Re: [Flightgear-devel] Future Weather System

2011-08-01 Thread Mathias Fröhlich
Durk, On Monday, August 01, 2011 11:18:02 Durk Talsma wrote: On 30 Jul 2011, at 21:31, Stuart Buchanan wrote: So, I quickly wrote an alternative to the current Nasal system geodinfo(), using the groundcache instead of the current scenery method. This sounds very interesting: As far

Re: [Flightgear-devel] Future Weather System

2011-08-01 Thread Mathias Fröhlich
Stuart, On Monday, August 01, 2011 21:51:16 Stuart Buchanan wrote: I'm looking to see whether we should just have a single way to query the ground elevation using the groundcache, and use that everywhere. See the lenghty explanation in the response to the weather system. However, the AI call

Re: [Flightgear-devel] Future Weather System

2011-08-07 Thread Mathias Fröhlich
Hi Stuart, I have checked in a version of the ground intersection routines that just use the bvh trees in the scenegraph. This should improove the run time behaviour for the ground queries. That should be even faster than the variant you tried since it avoids the extra computations/allocations

Re: [Flightgear-devel] Future Weather System

2011-08-07 Thread Mathias Fröhlich
Hi, On Sunday, August 07, 2011 12:32:36 Stuart Buchanan wrote: 2011/8/7 Mathias Fröhlich: I have checked in a version of the ground intersection routines that just use the bvh trees in the scenegraph. This should improove the run time behaviour for the ground queries. That should

Re: [Flightgear-devel] Future Weather System

2011-08-07 Thread Mathias Fröhlich
Hi, On Sunday, August 07, 2011 20:46:46 Stuart Buchanan wrote: I think this may have broken YASim aircraft. I've tried a selection (dc3, dc-3, a4f) and they all start at 36,000ft altitude with 0 IAS. I suspect it might be an initialization order issue, I've raised it as bug 397

Re: [Flightgear-devel] fly-by view

2011-08-08 Thread Mathias Fröhlich
Hi, On Tuesday, August 09, 2011 02:30:18 syd adams wrote: After a git pull and recompile of fgdata , flightgear and simgear today , it seems that fly-by view is broken . Were there any recent changes to the nasal geo.* functions ? Just guessing here , I cant tell if the camera viewpoint is

Re: [Flightgear-devel] Cmake

2011-09-05 Thread Mathias Fröhlich
Hi, On Monday, September 05, 2011 14:47:44 Alan Teeder wrote: Please don´t. I reverted from VC100 to VC90 as the Cmake process was always failing. There is a difference between Hudson saying that all is OK with Cmake and Visual Studio VC100 producing working executables. This was all

Re: [Flightgear-devel] Cmake

2011-09-10 Thread Mathias Fröhlich
Hi Durk, On Saturday, September 10, 2011 10:28:22 Frederic Bouvier wrote: FindOpenSceneGraph.cmake is in the Cmake distribution, in the share directory. You certainly need to tell Cmake where the installed OSG is. Correct, this should be cmake provided. So, cmake does not find its own files.

Re: [Flightgear-devel] Cmake

2011-09-10 Thread Mathias Fröhlich
Hi, On Saturday, September 10, 2011 10:46:03 Durk Talsma wrote: Thanks; looking at /usr/share/cmake/Modules, I see that I have a Findosg.cmake file, as well as several Findosg*.cmake files, but no FindOpenSceneGraph.cmake. FWIW, this is one an opensuse 10.0, running cmake version 2.6 - patch

Re: [Flightgear-devel] Cmake

2011-09-11 Thread Mathias Fröhlich
Hi, On Sunday, September 11, 2011 12:55:33 Christian Schmitt wrote: This is now solved with the latest FG git version. Thanks! Ok, thanks, I was on the way asking for that :) Mathias -- Using storage to extend the

Re: [Flightgear-devel] Frame rates in git version?

2011-09-12 Thread Mathias Fröhlich
Hi Curt, Durk, On Monday, September 12, 2011 07:45:49 Durk Talsma wrote: based on my experience with building FlightGear from yesterday, I'd say that cmake is a great tool and most likely a step forward. But. it does take a little getting used to, in particular the finer details of compiler

Re: [Flightgear-devel] Cmake

2011-09-12 Thread Mathias Fröhlich
Hi Durk, On Sunday, September 11, 2011 21:29:28 Durk Talsma wrote: My error was in SimGear, and your fix was for FlightGear, it I'm correct. So, I'm not sure if that would fix it. Hmm, then probably not... ... but I have done the same change in the identical file in simgear now. I did not know

Re: [Flightgear-devel] Default 3d clouds in Local Weather

2011-09-12 Thread Mathias Fröhlich
Hi, On Monday, September 12, 2011 00:18:47 Stuart Buchanan wrote: The problem definitely seems to be that any other objects in the scenery with an alpha layer are rendered after the clouds, so are rendered in front of them, irrespective of the viewpoint and their relative positions. By

Re: [Flightgear-devel] Cmake

2011-09-17 Thread Mathias Fröhlich
Hi, I am a bit away from that stuff currently. Currently checking mail in vacation ... But: On Saturday, September 17, 2011 19:29:14 Citronnier - Alexis Bory wrote: alexis@duck:~/fgfs/install/build-flightgear$ cmake -D CMAKE_INSTALL_PREFIX:PATH=/home/alexis/fgfs/install/fgfs -D

Re: [Flightgear-devel] fgpanel build error on openSUSE

2011-09-24 Thread Mathias Fröhlich
Sid, On Saturday, September 24, 2011 04:09:51 Sid Boyce wrote: # ./configure --prefix=/usr/local/lib64 The prefix seems suspicious to me. Probably the lib64 is too much. The rest what you were reporting looked somehow like a 32/64 bit mixed objects/libs problem. No clue where this might

Re: [Flightgear-devel] Problems with compiling Flightgear

2011-09-24 Thread Mathias Fröhlich
Hi, On Thursday, September 22, 2011 10:07:48 Jason Cox wrote: I am having an issue with compiling the lattest git version due to a lack of a libhal on my system after check the web site for libhal (http://www.freedesktop.org/wiki/Software/hal) I found that it now in maintenance mode and

Re: [Flightgear-devel] pthread error compiling simgear under ubuntu 11.10 (beta2)

2011-09-24 Thread Mathias Fröhlich
Hi, On Friday, September 23, 2011 20:41:41 Francesco Angelo Brisa wrote: I am trying to take one step ahead, and start adapting the script to work with the upcoming ubuntu relase of october. after a little modification (libapr1-dev needed and renaming libboost1.46-dev) I failed to succeed

Re: [Flightgear-devel] Fix for missing references to SGThreads/SGMutex

2011-09-24 Thread Mathias Fröhlich
Hi, On Tuesday, September 20, 2011 01:22:08 Roland Häder wrote: I have finally fixed this myself: http://www.flightgear.org/forums/viewtopic.php?f=45t=13539 Just extend 'fgpanel_LDADD' with -lsgthreads. Can someone commit this fix? I also needed to add some GL stuff to the same command.

Re: [Flightgear-devel] Fix for missing references to SGThreads/SGMutex

2011-09-24 Thread Mathias Fröhlich
Hi, On Saturday, September 24, 2011 10:38:28 James Turner wrote: On 24 Sep 2011, at 09:04, Mathias Fröhlich wrote: Yes, I can see that libGL and libz is just pulled indirectly which no longer works on very new linux ld variants. Arrgh, really? That's news to me. I do not know the real

Re: [Flightgear-devel] pthread error compiling simgear under ubuntu 11.10 (beta2)

2011-09-26 Thread Mathias Fröhlich
Hi, On Sunday, September 25, 2011 02:10:27 Francesco Angelo Brisa wrote: Can you retry? Same problem, nothing changed Did you regenerate the Makefile.in's from Makefile.am's using autogen.sh in simgears toplevel directory? Also since we want to move to cmake, does this work already?

Re: [Flightgear-devel] SGMath headers

2011-10-17 Thread Mathias Fröhlich
Hi, On Tuesday, October 18, 2011 02:01:33 Csaba Halász wrote: While investigating a reported compilation error, I had a look in the SGMath headers. I noticed some of them don't properly include their dependencies (for example, SGMisc is missing SGCMath, SGGeodesy is missing SGVec3 and

Re: [Flightgear-devel] Cmake (soon)

2011-10-20 Thread Mathias Fröhlich
Hi, On Tuesday, October 18, 2011 10:40:41 James Turner wrote: I've written this up, at least a first attempt, will commit it later today, and people can review it for sanity / correctness / omissions :) Great thanks! Mathias

Re: [Flightgear-devel] CMake, tomorrow (Sunday 23rd)

2011-10-23 Thread Mathias Fröhlich
Hi, On Sunday, October 23, 2011 21:44:53 James Turner wrote: I'm not sure *exactly* what you're doing wrong, but in general I would say you're over controlling things a little. I'm not clear why you are installing each component in a subdir of install - that's making your life complicated.

Re: [Flightgear-devel] Enabling HLA - missing RTI.hh

2011-10-25 Thread Mathias Fröhlich
On Monday, October 24, 2011 22:12:15 Martin Spott wrote: George Patterson wrote: Btw, Berlios is closing on 31/12/2011 so grab what you need now. I am not sure if Mathias has moved the above project to another host. I'm sure Mathias will speak about the details himself, but aside from

[Flightgear-devel] OpenRTI git repository

2011-10-25 Thread Mathias Fröhlich
Hi, Some of you have already noticed that berlios is closing at the end of the year. So OpenRTI needs to find a new home. I have recently just changed my upstream repository to git://gitorious.org/openrti/openrti.git This is not a full replacement for the berlios site, but currently at

Re: [Flightgear-devel] FW: Skydome and Terrain shader with haze - some helprequired

2011-10-25 Thread Mathias Fröhlich
Hi, On Monday, October 24, 2011 10:27:11 thorsten.i.r...@jyu.fi wrote: My understanding is that * the vertex shader computes stuff for each vertex Yes. If I don't use a fragment shader (as e.g. in the 3dclouds), things like shading get a linear interpolation between vertices. You need to

Re: [Flightgear-devel] CMake, tomorrow (Sunday 23rd)

2011-10-29 Thread Mathias Fröhlich
Hi, On Friday, October 28, 2011 20:20:55 Geoff McLane wrote: Re: In Windows (XP WIN32) - using CMake GUI = Unfortunately, here not so good ;=(( for building FG. SG was not too bad... As mentioned, I had to add two options, PTW32_STATIC_LIB, to use pthreads (for

[Flightgear-devel] Sleep implementation

2011-10-29 Thread Mathias Fröhlich
Hi, I have yesterday checked in a change to move the system dependent part of the sleep + busy loop sleep stuff in frame rate throtteling into a system dependent file. Also it makes use of the today available more finegrained posix clock implementation on linux. Like always I have tested what

Re: [Flightgear-devel] CMake, tomorrow (Sunday 23rd)

2011-10-29 Thread Mathias Fröhlich
Hi Geoff, On Saturday, October 29, 2011 18:21:29 Geoff McLane wrote: Thank you for your reply and ideas... and hope I can answer some things regarding Windows... And as usual, sorry in advance that this is so long... So, my disclaimer is that I do not have any win32 system running. I just

Re: [Flightgear-devel] Trying to get more performance out of the 3D clouds!

2011-12-05 Thread Mathias Fröhlich
Hi, As usual, I did not take the time to really look into the code. So please excuse more or less obvious questions about the current implementation. On Monday, December 05, 2011 09:26:09 thorsten.i.r...@jyu.fi wrote: Since according to the newsletter Stuart's current ongoing quest is to get

Re: [Flightgear-devel] Trying to get more performance out of the 3D clouds!

2011-12-05 Thread Mathias Fröhlich
Hi, On Monday, December 05, 2011 12:07:31 Stuart Buchanan wrote: I had come to the conclusion that the only way to get a signficant increase in performance would be move to using Impostors. That's a big change, particularly as the OSG implimentation appears to be broken/bit-rotted. I've

Re: [Flightgear-devel] Trying to get more performance out of the 3D clouds!

2011-12-11 Thread Mathias Fröhlich
Hi Stuart, On Sunday, December 11, 2011 23:04:02 you wrote: I've had a look, and I think I can change the code to create a single PrimitiveSet for each cloud fairly easily. I think you can try. As an answer to the previous mail, point sprites may help here too. You will get the bilboard

Re: [Flightgear-devel] Trying to get more performance out of the 3D clouds!

2011-12-13 Thread Mathias Fröhlich
Hi, On Tuesday, December 13, 2011 15:31:43 Csaba Halász wrote: 2011/12/12 Mathias Fröhlich mathias.froehl...@gmx.net: As an answer to the previous mail, point sprites may help here too. You will get the bilboard effect for free. We have a queriable limit in the maximum supported point

Re: [Flightgear-devel] Trying to get more performance out of the 3Dclouds!

2011-12-13 Thread Mathias Fröhlich
Stuart, On Monday, December 12, 2011 14:38:37 Vivian Meazza wrote: IIRC clouds were moved into bin 10 to improve appearance vis-à-vis particles. If we put clouds back into bin 9 and particles remain in 10 all the cooling towers, chimney efflux, aircraft contrails, exhausts etc. are drawn

Re: [Flightgear-devel] Trying to get more performance out of the 3Dclouds!

2011-12-14 Thread Mathias Fröhlich
Stuart, On Wednesday, December 14, 2011 15:49:22 Stuart Buchanan wrote: 2011/12/14 Mathias Fröhlich wrote: But, the question is how many cloud drawables do we have? The render Bin sorting bottleneck - if we run into this - is O(log(n)*n) with the n= number depth sorted drawables. Which

Re: [Flightgear-devel] OSG font rendering broken

2011-12-17 Thread Mathias Fröhlich
Hi, On Saturday, December 17, 2011 18:43:17 ThorstenB wrote: No idea though why this affects fonts... Hmm, no that should not affect font loading. But yes I can see the splash screen having the wrong font too. Looking into this... Mathias

Re: [Flightgear-devel] OSG font rendering broken

2011-12-17 Thread Mathias Fröhlich
Hi, Fixed. Mathias -- Learn Windows Azure Live! Tuesday, Dec 13, 2011 Microsoft is holding a special Learn Windows Azure training event for developers. It will provide a great way to learn Windows Azure and what it

Re: [Flightgear-devel] Trying to get more performance out of the 3Dclouds!

2011-12-18 Thread Mathias Fröhlich
Hi Stuart, On Saturday, December 17, 2011 20:14:22 you wrote: I've committed the code changes to my repository clones for the impostors, some configuration for LoD nodes, and having a geometry per cloud, with a bubble sort for ordering. It would be fantastic if people could take the time

Re: [Flightgear-devel] Announcing Project Rembrandt

2011-12-18 Thread Mathias Fröhlich
Hi Fred, On Sunday, December 18, 2011 09:37:04 Frederic Bouvier wrote: Shaders in C++ code (CameraGroup.*xx, renderer.cxx, and in the effect code in SG - maybe I will revert that). But the ultimate goal is to make them configurable. All effects would have to be rewritten because the renderer

Re: [Flightgear-devel] Trying to get more performance out of the 3Dclouds!

2011-12-18 Thread Mathias Fröhlich
Hi, On Sunday, December 18, 2011 12:06:22 Stuart Buchanan wrote: One question for the release managers: Do performance improvements such as these count as bug fixes or features? Should we try to get this into the 2.6.0 release, or wait until 2.8.0? Given that you have already prepared this

Re: [Flightgear-devel] deteriorating cull performance kills fps

2011-12-21 Thread Mathias Fröhlich
Hi, On Wednesday, December 21, 2011 00:42:04 Csaba Halász wrote: Really nobody else seeing this? Any ideas what I could look at to investigate further? Yes, I saw this a few weeks ago on a long flight. But I did not see a chance to reproduce what I saw. So I did not look closer... Mathias

Re: [Flightgear-devel] deteriorating cull performance kills fps

2011-12-24 Thread Mathias Fröhlich
Hi, On Wednesday, December 21, 2011 21:25:11 Csaba Halász wrote: Seems to be gone now :) Ok. So, still I could not easily reproduce... Any comments for my other question, about background model loading? Well, models *are* loaded in the background. More than it was in the good old times where

Re: [Flightgear-devel] Debugging an Ati shaders issue (with 3d textures, again)

2011-12-24 Thread Mathias Fröhlich
Hi, On Friday, December 23, 2011 17:05:03 James Turner wrote: == glValidateProgram FAILED id=12 contextID=0 infolog: Validation Failed: Sampler error: Samplers of different types use the same texture image unit. - or - A sampler's texture unit is out of range (greater

Re: [Flightgear-devel] Announcing Project Rembrandt

2011-12-24 Thread Mathias Fröhlich
Fred, On Sunday, December 18, 2011 10:18:39 Frederic Bouvier wrote: Your patronage will be welcome. Ok. My problem is that I have too many open projects currently. So, promising to help here is something I cannot do today. But Sure, if you have questions feel free to ask. But I currently

Re: [Flightgear-devel] Debugging an Ati shaders issue (with 3d textures, again)

2011-12-24 Thread Mathias Fröhlich
Hi, On Saturday, December 24, 2011 11:12:10 James Turner wrote: According to this, there should be no extension required: http://lists.apple.com/archives/mac-opengl/2007/Oct/msg00108.html And 'glxinfo' reports: OpenGL vendor string: ATI Technologies Inc. OpenGL

Re: [Flightgear-devel] Improving random trees buildings

2011-12-27 Thread Mathias Fröhlich
Hi, On Tuesday, December 27, 2011 00:27:41 Stuart Buchanan wrote: Vivian - are you anticipating the materials-dds.xml file replacing materials.xml at some point? Any plans for further DDS texture work? Hmm, regarding dds. I have to say, that not all OpenGL drivers support texture compression,

Re: [Flightgear-devel] Debugging an Ati shaders issue (with 3d textures, again)

2011-12-28 Thread Mathias Fröhlich
Hi, On Wednesday, December 28, 2011 15:29:50 James Turner wrote: So, this is where my knowledge runs out - can someone suggest the next debugging step, to identify the problem in the water effect? Can you post the output from glxinfo -l. Where the -l prints 'some interresting limits' ... Or

Re: [Flightgear-devel] Improving random trees buildings

2011-12-28 Thread Mathias Fröhlich
Hi, On Tuesday, December 27, 2011 10:49:07 Erik Hofman wrote: Actually for the F-16 I did not switch because of compression but because livery switching is almost instant while the previous textures is took about 10 seconds to switch from internal view to external for the first time. That's

Re: [Flightgear-devel] Debugging an Ati shaders issue (with 3d textures, again)

2011-12-28 Thread Mathias Fröhlich
Hi, On Wednesday, December 28, 2011 16:22:20 James Turner wrote: On 28 Dec 2011, at 16:15, Csaba Halász wrote: Since we are talking about shaders, aren't the limits GL_VERTEX_SHADER_ARB: GL_MAX_TEXTURE_IMAGE_UNITS_ARB = 16 GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB = 16

Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread Mathias Fröhlich
Vivian, There is no intention to migrate as a whole to .dds: it is offered as an appearance and performance upgrade for those who wish to use it. It is up to aircraft developers to decide which format they will use. Indeed - they could provide models with either format so that the user could

Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread Mathias Fröhlich
Hi Erik, On Thursday, December 29, 2011 13:33:09 Erik Hofman wrote: Setting compression to 'none' does speed up texture switching considerably. Unfortunately there's little difference in switching from internal to external view for the first time. Thanks. I do also see an initial frame drop

Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread Mathias Fröhlich
Vivian, On Thursday, December 29, 2011 17:36:24 Vivian Meazza wrote: I don't fully understand the point - we're not using .dds, and fancy shaders as the default option - what else isn't working with open source drivers? Well, the default f16 does not work anymore for example. I have also

[Flightgear-devel] DDS texures (Was: Improving random trees buildings)

2011-12-30 Thread Mathias Fröhlich
Hi, On Friday, December 30, 2011 00:09:20 Csaba Halász wrote: I wonder if there is an open standard counterpart that can do the same as the dds compression? Or is the whole idea patented? (Eww, too broad software patents are the work of the devil). No, Sadly. It is all about an OpenGL

Re: [Flightgear-devel] Improving random trees buildings

2012-01-01 Thread Mathias Fröhlich
Happy new year! Vivian, On Friday, December 30, 2011 10:48:40 Vivian Meazza wrote: The hangs are caused by mipmap generation on the fly by OSG? The hangs are caused by mipmap generation by the driver which happens on forst use of a texture. The old texture files are static and I would

Re: [Flightgear-devel] DDS texures (Was: Improving random trees buildings)

2012-01-01 Thread Mathias Fröhlich
Hi, On Friday, December 30, 2011 11:11:39 Frederic Bouvier wrote: * If it's just the mipmaps. May be we can precompute the mipmaps using the cpu in the database loader thread. This would help all textures not only the ones that could be converted. May be this is the most generic

Re: [Flightgear-devel] DDS texures (Was: Improving random trees

2012-01-01 Thread Mathias Fröhlich
Hi Erik, On Friday, December 30, 2011 11:39:37 Erik Hofman wrote: On Fri, 2011-12-30 at 10:42 +0100, Mathias Fröhlich wrote: * If it's just the mipmaps. May be we can precompute the mipmaps using the cpu in the database loader thread. This would help all textures not only the ones

Re: [Flightgear-devel] Announcing Project Rembrandt

2012-01-01 Thread Mathias Fröhlich
Hi, On Friday, December 30, 2011 11:45:21 Frederic Bouvier wrote: The problem I have to solve currently is how to feed the G-Buffer to the Effect system because the textures used to store it are camera-dependent (in a multi screen context) but the pass (which is a stateset) is built once for

Re: [Flightgear-devel] DDS texures (Was: Improving random trees

2012-01-11 Thread Mathias Fröhlich
Hi, On Sunday, January 01, 2012 11:41:22 Mathias Fröhlich wrote: I think then, computing mipmaps for any texture file on the CPU in the loader thread should globally improove the situation. Also avoiding the compression already in the files should help every use case. Except that the on disk

Re: [Flightgear-devel] DDS texures (Was: Improving random trees

2012-01-15 Thread Mathias Fröhlich
Hi, On Saturday, January 14, 2012 20:17:22 Gijs de Rooy wrote: is there an easy way to disable this message? since i'm using dds texture, it's flooding the console... +1 Every single texture of --material=materials-dds.xml seems gives an error... How about moving these messages to

Re: [Flightgear-devel] DDS texures (Was: Improving random trees

2012-01-15 Thread Mathias Fröhlich
Hi, On Sunday, January 15, 2012 10:56:14 Vivian Meazza wrote: Just what is the user meant understand or to do about it? What do you want to read? Mathias -- RSA(R) Conference 2012 Mar 27 - Feb 2 Save $400 by Jan. 27

Re: [Flightgear-devel] Announcing Project Rembrandt

2012-01-15 Thread Mathias Fröhlich
Hi Fred, On Sunday, January 01, 2012 16:14:17 Frederic Bouvier wrote: Exactly. I want to give access to every stage of the rendering to the effect system. The geometry pass outputs to render target, but the fog, the lights, the bloom need to have access to the textures of the buffer, and

Re: [Flightgear-devel] Announcing Project Rembrandt

2012-01-15 Thread Mathias Fröhlich
Hi Fred, On Sunday, January 15, 2012 13:08:03 Frederic Bouvier wrote: Well, for the moment my solution works pretty well. I posted some videos on the forum to show progress on lights (http://www.flightgear.org/forums/viewtopic.php?f=47t=14883) Nice! I was able to attach the same depth

Re: [Flightgear-devel] DDS texures (Was: Improving random trees

2012-01-15 Thread Mathias Fröhlich
Vivian, On Sunday, January 15, 2012 12:08:14 Vivian Meazza wrote: I would suggest Image D:/Git_New/my_fgdata/Textures/Terrain/sand6.dds uses compressed DDS textures which may be unsupported by your video driver and not display properly. Ok, Can you help me further: It's not limited to

Re: [Flightgear-devel] DDS texures (Was: Improving random trees

2012-01-15 Thread Mathias Fröhlich
Hi Emilian, On Sunday, January 15, 2012 14:33:40 Emilian Huminiuc wrote: There are a couple of isue with that though. Biggest one is it will increase disk/RAM usage by at least 4 times, if not 8 depending on texture/compression method used. That basicaly negates all the advantages of the dds

Re: [Flightgear-devel] DDS texures (Was: Improving random trees

2012-01-18 Thread Mathias Fröhlich
Hi Vivian, Sorry for the long delay, also in face of the pending release. Thanks for the suggestions. On Sunday, January 15, 2012 19:08:17 Vivian Meazza wrote: On the other hand, if you are trying to tell aircraft modelers not to use these forms (.dds .ivs) of compression, then: Image

Re: [Flightgear-devel] Looking at a nice project from outside

2012-02-25 Thread Mathias Fröhlich
Martin, It's sad to hear that this central scenery database should have failed. I never cared myself much about how our scenery is built. This is just because all my interrests and work are in completely different corners of this project. So concentrating on other corners than scenery can

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

Re: [Flightgear-devel] [Flightgear-commitlogs] SimGear branch, next,

2012-03-07 Thread Mathias Fröhlich
Hi, On Wednesday, March 07, 2012 11:54:39 Gijs de Rooy wrote: Same here on Nvidia Geforce GT 540M, see screenshot at: https://lh3.googleusercontent.com/-YGfvue1R00s/T1c-OMTX83I/CdQ/nnik0 ZI1_Wk/s1024/fgfs-screen-055.png No screenshot here, but I also agree that the current lights are

Re: [Flightgear-devel] [Rembrandt] the plan

2012-03-07 Thread Mathias Fröhlich
Hi, On Wednesday, March 07, 2012 14:58:26 Lauri Peltonen wrote: 3. define an XML format for describing the two possible rendering pipelines (the current and new). The format will introduce optional elements (such as shadows, ambient occlusion, glow). I want to point out my work on my

[Flightgear-devel] scenery loading cleanup

2012-03-07 Thread Mathias Fröhlich
Hi, Also for the breginning of the development cycle, I started working on improoving fgviewer and cleanup scenery/model loading. I have now checked in a change that should fix some long standing problems with modelss that appear to have z-fighting. This change should not harm and works so

Re: [Flightgear-devel] scenery loading cleanup

2012-03-09 Thread Mathias Fröhlich
Hi, On Friday, March 09, 2012 21:37:32 Anders Gidenstam wrote: This change breaks my setup. I consider it a feature that FG used to load objects from all scenery directories visited up until the first one that contains terrain for the tile. It made it possible to have scenery object

Re: [Flightgear-devel] scenery loading cleanup

2012-03-09 Thread Mathias Fröhlich
Hi, On Thursday, March 08, 2012 23:13:56 Clement de l'Hamaide wrote: Without this little tweaks the tile can't be loaded. In conclusion, with your change we need to associate Object AND Terrain folder. It's just a feedback of my experience, don't take it as a critics ;) That's fine. Have

Re: [Flightgear-devel] scenery loading cleanup

2012-03-09 Thread Mathias Fröhlich
Hi Jon, On Friday, March 09, 2012 10:43:55 Jon Stockill wrote: Can you explain exactly how the loading now works, and if it's still possible to use extra local objects trees in the way I describe? Thanks for the response. Well, I guess this hits the same problem that I try to solve now with

Re: [Flightgear-devel] scenery loading cleanup

2012-03-11 Thread Mathias Fröhlich
Hi, On Sunday, March 11, 2012 21:07:37 Martin Spott wrote: Mathias Fröhlich wrote: The problem is that these sea tiles (Objects/e000n60/e001n61/2975201.stg for example) with models never contain a base tile line where we could know when to stop seraching the FG_SCENERY directory sequence

Re: [Flightgear-devel] scenery loading cleanup

2012-03-15 Thread Mathias Fröhlich
Good Evening, Ok, no feedback to my comments here except Martin who tells me that the current checked in version behaves as expected. I personally can understand that people want to have a local seperated directory for their own personal additions. Let it be additions to the scenery that are

Re: [Flightgear-devel] Earthview - Orbital terrain rendering in FG

2012-03-20 Thread Mathias Fröhlich
Hi, On Tuesday, March 20, 2012 08:15:54 Renk Thorsten wrote: Once you understand how the scattering integrals work it's natural to compute them also from the outside of the atmosphere. Okay, now I am *really* confused. Are we trying to solve the same problem? I think so. Light

Re: [Flightgear-devel] scenery loading cleanup

2012-03-21 Thread Mathias Fröhlich
Hi Jon, On Tuesday, March 20, 2012 17:27:52 Jon Stockill wrote: Except a bunch of scenery developers pointing out it completely breaks their method of working. Merging the work into an existing tree isn't really an option - the ability to completely erase a tree and rebuild by script

Re: [Flightgear-devel] scenery loading cleanup

2012-03-24 Thread Mathias Fröhlich
Hi, I had a busy week, so sorry for the delay. On Saturday, March 17, 2012 10:07:07 Anders Gidenstam wrote: I have not had time to consider the proposal carefully, but I agree that the ocean tiles are problematic in the old (old) scheme if you have object directories with overlapping objects

Re: [Flightgear-devel] Earthview - Orbital terrain rendering in FG

2012-03-24 Thread Mathias Fröhlich
Hi, On Wednesday, March 21, 2012 13:29:52 Renk Thorsten wrote: Mathias, maybe it's just me - but I have a serious problem understanding what you write. I have greatest respect for what you do, and I've seen some amazing things like the factor 50 speed increase of the geodinfo() call, but

Re: [Flightgear-devel] scenery loading cleanup

2012-03-24 Thread Mathias Fröhlich
Hi, On Saturday, March 24, 2012 09:29:41 James Turner wrote: Tangental, but, yes please! This and a few other similar options, like generating a low-detail terrain node 'automatically' for distant tiles, were some ideas I considered last year to allow further draw distances. Yes, the spt

Re: [Flightgear-devel] OSG caching and other OSG issues

2012-04-01 Thread Mathias Fröhlich
Hi, I try to catch up on things past an other busy week. On Thursday, March 29, 2012 00:22:46 ThorstenB wrote: Mathias, maybe you can have a look at the simgear changes. Maybe you see a way to improve this even further - i.e. do we still need all these cache maps? Or could we simply rely on

Re: [Flightgear-devel] Workaround: c172p on MacBook Pro with Intel HD3000

2012-04-14 Thread Mathias Fröhlich
Hi, On Saturday, April 14, 2012 09:49:18 James Turner wrote: On 13 Apr 2012, at 23:28, Chris Forbes wrote: Presumably you could just ask osg or the gl to discard the top mip level(s) rather than altering the source art to work around apple's driver bugs? Yeah, unfortunately I think

Re: [Flightgear-devel] Workaround: c172p on MacBook Pro with Intel HD3000

2012-04-14 Thread Mathias Fröhlich
Hi, On Saturday, April 14, 2012 11:05:10 James Turner wrote: On 14 Apr 2012, at 10:10, Mathias Fröhlich wrote: But every image goes through our hands. We can just rescale this under certain conditions. At least the uncompressed textures are unproblematic. I would introduce some property

Re: [Flightgear-devel] Workaround: c172p on MacBook Pro with Intel HD3000

2012-04-14 Thread Mathias Fröhlich
Hi, On Saturday, April 14, 2012 13:51:33 ThorstenB wrote: On 14.04.2012 13:08, Stuart Buchanan wrote: I like the idea of resizing textures at model loading time a lot. The other option would be to switch the shader off. Presumably that would not load the normal map into the GPU.

Re: [Flightgear-devel] Workaround: c172p on MacBook Pro with Intel HD3000

2012-04-14 Thread Mathias Fröhlich
Hi, On Saturday, April 14, 2012 17:16:52 ThorstenB wrote: On 14.04.2012 15:18, Mathias Fröhlich wrote: Shader textures are loaded unconditionally, at least into main memory. Hopefully GPU loading is optional - but I'm not sure. Textures are loaded in main memory when the model

Re: [Flightgear-devel] Random Buildings

2012-04-18 Thread Mathias Fröhlich
Hi, On Wednesday, April 18, 2012 10:25:55 Stuart Buchanan wrote: For those interested, the technical background is as follows: - a Quadtree is used to ensure very fast culling of the buildings - based on the work that Tim Moore did for the forests. - a single 1024x1024 texture is used for

Re: [Flightgear-devel] Random Buildings

2012-04-18 Thread Mathias Fröhlich
Hi, On Wednesday, April 18, 2012 17:21:56 Stuart Buchanan wrote: I think I've already got that covered. I'm using a single osg::PrimitiveSet, and a single list of QUADS/vertices/normals/colors/textureCoords at the leaf of each Quadtree. Great! Thanks! Mathias

Re: [Flightgear-devel] FG vesion 2.6 breaks distortion code

2012-04-19 Thread Mathias Fröhlich
Hi, On Thursday, April 19, 2012 15:32:46 castle...@comcast.net wrote: We need to fix the problem, just not sure best way to proceed. Send me that change, I will see how to incorporate that. This will take some time since my next two weeks are extremely full for me, but somewhere past that ...

Re: [Flightgear-devel] GIT as of today unstable

2012-04-24 Thread Mathias Fröhlich
Hi, On Tuesday, April 24, 2012 13:39:59 James Turner wrote: Okay, then I realise this isn't useful for you, but I'm stumped why it crashes for you. In particular, the hashForAirport function is being passed something that looks like a valid pointer (I think), and it crashing on a line that

Re: [Flightgear-devel] GIT as of today unstable

2012-04-24 Thread Mathias Fröhlich
Hi, On Tuesday, April 24, 2012 22:51:34 James Turner wrote: Okay, I guess I was assuming I can use SGreferenced the same way I use release/retain in Cocoa, or addRef/decRef in COM/XPCOM. But it seems as if this is not the case, from looking at your commit - I can't use SGreferenced as a

Re: [Flightgear-devel] Random Buildings

2012-04-26 Thread Mathias Fröhlich
Hi, On Thursday, April 26, 2012 08:32:19 James Turner wrote: On 25 Apr 2012, at 14:56, Stuart Buchanan wrote: If you're going to be looking in the code anyway, the depth of the quad tree is set in some constants at the top of the SGBuildingBin.cxx file, and (IIRC) the LoD range is also

Re: [Flightgear-devel] Random Buildings - memory consumption

2012-05-24 Thread Mathias Fröhlich
Hi, On Wednesday, May 23, 2012 10:37:00 Stuart Buchanan wrote: So - Does anyone have any bright ideas on what I can do to reduce the base memory occupancy? One option might be to not generate the basement if the terrain is level. - Could a fresh pair of eyes take a look at the obj.cxx,

Re: [Flightgear-devel] Random Buildings - memory consumption

2012-05-26 Thread Mathias Fröhlich
Good morning, On Friday, May 25, 2012 19:48:32 Stuart Buchanan wrote: Thanks for taking a look. I think that the SGBuildingBin destructor will be called when I call the list clear() method on the SGBuldingBinList (SGBuildingBin.cxx line 654). That in turn calls clear() I have no current

Re: [Flightgear-devel] Slow frame rates

2012-06-19 Thread Mathias Fröhlich
Hi, On Sunday, June 17, 2012 13:00:15 castle...@comcast.net wrote: This email rekindled an idea from a while back. Last year while working on the 747 sim with multiple projectors and a quad core CPU I experimented with setting up three instances of fgfs - one for each cpu, graphics card, and

Re: [Flightgear-devel] Slow frame rates

2012-06-20 Thread Mathias Fröhlich
Hi, On Monday, June 18, 2012 13:20:17 castle...@comcast.net wrote: The HLA/RTI architecture is far more sophisticated than what might be needed. The idea is not to split FlightGear into a distributed, federated application across a multi-platform machine or network although that is an

Re: [Flightgear-devel] Rendering passes question

2012-07-21 Thread Mathias Fröhlich
Hi, On Thursday, July 19, 2012 17:09:09 James Turner wrote: I have some plans in that direction post 2.8, especially to flatten the LOD quadtrees and transforms of the tiles. Each tile will get some top-level LOD groups for all objects (shared and static). I'm hoping in combination with the

Re: [Flightgear-devel] Rendering passes question

2012-07-21 Thread Mathias Fröhlich
Hi, On Thursday, July 19, 2012 15:32:01 Tim Moore wrote: The depth-pass-only pass is a well known optimization, but the fact it is not helping implies that our bottleneck is not in fragment processing. I've suspected for years that it lies on the CPU, and have been trying to optimize our

Re: [Flightgear-devel] DDS usage in effects files

2012-07-21 Thread Mathias Fröhlich
Hi, On Monday, July 16, 2012 07:20:32 Chris Forbes wrote: If DDS is not politically acceptable, there should be an alternative way of providing premipped textures. Mipmap generation is a *significant* portion of the load time, particularly on the nicer aircraft with large textures. Even

Re: [Flightgear-devel] DDS usage in effects files

2012-07-21 Thread Mathias Fröhlich
Hi, On Friday, July 13, 2012 21:20:33 Stuart Buchanan wrote: I can see a number of options to resolve this (and I'm sure there are more): The 4. Method that I can imagine is to precompute the mipmaps in the loader. IIRC tests with some of the guys suffering from this problem, providing

Re: [Flightgear-devel] DDS usage in effects files

2012-07-21 Thread Mathias Fröhlich
Hi, On Friday, July 13, 2012 21:20:33 Stuart Buchanan wrote: I can see a number of options to resolve this (and I'm sure there are more): Oh, I forgot in the previous mail: There is a 5. Solution: Provide premipmapped uncompressed dds files and compress them with something like gzip. Osg can

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