Re: [Flightgear-devel] FlightGear Build Problem

2012-02-05 Thread Olaf Flebbe
Hi,

If you get blue screens while compiling I suspect a hardware or driver problem. 
On Windows 7 you can type into the Start Panel reliability and start the 
reliability monitor (In German Zuverlässigkeitsanzeige). If you dig through 
the reports you may get an information what component or driver is causing this 
issue.

You may test the RAM of your computer with memtest. Download iso Image from 
http://www.memtest.org/ , boot it and run a test.

You may boot you Win7 in Safe mode (without all the fancy drivers). If your 
computer crashes in safe mode while compiling, you have an HW issue, otherwise 
I suspect a SW issue. (Press F8 before Win7 Splash screen)


Greetings
   Olaf Flebbe


 
  Sometimes I get the blue screen and have to restart.  I tried the same 
 procedures building FlightGear only and have the same problems.  Do you have 
 any idea what's going on?
 
 I'm using Windows 7 64-bt but building for 32-bit.
 
 If you could provide any recommendations that would be great.  My ultimate 
 goal is to build FlightGear 2.4.0 nearly the same as the binary that is 
 provided on the FlightGear website.



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[Flightgear-devel] fgdata version in master branch

2012-02-05 Thread Robert
Hi everybody,

since one or two weeks I have the following problem:
When I start fgfs it tells me that it needs version 2.7.0 of fgdata and
quits immediately.
I am using SimGear/Flightgear next branch, and fgdata master branch.
After maually changing the version-file in fgdata from 2.5.0 to 2.7.0
everything is okay.
It would be nice if someone could change the version number to 2.7.0 in the
master branch.

cheers,
Robert
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Re: [Flightgear-devel] fgdata version in master branch

2012-02-05 Thread Frederic Bouvier
Hi Robert,

 De: Robert

 Hi everybody,

 since one or two weeks I have the following problem:
 When I start fgfs it tells me that it needs version 2.7.0 of fgdata
 and quits immediately.
 I am using SimGear/Flightgear next branch, and fgdata master
 branch.
 After maually changing the version-file in fgdata from 2.5.0 to 2.7.0
 everything is okay.
 It would be nice if someone could change the version number to 2.7.0
 in the master branch.

Already done for awhile. See yourself :
https://gitorious.org/fg/fgdata/blobs/master/version
https://gitorious.org/fg/fgdata/commit/49283115c5042d42c68939b2942eeda7760df5fc

Regards,
-Fred

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Re: [Flightgear-devel] FlightGear Build Problem

2012-02-05 Thread Arnt Karlsen
On Sun, 5 Feb 2012 00:29:56 -0500, Tim wrote in message 
CAGFQzCQ91bL4U5TE2n5tEohRMv2eFF3A8fgAaGf3kZ40Ja_m=w...@mail.gmail.com:

 Hi.  I'm trying to BuildFlight gear and have many issues. To begin the
 process I went to the GIT repository for the FlightGear project and
 eventually found my way to
 FlightGear/flightgear/release2.4.0/doc-mini/. Then, I followed the
 instructions for 32-bit as stated in README.MSVC. When I open the
 MSVC solution file Visual C++ 2008 Express loads 14 different
 projects, which aren't mentioned in the instructions.  However,
 continuing with the instructions I changed 'Debug' to 'Release' and
 clicked Build-Build Solution.  The build starts with SimGear and
 stops when a message stating 'Microsoft c/c++ Optimization Compiler
 has stopped working.'  Then I turned off the optimization under
 properties and the problem continues to occur.  Sometimes I get the
 blue screen and have to restart.  I tried the same procedures
 building FlightGear only and have the same problems.  Do you have any
 idea what's going on?

.._no_, I'm a GNU/Linux guy. ;o)

..the guys who _might_ know, will probably want to see your build 
logs on your build log website.

..and do heed Olav's advice, hardware with problems developing, 
will kill data even on GNU/Linux with the badram patch applied, 
that patch still needs an accurate and fresh map to navigate 
around on bad ram sticks.

 I'm using Windows 7 64-bt but building for 32-bit.

..if you want to run FG on your 64bit Wintendo 7, my _guess_ is 
you want to build a 64bit FlightGear.  One way to prove me wrong, 
is show me your 32bit build runs faster and better than e.g. FG's
official 64bit release. ;o)

 If you could provide any recommendations that would be great.  My
 ultimate goal is to build FlightGear 2.4.0 nearly the same as the
 binary that is provided on the FlightGear website.

..why, we have FG-2.6.0 out in a coupla weeks now.  

..to e.g. verify the build process and all the built binary file
checksums? 
Now _that_ would be useful in e.g. copyright law enforcement.

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...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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[Flightgear-devel] Shader performance

2012-02-05 Thread thorsten . i . renk

I haven't really seen any guidelines about efficient shader coding, but
I've come across a few statements here and in the forum now and then,
which I so far assumed to be true. I've now spent the last few days
benchmarking my lightfield/terrain haze framework to see if I can't
squeeze a bit more performance out. Since the results somewhat
contradicted things I have assumed to be true before, I thought I might
share my observations.

1) vertex shader is fast and efficient, fragment and geometry shaders are
comparatively slow and cost performance

I don't know who stated that here, but I intuitively assumed that this
must be right. You can imagine that I was surprised that when I
trivialized the fragment part of my code, the performance didn't change at
all, but when I trivialized the vertex part, the performance doubled.

So it seems like the whole performance drain of my code is caused by an
overworked vertex shader. I then transferred the haze color computations
to the fragment shader, which improved overall performance in my
benchmarks by 20-40%. It seems the optimal results appear for a shared
workload between vertex and fragment shader.

Since for instance 3d clouds run almost exclusively via vertex shader,
this may not be an otherwise irrelevant observation.

2) vertex count doesn't matter

I've read that in the forum as advice to model-builders quite often. For
all I can test, that's wrong. In order to get the same framerate in
default scenery and custom Italy CORINE scenery, I have to set the
visibility range ~a factor 10 different. That's consistent with a hundred
times higher vertex count in the CORINE scenery, or with a factor 10
higher linear resolution of landcover and elevation data, which seems
about right. So the vertex count more or less directly sets my framerate.

This is also relevant for models, because having a cluster of ~ 5 AI
planes (which happened to be stuck into each other) in my view or not
caused a 25% change in framerate, so the vertex count of models matters
compared with the vertex count of scenery and is not some insignificant
correction.

3) shifting constant-per-frame computations out of the shader doesn't
improve performance significantly.

I suggested that here as an idea to improve performance of the cloud
shaders. I was now able to construct a test case for the idea. The
computation in question involved getting a per-frame constant from other
constants, i.e. to compute sqrt(2 * hazeAlt * EarthRadius) where hazeAlt
is the altitude up to which the haze extends which is passed as a uniform.

Computing two of such square root expressions inside the vertex shader or
not computing it makes the difference between 21 and 22 fps in a high
vertex count benchmark test, i.e. 5%. Which is not that much in itself,
but if we would find, track and eliminate all these occasions, the sum of
such small improvements might well go into the 20-30%.

I don't know how much of all that is specific for my system (NVIDIA
GeForce 8600M GT) and how much is general, but my conclusion is that these
things should be tested systematically, and I very much invite others to
test the before/after version of the haze shader code.

(I know that Vivian and Emilian are still working on separating the fog
and light function out, but that's going to take, and if anyone could help
me to get the correct xml conditionals so that the whole framework can be
switched on and off along with the skydome shader, so that the whole thing
can be committed and tested easily, that'd be terrific. I tried, but I
keep messing the effect file up...)

Cheers,

* Thorsten


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Re: [Flightgear-devel] fgdata version in master branch

2012-02-05 Thread Robert
My fault. Sorry for the noise.


2012/2/5 Frederic Bouvier fredfgf...@free.fr

 Hi Robert,

  De: Robert

  Hi everybody,

  since one or two weeks I have the following problem:
  When I start fgfs it tells me that it needs version 2.7.0 of fgdata
  and quits immediately.
  I am using SimGear/Flightgear next branch, and fgdata master
  branch.
  After maually changing the version-file in fgdata from 2.5.0 to 2.7.0
  everything is okay.
  It would be nice if someone could change the version number to 2.7.0
  in the master branch.

 Already done for awhile. See yourself :
 https://gitorious.org/fg/fgdata/blobs/master/version

 https://gitorious.org/fg/fgdata/commit/49283115c5042d42c68939b2942eeda7760df5fc

 Regards,
 -Fred


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Re: [Flightgear-devel] Shader performance

2012-02-05 Thread Gary Neely
On Sun, Feb 5, 2012 at 7:50 AM,  thorsten.i.r...@jyu.fi wrote:

 I haven't really seen any guidelines about efficient shader coding, but
 I've come across a few statements here and in the forum now and then,
 which I so far assumed to be true. I've now spent the last few days
 benchmarking my lightfield/terrain haze framework to see if I can't
 squeeze a bit more performance out. Since the results somewhat
 contradicted things I have assumed to be true before, I thought I might
 share my observations.

 1) vertex shader is fast and efficient, fragment and geometry shaders are
 comparatively slow and cost performance

 I don't know who stated that here, but I intuitively assumed that this
 must be right. You can imagine that I was surprised that when I
 trivialized the fragment part of my code, the performance didn't change at
 all, but when I trivialized the vertex part, the performance doubled.

 So it seems like the whole performance drain of my code is caused by an
 overworked vertex shader. I then transferred the haze color computations
 to the fragment shader, which improved overall performance in my
 benchmarks by 20-40%. It seems the optimal results appear for a shared
 workload between vertex and fragment shader.

 Since for instance 3d clouds run almost exclusively via vertex shader,
 this may not be an otherwise irrelevant observation.

 2) vertex count doesn't matter

 I've read that in the forum as advice to model-builders quite often. For
 all I can test, that's wrong. In order to get the same framerate in
 default scenery and custom Italy CORINE scenery, I have to set the
 visibility range ~a factor 10 different. That's consistent with a hundred
 times higher vertex count in the CORINE scenery, or with a factor 10
 higher linear resolution of landcover and elevation data, which seems
 about right. So the vertex count more or less directly sets my framerate.

 This is also relevant for models, because having a cluster of ~ 5 AI
 planes (which happened to be stuck into each other) in my view or not
 caused a 25% change in framerate, so the vertex count of models matters
 compared with the vertex count of scenery and is not some insignificant
 correction.


Thorsten,

#2 has long been a point of frustration for me. I've given up trying
to address folks on the forum who say throw all the vertices/polygons
at it that you like! Graphics cards can handle millions with no
problem! Last time I looked there was even an FG wiki article that
advised modelers to use as many polygons as they like.

I've worked in the gaming world long enough to know otherwise. Total
scene resources matter. Sure, graphics cards are optimized to quickly
render large, well-designed objects. You can build a beautiful model
with hundreds of thousands of polygons and that's great. But when it's
in a scene with gazillions of other objects, it's a hit. Animate it
and the situation just gets worse. This is why game designers build
objects with minimal vertices and create detail using good texture and
shading tricks. People need to understand that their wonderful
creations must live and play in the same sandbox as other wonderful
creations.

But I am not going to rant. I am not going to rant. I am not going to rant... ;)

-Gary aka Buckaroo

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[Flightgear-devel] smooth animations or: what is property-interpolate for?

2012-02-05 Thread Torsten Dreyer
Hi,

i have recently added a new internal command: property-interpolate.
This exposes the SGInterpolator subsystem to bindings in xml animation 
files. The SGInterpolator allows the interpolation of property values 
over time and has so far been used via Nasal in aircraft.door.

For an example, start the Hansajet from git (fgfs --aircraft=Hansajet) 
and zoom to the gyrosyn heading indicator left of the HSI. Locate the 
black/white knob with VOR and ADF written on it. Click it (it swaps 
the assignment of the needle-driving sources) and notice that it does 
rotate smoothly to its new position (it's a 2-position toggle knob).

Now, look at the overhead panel, either by paning the view up and right 
or by pressing shift-v on the keyboard. Locate the six rotary buttons 
GEN.1, GEN.2, ALT.1, ALT.2 and the two between the AC and DC 
instruments. Move them by clicking their left/right edges. Notice they 
move smoothly instead of jumping to the new position.

Thats done completely without Nasal but from just a few lines in the 
animation files. Basically, you have to add two bindings to the pick 
animation:
1. property-assing the target value describing the state of the button
(that's what you are used to do)
2. property-interpolate the position of the model to it's new state's value
(that's the new binding to add)
3. Animate the model's rotation from the position property, not the 
state property
(that's what you have to change)
4. done.

(see the animations for the object SyncKnob and SyncKnobPick.[LR] in 
Aircraft/Hansajet/Models/Sperry-C-6d.xml as an example).

The use of the property-interpolate may be:

Change the value of /some/target/property to the constant value of 
100.0 over 3 seconds.
binding
   commandproperty-interpolate/command
   property/some/target/property/property
   value100.0/value
   time3/time
/binding


Change the value of /some/target/property to the value of 
/some/source/property over 0.5 seconds.
binding
   commandproperty-interpolate/command
   property/some/target/property/property
   property/some/source/property/property
   time0.5/time
/binding

I hope you like it as much as I do - comments are welcome!

Torsten

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Re: [Flightgear-devel] Shader performance

2012-02-05 Thread Stuart Buchanan
On Sun, Feb 5, 2012 at 12:50 PM,  Thorsten Renk wrote:
 I haven't really seen any guidelines about efficient shader coding, but
 I've come across a few statements here and in the forum now and then,
 which I so far assumed to be true. I've now spent the last few days
 benchmarking my lightfield/terrain haze framework to see if I can't
 squeeze a bit more performance out. Since the results somewhat
 contradicted things I have assumed to be true before, I thought I might
 share my observations.

Very interesting, and food for thought :)


 1) vertex shader is fast and efficient, fragment and geometry shaders are
 comparatively slow and cost performance

snip

 Since for instance 3d clouds run almost exclusively via vertex shader,
 this may not be an otherwise irrelevant observation.

That's very interesting. Do you have any suggestions for what
information we could push onto the fragment shader?

 2) vertex count doesn't matter

 I've read that in the forum as advice to model-builders quite often. For
 all I can test, that's wrong. In order to get the same framerate in
 default scenery and custom Italy CORINE scenery, I have to set the
 visibility range ~a factor 10 different. That's consistent with a hundred
 times higher vertex count in the CORINE scenery, or with a factor 10
 higher linear resolution of landcover and elevation data, which seems
 about right. So the vertex count more or less directly sets my framerate.

I think there are far too many variables in your examples to be able to draw
a conclusion that vertex count is the over-riding factor.

My understanding from Matthias' comments on the 3D cloud code
is that provided the GPU isn't having to reload a different state set, then it
should be very efficient indeed in handling larger numbers of vertices.
So, in the 3D clouds case, asking the GPU to render a whole set of
quads at once to create a cloud is more efficient than rendering each
sprite one at a time.

(On a related note, while the Impostor's haven't been a success, the other
improvements should mean that you can use more sprites per cloud than
before for the same perf cost)

In your examples, the increase in vertex count will be accompanied by an
increase in object count, and (in the AI case) an increase in textures. In each
of these cases, the GPU will be loading and unloading state, which is
inefficient.

A more interesting example would be to compare the impact of a model
with 1k vertices, with one with 10k vertices, with the same object count,
texture etc.

 3) shifting constant-per-frame computations out of the shader doesn't
 improve performance significantly.

 I suggested that here as an idea to improve performance of the cloud
 shaders. I was now able to construct a test case for the idea. The
 computation in question involved getting a per-frame constant from other
 constants, i.e. to compute sqrt(2 * hazeAlt * EarthRadius) where hazeAlt
 is the altitude up to which the haze extends which is passed as a uniform.

 Computing two of such square root expressions inside the vertex shader or
 not computing it makes the difference between 21 and 22 fps in a high
 vertex count benchmark test, i.e. 5%. Which is not that much in itself,
 but if we would find, track and eliminate all these occasions, the sum of
 such small improvements might well go into the 20-30%.

Makes a lot of sense.  I'm happy to add extra Uniforms to the 3D cloud
shaders. What do you need calculated in the C++ code?

-Stuart

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[Flightgear-devel] Random object/vegetation terrain masking

2012-02-05 Thread Stuart Buchanan
Hi All,

I've just committed to simgear/next and fgdata/master code to allow
the placement and rotation of random objects and vegetation to be
masked based on a bitmap.

So we can now control the placement and rotation of random objects
precisely to match the underlying terrain texture. So, for farmland,
the farm buildings etc. will
appear at the ends of roads rather than in the middle of fields*, and
in urban areas random buildings will align with the streets** (which
works well with the urban shader
IMO).

As an extra bonus, I've also added a property
(/sim/rendering/vegetation-density) that controls the density of the
random vegetation. So you can control how uninviting
the forests are based on the abilities of your graphics card :)

I've committed changes to materials.xml and materials-dds.xml to make
use of this, but there's plenty of room for someone to spend time
improving the masking if they
wish. The masks are very easy to create:
- the Red channel controls Rotation
- the Blue channel controls Buildings
- the Green channel controls vegetation.

(You can also use values  255 on the B and G channel for probability
placements)

Comments welcome as always.

-Stuart

* This isn't compatible with the crop shader.  I don't know if that is
solvable or not.
** There's still a bit of work to be done on the urban masks, as some
buildings are intruding onto the highways :)

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Re: [Flightgear-devel] Shader performance

2012-02-05 Thread Heiko Schulz
Quote:
#2 has long been a point of frustration for me. I've given up trying
to address folks on the forum who say throw all the vertices/polygons
at it that you like! Graphics cards can handle millions with no
problem! Last time I looked there was even an FG wiki article that
advised modelers to use as many polygons as they like.

And that's a point of frustration to me!

Because no one, not Tim Moore, not me, not anyone, did say this!
The wiki article is btw by Tim Moore.

But they said, that the bottleneck of GPU's is not the vertice count, but other 
things.
That never meant that you have to use many vertices as you want.

... As many vertices as needed- not more or less!
From http://www.flightgear.org/forums/viewtopic.php?f=4t=6030

No one wants to see edgy aircraft as we still have in the repo.
But also not oversized models like the Vostok-1.

The other big problem was until now, that we didn't had a proper LOD-System- 
that made it difficult as well.
According to TorstenB that has been improved a lot now.
And especially in FGFS not really Vertices is one of the big problems, but 
.xml's and nasal-scripts.

It is interesting to see that other Sims like X-Plane and in the past MSFS uses 
models with far, far more polygons and vertices than we do, and still seems to 
have good perfomance.

How can it be? 

And there had been an other problem in the past and now:

-Many misleading statements about that issues and no tips and helps for those 
interested to make it right.
-People who had more of less the knowledge but kept them for themselves, 
instead of helping others to make their work better. Or used this to simply 
showoff.
But that's how FGFS-Project has ever been: a tank full of sharks- survival of 
the fittest.

Cheers
Heiko






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Re: [Flightgear-devel] Shader performance

2012-02-05 Thread Gary Neely
Dang, I shouldn't have ranted. This added nothing to Thorsten's
discussion. My apologies to the list and to Thorsten.

-Gary


 Thorsten,

 #2 has long been a point of frustration for me. I've given up trying
 to address folks on the forum who say throw all the vertices/polygons
 at it that you like! Graphics cards can handle millions with no
 problem! Last time I looked there was even an FG wiki article that
 advised modelers to use as many polygons as they like.

 I've worked in the gaming world long enough to know otherwise. Total
 scene resources matter. Sure, graphics cards are optimized to quickly
 render large, well-designed objects. You can build a beautiful model
 with hundreds of thousands of polygons and that's great. But when it's
 in a scene with gazillions of other objects, it's a hit. Animate it
 and the situation just gets worse. This is why game designers build
 objects with minimal vertices and create detail using good texture and
 shading tricks. People need to understand that their wonderful
 creations must live and play in the same sandbox as other wonderful
 creations.

 But I am not going to rant. I am not going to rant. I am not going to rant... 
 ;)

 -Gary aka Buckaroo

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Re: [Flightgear-devel] FlightGear Build Problem

2012-02-05 Thread Tim Watertown
I ran a memory test and to my surprise had a bad memory module.  I removed
the module and replaced it and the optimization compiler error went away.
My system is much more stable too.

Special thanks to Arnt Karlsen and Olaf Flebbe!


Tim



On Sun, Feb 5, 2012 at 6:39 AM, Arnt Karlsen a...@c2i.net wrote:

 On Sun, 5 Feb 2012 00:29:56 -0500, Tim wrote in message
 CAGFQzCQ91bL4U5TE2n5tEohRMv2eFF3A8fgAaGf3kZ40Ja_m=w...@mail.gmail.com:

  Hi.  I'm trying to BuildFlight gear and have many issues. To begin the
  process I went to the GIT repository for the FlightGear project and
  eventually found my way to
  FlightGear/flightgear/release2.4.0/doc-mini/. Then, I followed the
  instructions for 32-bit as stated in README.MSVC. When I open the
  MSVC solution file Visual C++ 2008 Express loads 14 different
  projects, which aren't mentioned in the instructions.  However,
  continuing with the instructions I changed 'Debug' to 'Release' and
  clicked Build-Build Solution.  The build starts with SimGear and
  stops when a message stating 'Microsoft c/c++ Optimization Compiler
  has stopped working.'  Then I turned off the optimization under
  properties and the problem continues to occur.  Sometimes I get the
  blue screen and have to restart.  I tried the same procedures
  building FlightGear only and have the same problems.  Do you have any
  idea what's going on?

 .._no_, I'm a GNU/Linux guy. ;o)

 ..the guys who _might_ know, will probably want to see your build
 logs on your build log website.

 ..and do heed Olav's advice, hardware with problems developing,
 will kill data even on GNU/Linux with the badram patch applied,
 that patch still needs an accurate and fresh map to navigate
 around on bad ram sticks.

  I'm using Windows 7 64-bt but building for 32-bit.

 ..if you want to run FG on your 64bit Wintendo 7, my _guess_ is
 you want to build a 64bit FlightGear.  One way to prove me wrong,
 is show me your 32bit build runs faster and better than e.g. FG's
 official 64bit release. ;o)

  If you could provide any recommendations that would be great.  My
  ultimate goal is to build FlightGear 2.4.0 nearly the same as the
  binary that is provided on the FlightGear website.

 ..why, we have FG-2.6.0 out in a coupla weeks now.

 ..to e.g. verify the build process and all the built binary file
 checksums?
 Now _that_ would be useful in e.g. copyright law enforcement.

 --
 ..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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