Re: [Flightgear-devel] modern X-Plane airport format; Was: Magnetic North

2011-01-19 Thread Tim Moore
Interesting discussion. By the way, I highly recommend
http://xplanescenery.blogspot.com/ Ben Supnik is the main graphics guy for
XPlane and a very good writer; obviously they encounter many of the same
issues.

Terrain rendering has quite a bit of headroom in terms of raw number of
polygons. That part of the rendering engine is reasonably well optimized.
But there are good reasons not to carve polygons into the terrain for every
taxiway marking. Curt makes a very good point about aliasing of sharp
features vs. blurring of the same features when viewed close up.

Intersection queries can be a real bottleneck if we are not careful. Mathias
did a lot of good work to optimize these queries without any change to the
.btg format by building bounding volume hull trees at load time. I think
we could gain performance by pushing some of this work back to scenery
generation time.

One of the problems we have with bumping up the polygon count is that we
don't have an LOD scheme for terrain, and creating one is hard because our
terrain skin is irregular.

I've said before that the best way forward is to have a very regular
height-field for terrain and generate the textures for areas of terrain
on-the-fly. This will be a lot of work for someone.

Airports don't need to handled in the same way as normal terrain. They
could be treated more like a complex model with arbitrary geometry.

We have access to many texture units these days, so not everything  has to
be baked into a single texture.

Tim

On Tue, Jan 18, 2011 at 5:26 PM, Curtis Olson curtol...@gmail.com wrote:

 Here's my 2 cents:

 If we cut all the curves and lines and markings into the base triangle
 mesh:
 - Huge polygon count (large file sizes, memory footprint, etc.)
 - Lots of problems with aliasing along all the line edges
 - All the lines and markings will have very sharp edges.  (Good if we want
 to zoom in forever, but not so good from the standpoint of realistic
 visuals.)
 - slow terrain intersection lookups (?)

 If we draw all the lines and markings on a separate layer above the runway:
 - This is a common approach.
 - Possible z-buffer fighting issues (which can look really bad)
 - GLPolygonOffset can counter z-buffer fighting, but historically it's not
 been implemented consistently by vendors so it's hard to get consistent for
 everyone.
 - FlightGear has non-flat runways so it's hard to cheat and just use draw
 order tricks (or we could see the markings that should be obscured behind a
 rise in the runway.)
 - Still, this may be the most promising approach we have available to us
 ...

 We could cook all the markings into custom textures for each airport.
 - This has the advantage of no z-buffer fighting, and no hard edges on the
 markings and no crazy edge aliasing problems.  (Look at a power pylon from a
 distance as you fly if you wonder what I mean by edge aliasing problems.)
 - Would require a much bigger texture foot print.
 - Would require much bigger texture storage (unless we could figure out a
 way to render/generate textures on the fly.)
 - Probably wouldn't be very high res, so close in ... like when taxiing or
 taking off, we could have big problems with the whole texture just bluring
 out and making the marking hard or impossible to distinguish from the rest
 of the blurry mess.
 - This approach could have the advantage though of being able to cook all
 kinds of extra details into the custom textures for each airport (skid
 marks, pavement flaws, paint chips, all kinds of fun stuff ...)
 - I like thinking about this approach if we could get enough texture
 resolution so the results aren't too blurry when the aircraft is on/near the
 ground.

 Curt.



 On Mon, Jan 17, 2011 at 3:01 PM, Martin Spott wrote:

 Frederic Bouvier wrote:

  As John said, the missing bit is scenery generation.

 I think it's a split task. As with almost every technical problem,
 there is _some_ way to a solution   ;-)

 I'm certain we'd find a reasonable way of nicely casting the new
 X-Plane layouts into Terrain tiles without the triangle count or other
 ressource requirements going through the roof - but this is most likely
 letting us end up with something that FlightGear can't parse  :-)

 Basically (at the risk of triggering another pointless debate) I think
 there are two problems to solve:
 a) There would be the need for supporting more 'complex' geometries in
 FlightGear Terrain, like polygons (at least) instead of triangles, at
 least until shortly before the rendering stage, to save FlightGear from
 sorting countless triangles just for one simple elevation lookup.  An
 alternative solution would be to make extremely high triangle counts
 extremely cheap  :-)
 b) There would be the need for drawing line features, the yellow
 taxiway lines in particular, _on_top_ of the existing runway, taxiway
 or apron textures.


 The funny side of the issue: We're not the only ones struggling with a
 'proper' design for smooth airfield layouts:

 Two years 

Re: [Flightgear-devel] reflect mapping

2011-01-19 Thread Heiko Schulz
Hi,


 I don't mind rescaling them , I just
 can't commit them , so figured
 there was no point.
 Seeing those odd sizes is sort of like reading bad spelling
 to me ;).
 If there is a reason for the texture sizes , I wont touch
 them , but
 they are being
 rescaled anyway . I'll tackle that tomorrow if no one beats
 me to it ,
 but where should i send the fixes ?
 Cheers

as author of this cubemaps can explain why the size is different as we are used 
to.

This cubemaps are done from a sperical image of a real environment. 
To convert them into the format we need to, I had to convert them with a 
special program. The format it uses is typically, and you will find similar 
ones in the web.

I don't think that rescaling will change anything, or break anything. 

Heiko




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Re: [Flightgear-devel] reflect mapping

2011-01-19 Thread Gijs de Rooy

 Heiko wrote:
 I don't think that rescaling will change anything, or break anything. 

The Citation-II uses a recolored/edited version of those CubeMaps (to be found 
in Aircraft/Citation/Models/Effects/CubeMaps). 
I've rescaled those CubeMaps prior to  commiting, so if the Citation-II in Git 
looks good for everyone (I don't see reflection 
shaders at all on this computer, so I cannot test); it should be save to 
rescale...
 
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Re: [Flightgear-devel] reflect mapping

2011-01-19 Thread syd adams
Thanks for the info. I,ve scaled them ,and dont see any problems here
.Just wanted to remove some startup errors ... though I see we have
links to patches in the forum in the startup terminal  what's that
, anti-prosim tools ? ;)
Cheers

On Wed, Jan 19, 2011 at 4:09 AM, Heiko Schulz aeitsch...@yahoo.de wrote:
 Hi,


 I don't mind rescaling them , I just
 can't commit them , so figured
 there was no point.
 Seeing those odd sizes is sort of like reading bad spelling
 to me ;).
 If there is a reason for the texture sizes , I wont touch
 them , but
 they are being
 rescaled anyway . I'll tackle that tomorrow if no one beats
 me to it ,
 but where should i send the fixes ?
 Cheers

 as author of this cubemaps can explain why the size is different as we are 
 used to.

 This cubemaps are done from a sperical image of a real environment.
 To convert them into the format we need to, I had to convert them with a 
 special program. The format it uses is typically, and you will find similar 
 ones in the web.

 I don't think that rescaling will change anything, or break anything.

 Heiko




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Re: [Flightgear-devel] reflect mapping

2011-01-19 Thread Curtis Olson
Hi Syd,

If you send them to me (if they aren't too big to email) I would be able to
commit them.  If you rescaled them with gimp and cubic interpolation or some
other fancy scheme you'll probably have much nicer results than whatever OSG
is doing at run time to rescale them automatically.

Curt.


On Wed, Jan 19, 2011 at 10:10 AM, syd adams adams@gmail.com wrote:

 Thanks for the info. I,ve scaled them ,and dont see any problems here
 .Just wanted to remove some startup errors ... though I see we have
 links to patches in the forum in the startup terminal  what's that
 , anti-prosim tools ? ;)
 Cheers

 On Wed, Jan 19, 2011 at 4:09 AM, Heiko Schulz aeitsch...@yahoo.de wrote:
  Hi,
 
 
  I don't mind rescaling them , I just
  can't commit them , so figured
  there was no point.
  Seeing those odd sizes is sort of like reading bad spelling
  to me ;).
  If there is a reason for the texture sizes , I wont touch
  them , but
  they are being
  rescaled anyway . I'll tackle that tomorrow if no one beats
  me to it ,
  but where should i send the fixes ?
  Cheers
 
  as author of this cubemaps can explain why the size is different as we
 are used to.
 
  This cubemaps are done from a sperical image of a real environment.
  To convert them into the format we need to, I had to convert them with a
 special program. The format it uses is typically, and you will find similar
 ones in the web.
 
  I don't think that rescaling will change anything, or break anything.
 
  Heiko
 
 
 
 
 
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Re: [Flightgear-devel] reflect mapping

2011-01-19 Thread syd adams
Ok , the resulting tar.bz2 was about 6 megs , so I created another
repository here .

http://gitorious.org/syd-s-flightgear-content/fixes

I just put the folder there with rescaled textures .

Thanks Curt.

On Wed, Jan 19, 2011 at 9:20 AM, Curtis Olson curtol...@gmail.com wrote:
 Hi Syd,
 If you send them to me (if they aren't too big to email) I would be able to
 commit them.  If you rescaled them with gimp and cubic interpolation or some
 other fancy scheme you'll probably have much nicer results than whatever OSG
 is doing at run time to rescale them automatically.

 Curt.

 On Wed, Jan 19, 2011 at 10:10 AM, syd adams adams@gmail.com wrote:

 Thanks for the info. I,ve scaled them ,and dont see any problems here
 .Just wanted to remove some startup errors ... though I see we have
 links to patches in the forum in the startup terminal  what's that
 , anti-prosim tools ? ;)
 Cheers

 On Wed, Jan 19, 2011 at 4:09 AM, Heiko Schulz aeitsch...@yahoo.de wrote:
  Hi,
 
 
  I don't mind rescaling them , I just
  can't commit them , so figured
  there was no point.
  Seeing those odd sizes is sort of like reading bad spelling
  to me ;).
  If there is a reason for the texture sizes , I wont touch
  them , but
  they are being
  rescaled anyway . I'll tackle that tomorrow if no one beats
  me to it ,
  but where should i send the fixes ?
  Cheers
 
  as author of this cubemaps can explain why the size is different as we
  are used to.
 
  This cubemaps are done from a sperical image of a real environment.
  To convert them into the format we need to, I had to convert them with a
  special program. The format it uses is typically, and you will find similar
  ones in the web.
 
  I don't think that rescaling will change anything, or break anything.
 
  Heiko
 
 
 
 
 
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Re: [Flightgear-devel] reflect mapping

2011-01-19 Thread Curtis Olson
Ok, I'm git pushing ... keep your fingers crossed. :-)

On Wed, Jan 19, 2011 at 10:33 AM, syd adams adams@gmail.com wrote:

 Ok , the resulting tar.bz2 was about 6 megs , so I created another
 repository here .

 http://gitorious.org/syd-s-flightgear-content/fixes

 I just put the folder there with rescaled textures .

 Thanks Curt.

 On Wed, Jan 19, 2011 at 9:20 AM, Curtis Olson curtol...@gmail.com wrote:
  Hi Syd,
  If you send them to me (if they aren't too big to email) I would be able
 to
  commit them.  If you rescaled them with gimp and cubic interpolation or
 some
  other fancy scheme you'll probably have much nicer results than whatever
 OSG
  is doing at run time to rescale them automatically.
 
  Curt.
 
  On Wed, Jan 19, 2011 at 10:10 AM, syd adams adams@gmail.com wrote:
 
  Thanks for the info. I,ve scaled them ,and dont see any problems here
  .Just wanted to remove some startup errors ... though I see we have
  links to patches in the forum in the startup terminal  what's that
  , anti-prosim tools ? ;)
  Cheers
 
  On Wed, Jan 19, 2011 at 4:09 AM, Heiko Schulz aeitsch...@yahoo.de
 wrote:
   Hi,
  
  
   I don't mind rescaling them , I just
   can't commit them , so figured
   there was no point.
   Seeing those odd sizes is sort of like reading bad spelling
   to me ;).
   If there is a reason for the texture sizes , I wont touch
   them , but
   they are being
   rescaled anyway . I'll tackle that tomorrow if no one beats
   me to it ,
   but where should i send the fixes ?
   Cheers
  
   as author of this cubemaps can explain why the size is different as we
   are used to.
  
   This cubemaps are done from a sperical image of a real environment.
   To convert them into the format we need to, I had to convert them with
 a
   special program. The format it uses is typically, and you will find
 similar
   ones in the web.
  
   I don't think that rescaling will change anything, or break anything.
  
   Heiko
  
  
  
  
  
  
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[Flightgear-devel] Fw: Re: [x-plane-dev] runway taxiway markings...

2011-01-19 Thread Michael Sgier
oops wrong ng?

--- On Wed, 1/19/11, Michael Sgier scrat_h...@yahoo.com wrote:

From: Michael Sgier scrat_h...@yahoo.com
Subject: Re: [x-plane-dev] runway  taxiway markings...
To: x-plane-...@yahoogroups.com
Date: Wednesday, January 19, 2011, 7:33 PM

Hi Gene maybe we should ask Ben Supnik, as Tim mentioned.
--mmend http://xplanescenery.blogspot.com/ Ben Supnik is the main graphics 
guy for XPlane and a very good writer; obviously they encounter many of the 
same issues.-And yes, also X-plane has sloped runways. Can be enabled in 
the settings. Someone already wrote a current xplane 9 format parser...maybe he 
knows?Cheers Michael
PS: or maybe also Robin Peel:http://data.x-plane.com/




 



  











  


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Re: [Flightgear-devel] runway taxiway

2011-01-19 Thread Martin Spott
Michael Sgier wrote:

 [...] Someone already wrote a current xplane 9 format parser...maybe
 he knows?

Parsing the data is a non-issue, we're having at least three different
parsers in at least two different languages to choose from,

Martin.
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Re: [Flightgear-devel] VATSIM support?

2011-01-19 Thread jack.w
Looking over the wiki page and info. Is Sb747 and AVC limited to MS windows based machines? Or is there a Linux version as well? Is source available? 

Last email on the FG forum from reeed was dated Apr 05, 2010.

John


 Original Message Subject: Re: [Flightgear-devel] VATSIM support?From: ThorstenB bre...@gmail.comDate: Sat, January 15, 2011 9:20 amTo: FlightGear developers discussionsflightgear-devel@lists.sourceforge.net
On Sat, Jan 15, 2011 at 4:39 PM, jack.w wrote:

Is this a feature in the latest git version? There have been discussions over the years on hooking into the IVAO and VATSIM communities. Was not aware that the connection had been made.

Giving a talk in March at UC Davis on using FlightGear in my full scale 747 sim and Linux. Would like to include a few words on this feature.

Could someone point me to the relevant code or any writeups or discussions on the topicThis is not a feature of FlightGear itself, but a separate utility/setup that makes the connection (via SquawkGear and SquawkBox - the latter provides the actual (and approved) VATSIM interface). I've also tested it - and, yes, indeed it works.To get started:http://wiki.flightgear.org/index.php/SquawkGear

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[Flightgear-devel] Build tracking emails

2011-01-19 Thread James Turner
Thanks to Curt, we have a new mailing list:

flightgear-bui...@lists.sourceforge.net

https://lists.sourceforge.net/lists/listinfo/flightgear-builds

Which receives reports of Hudson build failures. It's not as high traffic as 
the commits mails, since it only reports failed builds, or when the build is 
fixed. If you're committing code, this gives another option (besides the IRC 
channel #builds, and the RSS feeds from Hudson) to find out when your commits 
break some obscure platform such as Linux :)

(At present the emails from 'Gene', but we might give Hudson its own email 
address in the future)

Regards,
James

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[Flightgear-devel] How X-Plane does taxiways...

2011-01-19 Thread Gene Buckle
This is from Ben Supnik, one of the X-Plane graphics devs:


X-Plane's taxiway lines are based on draped lines (e.g. it's the same as
the .lin files) - it's basically an extruded polygon-offset quad strip
where the ends are height-tested against the terrain.

The runways are just pre-painted whole tiles...you can see the
individual texture tiles in the terrain resources folder.

If anyone from FG is trying to get apt.dat 850 working in FG, they can
email me and I will be happy to answer q's; when Robin, Sergio and I
worked on apt.dat 850, I tried to stay in touch with some of the FG
people to make sure we didn't come up with something that would hose
them (and in fact the apt.dat 850 sign syntax originated in FG), but
when I last checked FG hadn't jumped on full adoption.


Right.  A fair amount of care must be taken to prevent z buffer chaos.
For the lines we get away with anchoring them longitudinally (and
cutting them on the mesh) but _not_ laterally...this only works because
(1) they are thin and (2) airports tend to be flat.  This is one of the
reasons why no 'wide area' pattern exists as a line type.

Texture generation is of course the alternate choice but it requires
having a dynamic texture paging LOD system that can run up to very high
res to prevent fuzziness.
---

I hope this helps...

g.


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Re: [Flightgear-devel] VATSIM support?

2011-01-19 Thread ThorstenB
On Wed, Jan 19, 2011 at 10:41 PM, jack.w wrote:

  Looking over the wiki page and info.  Is Sb747 and AVC limited to MS
 windows based machines?  Or is there a Linux version as well?  Is source
 available?




Only the sources of Reed's FlightGear interface (SquawkGear) is available,
but not those of SquakBox (SB747) aren't - due to licensing issues with
VATSIM. At least the author says he has promised VATSIM not to disclose
the sources. What's worse, SB747 is no longer maintained. It works for now
as it is, but has several drawbacks: apart from not being open source, it
annoyingly always reports a 747 aircraft to VATSIM. So even if you flew an
Airbus or a small Cessna on FlightGear - you'll show up as a 747 on VATSIM.
And yes, SB747 is Windows only. People running normal Linux or some obscure
platform (such as Macs :-b ) need to run the Windows software in a virtual
machine - or use Wine. Both works.
Yes, it'd be great if there was an open source FG adapter to VATSIM - it
could also be a single utility then and a lot easier to install. But I guess
that's not going to happen too soon.

cheers,
Thorsten
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[Flightgear-devel] 2000 Models!

2011-01-19 Thread J. Holden
With a large addition to the database today, there are now 2009 unique models 
in the scenery model database! We have now surpassed the 2000 mark as the 
FlightGear world continues to be populated, especially with non-generic models.

A thank you to everyone who has submitted unique models to the database.

Cheers
John



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[Flightgear-devel] --fg-aircraft and multiplayer..aircraft not found?

2011-01-19 Thread Jacob Burbach
Was just playing around a bit on MP and noticed that aircraft located
in directories specified with --fg-aircraft do not seem to get picked
up by multiplayer. The pilot list shows them as aircraft not installed
in the pilots list, and you just get the good old yellow glider. Once
I copied or linked the aircraft in question to $FG_ROOT/Aircraft or
$FG_ROOT/AI/Aircraft, they are then found. Anyone else notice
this...is it a feature, a bug, or just some mistake on my end
somewhere?

cheers

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Re: [Flightgear-devel] 2000 Models!

2011-01-19 Thread Martin Spott
J. Holden wrote:

 With a large addition to the database today, there are now 2009
 unique models in the scenery model database!

2035, to be precise  ;-))

Martin.
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