaders while using Atmospheric Scattering before
the iceland commit, only used the default values.

Hope that helps.

Oliver

small video: http://www.youtube.com/watch?v=NOdLtReF4Pk

2012/12/14 Renk Thorsten thorsten.i.r...@jyu.fi


 This may be too much to be asked, but:

 * any errors thrown to the console?
 * do the artefacts go away if you select different quality values for the
 transition and landmass effects? If yes, at what values does this happen?
 * are other effects (urban, water,...) in the Atmospheric Scattering
 framework working correctly?
 * do you know when the problem appeared - was it specifically after the
 Iceland commit, or since procedural texturing was introduced in summer?
 * are there terrain types which do not show flickering, if so which ones?

 * Thorsten

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Re: [Flightgear-devel] Iceland textures

2012-12-14 Thread Renk Thorsten

 - no errors on the console
 - latest drivers for the ati card (tested with all ati drivers from 2012
 for win7 64bit)
 - the artifacts show up if the landmass shader is over 3 (counting from
 left / starting with 0)
 - the artefacts show up if the transition shader is over 1 / at 2 only  
 the
 airport grass is showing the artefacts
 - the Atmospheric Scattering seems to work as far i can tell and shows no
 artefacts, water looks good too.
 - did not try change the shaders while using Atmospheric Scattering  
 before
 the iceland commit, only used the default values.

 Hope that helps.

Not really. Your card/driver doesn't like *something* of the procedural 
texturing although the shader compiles fine (you don't get the artefacts when 
you're running terrain-haze.vert/frag, you do get them whenever you run 
terrain-haze-detailed.vert/frag).

It may be the overlay textures, it may be that the noise function generates 
values outside the [0..1] range by some weird numerical problem... Does it 
happen for all landclasses (for instance, agriculture doesn't have overlay 
textures or bump-mapping) - so in theory some landclasses would never see 
overlay texture or noise function issues. Does it depend on the values of the 
dust, snow, vegetation or wetness sliders in any way?

Otherwise... if it doesn't throw an error, and if I can't reproduce it and we 
don't see any dependencies, I am a bit at a loss how to debug it. You could 
either see if there's any previous version which runs fine (in which case we 
can debug based on what has changed) or we can try to disable all procedural 
blocks, and then you have to uncomment them one by one and see when the problem 
occurs. Let me know if you're interested in the latter option (but it means you 
have to start editing around in the shader code yourself).

* Thorsten
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