Re: [Flightgear-devel] Simgear ,mathlib.c line 1 65

2013-10-09 Thread Vivian Meazza
It's now getting on for a week since the build on Simgear was broken for Win
64/MSVC by this mistake. Any chance of a fix sometime soon? 

 

Vivian

 

From: James Turner [mailto:zakal...@mac.com] 
Sent: 03 October 2013 22:53
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Simgear ,mathlib.c line 1 65

 

 

On 3 Oct 2013, at 22:20, Alan Teeder ajtee...@v-twin.org.uk wrote:





Sorry, but MSVC does not have a round function. ;(

 

Yes, C99 is a cutting-edge spec :) 

 

I'll add a replacement for MSVC, thanks for spotting my mistake.

 

Kind regards,

James

 

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Re: [Flightgear-devel] Release candidates

2013-08-31 Thread Vivian Meazza
Stuart

 Sent: 30 August 2013 23:30
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Release candidates
 
 On Fri, Aug 30, 2013 at 11:41 AM, Stuart Buchanan wrote:
  Great work James.  I should have some time to test over the weekend.
 
 
 Did a quick test on a Windows 7 laptop, and generally looked good.  In
fact
 better than good, as under Windows I get x2 the framerate due to a bug in
 the NVidea Linux driver which meant I could run Rembrandt at a decent
 frame-rate (until I switched on random buildings whereupon the frame-rate
 nose-dived)!
 
 A couple of things I noticed from a quick flight with the Zero:
 1) Windows launcher appears to have Rembrandt enabled by default, but set
 via the Advanced properties, rather than having a checkbox on the
launcher.
 Makes it quite difficult for a new user to disable it.  I would have
expected
 Rembrandt to be switched off by default and with a checkbox on the
 Rendering Options section of the launcher to enable it. Caveat: It's
possible
 that I've lost a config file somewhere on my Windows system, so if someone
 else could verify this is the case, that would be great.
 2) There appears to be some invalid scenery around lat:37.228,
lon:-121.9703.
 Scenery triangles are white and the UFO can't determine the material type.
 I'll investigate this further - might be an error in the landclass or
something
 we've got wrong in materials.xml.
 

I've checked RC1 - FGRun here - AFAIKS it just picks up whatever you had
last set in Advanced/Properties - I had Rembrandt disabled and that's what I
got.

Vivian



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Re: [Flightgear-devel] With best regards...

2013-08-20 Thread Vivian Meazza
Thorsten

 Sent: 20 August 2013 12:31
 To: FlightGear developers discussions
 Subject: [Flightgear-devel] With best regards...
 
 ... to Vivian, the converted wake shader appears to be working
 
 http://users.jyu.fi/~trenk/pics/als_new_8_13_02.jpg
 
 (not sure when I will be able to commit it, but at least the work is
done).
 

That sounds like good news, thanks,

Vivian


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Re: [Flightgear-devel] Changelog 2.12

2013-07-14 Thread Vivian Meazza
Stuart

 Sent: 14 July 2013 23:09
 To: FlightGear developers discussions
 Subject: [Flightgear-devel] Changelog 2.12
 
 Hi All,
 
 I've just taken a trawl through the git logs to find the major
enhancements
 from the last 6 months, the results of which are now in the Changelog:
 
 http://wiki.flightgear.org/Changelog_2.12
 
 Comments welcome, particularly on what should be mentioned in the
 highlights section at the end of the first paragraph:
 
 The FlightGear development team is happy to announce the v2.12 release
 of FlightGear, the free, open-source flight simulator. This new version
 contains many exciting new features, enhancements and bugfixes. Highlights
 in this release include improved usability, continued development of the
 Canvas rendering toolkit, and improved scenery rendering. 
 
 I'd also like suggestions of other new or majorly improved aircraft that
have
 had particular updates over the last 6 months.
 
 I'm also not sure whether or not we should include tooltips in the feature
list.
 They are currently switched off by default in preferences.xml and can only
 be switched on from within the Debug menu. James - are they now mature
 enough that we should switched them on by default?
 
 On a related note there's also the question of the mouse modes to
consider.
 I no-longer use the old-style mouse modes, instead using the
right-click-to-
 pan-view mode instead.  Should that be available through the GUI (in which
 case I've got to re-write various parts of The Manua)


POI on the map are disabled in Windows (well they are here). Otherwise quite
an impressive list.

Vivian


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Re: [Flightgear-devel] reminder: entering feature freeze now

2013-06-26 Thread Vivian Meazza

 From: Anders Gidenstam [mailto:anders-...@gidenstam.org]
 Sent: 26 June 2013 07:41
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] reminder: entering feature freeze now
 
 On Tue, 25 Jun 2013, Stuart Buchanan wrote:
 
  Having thought about this a bit more I'm going to propose we do 2.12.0
  now and pre-announce 3.0 as the Feb 2014 release to give us just a
  little more time to prepare and make the 3.0 as polished as possible.
  After all, it'll be the third major release in 15 years :) .
 
 Sounds like a plan. I prefer this option.
 

Makes sense to me,

Vivian


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Re: [Flightgear-devel] Grain texture for models - a demo

2013-06-25 Thread Vivian Meazza
Thorsten wrote

 Sent: 25 June 2013 10:14
 To: FlightGear developers discussions
 Subject: [Flightgear-devel] Grain texture for models - a demo
 
 
 Since the idea hasn't really caught with modelers yet, I've tried to get a
more
 practical demo of the virtue of a grain texture and tried to put a grain
effect
 on the Vinson flightdeck (I've always felt that the homogeneous grey color
 doesn't justice to the details of the model otherwise).
 
 Here's a comparison
 
 http://users.jyu.fi/~trenk/pics/vinson_with_grain.jpg
 
 http://users.jyu.fi/~trenk/pics/vinson_without_grain.jpg
 
 In my personal view, this makes a hell of a difference. I'm not getting
any
 visible framerate difference, and the GPU memory has to hold just a single
 512x512 texture more. If you want to do the same detail level using
 conventional texturing, you need a texture resolution of 25600x6400 (I'm
 guessing no GPU can even process this).
 
 There's (unfortunately) a catch - the screenshots are taken on the landing
 strip where the uv-mapping is very homogeneous, but to my surprise I
 discovered that the rest of the flightdeck has a rather inhomogeneous uv-
 mapping, i.e. to make the Vinson really make use of the grain effect, the
uv-
 mapping of the Flightdeck would have to be redone.
 
 Vinson crew - anyone interested? I'm happy to send the effect definition
and
 the grain texture.
 
 We can use this whenever a model has a large crufely textured surface and
 just should get some hint of metal surface (or any other structure - we
can
 do concrete or wood just as well) - it's tremendous texture resolution for
 cheap. But I'm a coder, not a modeler, for me things like changing the uv-
 mapping take unreasonably long, so I would really hope to get folks from
 modeling interested.
 

I looked at this possibility already. The carrier deck is made up of a
number of odd-shaped areas, for historical reasons. I don't think that a
complete rebuild of the flight deck is worth it for this very nice eye-candy
(just too much work). Alexis might think differently.

Vivian


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Re: [Flightgear-devel] reminder: entering feature freeze now

2013-06-18 Thread Vivian Meazza
Thorsten

 Sent: 18 June 2013 07:40
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] reminder: entering feature freeze now
 
  What version number will we give to the new release? Are we ready for
  a 3.0 or is it 2.12?
 
 Looking through my list of goals for the last coding period:
 
  * Get a high-quality model shader running under Atmospheric Light
  Scattering
 
 This is now available, working for random buildings and for several
aircraft. A
 reminder to aircraft creators using the ubershader - normal mapping
requires
 to declare tangent, normal and binormal generation airplane-side. These
 need to be also declared as vertex attributes in a numbered technique - in
 order for this to work, the technique n=4 matching the model ubershader
 effect in model-combined.eff for ALS has to be added, otherwise normal
 maps do not work and the model receives incorrect lighting.
 
  * Implement a scheme for generating autumn colors procedurally
 
 The scheme exists and generates autumn colors in central Europe. Since the
 majority of feedback for this was rather skeptical, I have not pursued the
 idea much further or extended it to tree autumn coloring, but Stuart has
 implemented his tree work in a nice way that trees shed all leaves in late
 autumn, so it's not as good as it could be, but reasonably plausible. At
least I
 like changing the colors a bit.
 
 Since autumn coloring doesn't work correctly everywhere in the world (I've
 mainly adjusted Europe and the North Atlantic Islands), I would regard it
as
 experimental.
 
 * make clouds render faster
 
 Stuart has done the main work on this one with a LOD scheme dropping
 sprites beyond some distance. Since this mutilated faint clouds which have
 just 1-2 sprites to begin with, I recently pushed a way that these clouds
are
 not treated by the LOD system at all.
 
 I'd say we need feedback from users playing with the LOD distance if it
 improves framerates while keeping the visuals or not. We now have overall
 cloud density, draw distance and the LOD distance to configure the
 framerate impact of 3D clouds - is this enough? In what form should this
best
 be exposed to the user? What are reasonable defaults?
 
 * Improve cloud appearance from high altitude
 
 This is mostly done - I've introduced three quite sophisticated cloudlet
 placement scheme, and it does miracles from high altitude. There are still
the
 rather blocky 8/8 cover scenarios remaining when clouds tend to cover the
 whole square tile - I wanted to do something to the edges, but haven't
 gotten around to doing so. Not sure if this qualifies as a bugfix or a
novel
 feature, but I think it's harmless.
 
 * The 'ultra' terrain shader
 
 This is done - at highest landmass and transition slider setting, the
terrain
 shader renders details to a quality that you can park your helicopter in
the
 scene and have a nice ground resolution (the smallest details are
cm-sized,
 and they move with the wind). From my side, this would be the main selling
 point for a 3.0 release.
 
 The water shader also has received upgrades with color and reflectivty
 variations of the water and a trick to generate surf at steep coasts. Also
drift
 ice and be procedurally drawn on the water. In arctic regions, we have
 drifting icebergs by default now.
 
  * Regional texturing
 
 Since the last release, I've added Indonesia, Madagascar, North Atlantic
 Islands (Greenland, Faroe, Shetlands,...) and Middle East and Vivian added
 UK definitions.  Combined with Hawaii, Iceland, Caribbean and tropical
South
 America which we've had previously, this is already a substantial
variation to
 illustrate how FG can look like. Especially Hawaii can serve very well as
a
 showcase scenery now.
 
 * Atmospheric light scattering and Rembrandt
 
 There hasn't been a volunteer to help me look into this from the Rembrandt
 side, and so according to the plan there has been no development. Based on
 my current test results, my computer doesn't seem to be able to get
 Rembrandt fast enough for this to make any sense, although I don't
 understand this finding.
 
 While things can always be better, from my side that's a clear vote for
3.0.
 With the hires terrain shader and wind effects on terrain and vegetation,
 combined with the pixel post-processing effects, we can offer much higher
 resolution visuals on the terrain than before (and I understand with the
 autum color effect or drift ice some genuine novel effects which are in no
 other flightsim).
 

A nice list and it's all worthwhile improvement, but it's all tinkering
around the edges of existing stuff. There's no step change which would
justify 3.0 IMO. For that we need something major, like new terrain (850) or
Rembrandt as the default. Right now we have Terrasync partly broken in Win
64, which will probably not be fixed until after the release. We still
cannot select the Screenshot Directory from the gui. I think that all argues
for 2.12.

Unfortunately, only Fred 

Re: [Flightgear-devel] trees

2013-06-18 Thread Vivian Meazza
Syd,

 

We fixed that bug a while back, I hope J. Could you rebuild with the latest
FG/SG and try again with the latest FGDATA? I really hope that fixes it!

 

Vivian

 

From: syd adams [mailto:adams@gmail.com] 
Sent: 18 June 2013 19:16
To: FlightGear developers discussions
Subject: [Flightgear-devel] trees

 

No one else has mentioned this so maybe its time for a make clean , but this
is what Im seeing after the recent tree updates :

 

http://imagebin.org/261806

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Re: [Flightgear-devel] TerraSync libSVN replacement testing

2013-06-17 Thread Vivian Meazza
Alan

 Sent: 17 June 2013 20:06
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] TerraSync libSVN replacement testing
 
 Does this affect the code freeze?
 
 -Original Message-
 From: Alan Teeder
 Sent: Tuesday, June 11, 2013 8:12 PM
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] TerraSync libSVN replacement testing
 
 James
 
 As requested (windows 7, MSVC10 (32bit build):
 (Sorry)
 
 Alan
 
 3  terrasync.cxx
 3C:/FlightGear/simgear\simgear/io/SVNRepository.hxx(58): error C2059:
 syntax error : 'constant'
 3C:/FlightGear/simgear\simgear/io/SVNRepository.hxx(65): error C2143:
 syntax error : missing ';' before '}'
 3C:/FlightGear/simgear\simgear/io/SVNRepository.hxx(65): error C2238:
 unexpected token(s) preceding ';'
 3C:/FlightGear/simgear\simgear/io/SVNRepository.hxx(67): error C2146:
 syntax error : missing ';' before identifier 'failure'
 3C:/FlightGear/simgear\simgear/io/SVNRepository.hxx(67): error C4430:
 missing type specifier - int assumed. Note: C++ does not support
default-int
 3C:/FlightGear/simgear\simgear/io/SVNRepository.hxx(67): error C2270:
 'failure' : modifiers not allowed on nonmember functions
 3C:/FlightGear/simgear\simgear/io/SVNRepository.hxx(67): error C4430:
 missing type specifier - int assumed. Note: C++ does not support
default-int
 3C:/FlightGear/simgear\simgear/io/SVNRepository.hxx(68): error C2059:
 syntax error : 'private'
 3C:/FlightGear/simgear\simgear/io/SVNRepository.hxx(69): error C2270:
 'isBare' : modifiers not allowed on nonmember functions
 3C:/FlightGear/simgear\simgear/io/SVNRepository.hxx(74): error C2059:
 syntax error : '}'
 3C:/FlightGear/simgear\simgear/io/SVNRepository.hxx(74): error C2143:
 syntax error : missing ';' before '}'
 3C:/FlightGear/simgear\simgear/io/SVNRepository.hxx(74): error C2059:
 syntax error : '}'
 3C:\FlightGear\simgear\simgear\scene\tsync\terrasync.cxx(90): warning
 C4067: unexpected tokens following preprocessor directive - expected a
 newline
 3C:\FlightGear\simgear\simgear\scene\tsync\terrasync.cxx(90): warning
 C4067: unexpected tokens following preprocessor directive - expected a
 newline
 3C:\FlightGear\simgear\simgear\scene\tsync\terrasync.cxx(124): error
 C2088:
 '[' : illegal for class
 3C:\FlightGear\simgear\simgear\scene\tsync\terrasync.cxx(124): error
 C2088:
 '[' : illegal for class
 3C:\FlightGear\simgear\simgear\scene\tsync\terrasync.cxx(124): fatal
 3error
 C1903: unable to recover from previous error(s); stopping compilation
 3  Generating Code...
 
 -Original Message-
 From: James Turner
 Sent: Tuesday, June 11, 2013 4:17 PM
 To: FlightGear developers discussions
 Subject: [Flightgear-devel] TerraSync libSVN replacement testing
 
 Hi,
 
 I've pushed some code to Git, which will ultimately replace our use of
libSvn,
 and hence simplify build and deployment, especially on Mac and Windows.
 This has an immediate benefit for end-users too: TerraSync will use pretty
 much half the disk space it currently does, since unlike a real SVN
client, we
 don't need to keep two copies of each file locally.
 
 In the longer term, there are many other improvements I will make - to
 reduce the number of network round-trips to check directories are in sync,
 to improve the interaction with the main thread so the splash screen waits
 for terrasync to update a location before finalising position, and others.
 These things will happen *after* 2.12, and once the code is tested
 everywhere.
 
 First, I need some help; for people to rebuild simgear with -
 DSG_SVN_CLIENT=1, and mv / erase their TerraSync dir. Then simply run
 FGFS as normal, as if you were starting on a new machine / account with no
 previous use of TerraSync.
 
 (Remember that TerraSync initially syncs the large Models and Airports
dirs,
 which takes some time - be patient. Also expect some nav-cache rebuilds
 since the nav-cache will see the paths / stat-times change. This is
nothing to
 do with the revised code, simply what happens if you change your TerraSync
 dir)
 
 If the testing is mostly positive, I will consider making the option
default to
 ON for 2.12, but if people report problems (which cannot be easily
fixed!), I
 will be cautious and leave it OFF by default for 2.12. Soon after
 2.12 branches, 'next' will be switched to using the new code exclusively.
 
 (BTW, the option to use rsync or external, command-line svnclient still
exists,
 and will be retained - though I am curious if anyone still uses those
options!)
 

Haven't managed to get it to work for Win 7 64 bit either - still seems to
want LIBSVN to build. Seems to be a cmake issue, but I'm not confident that
I know how to fix this one.

Vivian


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Re: [Flightgear-devel] Rembrandt performance

2013-06-13 Thread Vivian Meazza
Thorsten

 Sent: 13 June 2013 07:25
 To: FlightGear developers discussions
 Subject: [Flightgear-devel] Rembrandt performance
 
 
 I've had a my first short go with Rembrandt on my new machine yesterday.
 The test case was a small airport in Sulawesi (Indonesia) (WAAJ) where I'm
 discovering a very nice scenery. There are no static or shared models to
 speak of, there is some forest around, and that's basically it. I chose
fair
 weather, i.e. a modest cloud cover. The aircraft was the PAF team DR-400
in
 the latest version.
 
 All Rembrandt functions work out of the box very nicely. I started with a
 dawn scene and tried the landing light illumination first. This gave me a
good
 30 fps. I then switched to noon and tried shadows. I have to say that
since I
 am more the VFR virtual pilot, I almost never fly at night, lightmap for
internal
 illumination work fine for me, and so shadows are the main selling point
of
 Rembrandt which attracts  me.
 
 The initial shadows coming up by default were rather ragged and flickery
(the
 last is a problem for me, I tend to get headache when looking at some sort
of
 flickers unfortunately), so I played with shadow map size, cascade ranges
and
 filtering till I had a nice result. To my dismay, at this point the
framerate
 counter gave me a mere 15 fps (no shader effects on at this point).
 
 For comparison, the same scene renders in Atmospheric Light Scattering
with
 all details maxed out (including tree motion) with solid 60 fps.
 
 Am I doing anything wrong? Did I miss any optimization which makes the
 shadows run fast enough? Am I just unlucky and my system has some
 unspecified problems chewing Rembrandt? Does anyone else get
 significantly higher framerate out of shadows with filtering? I am running
on
 an GeForce GTX 670M, which is usually a pretty fast beast.
 
 I mean, maybe it's just me, but this appears to confirm a suspicion I
wrote
 earlier that trying to pack ALS functionality into Rembrandt will end up
being
 way too slow. If I have a mere 15 fps before any shaders, then I can't
 reasonably apply 800 lines of extra computations and expect no performance
 impact.
 
 Does anyone have a semi-solid case which would argue that this would be
 fast enough? I'm sort of trying to make my mind up if I should focus on
that
 before the next release (which is why I did the test), but it seems
hopeless
 to me. It's okay and flyable as it stands, but I don't see how to cram
lots of
 extra stuff in.
 

I think your numbers are pretty representative. 15 fps is definitely not
enough IMO. I would say that 30 fps would be a good aiming point. Smoothness
is also a factor.

Vivian




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Re: [Flightgear-devel] Bug 772 (Yasim on ground)

2013-06-11 Thread Vivian Meazza
James

 Sent: 11 June 2013 13:09
 To: FlightGear developers discussions
 Subject: [Flightgear-devel] Bug 772 (Yasim on ground)
 
 Hi all,
 
 Hyde has submitted a work-around for issue 772, which you can see here:
 
   https://gitorious.org/fg/flightgear/merge_requests/1572
 
 He'd like this merged before the freeze (actually it's a fix so it can be
merged
 afterwards, but still), I'd like to hear any opinions on if this is a bad
idea or
 good idea. Personally I'm not so affected by issue 772, but if many people
 are, the work-around seems just-about-acceptable to me.
 
 (Obviously it would be nicer to fix Yasim for real, but let's skip that
just for a
 moment)
 
 Does anybody feel strongly that either:
 
  - the bug is very bad, so that the workaround is definitely needed
(keeping
 in mind it's a long-standing bug)
  - the work-around is very bad, for some scenario I didn't imagine myself?
 (Helicopters on the ground? But they likely benefit more from the fix?)
 
 I'm happy to merge the change above to get some feedback, with the
 understanding that if people raise 'problems which are worse than the
 original issue' before 2.12 is final, we could revert it.
 

I haven't noticed any particular issue with crosswinds myself, but the fix
seems to be illogical. I can't imagine what disabling wind on the ground is
going to do for take-offs. How would the transition work? Has anyone shown
that there is anything wrong with Andy's math?

I'd like to hear what Andy has to say about this one. In the meantime I
would object to this fix.

Vivian


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Re: [Flightgear-devel] Bug 772 (Yasim on ground)

2013-06-11 Thread Vivian Meazza
Gary

 

I agree with all of this.

 

I have just tested the 777-200 in a moderate crosswind. First time I ever
used it. There is a tendency to fly up into wind once the main wheels are on
the deck, but nothing which can't be handled with a bootfull of rudder.
Perhaps a little more rudder authority would be nice.  I would leave well
alone unless and until Andy advises otherwise.

 

Vivian

 

From: Gary Neely [mailto:grne...@gmail.com] 
Sent: 11 June 2013 18:33
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Bug 772 (Yasim on ground)

 

With respect, I'd prefer to hold off on this fix until we have more test
data and additional input by experienced Flightgear users. Which planes
exhibit this tendency under what exact conditions? What version of
Flightgear is being used? Under what OS? Did this effect begin to occur
after a specific Flightgear release?

Currently I've not experienced anything as severe as what some of the bug
posters describe, at least not with aircraft having well-designed and tuned
YASim FDMs. Admittedly I fly only a handful of planes, usually my own
efforts. I do know that YASim friction effects are not what they could be,
and this can be aggravated by poor friction settings or settings that have
been compromised to offset some other characteristic.

Many YASim planes don't have adequate weight-and-balance settings and
commonly aren't tested against pilot handbook crosswind limitations. Because
of this they often handle terribly under those conditions, with even modest
crosswinds. I know this because I've adjusted the balance and flight surface
effects of a number of YASim planes to allow them to handle crosswinds up to
the handbook's limits. I'm not suggesting this is necessarily related to the
bug problem, only that the bug needs to be tested against aircraft with
YASim FDMs that have been designed to reflect the aircraft's limitations.

-Gary aka Buckaroo

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Re: [Flightgear-devel] Bug 772 (Yasim on ground)

2013-06-11 Thread Vivian Meazza
James,

 

Done

 

Vivian 

 

 

From: James Turner [mailto:zakal...@mac.com] 
Sent: 11 June 2013 22:43
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Bug 772 (Yasim on ground)

 

 

On 11 Jun 2013, at 22:01, Hyde Yamakawa h...@hyde-tech.com wrote:





Hi, I'm a guy who submit that fix.
I tested today without my fix, I noticed it's been fixed!!
There still be the pulling power but it's controllable by steering now.

I'm sorry to bother all of you but I didn't know it was fixed.
I gladly withdraw my request.

I will report what change fixed the issue later.

 

Okay, thanks to everyone for looking at this, if someone could update the
issue as WontFix or Invalid for now it's probably wise, it can always be
re-opened if someone disagrees.

 

Regards,

James

 

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Re: [Flightgear-devel] Hires runway effect

2013-06-08 Thread Vivian Meazza
Thorsten

Sent: 07 June 2013 12:40
To: FlightGear developers discussions
Subject: [Flightgear-devel] Hires runway effect


After a fresh pull and recompile today (I've not had much time for FG the
last weeks...) I've noticed that the hires runway effect of ALS appears to
have been partially broken by something - I now see a checkerboard pattern
when I look at runways and taxiways which hasn't been there before. Is
anyone else observing this?

Since I've not done anything for the last weeks, something other than the
shader must have caused this (coordinate mapping? altered normal?). Can
anyone perhaps shed light on this? Unfortunately I still don't have much
time right now for a long investigation :-(

I can't see a problem here with today's pull of fg/sg/fgdata. The tree wind
effect is nice.

Vivian


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Re: [Flightgear-devel] Restore GPS compatibility with 2.10 - MSVC10

2013-06-01 Thread Vivian Meazza
Alan


Sent: 01 June 2013 14:51
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Restore GPS compatibility with 2.10 - MSVC10

Stop the celebrations.

The laptop still has the fault after a clean build.  AFAIK both computers
have the same file layout and relevant environment/paths settings.

My Bill Gates mannequin now has so many nails in it that it is hard to find
space to hammer in a new one. 

Yup, FG crashes here with the latest pull of SG/FG on Win 7 x64

Vivian


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Re: [Flightgear-devel] Restore GPS compatibility with 2.10 - MSVC10

2013-06-01 Thread Vivian Meazza
James


Sent: 01 June 2013 17:28
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Restore GPS compatibility with 2.10 - MSVC10


On 1 Jun 2013, at 16:20, Vivian Meazza vivian.mea...@lineone.net wrote:

 Yup, FG crashes here with the latest pull of SG/FG on Win 7 x64

A bit of information would be useful since it's not crashing for me :) 

Alan provided a backtrace but it looks suspect to me, of course if it's
memory corruption that may be expected, but I'd appreciate someone running
3-4 attempts and checking if the dump is mangled and different each time
(likely memory corruption) or in the same place consistently (could still be
memory corruption, but easier to track down).

OK - so far I've identified that the cause is one of the 2 GPS related
commits - reverting both solves the problem.

Vivian 


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Re: [Flightgear-devel] Tree issues

2013-05-20 Thread Vivian Meazza
Stuart

 Sent: 19 May 2013 21:42
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Tree issues
 
 On Thu, May 16, 2013 at 11:02 PM, Vivian Meazza wrote:
  I'm going to have one more attempt to fix the black hat in a square
  texture
  before looking into reducing the number of variations.
 
  Yup, works nicely here, there's definitely an improvement. I've also
  modified the predicates for techniques 4 and 9 take that into account
 
  I've also fixed the black hat by increasing the bleed margins in
  treebin.cxx a tad:
 
  t-push_back(Vec2(variety + 1.0f, 0.234f));
  t-push_back(Vec2(variety, 0.234f));
 
  I'm using the old square texture - that would need adjusting because
  those margins clip the top of the higher trees.
 
  All looking really good here now.
 
 Thanks for the pointer.  I've committed a change using the reduced UV
 coordinates, converted all the tree textures back to squares and ensured
 they have an appropriate spacing at the top.
 

That all looks very good here. No artefacts that I can see, no clipped
trees.  Job done for now, I would say.

Well Done

Vivian 



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Re: [Flightgear-devel] Who is the maintainer for FGRUN?

2013-05-18 Thread Vivian Meazza
Pat

 Sent: 18 May 2013 17:20
 To: flightgear-devel@lists.sourceforge.net
 Subject: [Flightgear-devel] Who is the maintainer for FGRUN?
 
 Who is the maintainer for FGRUN?
 
 Also, who is interested in the cmake build issue with FGRUN and FGADMIN
 on Ubuntu 13.04
 

Fred Bouvier is your man.

Vivian



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Re: [Flightgear-devel] Tree issues

2013-05-16 Thread Vivian Meazza
Stuart

 Sent: 14 May 2013 09:34
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Tree issues
 
 Hi Vivian,
 
 On Sat, May 11, 2013 at 9:57 AM, Vivian Meazza wrote:
   That works - the hat artefact is gone. If I look very carefully I can
  see a vertical artefact emanating from the centre top of some trees.
 
  I hadn't realised that the high res texture was going to be quite so
big.
  Texture sizes  4096 px are not so well supported.
 
  I wonder if you wouldn't be better disabling mipmapping for trees - it
  seems to be the source of all the problems? In particular, the
  different grazing angle on the crossing panels means that different
 mipmaps will be used.
 
 I can't disable mipmapping AFAIK, but I spent some time looking at the
 effects source code and found an undocumented (well, not in
 README.effects) option to control how the mipmaps are generated for each
 of the RGB and alpha
 channels.*
 
 So, it would appear that I can generate a mipmap where the alpha value is
 taken as the minimum of the surrounding pixels while the RGB values are
 created normally.
 
 I need to experiment some more with it later in the week, but I may have
 found a way to use a more square texture without artifacts.  It should
also
 resolve the artifact you mention above.
 
 In passing I noticed that both your and some of Thorsten's screenshots
show
 a nasty black outline around some of the trees.  I don't see that myself
 except, but I've also got a fix for that issue.  As mentioned on the
forum, the
 problem is that the completely transparent pixels have an RGB value of
0,0,0,
 so mipmaps and interpolations cause this to bleed into the surrounding
 edges.

I'm rather surprised that you can't see the black outline around the trees.
It's around all of them, but is more or less visible according to the range
and angle of incidence. It is also the cause of the spike arising from the
centre of the trees.

The proximate cause of the black outline is
alpha-to-coveragetrue/alpha-to-coverage. Commenting out techniques 4 and
9 in the tree effect removes all black artefacts. While alpha-to-coverage is
intended for dense foliage or grass, I'm not sure that it is appropriate for
our trees as presently drawn and textured. I think you are right to try to
go back to the square texture. I hope that you can find a fix for this - I
know how difficult it is to fix a bug that you can't yourself see. In the
meantime should we consider reverting to the previous scheme in fgdata while
you come up with a fix? Here. I've adjusted the bleed margins and commented
out the relevant techniques, which produces nice trees.

HTH

Vivian



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Re: [Flightgear-devel] Tree issues

2013-05-16 Thread Vivian Meazza
: Stuart

 Sent: 16 May 2013 22:46
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Tree issues
 
 On Thu, May 16, 2013 at 10:28 AM, Renk Thorsten wrote:
  I'm slightly surprised that Thorsten's new system doesn't support
  this, as evidenced from his screenshots.
 
  glxinfo claims that it does - I get several instances of
  GL_ARB_multisample or GLX_ARB_multisample shown in the resulting  list
  (at least under Linux, maybe it's a bug in the Windows driver of the
  card only??? - I'll check next time I
 boot up Windows).
 
 Someone pointed out to me off-list that there are other control properties
 for multisampling, which I had set in my .fgfsrc file and had forgotten
about
 completely.  I've updated the effects file to check for these.
 
 I'd highly recommend setting them as I think they improve the visuals on
the
 vegetation significantly:
 
 /sim/rendering/multi-sample-buffers=true
 /sim/rendering/multi-samples=2
 
 I've just checked in something that should fix both issues, along with
.xcf
 source files for the existing trees that shows how they should be created,
 and a little perl script to generate .dds and low resolution .pngs from a
source
 .png file.
 
 I'm going to have one more attempt to fix the black hat in a square
texture
 before looking into reducing the number of variations.

Yup, works nicely here, there's definitely an improvement. I've also
modified the predicates for techniques 4 and 9 take that into account

I've also fixed the black hat by increasing the bleed margins in treebin.cxx
a tad:

t-push_back(Vec2(variety + 1.0f, 0.234f));
t-push_back(Vec2(variety, 0.234f));

I'm using the old square texture - that would need adjusting because those
margins clip the top of the higher trees.

All looking really good here now.

Vivian





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Re: [Flightgear-devel] Tree issues

2013-05-11 Thread Vivian Meazza
Stuart

 -Original Message-
 From: Vivian Meazza [mailto:vivian.mea...@lineone.net]
 Sent: 10 May 2013 22:50
 To: 'FlightGear developers discussions'
 Subject: Re: [Flightgear-devel] Tree issues
 
  Stuart
 
  Sent: 10 May 2013 20:10
  To: FlightGear developers discussions
  Subject: Re: [Flightgear-devel] Tree issues
 
  On Thu, May 2, 2013 at 8:48 AM, Vivian Meazza wrote:
   I can still see that hat on middle distance trees. The effect
   might be less though - hard to judge. It is certainly no worse.
  
   I think it would be worth trying to spread the images out on the
   texture so that you avoid bleed. I'm pretty sure that is what I'm
 seeing
  here.
 
  OK, I've pushed a new fix for this that goes back to the old approach
  of having all textures in a strip, and using clamping to avoid bleeding.
 
  You'll need a new simgear and data pull.
 
 
 OK trying that
 

 That works - the hat artefact is gone. If I look very carefully I can see a
vertical artefact emanating from the centre top of some trees. 

I hadn't realised that the high res texture was going to be quite so big.
Texture sizes  4096 px are not so well supported.

I wonder if you wouldn't be better disabling mipmapping for trees - it seems
to be the source of all the problems? In particular, the different grazing
angle on the crossing panels means that different mipmaps will be used.

Vivian 



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Re: [Flightgear-devel] Syncing sim time

2013-05-10 Thread Vivian Meazza
Stuart

 Sent: 09 May 2013 21:41
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Syncing sim time
 
 Hi Jack,
 
 On Thu, May 9, 2013 at 3:57 PM,  Jack wrote:
  Thanks to Jan Comans I've been able to sync the 3D clouds across three
 instances of fgfs running on a multi-core machine.  This, in turn,
provides for
 some very respectable frame rates of 40 to 50 fps per core with a three
 projector system with older generation Nvidia boards ( GT430 and GT440 )
on
 a 64bit I5 machine.  The visuals will be just awesome once the collimated
 display is completed later this year.
 
 Could you (or Jan) share with us what changes you had to make to allow
 synchronization across multiple instances?  I thought I'd added some code
a
 while back to make the pseudo-random number generator used start with
 the same seed for a given 10 minute window to address this, but was never
 in a position to test it myself.
 

You did indeed add some code - and I have tested it here on 2 machines and
on 2 instances on one machine. It doesn't seem to do what you intended.

https://dl.dropboxusercontent.com/u/57645542/clouds.png

I ensured that the 3D cloud settings were the same, using the same live
data. Do I need to do anything else?

Vivian 



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Re: [Flightgear-devel] Tree issues

2013-05-10 Thread Vivian Meazza
 Stuart

 Sent: 10 May 2013 20:10
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Tree issues
 
 On Thu, May 2, 2013 at 8:48 AM, Vivian Meazza wrote:
  I can still see that hat on middle distance trees. The effect might
  be less though - hard to judge. It is certainly no worse.
 
  I think it would be worth trying to spread the images out on the
  texture so that you avoid bleed. I'm pretty sure that is what I'm
seeing
 here.
 
 OK, I've pushed a new fix for this that goes back to the old approach of
 having all textures in a strip, and using clamping to avoid bleeding.
 
 You'll need a new simgear and data pull.
 

OK trying that

Vivian



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Re: [Flightgear-devel] 2.10.1

2013-05-08 Thread Vivian Meazza
Stuart

 From: Buchanan [mailto:stuar...@gmail.com]
 Sent: 08 May 2013 10:56
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] 2.10.1
 
 On Fri, May 3, 2013 at 6:15 PM, Vivian Meazza wrote:
  I re-installed the Jenkins nightly Win build from yesterday - seems
  OK, although I have NOT done any extensive testing. I'm seeing regular
  crashes here from ALS and Rembrandt, but that's nothing new.  I'm
  getting a number of errors on start-up; they seem harmless:
 
  Failed to create alias at
  /controls[0]/refuelling[0]/refuelling-drogues-pos-norm
 
  [0]. Source /sim[0]/multiplay[0]/generic[0]/float[2] is already
  aliasing another
 
  property.
 
  Failed to set alias to
  /controls/refuelling/refuelling-drogues-pos-norm
 
 FYI, I don't think this is related to the AAR work I've done recently, and
looks
 like it might be aircraft specific.  What aircraft are you seeing this
with?
 
 
  I would be more concerned over the state of the data. The reinstall
  has partly solved the Screenshot directory issue - it now uses the
  default Working Directory, but the gui input is still stuck. We have a
  small glitch with Stuart's latest iteration of the Random Vegetation
  (aka trees) with what I think is probably a mipmapping issue.
 
 I thought 2.10.1 data would be taken from 2.10.0, with commits cherry-
 picked?
 
 If not, I'd suggest backing out that commit from the 2.10.1 data branch,
as it
 has a co-requisite simgear change, and as Vivian mentions still has some
 issues.
 
 I've been away for the last 5 days so haven't had the chance to look into
the
 tree problem further, but have a couple of ideas.  One option would be to
 mirror the texture rows, so instead of looking like this:
 
 ^^^
 ^^^
 ^^^
 ^^^
 
 It would be top-to-top and base-to-base:
 
 
 ^
 
 
 
 That way is the mipmap UV isn't quite accurate, it would just include the
 tree-top of the texture above, rather than the base.  This would certainly
be
 less noticeable.  The downside is that I think it would require adding an
if()
 test to the vertex shader, something I've been avoiding due to
(unfounded?)
 concerns about performance.
 
 Or I might simply change the textures to a (very) long strip, so instead
of
 512x128 it would be 2048x128.  However that feels rather clunky, and might
 not make good use of GPU memory.  Anyone with GPU experience care to
 comment?
 

General advice that I can find is that GLSL is designed as a linear program:
conditionals and loops are best avoided:

http://stackoverflow.com/questions/2614622/tips-for-efficient-glsl-code

Here's some stuff on textures.

http://www.arcsynthesis.org/gltut/Texturing/Tutorial%2014.html

I don't think the shape matters as much as the overall size. As I understand
it, GLSL optimizes the storage. In this case new the texture would be 4
times as big. I don't think that's optimal, but on the other hand, it's not
pushing the envelope. Do you use a shader analyser? I use the AMD one:

http://developer.amd.com/tools-and-sdks/graphics-development/gpu-shaderanaly
zer/

might help to decide which route to take

HTH

Vivian




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Re: [Flightgear-devel] 2.10.1

2013-05-08 Thread Vivian Meazza
Brandano,

 

It's possible that it comes from FGRun, but a Nasal warning from the 3d
preview code seems a bit implausible. It is recent thing, though.

 

Vivian

 

From: TDO Brandano [mailto:tdo_brand...@hotmail.com] 
Sent: 08 May 2013 22:12
To: Flightgear Devel List
Subject: Re: [Flightgear-devel] 2.10.1

 

If It's an FGRun problem maybe it's caused by the 3D preview code parsing
the planes

  _  

From: gijsr...@hotmail.com
To: flightgear-devel@lists.sourceforge.net
Date: Wed, 8 May 2013 20:57:33 +0200
Subject: Re: [Flightgear-devel] 2.10.1

 

Hi Stuart,

  Failed to set alias to /controls/refuelling/refuelling-drogues-pos-norm

 I think I've seen that with all aircraft I've flown recently. IIRC they
were all 
 non-AAR capable (as in, they had no AAR stuff in -set.xml) but I'm not
near 
 my computer, so I cannot confirm that theory.

It's even weirder than that. I see the messages in the console whenever I
launch 
FGRun. No matter what aircraft is loaded by default (last flown plane), I
always
get these lines as soon as FGRun opens; so before starting fgfs.

Failed to create alias at
/controls[0]/refuelling[0]/refuelling-drogues-pos-norm
[0]. Source /sim[0]/multiplay[0]/generic[0]/float[2] is already aliasing
another
 property.
Failed to set alias to /controls/refuelling/refuelling-drogues-pos-norm

Cheers,
Gijs



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Re: [Flightgear-devel] New features for 3.0 (?) presentation

2013-05-07 Thread Vivian Meazza
Tom

 Sent: 07 May 2013 10:06
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] New features for 3.0 (?) presentation
 
 2013/5/7 Vivian Meazza vivian.mea...@lineone.net:
  The tracking animation sounds useful - do you have any documentation
  available? In due course it should end up in
  fgdata/Docs/model-howto.html with all the other animations.
 
 I have now added some examples and a basic documentation to the wiki:
 
 http://wiki.flightgear.org/Tracking_animation
 
 I will add some more info and images once I find some time for it.
 

Thanks, interesting. As a non-Blender user (it makes my brain hurt) the
references are a bit obscure.

Are the various axes always orthogonal? Can they also be specified in the
alternate form:

axis
x1-m5.1821/x1-m
y1-m0.221496/y1-m
z1-m0.794147/z1-m
x2-m4.99208/x2-m
y2-m0.114133/y2-m
z2-m0.842884/z2-m
/axis

If non-orthogonal  axes are allowed they are difficult in the
center/axis form in the example in the wiki.

Perhaps, when you have time, the information could be consolidated in 

http://wiki.flightgear.org/Howto:Animate_models and
fgdata/Docs/model-howto.html

Looks like valuable work to me: gear scissor links were very difficult with
the existing animations.

Vivian
 



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Re: [Flightgear-devel] New features for 3.0 (?) presentation

2013-05-06 Thread Vivian Meazza
Tom

 Sent: 06 May 2013 23:11
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] New features for 3.0 (?) presentation
 
 Am 2013-05-06 10:35, schrieb Renk Thorsten:
  If you know of anything else which makes good publicity and can be
  explained in a picture and a paragraph of text, let me know or better
  let me have the picture and paragraph of text (preferably by the end
  of the week).
 
 * Canvas instances can now be placed on scenery objects. This allows
   for example creating animated signs/monitors. I've started to create
   a Visual Docking Guidance System, which is not fully functionally yet
   but should be complete enough to be used for a screenshot (eg. azimuth
   guidance is missing)
 
 * The new tracking animation (similar to Blender's locked-track
   constraint) allows easily animating complex kinematic systems. For
   examples gear scissors, landing gear doors attached to struts (also
   with links and joints in between) or also torque struts connecting
   multiple gears with independent compression while still tracking each
   other can be realized. Also any type of strut for eg. cargo ramps can
   be easily animated.
   If you want I can create a video of my work in progress C-130J making
   use of these animations.
 
The tracking animation sounds useful - do you have any documentation
available? In due course it should end up in fgdata/Docs/model-howto.html
with all the other animations.

Vivian 



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Re: [Flightgear-devel] 2.10.1

2013-05-04 Thread Vivian Meazza
Tom

 -Original Message-
 From: Thomas Geymayer [mailto:tom...@gmail.com]
 Sent: 04 May 2013 08:27
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] 2.10.1
 
 Am 2013-05-03 19:15, schrieb Vivian Meazza:
  Check your IOrules! (write to 'Z:/do-not-access' is allowed)
 
  Check your IOrules! (read from 'Z:/do-not-access' is allowed)
 
 Have you installed a recent fgdata? If so these messages should not
appear.
 

Not for a couple of days, I'll update again.

Vivian 



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Re: [Flightgear-devel] 2.10.1

2013-05-04 Thread Vivian Meazza
Tom

 -Original Message-
 From: Vivian Meazza [mailto:vivian.mea...@lineone.net]
 Sent: 04 May 2013 09:20
 To: 'FlightGear developers discussions'
 Subject: Re: [Flightgear-devel] 2.10.1
 
 Tom
 
  -Original Message-
  From: Thomas Geymayer [mailto:tom...@gmail.com]
  Sent: 04 May 2013 08:27
  To: flightgear-devel@lists.sourceforge.net
  Subject: Re: [Flightgear-devel] 2.10.1
 
  Am 2013-05-03 19:15, schrieb Vivian Meazza:
   Check your IOrules! (write to 'Z:/do-not-access' is allowed)
  
   Check your IOrules! (read from 'Z:/do-not-access' is allowed)
 
  Have you installed a recent fgdata? If so these messages should not
 appear.
 
 
 Not for a couple of days, I'll update again.
 

That cured it - one less alert  - good

Thanks

Vivian



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Re: [Flightgear-devel] 2.10.1

2013-05-03 Thread Vivian Meazza
James,

I re-installed the Jenkins nightly Win build from yesterday - seems OK,
although I have NOT done any extensive testing. I'm seeing regular crashes
here from ALS and Rembrandt, but that's nothing new.  I'm getting a number
of errors on start-up; they seem harmless:

 

Failed to create alias at
/controls[0]/refuelling[0]/refuelling-drogues-pos-norm

[0]. Source /sim[0]/multiplay[0]/generic[0]/float[2] is already aliasing
another

property.

Failed to set alias to /controls/refuelling/refuelling-drogues-pos-norm

 

ALC Error (sound manager): Invalid Enum at context creation.

 

Check your IOrules! (write to 'Z:/do-not-access' is allowed)

Check your IOrules! (read from 'Z:/do-not-access' is allowed)

 

Image D:/Git_New/my_fgdata/Textures.high/Terrain/transition1.dds

uses compressed textures which cannot be supported on some systems. (about
50 times)

 

These are all of interest to developers only: they are not something about
which the user can do anything, so I would suggest that they are downgraded
to warnings for the release from their current alert status.

 

I would be more concerned over the state of the data. The reinstall has
partly solved the Screenshot directory issue - it now uses the default
Working Directory, but the gui input is still stuck. We have a small glitch
with Stuart's latest iteration of the Random Vegetation (aka trees) with
what I think is probably a mipmapping issue.

 

Otherwise, I reckon we're good to go so far as Win 7 is concerned. I will
have a look with XP later if you would like. Unless that is there's been
something since last night .

 

Vivian 

 

 

From: James Turner [mailto:zakal...@mac.com] 
Sent: 03 May 2013 12:17
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] 2.10.1

 

 

On 30 Apr 2013, at 23:22, Saikrishna Arcot saiarcot...@gmail.com wrote:





Are there still any plans to release a 2.10.1?

 

I've been very busy the past few weeks, but in theory the binaries are done
and exist (on Jenkins) for Windows, Mac and Linux. After some testing, It
just needs 'someone' to upload/mirror them I guess.

 

Did any test the Windows installer from Jenkins yet?

 

Regards,

James

 

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Re: [Flightgear-devel] Tree issues

2013-05-03 Thread Vivian Meazza
Stuart,

 Sent: 01 May 2013 22:09
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Tree issues
 
 On Thu, Apr 25, 2013 at 11:50 PM, Vivian Meazza wrote:
  I'm using a very recent pull of fgdata with no local mods. The hat
effect
  shows up from low angles in all material modes - regional/global/dds.
  It's most apparent at EGMH, but can also be seen at KSFO. At higher
  angles or if I zoom in it disappears from the closer trees - but, like
  you, I can still see it at longer ranges. The angle/range effect would
  suggest that it's a mipmap thing - perhaps try a bit more space around
the
 trees in the texture?
 
 I've just pushed a fix to simgear that reduces the height of the UV
mapping
 by 0.004.
 Please let me know if this fixes the problem.  I expect that some trees
will
 have been slightly trimmed by this.  I'll go through the textures and
correct
 them once you and Thorsten confirm the issue is fixed.
 

I part-solved the screenshot issue. Here's a pic of the hats on the middle
distance trees: 

https://dl.dropboxusercontent.com/u/57645542/fgfs-screen-015.png


You have to be really eagle-eyed to spot them, if you change the viewing
angle or zoom in they disappear.

Vivian



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Re: [Flightgear-devel] Tree issues

2013-05-03 Thread Vivian Meazza
Alan

 Sent: 03 May 2013 20:50
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Tree issues
 
 -Original Message-
 From: Vivian Meazza
 
 
 I part-solved the screenshot issue. Here's a pic of the hats on the
middle
 distance trees:
 
 https://dl.dropboxusercontent.com/u/57645542/fgfs-screen-015.png
 
 
 You have to be really eagle-eyed to spot them, if you change the viewing
 angle or zoom in they disappear.
 
 Vivian
 
 
 They look like stork nests to me. ;-)  Now all is that is needed are some
 storks and their chicks.
 

I suppose you will want regional variations to match the stork populations?

Ever noticed the bloody great gulls we have winging around the scenery?

Well - I suppose it would be doable ...

Vivian 



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Re: [Flightgear-devel] Tree issues

2013-05-03 Thread Vivian Meazza
Alan

 Sent: 03 May 2013 22:38
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Tree issues
 
 
 
  They look like stork nests to me. ;-)  Now all is that is needed are
  some storks and their chicks.
 
 
 I suppose you will want regional variations to match the stork
populations?
 
 Ever noticed the bloody great gulls we have winging around the scenery?
 
 Well - I suppose it would be doable ...
 
 Vivian
 -
 
 
 I thought that  the storks and gulls were part of the scheme to mark
thermals
 for glider pilots. How did they get into the tree texture code?
 

Birds live in trees - simples.

Vivian



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Re: [Flightgear-devel] Tree issues

2013-05-02 Thread Vivian Meazza
Stuart

 -Original Message-
 From: Vivian Meazza [mailto:vivian.mea...@lineone.net]
 Sent: 01 May 2013 23:39
 To: 'FlightGear developers discussions'
 Subject: Re: [Flightgear-devel] Tree issues
 
 : Stuart
 
  Sent: 01 May 2013 22:09
  To: FlightGear developers discussions
  Subject: Re: [Flightgear-devel] Tree issues
 
  On Thu, Apr 25, 2013 at 11:50 PM, Vivian Meazza wrote:
   I'm using a very recent pull of fgdata with no local mods. The hat
 effect
   shows up from low angles in all material modes - regional/global/dds.
   It's most apparent at EGMH, but can also be seen at KSFO. At higher
   angles or if I zoom in it disappears from the closer trees - but,
   like you, I can still see it at longer ranges. The angle/range
   effect would suggest that it's a mipmap thing - perhaps try a bit
   more space around
 the
  trees in the texture?
 
  I've just pushed a fix to simgear that reduces the height of the UV
 mapping
  by 0.004.
  Please let me know if this fixes the problem.  I expect that some
  trees
 will
  have been slightly trimmed by this.  I'll go through the textures
  and
 correct
  them once you and Thorsten confirm the issue is fixed.
 
 Trying that.
 

I can still see that hat on middle distance trees. The effect might be
less though - hard to judge. It is certainly no worse.

I think it would be worth trying to spread the images out on the texture so
that you avoid bleed. I'm pretty sure that is what I'm seeing here.

I would send a screenshot - but that's still stuck here trying to write to
the wrong place.

Vivian

Vivian



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Re: [Flightgear-devel] Lightmap question

2013-05-01 Thread Vivian Meazza
Tom,

 -Original Message-
 From: Thomas Albrecht [mailto:ra...@web.de]
 Sent: 30 April 2013 23:48
 To: flightgear-devel@lists.sourceforge.net
 Subject: [Flightgear-devel] Lightmap question
 
 Dear shader experts,
 
 Can I have a single-channel lightmap, and still use a vec3d in my
model.xml to
 end up with green or red (or whatever) light rendered? As in (roughly)
 
 on_screen_color[0] = lightmap-grey-value * vec3d[0] * texture[0]
 on_screen_color[1] = lightmap-grey-value * vec3d[1] * texture[1]
 on_screen_color[2] = lightmap-grey-value * vec3d[2] * texture[2]
 
 where texture is the base model texture?
 
 Docs/README.model-combined.eff says
 
  lightmap-color type=vec3d n=0 1.0 1.0 1.0 /lightmap-color
  - the color of the light for the red channel in the light-map.
 
 etc for green and blue channels, but when I use this line, FG complains
 
 Failed to load xml: Unrecognized data type 'vec3d'
 Failed to load model: Unrecognized data type 'vec3d'
 
 I guess this works only for multi-channel lightmaps? I.e. with
 
 lightmap-multi type=int1/lightmap-multi
 
 My .xml looks like this:
 
 effect
   inherits-fromEffects/model-combined-deferred/inherits-from
   parameters
 lightmap-enabled type=int1/lightmap-enabled
 texture n=3
   imagetex/DSCF9503_noroofsec_pow2_LM.png/image
   wrap-srepeat/wrap-s
   wrap-trepeat/wrap-t
 /texture
 !--lightmap-color type=vec3d n=0 1.0 5.0 0.2 /lightmap-color
--
 lightmap-factor type=float n=01.0/lightmap-factor
   /parameters
   object-nameb606/object-name
   object-nameb610/object-name
 /effect
 

The lightmap is working correctly - take a look in the b1900d  or the b777.

The error:

Failed to load model: Unrecognized data type 'vec3d'

Indicates that you might be using type=vec3d somewhere inside an
animation tag - it's only valid in an effect tag. 

Hth

Vivian 



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Re: [Flightgear-devel] Lightmap question

2013-05-01 Thread Vivian Meazza
Tom

 -Original Message-
 From: Vivian Meazza [mailto:vivian.mea...@lineone.net]
 Sent: 01 May 2013 08:47
 To: 'FlightGear developers discussions'
 Subject: Re: [Flightgear-devel] Lightmap question
 
 Tom,
 
  -Original Message-
  From: Thomas Albrecht [mailto:ra...@web.de]
  Sent: 30 April 2013 23:48
  To: flightgear-devel@lists.sourceforge.net
  Subject: [Flightgear-devel] Lightmap question
 
  Dear shader experts,
 
  Can I have a single-channel lightmap, and still use a vec3d in my
 model.xml to
  end up with green or red (or whatever) light rendered? As in (roughly)
 
  on_screen_color[0] = lightmap-grey-value * vec3d[0] * texture[0]
  on_screen_color[1] = lightmap-grey-value * vec3d[1] * texture[1]
  on_screen_color[2] = lightmap-grey-value * vec3d[2] * texture[2]
 
  where texture is the base model texture?
 
  Docs/README.model-combined.eff says
 
   lightmap-color type=vec3d n=0 1.0 1.0 1.0 /lightmap-color
   - the color of the light for the red channel in the light-map.
 
  etc for green and blue channels, but when I use this line, FG
  complains
 
  Failed to load xml: Unrecognized data type 'vec3d'
  Failed to load model: Unrecognized data type 'vec3d'
 
  I guess this works only for multi-channel lightmaps? I.e. with
 
  lightmap-multi type=int1/lightmap-multi
 
  My .xml looks like this:
 
  effect
inherits-fromEffects/model-combined-deferred/inherits-from
parameters
  lightmap-enabled type=int1/lightmap-enabled
  texture n=3
imagetex/DSCF9503_noroofsec_pow2_LM.png/image
wrap-srepeat/wrap-s
wrap-trepeat/wrap-t
  /texture
  !--lightmap-color type=vec3d n=0 1.0 5.0 0.2
/lightmap-color
 --
  lightmap-factor type=float n=01.0/lightmap-factor
/parameters
object-nameb606/object-name
object-nameb610/object-name
  /effect
 
 
 The lightmap is working correctly - take a look in the b1900d  or the
b777.
 
 The error:
 
 Failed to load model: Unrecognized data type 'vec3d'
 
 Indicates that you might be using type=vec3d somewhere inside an
 animation tag - it's only valid in an effect tag.
 
 Hth
 
 My previous answer wasn't all that helpful now that I read it again.
 
You can do what you want, but not inline in the model.xml file - the
type=vec3d is not recognized anywhere outside an effect and is causing the
error.
 
Do your effect config in a local .eff file, then inherit from that in your
model.
 
 Hope this is a better explanation
 
Vivian




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Re: [Flightgear-devel] Atmospheric Light Scattering

2013-05-01 Thread Vivian Meazza
Heiko

 Sent: 30 April 2013 18:46
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Atmospheric Light Scattering
 
  Now, sorry, FG snapshots With ALS and Without Rembrandt
  https://sites.google.com/site/grtuxhangarctd/other-download/
  P-38_demo1.png
 
 
  Who said we don't need  a specific version when using ALS ?
 
 I have to wonder- because you don't need a specific version for ALS!
 
 Use the shader as it is in current FGData and it will work in ALS,
Default-
 renderer and Rembrandt.
 
 The only thing is, that lightmaps, as possible in ALS and Default
Renderer,
 doesn't look all to good in Rembrandt in combination (!) with light
volumes.
 
 But this can be solved.
 
 One model, one version- three renderer. FlightGear!
 

That's not quite right: you should be able to use one _effect_ across all
rendering schemes, but under the hood different flavours of shaders do the
work. Depending on a number of factors - weather mode selected/light
implementation, the outcome on the model can look quite different.  I would
guess that is what we are seeing on the P38 examples shown (and that's quite
some model - wow!).

We have recently broken that principle with the grain effect - it only works
in ALS.

But you are quite right to say that we don't need special models for
ALS/Default/Rembrandt rendering schemes. You might choose to implement
features in Rembrandt, and then you might want to add different features so
that those features would still work in the default and ALS schemes, but you
don't have to. A good example of that might be landing lights that are
implemented on a particular model under Rembrandt, but are simply absent in
other schemes. 

Apart from making sure that transparencies work in Rembrandt, a modeller
doesn't have to anything at all to the effects to make them work right
across the board.

Vivian 




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Re: [Flightgear-devel] Tree issues

2013-05-01 Thread Vivian Meazza
: Stuart

 Sent: 01 May 2013 22:09
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Tree issues
 
 On Thu, Apr 25, 2013 at 11:50 PM, Vivian Meazza wrote:
  I'm using a very recent pull of fgdata with no local mods. The hat
effect
  shows up from low angles in all material modes - regional/global/dds.
  It's most apparent at EGMH, but can also be seen at KSFO. At higher
  angles or if I zoom in it disappears from the closer trees - but, like
  you, I can still see it at longer ranges. The angle/range effect would
  suggest that it's a mipmap thing - perhaps try a bit more space around
the
 trees in the texture?
 
 I've just pushed a fix to simgear that reduces the height of the UV
mapping
 by 0.004.
 Please let me know if this fixes the problem.  I expect that some trees
will
 have been slightly trimmed by this.  I'll go through the textures and
correct
 them once you and Thorsten confirm the issue is fixed.
 
Trying that.

Vivian 



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Re: [Flightgear-devel] BUG REPORT Failed Ground Vehicles following waypoints

2013-04-28 Thread Vivian Meazza
Michelle,

 

Oh! I didn't know anyone used ground vehicles apart from me - I'm very
encouraged J. It's my code, I'll check up on it.

 

Vivian

 

From: Chelley [mailto:chel...@mypostoffice.co.uk] 
Sent: 28 April 2013 03:45
To: flightgear-devel@lists.sourceforge.net
Subject: [Flightgear-devel] BUG REPORT Failed Ground Vehicles following
waypoints

 

AI ground vehicles NO longer following waypoints, this is a major problem
for me as I have a few AI models that are supposed to follow way-points like
the car and he just drives across country in a straigt line now instead of
following the roads as the way-points in (data\AI\FlightPlans) in all
version of flightgear since 2010 seem to be just ignored. 

 

I have no doubt all the AI ground vehicles including the train in there
suffers the same problem. I have spent hours looking through the AI stuff
for all my downloaded FGDATA version going back about 4 years and this has
been broken a very long time now. Unless someone who knows about the AI
stuff can fix this it is going to prevent most of us who use AI Ground
vehicles from making use of this feature in flightgear.

 

Michelle

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Re: [Flightgear-devel] BUG REPORT Failed Ground Vehicles following waypoints

2013-04-28 Thread Vivian Meazza
Michelle,

 

Works here:

 

http://youtu.be/8NW9XdOefCg

 

Can you tell me some more?

 

Vivian

 

 

From: Vivian Meazza [mailto:vivian.mea...@lineone.net] 
Sent: 28 April 2013 08:25
To: 'Chelley'; 'FlightGear developers discussions'
Subject: Re: [Flightgear-devel] BUG REPORT Failed Ground Vehicles following
waypoints

 

 

Oh! I didn't know anyone used ground vehicles apart from me - I'm very
encouraged J. It's my code, I'll check up on it.

 

Vivian

 

From: Chelley [mailto:chel...@mypostoffice.co.uk] 
Sent: 28 April 2013 03:45
To: flightgear-devel@lists.sourceforge.net
Subject: [Flightgear-devel] BUG REPORT Failed Ground Vehicles following
waypoints

 

AI ground vehicles NO longer following waypoints, this is a major problem
for me as I have a few AI models that are supposed to follow way-points like
the car and he just drives across country in a straigt line now instead of
following the roads as the way-points in (data\AI\FlightPlans) in all
version of flightgear since 2010 seem to be just ignored. 

 

I have no doubt all the AI ground vehicles including the train in there
suffers the same problem. I have spent hours looking through the AI stuff
for all my downloaded FGDATA version going back about 4 years and this has
been broken a very long time now. Unless someone who knows about the AI
stuff can fix this it is going to prevent most of us who use AI Ground
vehicles from making use of this feature in flightgear.

 

Michelle

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Re: [Flightgear-devel] Heads Up - SimGear fails to build under MSVC10

2013-04-28 Thread Vivian Meazza
Tom

 -Original Message-
 From: Thomas Geymayer [mailto:tom...@gmail.com]
 Sent: 28 April 2013 21:17
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] Heads Up - SimGear fails to build under
 MSVC10
 
 Am 2013-04-27 14:44, schrieb Vivian Meazza:
  This morning's pull of SG fails to build here under MSVC10 with the
  following error:
 
   error LNK1169: one or more multiply defined symbols found
  test_animations.exe
 
 This seems to be a bug introduced with Visual Studio 2008 while using
 multiple libraries which have classes deriving form i/ostream. I've pushed
a
 workaround/linker flag which at least allows compiling the tests. I don't
know
 if they run correctly, but it only affects the test and not SimGear
itself.
 

Trying that

Vivian



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Re: [Flightgear-devel] Heads Up - SimGear fails to build under MSVC10

2013-04-28 Thread Vivian Meazza
Tom

 -Original Message-
 From: Vivian Meazza [mailto:vivian.mea...@lineone.net]
 Sent: 28 April 2013 22:21
 To: 'FlightGear developers discussions'
 Subject: Re: [Flightgear-devel] Heads Up - SimGear fails to build under
 MSVC10
 
 Tom
 
  -Original Message-
  From: Thomas Geymayer [mailto:tom...@gmail.com]
  Sent: 28 April 2013 21:17
  To: flightgear-devel@lists.sourceforge.net
  Subject: Re: [Flightgear-devel] Heads Up - SimGear fails to build
  under
  MSVC10
 
  Am 2013-04-27 14:44, schrieb Vivian Meazza:
   This morning's pull of SG fails to build here under MSVC10 with
   the following error:
  
  error LNK1169: one or more multiply defined symbols found
   test_animations.exe
 
  This seems to be a bug introduced with Visual Studio 2008 while using
  multiple libraries which have classes deriving form i/ostream. I've
  pushed
 a
  workaround/linker flag which at least allows compiling the tests. I
  don't
 know
  if they run correctly, but it only affects the test and not SimGear
 itself.
 
 
 Trying that
 

Yes, that works - thanks

Vivian 



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[Flightgear-devel] Heads Up - SimGear fails to build under MSVC10

2013-04-27 Thread Vivian Meazza
Hi

This morning's pull of SG fails to build here under MSVC10 with the
following error:

error LNK1169: one or more multiply defined symbols found
test_animations.exe 

Jenkins has also failed.

The workaround is not to build test_animations.exe 

Vivian



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Re: [Flightgear-devel] Heads Up - SimGear fails to build under MSVC10

2013-04-27 Thread Vivian Meazza
Tom,

 Sent: 27 April 2013 13:09
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] Heads Up - SimGear fails to build under
 MSVC10
 
 Am 2013-04-27 13:21, schrieb Vivian Meazza:
  Hi
 
  This morning's pull of SG fails to build here under MSVC10 with the
  following error:
 
  error LNK1169: one or more multiply defined symbols found
  test_animations.exe
 
 Does it help if you remove ${OPENSCENEGRAPH_LIBRARIES} from
 simgear/scene/model/CMakeLists.txt:62?
 

Trying that

Vivian



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Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-27 Thread Vivian Meazza
Thorsten

 Sent: 27 April 2013 08:11
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Atmospheric Light Scattering
 
  That said - I don't see why an Atmospheric Light Scattering scheme
  should have embedded in it some ac modelling stuff.
  That serves to diverge the schemes. And it makes it look like ALS is
  your private sandbox.
 
 Offering new and different options is the whole point of having a
different
 scheme. What would be the point of having Rembrandt if it were to look
just
 as the default scheme and would not offer novel options? You think these
 options should be limited to the sky (and terrain?) - fine,  I don't, I
think they
 may well affect models, trees, all the visuals.
 
 Since Emilian accused me of wanting to rule FG anyway - just what would
 happen if I would start editing some new effects also into Rembrandt or
 default? Or if I would decide myself how Basic Weather needs to interact
 with ALS? Let me give you the answer: I would get the same accusations 10
 times over - and (at least partially) rightfully so. It's not my call to
make - it's
 up to the maintainers of Basic Weather (Rembrandt,...) to decide what to
 include and how.  There's simply no pleasing some people - if I introduce
new
 effect in my framework, you complain about diverging schemes, if I would
do
 it everywhere you would be complaining that I can't simply make such
 decisions on my own. So in your book, I just shouldn't introduce any novel
 effects at all unless you approve? (You didn't say this, but it pretty
much
 follows.) You can't be serious.
 
 Last time I checked, I designed or ported something like 95% of the code
of
 ALS. Stuart did some work on the trees, Lauri did the original skydome
shader
 before haze, Emilian contributed insights, corrections  and tests to the
ported
 model ubershader - and that's basically it. So I guess that makes me the
 current maintainer of the scheme.
 
 What you (and Henri) are really saying here that you guys should really
have
 a vote on where the scheme is going without investing work into it (and
 ironically enough, you're both not even users of the scheme), and you
 should even be able to overrule my own judgement on what is important
 and how things get implemented and be able to tell me what I should be
 working on first. Just since when did we start doing things that way in
FG?
 
 I fully accept that decisions which affect other subsystems, potentially
 disable them or require substantial action by others must be discussed and
 voted on, and that coding e.g. an explicit preference for one weather
system
 over the other is a bad thing. So if the choice were that we can have
either
 Rembrandt or ALS, we'd need to have a discussion and a vote. But that's
not
 the case.
 
 Thus,  you don't get to overrule me if I consider implementing wind
effects
 more useful than the wake effect. You can bring up your case, you can ask
 nicely, we can have a discussion, but as long as you expect me to do the
 work, you'll have to live with my decisions and wait till your request
reaches
 the top of my to-do list (in the case of the wake, I have already stated
that
 it's on the to-do list - same with the rainbow). You can do it yourself if
it has a
 higher priority for you (in which case I offered help and expect the
customary
 amount of coordination with what I'm doing, same as if I would start
working
 on one of your aircraft), you can convince anyone else to do it (in which
case
 I'll also help), and that's how it works everywhere else in FG. If I want
a
 particular feature for an aircraft, I ask nicely and try to be convincing,
I don't
 go around claiming the aircraft is broken every time.  Why is this mode
not
 acceptable to you?
 
 You know, I don't want any special treatment here - I just want that the
same
 standards are applied to me which apply to other people (specifically also
you
 and Emilian). And I can't see that in what you say - I'm always held to
much
 stricter standards.
 
 Vivian, for all your eloquence, I don't get the impression that all this
is the
 real sticking point - what is _really_ bugging you here?
 
 You're not a user of ALS, I haven't seen it on in any of your screenshots.
 You're not affected personally by anything I do. I told you I will put the
 rainbow back and I will implement the wave, and we're in the middle
 between release periods, just when it's officially time to introduce new
 features with the idea to consolidate towards the release.  So there can't
be
 any serious concern at this point that users might not get to see and
 appreciate your work sufficiently.  You argue against the hypothetical
case
 that you might potentially have to adjust your aircraft for ALS even when
this
 is not factually the case.
 
 At every opportunity, you speak up against  the way Advanced Weather is
 done. You implemented, together with Emilian, an environment for the
 water shader which explicitly favours Basic Weather over Advanced
 

Re: [Flightgear-devel] Heads Up - SimGear fails to build under MSVC10

2013-04-27 Thread Vivian Meazza
Tom

 -Original Message-
 From: Vivian Meazza [mailto:vivian.mea...@lineone.net]
 Sent: 27 April 2013 13:19
 To: 'FlightGear developers discussions'
 Subject: RE: [Flightgear-devel] Heads Up - SimGear fails to build under
 MSVC10
 
 Tom,
 
  Sent: 27 April 2013 13:09
  To: flightgear-devel@lists.sourceforge.net
  Subject: Re: [Flightgear-devel] Heads Up - SimGear fails to build
  under
  MSVC10
 
  Am 2013-04-27 13:21, schrieb Vivian Meazza:
   Hi
  
   This morning's pull of SG fails to build here under MSVC10 with the
   following error:
  
 error LNK1169: one or more multiply defined symbols found
   test_animations.exe
 
  Does it help if you remove ${OPENSCENEGRAPH_LIBRARIES} from
  simgear/scene/model/CMakeLists.txt:62?
 

That gives me 5041 errors! Unless I did something wrong ...

Vivian



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Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-27 Thread Vivian Meazza
Stefan

 On Saturday 27 April 2013 13:31:33 Vivian Meazza wrote:
 
  What is the real problem? I've got a little list:
 
  I don't want to download fgdata/fg/sg to find that I have to spend
  hours fixing up my work. I'd rather get on with my own stuff.
 
  I don't want to download fg/sg to find that it won't build.
 
  I don't want to download fgdata to find things which used to work.
 
  I don't want  to have frame-rates of less than 40 and/or jittery.
 
 Well then the problem cannot be as large as it looks like since ALS does
not
 cause any of those.
 
  I don't want to force users to choose between a nice atmospheric
  effects or shadows, or anything else.
 
  I don't want to force developers to develop ac for one
  scheme/framework rather than another.
 
 Then why have I not read a single email about how Rembrandt diverges from
 the default rendering scheme and forces users to choose or that aricraft
 developers have to make adjustments? I only read about ALS which is much
 less of a problem, since I can use any airplane with it and can turn it on
or off
 at runtime without a problem, so as a user I don't have to decide up
front.
 
  I don't want to open the Devel List to find yet another storm with
  Thorsten at the centre of it.
 
  And finally - I feel really strongly about this one:
 
  I don't want anyone to feel that they have to leave the project
  because of acrimonious discussions on this list or anywhere else. It has
  happened only   rarely, but I regret each and every one.
 
 So why are you with those who are driving Thorsten away if you feel so
 strongly about this point? If you don't want a shit storm why are you
happily
 contributing to it and siding with people who call others racist just for
 refusing a huge feature commit during a feature freeze?
 
  I know this is unrealistic, but we should all be striving along these
lines.
 
  I'm horrified that you have received hate-mail. This is only a flight
  sim for goodness sake. We have a long tradition here of friendly and
  orderly debate.
 
 These are probably the most reasonable sentences within this whole debate.
 

Please re-read what I wrote. I'm not taking sides for or against Rembrandt
or ALS - I want them to converge. They are both excellent contributions to
FG, and should not be considered to be alternatives or rivals.  Did I say
that ALS causes jitter or frame rates less than 40? My list appertains to
all of FG/SG. You have jumped to conclusions.

And before jumping check your facts: AFAIK Rembrandt does not depart from
the default rendering scheme. If you think it does tell me where. It remains
experimental/WIP which is why the user cannot click to access it.

Hey, who has Thorsten upset - the Mafia? You'll be telling me that there's a
horse's head in his bed next. I certainly don't side with those calling
anyone else racist or trying to drive anyone away - I am unaware of that and
I don't care to be associated with it. 

Vivian



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Re: [Flightgear-devel] Tree issues

2013-04-26 Thread Vivian Meazza
Curt,

 

There is a proposal to go to higher resolution trees in the near future -
Thomas Albrecht has said he will be working on that in the coming year:

 

http://www.flightgear.org/forums/viewtopic.php?f=5
http://www.flightgear.org/forums/viewtopic.php?f=5t=19265start=15#p179241
 t=19265start=15#p179241 

 

It might be opportune to rationalise our tree texture structures to take
that into account.

 

Vivian

 

From: Curtis Olson [mailto:curtol...@flightgear.org] 
Sent: 26 April 2013 01:27
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Tree issues

 

Vivian,


Your description makes sense in conjunction with a mipmapping issue.

 

Think about how mipmapping works.  The default mipmap generation algorithm
creates the 1/2 size image by averaging each 2x2 block of pixels in the
higher level down to 1 pixel in the next level.  Then repeat, generating the
1/4 size image from the 1/2 size image.  You can see that at smaller image
sizes, each pixel will draw information from a wide block of pixels out of
the original so there can be a lot of bleeding across.  This also impacts
alpha levels so transparency is another one that doesn't usually mipmap as
you'd expect/wish.

 

Note to people who hadn't noticed this before -- the requirement that
texture sizes be powers of two allows the mipmapping level creating scheme
to be well defined, and if your texture dimensions aren't an even power of
two, they are probably getting scaled to the next size down under the hood
when they are loaded by OSG.

 

I'm not sure what to do about the tree problem though -- it might help to
divide up the internal image into power of 2 chunks, go 4 trees across the
texture rather than 5 (just for example.)  That might split down further
before producing artifacts if we aren't already doing that. (?)

 

I've heard graphics guru's speak of using other algorithms to generate the
mip map levels, or even manually creating them.   In some cases I think you
need to consider this sort of thing even though it's a pain and blows up the
size of the distributed texture if we need to also include the pregenerated
mipmap levels.

 

Curt.

 

On Thu, Apr 25, 2013 at 5:50 PM, Vivian Meazza vivian.mea...@lineone.net
wrote:

Stuart


 On Tue, Apr 23, 2013 at 7:22 AM, Renk Thorsten wrote:
  Definitely looks like it.   Could you provide some further details on
  this please:
  a) Where are you seeing this ?
  b) which materials file (dds ? regions? )
  c) Have you deleted the Textures.high file to use lower resolution
  textures?  The trees in the screenshot look even more blocky than
  normal.
 
  After fresh pull yesterday, I can confirm the issue.
 
  a) Caribbean and French Alps so far
  b) using regional definitions
  c) no - just tried out of the box

 I spent some time last night trying to repro this without much success.
There
 is an issue with the very nice Caribbean texture
 (Textures.high/Trees/tropical-alt.png) which I've got a fix for, but other
than
 that The only time I saw anything like what Vivian and you have reported
is at
 very very long range where I can just make out a hat if I look carefully
 enough.

 This makes me think that this might be something to do with the way that
 our graphics cards are generating the mipmaps.  Do either of you see the
 same issue with dds textures?

 I also went through all the tree textures to check that there weren't
overlaps
 on the boundaries, and in all cases except as noted above, there's at
least a 1
 pixel gap above the top of the UV map.  I could push a speculative fix
setting
 the UV map for trees to a maximum height of 0.24 rather than 0.25 and see
if
 that makes a difference, but it feels very much like a workaround.

 Any other ideas would be most welcome, as at the moment I'm a bit
 stumped as to how to fix this.


I'm using a very recent pull of fgdata with no local mods. The hat effect
shows up from low angles in all material modes - regional/global/dds. It's
most apparent at EGMH, but can also be seen at KSFO. At higher angles or if
I zoom in it disappears from the closer trees - but, like you, I can still
see it at longer ranges. The angle/range effect would suggest that it's a
mipmap thing - perhaps try a bit more space around the trees in the texture?


I would give you some screenshots - but that's broken here.

Vivian







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http

Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-26 Thread Vivian Meazza
James,

 

Terrasync  now works entirely as expected here - but not quite as you
describe. I can enter a path at the gui, and then stop and restart Terrasync
from the gui and it will download to the new directory. Of course, the
scenery directories remain as they were defined at startup. We can reload
scenery at runtime, so perhaps it would be nice to change the Terrasync
scenery as well - not quite sure about that because I can envisage
situations when it would be advantageous to download to one directory while
using another.

 

Vivian 

 

From: James Turner [mailto:zakal...@mac.com] 
Sent: 26 April 2013 08:50
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Atmospheric Light Scattering

 

 

On 25 Apr 2013, at 22:23, Stuart Buchanan stuar...@gmail.com wrote:

 

Thanks for investigating Stuart!

 

AFAICT the screenshot directory entry in the GUI does work.  At least on my
system I can change the screenshot directory via the GUI and record
screenshots
to the new directory.

 

Okay, that's interesting indeed. Keep in mind I've not made an explicit
changes to the screenshot directory code, but I have changed the file picker
logic recently, which I assumed would be the likely cause. However Windows
and Linux use the same code paths for the file-picker.

 

Based on Vivian's report that the path is bad, something else must be going
on for him (and other Windows users?)


Well, the Terrasync was caused by adding an additional nasalopen block
at the top of the file, so the one at the bottom was ignored :)

 

Whoops, that is entirely my fault. Many apologies.

 

I've restored the previous behaviour which did allow one to set the
directory.

However, on testing, you are absolutely correct - changing has no effect
within
the current session.  I'll add a warning message to that effect to the
dialog.  I think
it's still useful to be able to set the directory within the sim, even
if you have to
restart.

I think I must have added this function under the mistaken impression that
it
had some effect.  Whoops!

 

Okay, I did always wonder why the option was added :)

 

Personally I am pushing people to always use the default TerraSync location
unless they are doing 'something special' in which case an entry in fgfsrc
seems a better solution to me. I.e keep the GUI simple for the common case,
and ensure the advanced case is possible via config files.

 

Changing the code to allow run-time switching of the terrasync dir, and the
scenery paths, is not impossible but it would be a fairly large amount of
effort, not a worthwhile use of time from my point of view.

 

Regards,

James

 

 

 

 

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Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-26 Thread Vivian Meazza
Thorsten

 
  ALS is very impressive work, but things broken? Have you forgotten the
  flag shader (now fixed), wake effect and rainbow effect? I don't have
  a particular problem with these and hope that they will be fixed
  eventually, although I note that do you seem to have raced on to other
  things while leaving the wake effect unfixed for some time. I rather
  fear that that's just going to get lost in the noise and general
  excitement over the latest bit of eye-candy.
 
 That is what I tried to explain in length. My definition of broken is
'used to
 work, there was a change, now doesn't work'. What is yours?
 
 The wake effect used to work in default, and now still does. The wake
effect
 never worked in ALS and now still doesn't. There's nothing broken here,
you
 are talking about non-existing features and a feature request to implement
 them. Which is very different from breaking existing things.
 
 To give you the reverse example - procedural texturing works in ALS but
not
 in Rembrandt  - so does this imply it's broken in Rembrandt? Cloud shadows
 don't work in either Rembrandt or ALS - does that imply we've broken them?
 Nope - they never existed, and you can make a feature request to
 implement them.
 
 In the event, your feature request for the wake effect is noted, but not
my
 top priority - I prefer to race on to the next bit of eye candy (as you
put it)
 because the wake effect is a very localized effect, whereas I want to
address
 some world-wide stuff which affects a few billion pixels more first.
You're
 welcome to implement it yourself, and I'll be happy to assist you if that
is
 needed.
 
 To call a non-existing feature with a feature request attached 'broken'
 generates a completely wrong impression and a sense of urgency which
 really isn't there.
 
  I think a more general concern would be that we seem to be developing
  3 or 4 different Flightgears, in which different things work or not as
  the case might be:
 
  Rembrandt
 
  Basic weather/Advanced Weather
 
  Atmospheric  Light Scattering (ALS)
 
 This may be a question of philosophy, but I don't think OpenSource fares
 badly with this approach in general. As a Linux user I get a choice
between
 Gnome, KDE and a host of other desktop environments - and I rather like
 that, I can pick what suits me best. As an aircraft developer, I can pick
JSBSim
 or YaSim, whatever suits me best.  So why should we not offer different
 rendering approaches dependent on what the user wants to burn the
 framerate for? I don't see this at all as a problem, I rather see it as a
huge
 opportunity. We can ship one rendering approach for the low end graphics
 cards and are then not restricted in what we offer for the high end. How
 exactly is that a bad thing?
 
  As a developer I have only just finished making my models Rembrandt
  compatible, and I don't know if I will ever be able to actually make
  use Rembrandt facilities in all of them.
 
 You'll have noticed that the ALS ubershader (short of inserting the
tangent,
 normal and binormal attribute for normal maps which I understand really
 _must_ be airplane-side) works out of the box without any action required
in
 ALS. So there is no need to make your models ALS compatible, this is not a
 real problem, but a hypothetical one. The worst case by the way is not
that
 the aircraft can't be flown as in Rembrandt, because you can't see out of
the
 cockpit, the worst case is that your normal map doesn't work.
 
  As I understand it, ALS will include modelling facilities which will
  not work in the other flavours of FG. How is this meant to be used?
 
 Optionally.
 
 *sigh* When you and Emilian wrote the default ubershader, it provided new
 features. These were offered to the airplane developers as options - it
was
 their choice to make use of them or not. Now ALS offers an ubershader
 which might get additional features. There are offered to airplane
modellers
 as options. Just why is it okay if you do it, but problematic if I do it?
 
 Yes, they may not work in Rembrandt - and Rembrandt has AO, and bloom,
 and real internal light sources which do not work in other frameworks. So
not
 every framework has the same visuals. Why is this a problem?
 
  In an ideal world everything would work and be compatible with
  everything else.
 
 I don't see how any progress could be made that way. I don't see how
 Rembrandt could have been made requiring that it must be completely
 compatible with existing technology and aircraft definitions. We used to
 characterize the atmosphere by a fog density and a fog color. It's beyond
me
 how one could make ALS by requiring the same thing. JSBSIm has updates,
 they break some aircraft, developers fix it - somehow I miss all the
 complaints about this (and JSBSim updates actually have the potential to
 break aircraft in the sense of rendering them non-functional, not in the
 sense of bumpmapping not working).
 
 Just imagine computers were required to be able 

Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-26 Thread Vivian Meazza
Gene

 
 
  Enough, too long already
 
 It would have been a LOT shorter had you trimmed his original message
 down instead of just tacking on to the bottom. :D
 

What and spoil the point? :-)

Vivian 



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Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-25 Thread Vivian Meazza
Thorsten

  ..yes, but we also need some patience with non-native English writers
  who _should_ include their French etc original so we don't get people
  wound up on questionable translations of things that may warrant
  discussion
 
 For the record, there is a repeating pattern here on and off  list and I
don't
 think I'm overreacting. I don't think you are ignoring the flightgear
users
 community interest, features should be compatible each other, and not
 breaking each other or You call it Atmospheric Light Scattering, you
could
 call it Renk ALS are particularly prone to mistranslation or are intended
to
 mean something else.
 
 I'm not wound up about wording here. I'm wound up about
 
 1) Repeated insinuations that I would 'break' things. Somehow, nobody can
 seem to come up with an example of what I have actually broken. So I think
 I'm not out of line in asking that people either say what they think I
broke
 (and give me a chance to fix it) or shut up.
 
 2) A complete lack of explanation why simply not switching on a completely
 optional framework which they don't like is not an acceptable solution to
 some people.
 
 3) The inherent double standard in arguments that if other people do the
 same thing it's completely okay, but if I do it it's very bad.
 
 Could somebody who disagrees with me just spell out what I'm supposedly
 doing wrong, what I should rather be doing and explain to me why? Rather
 than insinuating, making vague statements, expressing unspecified
concerns,
 hinting at some unspecified group which would be of the same opinion but
 never committing to any statement which can actually be investigated?
 Because I'd really really like to see that case reasoned.
 

ALS is very impressive work, but things broken? Have you forgotten the flag
shader (now fixed), wake effect and rainbow effect? I don't have a
particular problem with these and hope that they will be fixed eventually,
although I note that do you seem to have raced on to other things while
leaving the wake effect unfixed for some time. I rather fear that that's
just going to get lost in the noise and general excitement over the latest
bit of eye-candy. 

I think a more general concern would be that we seem to be developing 3 or 4
different Flightgears, in which different things work or not as the case
might be:

Rembrandt

Basic weather/Advanced Weather

Atmospheric  Light Scattering (ALS)

As a developer I have only just finished making my models Rembrandt
compatible, and I don't know if I will ever be able to actually make use
Rembrandt facilities in all of them. I'm sure that there are models in our
inventory which haven't even got that far. 

As I understand it, ALS will include modelling facilities which will not
work in the other flavours of FG. How is this meant to be used? Personally,
I seem to be forever fixing things in my models that others have broken, to
the extent that I'm not actually able to move my own work forward. That's
how it feels anyway. In an ideal world everything would work and be
compatible with everything else. I realise that might involve a number of
intermediate steps to reach the final goal, but right now we seem to be
moving our flavours further apart rather than converging them. What are
aircraft developers and/or users meant to make of this ?

As to Emilian's concerns, I don't really understand the technical details,
but I do know that he felt that his advice and expertise was being ignored
with the result that FG was headed in the wrong direction, so he folded his
tent and left the project. Perhaps you received contrary advice, or
considered that his advice wasn't of value, but we never had that debate
IIRC. We could have done with not ending up like that.

Right now FG seems like a mess with lots of things which used to work
(tm):

Screenshot directory entry in the gui  doesn't work

Ditto Terrasync directory

Tree textures are misaligned (here anyway)

Manual Weather Input.

Effects as above.

I know that this isn't all  to do with you - but from where I'm standing we
all seem to be a doing a fair representation of a headless chicken, rushing
about in all directions without really finishing anything. I'm having
difficulty keeping up with it, but I know that all this work has exciting
potential.

Oh - and btw the ALS still shows up a tear in the skydome that we have had
right from the beginning.

I thought perhaps it would be helpful if a native English speaker tried to
put things in perspective,

Vivian





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Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-25 Thread Vivian Meazza
Stuart

 -Original Message-
 From: Stuart Buchanan [mailto:stuar...@gmail.com]
 Sent: 25 April 2013 15:28
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Atmospheric Light Scattering
 
 Hi Vivian,
 
 I'm not going to address the high level debate, but I have some specific
 comments.
 
 On Thu, Apr 25, 2013 at 2:33 PM, Vivian Meazza wrote:
  I think a more general concern would be that we seem to be developing
  3 or 4 different Flightgears, in which different things work or not as
  the case might be:
 
  Rembrandt
 
  Basic weather/Advanced Weather
 
  Atmospheric  Light Scattering (ALS)
 
 I've just put in some effort recently to ensure that Basic Weather can
take
 advantage of ALS properly.  So while we retain two weather models, there's
 no longer a dependency of ALS on Advanced Weather.  So we're moving in
 the right direction here.
 
 I've also taken a bit of a look at merging Rembrandt and ALS, and I think
I
 understand the Rembrandt pipeline enough that I could add ALS to it.
 
 I'm very keen to promote a more consistent experience so that new users
 don't encounter confusing differences between alternative rendering
 schemes, and I'm prepared to put time into making that happen.
 
 I'll take a look at the wake shader if you want, but I supect you'd prefer
me to
 fix some of the other issues you raised below first :).
 
  Right now FG seems like a mess with lots of things which used to work
  (tm):
 
  Screenshot directory entry in the gui  doesn't work
 
  Ditto Terrasync directory
 
  Tree textures are misaligned (here anyway)
 
  Manual Weather Input.
 
  Effects as above.
 
  I know that this isn't all  to do with you -
 
 Well, two of these at least are within my bailiwick (tree textures and
manual
 weather input).  Manual weather input is on my TODO list, and I'll address
 the tree texture issue in the other thread.
 
 I've not had any time to look at the screenshot/terrasync directory issue.
I
 strongly suspect that I could fix it, but I only have so many hours in the
day,
 and as mentioned before am spread pretty thin.
 
 Personally I think most of the active FG devs are currently very
overstretched
 in terms of the areas that they have ownership of, which is affecting how
 much can actually be done.  Fundamentally we need more core devs.

Couldn't we just! All the more reason not to bite off more than we can chew.


And I know I owe you a more detailed response on the tree stuff - later
today perhaps.

While I'm on a roll we have had this one in terrasync at KSFO for I can't
remember how many years:

Could not find at least one of the following objects for animation:
'terminal_2' when using Terrasync data at KSFO,

And this one seems to be new:

Failed to create alias at
/controls[0]/refuelling[0]/refuelling-drogues-pos-norm
[0]. Source /sim[0]/multiplay[0]/generic[0]/float[2] is already aliasing
another
 property.
Failed to set alias to /controls/refuelling/refuelling-drogues-pos-norm

With that I'll get back to some more useless eye-candy of passing sub-models
over mp which I left as a TODO more  years ago than I care to mention. I
promise not to break anything though :-).

Vivian



 



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Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-25 Thread Vivian Meazza
Stuart

 Sent: 25 April 2013 22:24
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Atmospheric Light Scattering
 
 On Thu, Apr 25, 2013 at 3:28 PM, Stuart Buchanan wrote:
  On Thu, Apr 25, 2013 at 2:33 PM, Vivian Meazza wrote:
  Right now FG seems like a mess with lots of things which used to
  work
  (tm):
 
  Screenshot directory entry in the gui  doesn't work
 
  Ditto Terrasync directory
 
  Tree textures are misaligned (here anyway)
 
  Manual Weather Input.
 
  Effects as above.
 
  I know that this isn't all  to do with you -
 
  Well, two of these at least are within my bailiwick (tree textures and
  manual weather input).  Manual weather input is on my TODO list, and
  I'll address the tree texture issue in the other thread.
 
 I've just pushed a fix for the weather issue.  I found two bugs in it
which I've
 fixed, but there may be more as it's quite a complex dialog.  FYI I'm also
 planning to move some of the buttons around a bit.  I think the changes
you
 (vivian) made are an improvement in terms of making the configuration
 options more understandable, but I can improve the layout slightly I
think.
 
 AFAICT the screenshot directory entry in the GUI does work.  At least on
my
 system I can change the screenshot directory via the GUI and record
 screenshots to the new directory.

Not here. It seems to be stuck at this weird default value:

C:/Program Files/FlightGear-nightly-2010/osgPlugins-3.0.1

Why there - decidedly odd? Win 7 will not permit a program to write to
Program Files, so it fails. I can't enter any different value, or navigate
above Program Files using the gui. I have tried deleting the value in
AppData\Roaming\flightgear.org\autosave_2_11.xml (which I wouldn't expect a
user to do - or even find), but neither doing that nor anything else I can
think of has fixed it.
 
 On Thu, Apr 25, 2013 at 4:08 PM, James Turner wrote:
  I suspect both of these are my 'fault', but equally I was only made
  aware of the TerraSync one a few weeks ago, and the screenshot one,
  this is the first I've heard of it.
 
 Well, the Terrasync was caused by adding an additional nasalopen block
 at the top of the file, so the one at the bottom was ignored :)
 
 snip
  In the particular case of the Terrasync path I am especially confused
  because it's not possible to change the terrasync path once fgfs is
  running, as never has been as far as I know; since we can't adjust
  scenery paths with restarting the sim. So, to re-iterate, the defect
  really needs to explain what the intended use-case was here, since I am
 clueless.
 
 I've restored the previous behaviour which did allow one to set the
directory.
 
 However, on testing, you are absolutely correct - changing has no effect
 within the current session.  I'll add a warning message to that effect to
the
 dialog.  I think it's still useful to be able to set the directory within
the sim,
 even if you have to restart.
 
 I think I must have added this function under the mistaken impression that
it
 had some effect.  Whoops!
 

It would be nice to be able to direct the output of Terragear at run time
without restarting, (we can do that with Scenarios - thanks James), but  if
that is not possible  then after a restart will do. I don't remember if we
used to need a restart - I suppose we must have done. What was the pull-down
in the menu item for? 

Nearly back to square one - well done.

Vivian






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Re: [Flightgear-devel] Tree issues

2013-04-25 Thread Vivian Meazza
Stuart

 On Tue, Apr 23, 2013 at 7:22 AM, Renk Thorsten wrote:
  Definitely looks like it.   Could you provide some further details on
  this please:
  a) Where are you seeing this ?
  b) which materials file (dds ? regions? )
  c) Have you deleted the Textures.high file to use lower resolution
  textures?  The trees in the screenshot look even more blocky than
  normal.
 
  After fresh pull yesterday, I can confirm the issue.
 
  a) Caribbean and French Alps so far
  b) using regional definitions
  c) no - just tried out of the box
 
 I spent some time last night trying to repro this without much success.
There
 is an issue with the very nice Caribbean texture
 (Textures.high/Trees/tropical-alt.png) which I've got a fix for, but other
than
 that The only time I saw anything like what Vivian and you have reported
is at
 very very long range where I can just make out a hat if I look carefully
 enough.
 
 This makes me think that this might be something to do with the way that
 our graphics cards are generating the mipmaps.  Do either of you see the
 same issue with dds textures?
 
 I also went through all the tree textures to check that there weren't
overlaps
 on the boundaries, and in all cases except as noted above, there's at
least a 1
 pixel gap above the top of the UV map.  I could push a speculative fix
setting
 the UV map for trees to a maximum height of 0.24 rather than 0.25 and see
if
 that makes a difference, but it feels very much like a workaround.
 
 Any other ideas would be most welcome, as at the moment I'm a bit
 stumped as to how to fix this.
 

I'm using a very recent pull of fgdata with no local mods. The hat effect
shows up from low angles in all material modes - regional/global/dds. It's
most apparent at EGMH, but can also be seen at KSFO. At higher angles or if
I zoom in it disappears from the closer trees - but, like you, I can still
see it at longer ranges. The angle/range effect would suggest that it's a
mipmap thing - perhaps try a bit more space around the trees in the texture?


I would give you some screenshots - but that's broken here.

Vivian 





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Re: [Flightgear-devel] Aircraft modellers - is a grain texture useful?

2013-04-22 Thread Vivian Meazza
Thorsten

 
 Okay, I've pushed an experimental version of a grain overlay texture for
the
 model ubershader  to FGData. It affects Atmospheric Light Scattering only,
 i.e. will be absent in the default rendering, which should make for easy
 comparison.
 
 For lack of texture units, I had to take the rainbow coloring of
reflections out
 for the moment (again, only in the Atmosperic Light Scattering version). I
 can't visually spot a difference, and in any case a 2d texture lookup call
seems
 an overkill for a simple 1d color table, so I plan to replace that by a
function
 eventually. As far as I can see and test, this shouldn't take any
framerate
 unless used.
 
 The grain overlay is configured pretty much like any other model effect in
the
 ubershader - a model specific effect file needs to set the flags, which
are
 
 * grain-texture-enabled: does what you think it does, needs to be 1 to
work
 * grain-magnification : the texture magnification relative to the base
texture
 - I think values between 10 and 100 would work here
 
 The grain texture itself needs to be declared as n=14. The grain texture
 should be largely transparent and seamless - I think unlike for the
terrain
 tiling artefacts are not an issue for artificial patterns, they actually
occur.
 
 For a quick check, inserting the following xml code into
Aircraft/Citation-
 Bravo/Models/Effects/reflect.eff
 
 texture n=14
   imageTextures.high/Terrain/grain_texture.png/image
   filterlinear-mipmap-linear/filter
   wrap-srepeat/wrap-s
   wrap-trepeat/wrap-t
   internal-formatnormalized/internal-format
 /texture
 grain-texture-enabled1/grain-texture-enabled
 grain-magnification50/grain-magnification
 
 gives me this effect for the hull of the Bravo which is now re-painted
using
 the terrain grain texture at high resolution
 
 
 http://users.jyu.fi/~trenk/pics/overlay.jpg
 
 Looks a bit like a military version...
 
 So, please play with it - it's basically down to how well the grain
overlay can
 be made.
 

 Removing the rainbow effect spoils the highly polished aluminium effect on
the b29 and the Lightning F1. It is also incompatible with AO effects. Will
this all work with non-nVidia cards/drivers?

The grain effect you proposed did not gain much if any support from
developers.  Do we need to go down this road? We are breaking more and more
for minimal gains. Did we ever restore the wake effect on the Carrier with
Atmospheric Light Scattering? 

I think something like the grain effect can already be achieved with the
nmap tiling facility in the existing ubershader.

Vivian



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Re: [Flightgear-devel] Terrain self-shading

2013-04-21 Thread Vivian Meazza
Stuart

 On Sun, Apr 14, 2013 at 10:41 PM, Stuart Buchanan wrote:
  As it happens, I'm part way through a change that would allow varying
  snow- and leaf- cover without having to load different textures, so
  trees above the snowline could be snow covered while those below are
  not.  This will increase the size of the textures to 512x512, while an
  individual tree will remain on 128 pixels tall.
 
 This is now checked in.
 
 Tree foliage is now consistent with the experimental Season slide on the
 Environment Setting dialog (deciduous trees shed their leaves towards late
 autumn) and the snow line (trees above the snow-line have a small covering
 of snow).
 
 Of course, we really should only add snow cover to the trees if the
snowfall is
 recent and there isn't much wind, so perhaps we should just have
 summer/winter variants and no snow-covered... to be discussed.
 
 There are changes to both simgear and data for this change.  Picking up
one
 or other results in very odd looking trees :).
 
 This retires the -summer.[png|dds] and -winter.[png|dds] variants, which
 have been removed.  Those creating tree textures for regional project will
 now need to follow the new format.  I'll update the next newsletter to
 ensure that this information is distributed.
 
 On Tue, Apr 16, 2013 at 7:22 AM, Renk Thorsten wrote:
  Just to be clear - if we had textures, this is something I would do
  the work for since I suggested it, I'm not expecting Stuart to do this
  for me :-) (This is not to imply that I would object against Stuart
  giving a try, but as long as I can follow up an idea I like myself, I
try not to fill
 someone else's to-do list).
 
 That's fine.
 
  So I would suggest to implement this as a high-quality option for
  those who have the hardware to crunch substantial fragment shaders and
  leave the current implementation as a fallback.
 
 That sounds reasonable, though the current implementation has changed
 in the meantime :).
 

We seem to have slight misalignment in the tree texture:

https://dl.dropboxusercontent.com/u/57645542/fgfs-screen-004.png

Is having a single texture sheet the most efficient way of doing it? Just
asking.

Vivian



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Re: [Flightgear-devel] Improved Basic Weather integration with Atmospheric Light Scattering

2013-04-20 Thread Vivian Meazza
Stuart

  On Fri, Apr 19, 2013 at 9:18 AM, Vivian Meazza wrote:
   I still use basic weather with mp so that I get the same clouds in
   both clients - is this still the case?
 
  The clouds are unchanged by this, though I don't think that you will
  get the same clouds in MP on both clients unless they are started at the
 same time.

The only changes I made with this were to ensure that Basic Weather
  generates the appropriate properties for the atmospheric shaders.
 
   Your most recent change seems to have broken the manual input gui
   here
   - sometimes it works, and sometimes the values revert to the default.
 
  Hmmm, odd - I made the changes specifically to fix the manual input UI
  that I thought your Weather UI changes had broken!  :)
 
 I still have the old version: seems to work fine. But I only moved the way
it
 was accessed - not the gui itself. It might be that we have actually
exposed
 some old bugs of course.
 
  I suspect that you and I are using the UI in a different way and
  there's something broken in the (complex) UI logic.  I'll take a look
  over the weekend
  - sorry for the inconvenience.
 
  If you're able to nail down the specific actions that cause it to
  fail, vs. the actions that make it work that would be useful.
 
 First problem seems to be related to the mouse - here it gets stuck in the
 coverage field if you enter it (you don't actually need to). You can get
out
 of it by hitting tab and then right mouse click. 

Second problem is that if you then close the manual  entry window and 
then hit either OK or Apply the weather reverts to the
 METAR data and the manual entry fields are all set to the default value.
 Hitting close works OK and the manual data is applied.

Third problem is that sometimes when I enter values on a cloud coverage line
then move to another line to fill in data there, the first entry line
reverts to the default values. I can't reproduce this reliably, nor can I
identify any cause. 

I haven't seen any of these problems before, but I wouldn't claim that they
weren't pre-existing: it is entirely possible that I never tested the right
combination of entry conditions. They're pretty obvious though when you do
encounter them.
 
   We seem to have lost the ability to use /NIL as a METAR input - very
   useful during fdm development to remove weather effects. I'm not
   sure when this broke, I think it might have been something James did.
 
  That shouldn't have been changed by anything I've done recently.
 
 No - I think the problem lies elsewhere as I said.

Vivian



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Re: [Flightgear-devel] Improved Basic Weather integration with Atmospheric Light Scattering

2013-04-19 Thread Vivian Meazza
Stuart,

 Having talked about it for months (years?)  I've finally written some
property
 rules that improve the integration of Basic Weather with the Atmospheric
 shader.
 
 In particular the skydome properties are now calculated using formulae
very
 similar to those of Advanced Weather so there's no need to set
 rayleigh/mie/density properties directly, and appropriate levels of ground
 haze are estimated based on the lowest cloud layer.
 
 Some of the integration is quite basic, and there's plenty of room for
 improvement in the Basic Weather METAR parsing to set up appropriate
 visibility settings in particular.
 
 Feedback welcome as always, though I suspect almost everyone these days
 is using Advanced Weather...
 
 This also removes another roadblock from possibly making the atmospheric
 shader on by (non-Rembrandt) default.  Ooohhh, controversial :)
 

I still use basic weather with mp so that I get the same clouds in both
clients - is this still the case?

Your most recent change seems to have broken the manual input gui here -
sometimes it works, and sometimes the values revert to the default. 

We seem to have lost the ability to use /NIL as a METAR input - very useful
during fdm development to remove weather effects. I'm not sure when this
broke, I think it might have been something James did.

Vivian



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Re: [Flightgear-devel] Issue 894: Stuck at loading nav datas while launching FGFS 2.11.0 win32

2013-03-29 Thread Vivian Meazza
James

 
 On 29 Mar 2013, at 14:08, Heiko Schulz aeitsch...@yahoo.de wrote:
 
  Would it be possible to test sensible things BEFORE they went into GIT?
I
 think in the past we tested cross-plattform sensible things before it went
 into GIT/ CVS.
  Yes, I'm aware that GIT is the developement place, and with this a
larger
 group of people can be reached for testing.
  Yes, I'm also aware that developing for cross-plattform is pretty
 challenging.
 
 
 Correct on all counts :)
 
  But Co-Developers depends on the latest developement steps if they want
 to make it compatible with the next FlightGear release! It is pretty bad
for
 Co-developers when due such failures their own projects are delayed. Not
 every developer has plenty of time everyday and week to wait until the
 problem has been fixed.
 
  I hoped that I could get my Project EC135 P2 into FGdata in the next
weeks
 since I spent about guessed 100 hrs into finetuning the fdm, but due this
bug
 I'm not be able to make further developement steps, especially regarding
 tooltips and the new VSI, and so my little project will be delayed now for
a
 indefinitely time since I will probably very busy with studies again until
early
 summer.
 
 The issue you are seeing is Windows specific, and only affecting certain
 machines - Vivian has two machines, one is fine, the other has your issue.
 Note if you leave the machine for a long time (maybe an hour or more, it
 depends), it will start fine, and once that cache is built, future
launches will
 not have the same delay. So a work-around is just to leave it starting
 overnight or while you're studying, and then you should be good to
continue
 work on the EC135.
 
 Of course this is a temporary fix, we are looking at making the loading of
this
 data asynchronous so startup is not delayed, but we also lack Windows
 developers who can investigate the issue, since Linux, Mac and some
 Windows boxes are absolutely fine.
 

Hmm, not quite true. My fast box (Win7) fitted with an SSD has acceptable
load times (2-3 mins), but long for an SSD. My older machine (XP) with HHD
can take 20 -  to 30 mins to load depending on the scenery selected.

Which Windows boxes are absolutely fine? Might help to diagnose the issue.

I'm ready to test anything you come up with.

Vivian








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Re: [Flightgear-devel] Keyboard bindings

2013-03-04 Thread Vivian Meazza
AJ wrote:

 
 On Mon, 04 Mar 2013 15:38:45 +
 James Turner wrote:
  Aha, and instantly we get a usability discussion:
 
  Right, you need the keys because you're working around a simulator bug
 (frame-rate drops badly) using manual interaction. The correct fix isn't
to
 make the workaround-UI easier, it's fix the underlying issues, by making
 adaptive-LOD work so we can achieve a target frame-rate reliably.
 
 I do agree that would be the ideal... really I'm just saying that the fix
ought to
 come and be proved satisfactory before the established workaround is
 removed.  Hopefully nobody was really suggesting that, but I think there
is a
 horrible tendency in open source projects for similar things to happen -
 because removing the workaround or cleaning up the UI is generally
 significantly easier than fixing the problem, it's only the former that
gets
 done!
 
  You're the third person to say the same thing. But again, you don't
  actually want to change the FoV at all. What you're doing (and
  everyone else) is using this feature to look around 3D cockpits,
  right? In other word, our cockpit navigation UI needs some improvement
  :)
 
 Actually I think our cockpit navigation UI works better than anything else
I've
 ever used in over twenty years of flying flight sims :-)  It's not
instantly
 intuitive, granted, and maybe there's room for improvement there, but I'd
 want to tread very carefully on this one as I think our method of
interacting
 with the 3D cockpit using the mouse is generally very efficient indeed...
 
  Also, usability is hard :)
 It is... and partly because everyone has different ideas on what's good
and
 what isn't!  A lot of people seem to think that Apple's IOS UI approach is
the
 greatest thing since sliced bread and I think it's one of the worst I've
ever
 come across (Win8 is definitely worse, but not many people are insane
 enough to contest that view!)
 
 What I wouldn't like to see (and I'm sure isn't intended) is that we end
up
 with a Gnome3 / Metro style UI revamp where we get what one or two
 people (who _are_ doing the work from best intentions) no doubt  think is
 great and intuitive but most people find obtuse and retrogressive.  At
least
 we're having a discussion about this first - I'm hopefully being
excessively
 paranoid but the sort of baby out with the bathwater scenario has been
all
 too common in recent years!
 

 I think AJ has summed it all up pretty well.

I almost never used zZ while using the normal scenery, but since I've been
working on the detailed customised stuff I've needed it to try to keep
performance within reasonable bounds. If we can solve the underlying
problems, I would like to think I can go back to letting FG decide the vis
for me.

Let's put this discussion to one side, and see if we can do something about
custom scenery/LOD/linear scenery etc. We might find zZ is redundant (I hope
so) or we might need to retain it. It will argue for itself in the light of
future developments. 

No need to discuss how many angels can dance on the head of a pin (no I
don't know the answer either).

Vivian





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Re: [Flightgear-devel] Advanced Weather updates

2013-03-03 Thread Vivian Meazza
I wrote

 -Original Message-
 From: Vivian Meazza [mailto:vivian.mea...@lineone.net]
 Sent: 02 March 2013 17:32
 To: 'FlightGear developers discussions'
 Subject: Re: [Flightgear-devel] Advanced Weather updates
 
 James Turner wrote:
 
  On 1 Mar 2013, at 07:53, Renk Thorsten thorsten.i.r...@jyu.fi wrote:
 
   One problemhere  is that rain textures are still orphaned (i.e.
   don't
 move in
  the wind with the clouds) - I'm running out of ideas here - my Nasal
 moving
  code creates frame spacing issues, Vivian's C++ moving code patch
  wasn't accepted, so I'd appreciate a helping hand from C++ coders
  before the next release.
 
  I need someone to reset my brain on this, explain to me what
  functionality
 is
  required, show me the Nasal code and Vivian's version, and so on.
 
 
 I'd forgotten about that. I think my patch is long since gone - probably
lost it
 here at least 1 hdd ago. I'll scratch around a bit and see if anything
remains.
 
 Vivian
 

Well gitorious is good for something! The patches still exist! I've put them
here if anyone wants to do something with them:

https://www.dropbox.com/home/Public/Patches/MoveModels

They worked, and have no bugs that I'm aware of. They were rejected it was
alleged that there are ways of doing it better, but no one could be bothered
to actually do the necessary work.  I don't know if they still apply. 

Vivian






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Re: [Flightgear-devel] Advanced Weather updates

2013-03-03 Thread Vivian Meazza
 James Turner

 On 3 Mar 2013, at 10:29, Vivian Meazza vivian.mea...@lineone.net wrote:
 
  Well gitorious is good for something! The patches still exist! I've
  put them here if anyone wants to do something with them:
 
  https://www.dropbox.com/home/Public/Patches/MoveModels
 
 Dropbox won't let me in, can you email me the patches?
 
 Dropbox won't let you in! Why not? Did you offend it in some way? Have you
been black balled?

Vivian




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Re: [Flightgear-devel] Advanced Weather updates

2013-03-03 Thread Vivian Meazza
Thomas wrote

 Am 2013-03-03 12:56, schrieb Vivian Meazza:
   James Turner
 
  On 3 Mar 2013, at 10:29, Vivian Meazza vivian.mea...@lineone.net
 wrote:
 
  Well gitorious is good for something! The patches still exist! I've
  put them here if anyone wants to do something with them:
 
  https://www.dropbox.com/home/Public/Patches/MoveModels
 
  Dropbox won't let me in, can you email me the patches?
 
   Dropbox won't let you in! Why not? Did you offend it in some way?
  Have you been black balled?
 
 You've posted your private Link...
 

Perhaps this is a better one:

https://www.dropbox.com/sh/js2hm48d5amsjzy/GIhyixKoBa/Patches/MoveModels

Vivian



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Re: [Flightgear-devel] Advanced Weather updates

2013-03-02 Thread Vivian Meazza
James Turner wrote:
 
 On 1 Mar 2013, at 07:53, Renk Thorsten thorsten.i.r...@jyu.fi wrote:
 
  One problemhere  is that rain textures are still orphaned (i.e. don't
move in
 the wind with the clouds) - I'm running out of ideas here - my Nasal
moving
 code creates frame spacing issues, Vivian's C++ moving code patch wasn't
 accepted, so I'd appreciate a helping hand from C++ coders before the next
 release.
 
 I need someone to reset my brain on this, explain to me what functionality
is
 required, show me the Nasal code and Vivian's version, and so on.
 

I'd forgotten about that. I think my patch is long since gone - probably
lost it here at least 1 hdd ago. I'll scratch around a bit and see if
anything remains.

Vivian



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Re: [Flightgear-devel] Low visibility issues

2013-03-02 Thread Vivian Meazza
Gary Carvell wrote:

 On Thu, Feb 21, 2013 at 10:54 AM, Stuart Buchanan stuar...@gmail.com
 wrote:
  On Thu, Feb 21, 2013 at 12:59 PM, James Turner wrote:
  Suggestion - if z/Z are pressed with advanced weather enabled, make the
 popup-message say 'disabled since visibility is being controlled by
advanced
 weather'.
 
  Another option would be to move the visibility control to a dialog,
with a
 slider / spin box, and explicitly disable it when advanced weather is
selection.
 Then we could lose the keybinding completely, which is something I want to
 move towards for options that are infrequently used, but taking up
 'keyboard space'.
 
  I agree that it shouldn't be a keyboard assignment, and we should remove
 it.
 
 On Fri, Mar 1, 2013 at 8:02 AM, Renk Thorsten thorsten.i.r...@jyu.fi
 wrote:
  I don't think any of this is a real issue or under debate at the
  moment (?) - the whole discussion about z/Z is if the keybinding
  should be removed [...]
 
 *Please* don't drop the z/Z key binding. This is one of the most useful
and
 direct controls we have to affect the visual experience.
 
 It allows the user to directly control the view out the window, trade off
 visuals for frame rate and smoothness on older hardware or complex
 scenery, and trade off realism of flight experience for the simple
pleasure of
 looking out the window for those more into tourism. It can be useful for
 modifying a built-in weather scenario that's close but not exactly what is
 wanted.
 
 In short, it allows even the newest user to control their FlightGear
visual
 experience according to their particular use case and need for realism.
 
 I have no problem at all with disabling the keys when (say) advanced
 weather is selected, but for several classes of users and types of use, it
really
 is an important capability and is used often.
 

I agree. I am just finishing a patch which leaves z/Z as is for Basic
Weather, but makes z/Z control max vis. for Detailed Weather, just like the
slider in the menu. Should give us the best of both worlds.

Testing atm, should be in fgdata soon.

Vivian



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Re: [Flightgear-devel] Low visibility issues

2013-03-02 Thread Vivian Meazza
James Turner

 
 On 2 Mar 2013, at 17:09, Gary Carvell gary.carv...@gmail.com wrote:
 
  I have no problem at all with disabling the keys when (say) advanced
  weather is selected, but for several classes of users and types of
  use, it really is an important capability and is used often.
 
 I don't see anything in your list, that wouldn't work as a slider in a
suitable
 GUI dialog. (Which dialog it is, is a question to be decided, for sure)
 
 The advantage there being we can disable the slider, when advanced
 weather is selected, and provide a label explaining *why*.
 

It's fecking difficult to operate a mouse/menu/slider while using a joystick
unless you are ambidextrous
(which I'm not). And even then I shouldn't think it easy. You can try using
the Detailed Weather/Advanced Settings.

There is absolutely no need to disable z/Z in Detailed Weather.

It ain't broke - could we avoid fixing it and turn our attention to
something that is like memory usage or moving clouds?

Vivian 




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Re: [Flightgear-devel] Low visibility issues

2013-03-01 Thread Vivian Meazza
Torsten wrote

 
 Am 28.02.2013 16:38, schrieb Curtis Olson:
  We've always been able to set the individual weather parameters,
  either through the built in weather dialog box, or by setting raw
  property values.  Setting raw property values allows nasal script
  control over the weather (as I'm sure you well know) :-) but it also
  allows external control of the weather, for instance by some external
  gui tool, or by some tool that wants to setup equivalent visual
  conditions across multiple FlightGear PC's running in sync.
 
 And please don't forget, there are command line options like --visibility,
--
 wind, --random-wind etc.
 All those options override the other weather-magic. It took me quite some
 time to make all this behave in a somewhat reasonable way with basic-
 weather and I'd love to keep all that functionality.
 

At a very personal level, I like being able to adjust the vis other factors
using the keyboard with my left hand while using a joystick with my right. I
certainly can't imagine flying the Camel and trying to manipulate a mouse
and menu.

Vivian



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Re: [Flightgear-devel] FG vs. FSX demo

2013-02-28 Thread Vivian Meazza
Thorsten aka Renk wrote:

 -Original Message-
 From: [mailto:thorsten.i.r...@jyu.fi]
 Sent: 28 February 2013 07:57
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] FG vs. FSX demo
 
  Renk, you should take a look at the default Cessna 172 in FG and it's
  mate in FSX.  The FSX version wipes the floor with the FG version with
  respect to the cockpit model.
 
 (I'd really appreciate if you guys would call me on first-name basis
 'Thorsten'...)

We had at one point several Thorstens/Torstens - I suppose Renk was just
easier. And if you start your postings Renk Thorsten people will assume Renk
is your first name.
 
 That's a question of what a fair comparison is.
 
 I'm going to assume that whoever put a demo version from FSX together has
 specifically chosen scenery and airplanes in the demo to impress users. So
 my standard of comparison is not 'How does the same airplane or the same
 scenery in FG look like' because I regard that as unfair - they got to
chose, we
 didn't. My standard of comparison would be - if I were to put together a
FG
 demo to impress users, how would that compare?
 
 You are certainly right with the c172, but the fair comparison is e.g. our
DR-
 400 against the FSX C-172, and FG is going to win that one.
 
 It doesn't matter so much that many aircraft in FG can not measure up to
that
 standard - I don't usually fly them. We have 20-30 really high quality
aircraft,
 and I doubt FSX has that many out of the box. If you count addons, we can
 field all the non-GPL hangars in return, where I believe T4T is doing some
 really impressive warbirds...
 
 If you're going into comparing 'the same' (scenery, aircraft,...) than my
next
 question would be - FG has beautiful scenery in central Iran with the
Middle-
 East texturing definitions. I doubt FSX out of the box has any scenery
there at
 all. So we're winning flat out in many cases by virtue of having scenery
 everywhere. It doesn't make too much sense to me to go into that
direction.
 
  One thing I'd really like to see put together is a The Hidden Secrets
  of FlightGear page that illustrates all the little bits that people
  aren't necessarily aware of.  Things like the hard science behind a
  lot of the things FG tries to get right that other simulation
  software completely ignores or fakes poorly.
 
 We've sort of started this here
 
 http://wiki.flightgear.org/Unique_Features
 
 My problem is that I often know very well how X is implemented in FG, I
may
 suspect that it's not in FSX or X-Plane, but since I'm not running X-Plane
or
 FSX with all addons I don't really know for a fact if it is a genuinely
unique
 feature or if there is a 3rd party addon to FSX/X-Plane which provides the
 same thing. And we would want to be factually correct here.
 
  While we wait for the FSX screenshot, I'd like to see the FSX
  equivalents of  these as well:
 
 Honestly, I have no clue how to make a screenshot in FSX... and I don't
want
 to fiddle around with it much longer, suffice to say it gave me some ideas
 how the GUI could be, but it doesn't draw me in in any way. And you'll not
 going to find me argue that the Vinson doesn't measure up. It's a
spectacular
 model, and I do love doing carrier ops in FG.

That's really good to hear  - but if we are falling behind in some respect
then we will make an effort to improve. I am reminded that the flag and wake
shaders are inoperative when Atmospheric Light Scattering is activated. With
the departure of Emilian, I see no prospect of this being fixed unless
someone else steps up to the plate.

I recently saw a short video of FSX with moving cars and trucks populating
the roads. We can do that up to a point, and trains as well, and I forgot to
mention that we can also texture tracks and roads properly:

https://dl.dropbox.com/u/57645542/javelin-hst.png

We can only have a few - around 50 if we are to keep framerate within
bounds. If we ever get the Kent scenery fixed up well enough for release
I'll include this around Manston/EGMH.

Vivian





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Re: [Flightgear-devel] FG vs. FSX demo

2013-02-27 Thread Vivian Meazza
Stefan Seifert wrote:

 On Wednesday 27 February 2013 07:42:19 Renk Thorsten wrote:
 
  * A big plus about the FSX terrain is that it doesn't have landclass
seams.
  That makes it quite a bit nicer to look at from above. It's not so
  impressive from close-up, and all in all, I would conclude that
  regions where we did apply a regional texturing scheme and use the
  best shader effects available are in fact quite competitive. In
  particular, I think the recent 2nd generation Hawaii in FG  or
  middle-east looks much better from close-up and is still about on par
  when seen from a few thousand feet. Of course, FG terrain can look
  much worse in areas where we didn't customize it.
 
  - Pretty much a draw. Hiding the landclass seams better would still
  - be the
  thing for FG.. it's just not so easy.
 
 A small addition: what has always bothered me about terrain in FG is that
 roads and rivers are all the same size. For me as a VFR pilot they are the
most
 important navigation helpers while in FG, they are useless. There's no
 difference between the Autobahn and a small country road. Same for the
 Danube vs. some riverlet.
 
 I've tried some version of MS Flightsim once with Austrian scenery and
could
 easily find my way around. So while we may have the prettier scenery with
 regional textures, in practice, I'd have to call it a win for FGX.
 

Linear features for the scenery (roads, railways, rivers) are already under
development for FG:

https://dl.dropbox.com/u/57645542/fgfs-screen-129.png

That is a small area of Kent, UK. It is very possible to use the accurately
placed features for VFR navigation.

There are some problems to resolve about memory usage, but it is already
possible to generate scenery with these features. However, at the current
stage of development it is pushing the memory limits of 32 bit systems. 

Vivian



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Re: [Flightgear-devel] FG vs. FSX demo

2013-02-27 Thread Vivian Meazza
Renk Thorsten wrote:

... snip
 
 * Models of trees and of the aircraft carrier in the vicinity where
largely on
 par. Probably FSX has more graphical artists and the quality of for
instance
 tree textures seems to be a bit better, but the technique is otherwise
pretty
 similar. I liked seeing a few other aircraft lined up on a carrier - the
FG carriers
 are usually rather empty.
 
 - Ever so slight edge for FSX

snip ...

Better than this?

https://dl.dropbox.com/u/57645542/fgfs-screen-130.png

As many ac in the deckpark as framerate considerations would allow. I'd like
to see the equivalent FSX screenshot. If it really is better then I'll have
to beat up Alexis a bit :-)

Vivian



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Re: [Flightgear-devel] FG vs. FSX demo

2013-02-27 Thread Vivian Meazza
I wrote:

 Renk Thorsten wrote:
 
 ... snip
 
  * Models of trees and of the aircraft carrier in the vicinity where
 largely on
  par. Probably FSX has more graphical artists and the quality of for
 instance
  tree textures seems to be a bit better, but the technique is otherwise
 pretty
  similar. I liked seeing a few other aircraft lined up on a carrier -
  the
 FG carriers
  are usually rather empty.
 
  - Ever so slight edge for FSX
 
 snip ...
 
 Better than this?
 
 https://dl.dropbox.com/u/57645542/fgfs-screen-130.png
 
 As many ac in the deckpark as framerate considerations would allow. I'd
like
 to see the equivalent FSX screenshot. If it really is better then I'll
have to
 beat up Alexis a bit :-)
 

While we wait for the FSX screenshot, I'd like to see the FSX equivalents of
these as well:

https://dl.dropbox.com/u/57645542/fgfs-screen-131.png
https://dl.dropbox.com/u/57645542/fgfs-screen-133.png

Personally, I reckon Alexis is safe for a while yet :-)

Vivian



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Re: [Flightgear-devel] Low visibility issues

2013-02-27 Thread Vivian Meazza
Thorsten Renk wrote

... snip
 
 The design idea behind the current GUI was that the user should no longer
 be presented with two different weather options to choose from, but just
 see a single GUI which controls weather.  If that is still the idea, it
works
 remarkably well. If you have an idea for a more descriptive text, please
let us
 know.

Snip ...

You asked for ideas for a more descriptive text - I've gone one better and
added descriptive texts to the gui. My design aim was to provide the average
user with some indication of which option he should choose and in which
circumstance. It's only a shallow redesign. It would be nice, I think, to
allow max vis range to be as low as 10kms, and also if this could be driven
by z/Z. However, these items are beyond the scope of what I set out to do.

I've pushed it to fgdata. 

Vivian




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Re: [Flightgear-devel] Low visibility issues

2013-02-24 Thread Vivian Meazza
Emilian wrote

 
 On Saturday, February 23, 2013 07:08:41 Renk Thorsten wrote:
 A lot of stuff, mostly deflecting the discussion to other irelevant
 points
 
  * Thorsten
 
 While I should know better than to answer to this, as it will again get
 deflected to other areas, let's  imagine ourselves a simple scenario:
 
 Let's say I'm an average user with a 32bit system, I can barely find my
way
 through the maze of menus and dialogs flightgear presents to me, and I
want
 to use this more advanced weather simulation engine. After I accidentaly
 find out how to enable it (it's hidden under a rather confusing
radio-button
 selection Model overall weather conditions based on metar), great,
select
 Fair weather scneario,  Apply, OK, let's go flying.
 I muck around, wonder at the nice sky/clouds, notice that my visibility
 improved somewhat, then bam after 15 minutes flightgear crashes, uhm..
 oohh, why did that happen? That didn't happen before?
 All I did was change the way the weather is interpreted... What's wrong
 here???
 
 Well, now let's see what actually happens in a default flightgear
instalation
 (all settings are from preferences.xml, and Environment/local-weather-
 defaults.xml)
 -trees are enabled by default
 -default visibility with Fair weather is ~16km local weather comes in
 -and sets a default value for max visibility of 120km
 (o.O), ok, that's a bit far, but in practice I see that's actually
hovering in the
 40km range (+-10km based on altitude). (roughly 3x more than the default)
 
 So in the default scheme we load 9 tiles at startup, then we keep loading
tiles
 in the direction we're traveling, and those initial tiles remain resident
in the
 tile cache for a while (in case you decide to double back).
 But let's stay with the startup condition. when you ramp up the visibility
to
 40km you demand 3 extra rings of tiles to be loaded. That would give you
at
 least 69 tiles loaded (81 if the rings are square). So that's an instant
increase
 of 7-9x the memory requirements of the terrain + objects + trees (tres
being
 the largest contributor here), just because you click an option that says
it just
 _interprets_ the METAR string differently. Do you think that's an expected
 result? I don't.
 
 Well, our average user might have read the manual, might have mucked
 about with the visibility setting before, and he remeber that all things
being
 the same, visibility is what impacts performance/memory the most, so he
 decides to try again, this time trying to use z/Z to limit how far the
visibility
 goes, maybe he gets lucky and it won't crash again, but he's in for a
surprise...
 z/Z doesn't work...
 
 You might argue that he should know better, go into the advanced settings
 dialog, figure out what all those sliders and selection boxes do, etc,
etc...
 But remeber, our user is an average one, he wants things to just work
(with
 time, he might find a use for the more advanced configuration stuff, but
for
 now he's not interested, he just want to click something, and be done with
 it), The z/Z case above might be a lucky one where he might have read the
 manual.
 
 The problem is not with Advanced weather in itself, the problem is in
the
 details of a part of it, themost important part from the user POV. Your
 approach might work, given unlimited resources, but as it is Flightgear
has to
 run on a variety of puny little desktop/laptop machines. You have already
 implemented half of the control, is it so hard to implement the rest and
 provide a system that's consistent with the rest?
 Yes it breaks the real world scheme, but this is a simulation, we lie,
carefully
 crafted lies, that give a global impression of truth, of copying the real
world
 behaviour, but in the end they are lies. Fog/view-distance is one of those
 lies, they need just be plausible, not a faithful representation of the
real
 world (and a faithful representation of the real-world is practically
impossible
 given the current state of the technology).
 
 You are comfortable with abdicating from that when it suits you, but where
it
 really matters you defend the minute detail faithfull representation of
the
 real world scheme vigorously... Don't you think thre's something amiss
 here?
 
 As someone said in another thread, there are various techniques that are
not
 constrained by the real-time requirement, that do a pretty good job of
 giving you real results, but their place is not here. Here we have to do
our
 best to trick the mind, while doing that as fast as possible, with a
reasonable
 usage of resources. Just because you can set visibility to 1000km doesn't
 mean you should, just because you can shove a lot of data into a shading
 scheme and get back photoreal results doesn't mean you should, if said
 results reduce performance, increase the probability of running out of
 memory, etc.
 
 You'll argue again with the IAR as an example. Well, take a look at those
 numbers again, and you'll see that for the amount of detail it 

Re: [Flightgear-devel] Low visibility issues

2013-02-24 Thread Vivian Meazza
Stefan Seifert wrote

 
 On Sunday 24 February 2013 18:46:08 Vivian Meazza wrote:
 
  I'm probably a day late and a dollar short here - but try as I will so
  far I've failed to find a visibility slider under
  environment-weather. It's probably staring me in the face - but could
 someone point it out to me?
 
 In the Weather dialog:
 
 Model overall weather conditions based on METAR Advanced Settings
 Thermic Visibility and Settings Max visibility
 
Got it - thanks - as I said staring me right in the face. 

So, am I right in thinking that we have 3 different ways of setting the vis:

1. z/Z - works with Basic Weather - sets the vis directly. Does not work
with Advanced Weather, but is still available when that option is selected
and looks as if it should work.

2. Slider in Advanced Weather - Advanced Settings - sets a max value . The
displayed vis in the min value of this and the value derived by Advanced
Weather. (Is this true? I'm only inferring this).

3. Checkbox named realistic visibility in Advanced Weather - Advanced
Settings. What does this do? I can't see any effect here.

I used the old terms Basic/Advanced Weather, but I note that these have
disappeared from the GUI. How would the user know why or when he would chose
ether option? Scope for some rationalisation here I would think.

I'm extremely disappointed to see that while I was off on a short holiday
that this discussion has deteriorated to the point that one of a valued
developers feels that he can no longer contribute to FG.

Vivian




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Re: [Flightgear-devel] Low visibility issues

2013-02-21 Thread Vivian Meazza
Thorsten wrote:

 -Original Message-
 From: Renk Thorsten [mailto:thorsten.i.r...@jyu.fi]
 Sent: 21 February 2013 06:54
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Low visibility issues
 
 Vivian:
 
  There seem to be significant issues with the loading of terrain. If we
  load too much, the frame rate drops, if we load too little it looks
  poor, and AG radar doesn't work. Actually. We don't load enough for AG
  radar to work realistically in any case. We probably need something
  between 50 and 100 k for this , and we're unlikely to accommodate the
  memory requirements of this, at least for 32 bit systems.
 
 James:
 
  a) is a trivial fix in the tile-manager, I think, and seems reasonable
  to me. The only issue will be setting a sensible minimum size, since I
  assume some people are brining the visibility down to reduce number of
  tiles loaded, and hence RAM use / frame-rate.
 
 Okay, here are some experimental facts on my old 32bit system. I had a
 GeForce 8600M and 4 GB of memory with a 32bit Linux installation. With
this
 setup, without using random vegetation and random buildings, I could
 render terrain with 250 km visibility range (I patched the binary for that
 purpose, otherwise it gets clipped at 120 km) without any problems in
 default scenery. I could easily do 120  km in custom scenery, and even
with
 vegetation and buildings on 55 km were quite safe in custom scenery. So
it's
 not true that fixing a minimum visibility of 20 km we'd run into 32bi
memory
 issues.
 
 As for framerate, I'd guess that GPUs which are so old that they have real
 issues processing the vertex count of 20 km scenery fast enough are hit
also
 hard by the fragment shader - but fragment shader load is independent of
 the visibility range.
 
 There are lots of forum users who have issues with low framerate - about
 anything (no random vegetation, no shaders, no random buildings, no
 complex planes, no AI traffic, no 3d clouds...) seems to help more than to
get
 visibility down. I'm not aware of any single user who uses less than 20 km
 visibility because the framerate is not acceptable otherwise, and I have
never
 seen anyone suggest this to users. Since vertex count goes quadratically
in
 visibility, it matters a lot if you use 50 or 120 km, but not so much if
you use 10
 or 20.
 
 Nevertheless, at some point my suggestion would be to create a
 commandline-enabled legacy mode for really old hardware which gives you
 access to a minimal setup in which terrain radars, Advanced Weather  Co
 are disabled, but define the default setup of FG in such a way that
terrain
 interaction based stuff can make assumption about how much terrain is
 loaded. For a halfway decent system, 20 km should not be any problem if I
 could run 250 km on a 5-year old laptop, and I think we can at some point
 make that default assumption and have a fallback option in case it doesn't
 work.
 

I was not referring to a frame rate issue, but FG running out of memory. 

http://www.flightgear.org/forums/viewtopic.php?f=5t=18913p=177392#p177392

It is rare to see that happening using the current scenery, but here if I
select random buildings and objects with a high value for trees, I can get
Win32 to run out of memory. Apparently at least one other user has a
problem.

Vivian





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Re: [Flightgear-devel] Low visibility issues

2013-02-21 Thread Vivian Meazza
Thorsten

 -Original Message-
 From: Renk Thorsten [mailto:thorsten.i.r...@jyu.fi]
 Sent: 21 February 2013 10:31
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Low visibility issues
 
  I was not referring to a frame rate issue, but FG running out of memory.
 
 
 http://www.flightgear.org/forums/viewtopic.php?f=5t=18913p=177392#
 p1
  77392
 
  It is rare to see that happening using the current scenery, but here
  if I select random buildings and objects with a high value for trees,
  I can get Win32 to run out of memory. Apparently at least one other
  user has a problem.
 
 I do not doubt that you can make FG run out of memory on a 32 bit system
 (you can also do it on a 64 bit system if you try really hard). My point
is more
 that memory issues should be dealt with by eliminating the root cause,
i.e. by
 switching off random buildings and trees on a low memory system and by
 not using hires textures, not by reducing visibility to low values.
Compared to
 the memory footprint coming from high-detail aircraft and random
buildings,
 the effect of 10 km vs 20 km visibility on memory is negligible. We have
 aircraft in the repository which fill more than 300 MB of GPU memory -
 loading terrain vertices worth 20 km is a very small fraction of that,
even in
 hires scenery. Even in custom Italy with 50 km visibility, I had about
half a
 million of terrain vertices in the scene, that's 1.5 million  or so
numbers. That's
 the order of magnitude of a good-sized texture sheet - 1024x1024 has about
 a million numbers - with a lower precision, but with added mipmapping,...
 

Perhaps I wasn't clear enough. Let me try again 20 km isn't really enough
for a realistic AG radar - we really need an order more, but we could
possibly manage with 50 - 100 km. (To put that in context, the Blue Parrot
radar fitted in the Buccaneer had an AG range of 200 nm). It's at these
bigger numbers, coupled with detailed scenery, that we run into the problem
of running out of memory. I'm not saying that we shouldn't do it, but we
should do it with our eyes open. Or perhaps there are techniques, such as an
inner and outer scenery caches which would help us to a better solution than
tuning off nice features such as trees.

We are also facing the user with a bewildering array of options, spread over
2 menus in the GUI, with limited guidance on how or why they should be used.
Does anyone actually have a handle on this? I thought I was an experienced
FG user, but this one is getting away from me. That said, with the right
settings, FG can look absolutely stunning - just before it runs out of
memory :-(

Vivian



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Re: [Flightgear-devel] Low visibility issues

2013-02-20 Thread Vivian Meazza
Thorsten wrote

 -Original Message-
 From: Renk Thorsten [mailto:thorsten.i.r...@jyu.fi]
 Sent: 20 February 2013 08:44
 To: FlightGear developers discussions
 Subject: [Flightgear-devel] Low visibility issues
 
 Vivian wrote a while ago:
 
  I've only tested Atmospheric Light Scattering for about 10 mins - and
  so far  I've discovered that the Cat III scenario looks decidedly odd
  with a clear circle around my aircraft on the ground and black skies.
 
 I've taken  a few hours to look into low visibility scenarios, and it's...
 complicated. It's not complicated to make a low visibility scenario, but
it's
 complicated to make one which blends smoothly into the rest. So I would
like
 to put this up for discussion as a list of options and get some feedback,
with
 hopefully a decent picture of what we should do for 3.0.
 
 Status: Atmospheric Light Scattering is in my tests good to a visibility
of ~1000
 m - below one starts running into a number of increasingly severe isses -
 Vivian has encountered a few of them, but there are more.
 
 One option is - we can leave things as they are, with no additional
 complication and framerate cost. That's not unprecedented, the default
 rendering scheme doesn't deliver good results at high altitude, so if you
fly
 Concorde, SR-71 Blackbird, X-15 or Vostok-1 you don't get to see correct
 earth curvature or the atmosphere below. We accept that the scheme simply
 can't handle this and trust that users which want to see plausible visuals
at
 high altitude switch rendering scheme. Similarly, we could accept that
 anyone who wants to deal with visibility much below 1000 m would have to
 switch rendering scheme (and even make the Cat II and Cat III shown only
 optional dependent on what rendering scheme is selected for instance).

At the minimum we need to avoid FG just looking broken, so making the Cat II
 III dependent on rendering scheme would work. Better to fix it properly
though
 
 Failing that, here's a list of issues which need to be addressed, options
to fix
 them and projected costs:
 
 1) Black skies: This may either be skydome unloading which I can't
reproduce
 (but we should have a property preventing that, I don't know if it's set
only
 by Advanced Weather, if not then this is a Basic Weather problem, not a
 shader issue) or actually the correct behaviour - if you have 50 m
visibility in a
 300 m thick fog layer, you're 6 attenuation length down, so the amount of
 light reaching the ground is just exp(-6) ~ 2 permille of that reaches the
top
 of the layer. Which gives you a pretty dark sky. If dense fog is to appear
 white, it can't be a very thick layer.
 
 Options: a) If the skydome really unloads in Basic Weather, set the
property
 correctly to prevent that.
 - no bad side effects
 
 2) Clear circle around the plane: A while ago, I presented the problem
that
 fog computations are done for the cockpit as well since they run over the
 same model shader as anything else, so we waste a lot of GPU time on
 something that is physically wrong (the cabin interior is not fogged) and
 results in a close-to-zero result in most cases. The advice I got was to
use a
 distance cut to prevent these computations, so I used 40 m which is
 supposed to prevent the cabin interior in passenger planes from being
 affected. Of course, once the visibility gets just low enough, you see
this
 distance cut as the circle Vivian describes.
 
 Options:
 
 a) We change this against a sliding distance cut not fogging for the
closest 5%
 of the distance with some smoothing. This doesn't fix the issue but makes
it a
 bit more subtle.
 - there may appear fogging computations on the cockpit, costing extra
 - framerate, the cabin interior can still be fogged 

This would be acceptable - I think it's the hard demarcation which catches
the eye and looks unrealistic. 

 b) We fix it properly by using a different effect for all aircraft
interior surfaces
 which never does fog computations (easy to do shader-side by passing a
flag)
 - every aircraft needs to be modified and declare surfaces as interior
 - or exterior for this to work

This would be nice - I went go to great lengths to hide exterior surfaces in
interior views to improve frame rates when these were a big issue. I think
they might be culled anyway nowadays. However, there might be other
advantages in doing this. I'd be happy to modify my handful of ac to
accommodate this, others with a shed load might not be so happy.

 
 3) Terrain unloads: Currently the terrain manager unloads all terrain not
in
 the visible range. This means that for 100 m visibility, hardly any
terrain is
 loaded. This is bad in a number of ways:
 * terrain radar code (which'd be especially useful in low visibility
conditions)
 breaks as it can't probe terrain elevations ahead
 * Advanced Weather can't get terrain elevation info and is unable to
 assemble a reasonable picture of the surrounding terrain
 * the light scattering shader does not longer know what 

Re: [Flightgear-devel] Autumn colors

2013-02-14 Thread Vivian Meazza
Thorsten Renk

 -Original Message-
 From: [mailto:thorsten.i.r...@jyu.fi]
 Sent: 14 February 2013 07:25
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Autumn colors
 
  ..maybe in the old days, nowadays, some grass is green, most of it,
  say 4/5 is a pale dull yellow when the snow comes.
  Climate change, grass grows about 3 months longer now, than in the
  1960-ies when grass was cut once, nowadays farmers get
  3 harvests.
 
 The whole discussion brings again a long standing issue to my mind.
 
 It's a slider. It's in fact part of a menu of several
environent-controlling
 sliders. Which means that you (the user) is supposed to adjust it.
 
 Now, my philosophy is - what you get as a user here is a tool which gives
you
 infinite options how precisely your terrain may look like. You can have a
dry
 autumn, a wet autumn, just a bit of snow on dry autumn - all by adjusting
the
 sliders.
 
 The price you have to pay is that you actually have to think a bit,
because the
 system allows you to select silly and unnatural combinations. You can have
 snow in Hawaii, you can have desert dust in rainforest, you can combine
dust
 and season to kill vegetation off completely in central Europe.
 
 From where I stand, having infinite possibilities seems more interesting
 than just having 4 pre-defined season textures. But having 4 pre-defined
 scenarios is on the other hand fool-proof - you will not be able to select
a silly
 combination. But we may disagree on that.
 
 My goal is to be able to simulate a realistic seasonal change of the
terrain by
 _suitable_ slider adjustments which need to be chosen based on region,
 vegetation and conditions. My goal is not to make any combination of
slider
 adjustments work everywhere.
 
 
 But if there is otherwise general consensus that we should operate FG in
 such a mode as to prevent unrealistic user input, just let me know, and I
 remove the environment postprocessing from GIT and keep it in my own
 devel branch. I am decidedly not keen on feedback along the lines 'Oh,
look,
 if I adjust the sliders like that, it really looks bad!'
 
 So if climate change affects your region and you believe that vegetation
 doesn't get all brown, then just do not move the slider all the way. It's
as
 simple as that, and I really shouldn't need to write that here.
 

I fell into the pooh trap - I read your instructions, looked at the slider,
set late autumn, and Kent turned an impossible shade of brown. Now that you
have explained it, I see that if the slider is set to  early autumn that
this gives me much more reasonable results for a southern UK late autumn.

What I expected was that having selected Regional scenery, then the slider
would give me reasonable results for my region. Perhaps that's simply too
difficult, or the region is defined too widely. I also see that the regional
scenery for the area is wrong as well, but I'm working on that.

Right now there are a number of inconsistent approaches. We can select
pre-set Summer/Winter, but not Autumn. We can select snow by METAR, but not
in Winter, however, the slider works even when METAR is selected. We can set
various parameters by slider for the scenery, which the GUI says requires
shader effects, but apart from the snow thickness, in fact all require
Atmospheric Light Scattering, which is in a different menu and this
connection is not mentioned.  In addition one slider only works with
Regional scenery, and that's not mentioned anywhere either. Wetness effects
the scenery, but not runways, while moss seems to grow on taxiways and
runways. It it's raining, there's a nice effect of puddles on runways and
taxiways, but nowhere else.

 I'm not at all sure that I've got that all right, and  I can't imagine how
the average user is going to figure it out. I suspect that the user will try
it, might or might not discover how it works, and never try it again. It's
just too complex to get the average head around. Even just trying to
summarise it makes mine ache!

Finally, I write this in the hope it might be helpful, and not be taken as
negative criticism.

Vivian



 




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Re: [Flightgear-devel] Autumn colors

2013-02-12 Thread Vivian Meazza
Thorsten  Renk wrote

 I've just pushed the current state of the autumn color model where the
 amount of coloring is encoded in the texture alpha channel. I've tried to
be
 very conservative and pushed alternative textures (marked with *-
 autumn.png) where this is done - I could not see any negative effects in
the
 default rendering scheme (no terrain holes or so), but this way it's easy
to roll
 back in case of unexpected problems - only the regional texture scheme
 references the alternative textures, neither dds or default do. Please let
me
 know if there is trouble.
 
 If anyone wants to try the scheme, use high quality level with the
 Atmospheric Light Scattering scheme and the regional texturing scheme,
 then change season in the environment settings.
 
 I have tested mainly in central Europe, so it's rather likely that there
will be
 texture sheets without alpha channel set, which will stick out if you test
 elsewhere.
 
 I regard the current state as proof of concept. If there is a graphic
artist
 available who wants to optimize the texture alpha channel settings for
best
 effect, please get in touch - I am not very good with gimp, and I've just
 coarsely painted on the textures to get a feeling for the effect.
 
 Trees are not color-changed, so if you want autumn trees, you have to edit
 Materials/regions/materials.xml manually and change to the autumn or
 winter tree variants. It looks nice though...
 
 Otherwise enjoy!
 

I think I must have something wrong here: much of the textures which were
green turn a horrid brown colour, it looks like nothing I have ever seen on
the ground in the UK. Is that what is intended?

Vivian



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Re: [Flightgear-devel] Autumn colors

2013-02-12 Thread Vivian Meazza
Thorsten Renk wrote

 
  I think I must have something wrong here: much of the textures which
  were green turn a horrid brown colour, it looks like nothing I have
  ever seen on  the ground in the UK. Is that what is intended?
 
 That'd depend on the slider position and the landclass I guess - no way to
tell
 without a screenshot. Full late autumn  turns everything earth-coloured
and
 is supposed to be the background for a snow cover. I doubt the UK gets
cold
 enough in winter that the vegetation dies off to such a degree (it does in
 Finland...)  and there is no attempt made to regionalize the slider effect
- it
 probably looks really silly if you use it in a tropical location.
 
 Otherwise:
 
 I have tested mainly in central Europe (...) I regard the current state
as proof
 of concept. If there is a graphic  artist available who wants to optimize
the
 texture alpha channel settings for  best effect,  please get in touch.
 

OK, now I understand. Here's a screenshot:

https://dl.dropbox.com/u/57645542/fgfs-screen-099.png

It's not good for UK - but I guess we can fix that eventually.

Vivian



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Re: [Flightgear-devel] FlightGear Jenkins Build win32 #926 and older quits

2013-02-10 Thread Vivian Meazza
Heiko

 -Original Message-
 From: Vivian Meazza [mailto:vivian.mea...@lineone.net]
 Sent: 09 February 2013 20:40
 To: 'FlightGear developers discussions'
 Subject: RE: [Flightgear-devel] FlightGear Jenkins Build win32 #926 and
older
 quits
 
 Heiko
 
  Today I wanted to test all the new things I missed in the last couple of
 weeks.
  So updated FGdata, and downloaded the last win32 build on the Jenkins
  build server.
 
  To my surprise, fgfs.exe quits when pressing the launch button in FGRun.
 
  The console only shows following strange error message as I haven't
  used no aircraft with something like that:
 
 
  Failed to create alias at
  /controls[0]/refuelling[0]/refuelling-drogues-pos-
  norm
  [0]. Source /sim[0]/multiplay[0]/generic[0]/float[2] is already
  aliasing another property.
  Failed to set alias to
  /controls/refuelling/refuelling-drogues-pos-norm
 
 
  Setting log level to debug doesn't give anything, but setting to
  log-level bulk give me following:
 
 
  general:3:..\..\..\FlightGear\src\Main\main.cxx:311:FlightGear:
  Version unknown version
  general:3:..\..\..\FlightGear\src\Main\main.cxx:312:Built
  with Microsoft Visual C++ version 1600
 
 
  I used the latest win32 build #926, but also tried build numbers down to
 #920.
  None of them worked for me.
 
 I've just rebuilt SG/FG with MSVC10 using the up-to-date code with the
same
 result: FG quits immediately

I reset FG/SG to 23rd Jan - that compiled and ran successfully.

Vivian



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Re: [Flightgear-devel] FlightGear Jenkins Build win32 #926 and older quits

2013-02-10 Thread Vivian Meazza
Heiko,

 -Original Message-
 From: Heiko Schulz [mailto:aeitsch...@yahoo.de]
 Sent: 10 February 2013 15:31
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] FlightGear Jenkins Build win32 #926 and
older
 quits
 
 Vivian,
 
  I reset FG/SG to 23rd Jan - that compiled and ran successfully.
 
  Vivian
 
 according to James and fred on the bug tracker, the bug has been fixed
 already. I just wait for Jenkins running again to test.
 

Yup - looks good here.

Vivian



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Re: [Flightgear-devel] FlightGear Jenkins Build win32 #926 and older quits

2013-02-09 Thread Vivian Meazza
Heiko

 Today I wanted to test all the new things I missed in the last couple of
weeks.
 So updated FGdata, and downloaded the last win32 build on the Jenkins
 build server.
 
 To my surprise, fgfs.exe quits when pressing the launch button in FGRun.
 
 The console only shows following strange error message as I haven't used
no
 aircraft with something like that:
 
 
 Failed to create alias at
/controls[0]/refuelling[0]/refuelling-drogues-pos-
 norm
 [0]. Source /sim[0]/multiplay[0]/generic[0]/float[2] is already aliasing
another
 property.
 Failed to set alias to /controls/refuelling/refuelling-drogues-pos-norm
 
 
 Setting log level to debug doesn't give anything, but setting to log-level
bulk
 give me following:
 
 
 general:3:..\..\..\FlightGear\src\Main\main.cxx:311:FlightGear:  Version
 unknown version general:3:..\..\..\FlightGear\src\Main\main.cxx:312:Built
 with Microsoft Visual C++ version 1600
 
 
 I used the latest win32 build #926, but also tried build numbers down to
#920.
 None of them worked for me.

I've just rebuilt SG/FG with MSVC10 using the up-to-date code with the same
result: FG quits immediately

Vivian  



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Re: [Flightgear-devel] Model shader for Atmospheric Light Scattering

2013-02-02 Thread Vivian Meazza
Stuart

 
 On Thu, Jan 31, 2013 at 12:25 PM, Renk Thorsten wrote:
  I've just pushed the first version of the model shader for Atmospheric
  Light Scattering. It should do random buildings with reflections and
  all aircraft using the model-combined.eff without normal mapping. The
  shader still has some quirks, but they're hard to spot if you don't
  look for them ;-)
 
 Thanks Thorsten, and Emillian.
 
 So, does this mean we're getting now at the point at which the Atmospheric
 Light Scattering is a complete replacement for the existing default
rendering
 scheme (with the exception of the farmland shader)?
 
 If so, we should definitely remove the experimental label from the
 rendering dialog, and possibly change this to the default renderer and
have a
 discussion about whether to retire the previous scheme.  Early in the
release
 cycle would seem to be a good point to do this.
 

I've only tested Atmospheric Light Scattering for about 10 mins - and so far
I've discovered that the Cat III scenario looks decidedly odd with a clear
circle around my aircraft on the ground and black skies. So the instant
answer must be NO.


Vivian



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Re: [Flightgear-devel] Release candidates

2013-01-31 Thread Vivian Meazza
Thorsten wrote

 
  Are the Winter textures still needed?
 
 In a sense they were never really needed... for instance I have never used
 them.
 
 Just to summarize the options we have to generate snow:
 
 1) Winter textures
 
 They are base texture sheets with snow painted on, which means they have
 a fixed snowcover and no simulation of a snowline is possible. On the good
 side, they do not need any shader technology and render with some margin
 fastest of all snow options.
 
 2) Snow texture overlay
 
 This uses shader technology to overlay a snow texture on the terrain, and
is
 the snow feature implemented in the default rendering scheme (I don't
 know about Rembrandt, maybe also there?). This has a fixed snow coverage
 but variable snowline and uses significantly more resources than 1) (needs
to
 read a second texture, needs to read noise textures, needs to compute the
 local amount of snow based on terrain gradient).
 
 3) Procedural snow
 
 This is a white base color modified by several noise functions. It has
variable
 snow coverage, i.e. can change from thin patches of snow to a thick layer,
 and has a variable snowline. It is implemented in Atmospheric Light
 Scattering at the higher quality levels. This needs about as much
 performance as 2) and much more than 1) (evaluates terrain gradient and
 several noise functions, but doesn't read any texture).
 
 If we want to have a CD-sized base package, and if we're fine with not
 supporting snow on less powerful hardware, then we can remove the snow
 textures. If we want to support snow on weak hardware, then they are
 needed.
 
 A (more complicated) option would be to offer only one set of terrain
 textures in the base package and offer the others as additional downloads.
 Both the dds and the winter textures are probably relatively clean to
 separate - as far as I know they're not shared across different schemes.
 
 My private opinion is that aiming for CD-size isn't that important and I
would
 leave everything in.
 

I'm not sure if I'm doing something wrong here: we now have so many
different options, but getting snow by method 2 or 3 results in deciduous
trees in full leaf with snow coverage on the ground. Not an impossible
scenario, but bare trees are more likely. Is this a bug?  

So at least for now we need at least some winter textures and the ability to
select to select them. 

Vivian



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Re: [Flightgear-devel] Flightgear-devel Digest, Vol 80, Issue 8

2012-12-22 Thread Vivian Meazza
Double, most of the time J

 

Vivian

 

From: TDO Brandano [mailto:tdo_brand...@hotmail.com] 
Sent: 22 December 2012 20:51
To: Flightgear Devel List
Subject: Re: [Flightgear-devel] Flightgear-devel Digest, Vol 80, Issue 8

 

You mean you speak Dutch?  :)



 Date: Sat, 22 Dec 2012 11:47:19 -0800
 From: ge...@deltasoft.com
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] Flightgear-devel Digest, Vol 80, Issue 8
 
 On Sat, 22 Dec 2012, Gijs de Rooy wrote:
 
  Better take the drame to your own forum...
 
  That makes no sense at all. I'll write it off to a collision between
your
  writing and my understanding. :)
 
  With your forum I meant Emmanuel's forum. Didn't mean Gene's forum
:-)
  Sorry for being unclear.
 
 No problem. Nothing like two people, separated by a common language. :)
 
 g.
 
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Re: [Flightgear-devel] Real-Time Radio Propagation

2012-12-12 Thread Vivian Meazza
Adrian wrote

 -Original Message-
 From: Musceac [mailto:kanto...@gmail.com]
 Sent: 12 December 2012 22:12
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Real-Time Radio Propagation
 
 On Wednesday, December 12, 2012 09:16:50 Renk Thorsten wrote:
   My suggestion is to include this feature, leave it off, and let
   anyone interested turn it on.
 
  +1
 
  There may be many reasons to reject code, but they roughly fall into
  two
  categories: 1) the idea itself which is coded is not acceptable or 2)
  the actual implementation is not acceptable (unstable, degrading
  performance,...). Adrian has invested a fair share of time to make it
  work, and he introduced the project early on in this list. I think
  fairness asks that any argument of type 1) against including the code
  should have been given earlier. Otherwise the message sent to possible
  future contributors is quite negative.
 
   That said, I think doing realtime radio signal propagations is much
   more that we need and much more than we want. At least unless we are
   multi-threading and have a spare CPU for those computations.
 
  Personally I don't need such a feature, since I'm not so much
  interested in IFR. However, I think in many situations we do have
  spare CPU capacity (I usually do - with lots of shader work on, GPU
  speed seems the limiting factor), and I also think it should be up to
  the user how he wants to burn his hardware performance - VFR
  sightseeing people like me want detailed shaders, IFR people may want
  to turn terrain eye candy off but spend the framerate for radio signal
  propagation. So including the code as optional feature seems entirely
  fine to me, I don't think there's such a well-defined 'we' with the same
 wishlist.
 
  So I would also suggest to include it unless there are issues about
  stability, performance degradation if not running,  which I'm not
  qualified to judge.
 
  * Thorsten
 
 Hi Thorsten, everybody,
 
 Thanks for the support messages. I have worked pretty hard to get this
 feature as stable and performant as possible.
 Regarding performance of the radio subsystem, I would like to make a
 technical statement.
 
 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)
 
 Right now, I've modified the _get_elevation_ method to use only this new
 mask.
 The performance difference is almost twice as fast, if not more.
 However, since this might introduce unwanted changes in parts of the code
 that rely on having radar altitude also from buildings etc., I can write a
new
 function to be used specifically for sampling terrain.
 
 I have performed a regular test, with the following parameters: terrain
load
 distance set to 60 km (LOD bare), 3 stations tuned in (2 VOR, 1 VOR-DME),
10
 or more minutes of flight.
 
 Result here: http://wiki.flightgear.org/File:Radio-perf2.png (enlarge for
 details). As you might notice, the radio subsystem is not the CPU cycle
 hungry monster it used to be. The amount of tiles loaded is shown on the
 map.
 With less view distance and less terrain, the system will be very CPU
friendly
 but also give innacurate results.
 
 Keep in mind that are various other methods to reduce even further the CPU
 footprint: sample fewer points for an elevation profile, poll a station
less
 often (what polling time would be reasonable for a mean speed of 200 kts?)
 and disabling landcover influence.
 

Don't we need radar altitude for buildings  etc. for radar altimeters, but
probably not trees?

A radar altimeter needs to sample both the terrain and hard objects on it.

However, I watch this work with interest: I think it might make it worth
reviewing the AG radar that I abandoned due to the impact on frame rate, and
lack of realistic range because not enough tiles were loaded,


Vivian

Vivian 




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Re: [Flightgear-devel] YaSim Aircraft not functional

2012-12-03 Thread Vivian Meazza
Hyde Yamakawa wrote

 -Original Message-
 From: [mailto:h...@hyde-tech.com]
 Sent: 02 December 2012 19:45
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] YaSim Aircraft not functional
 
 Already reported.
 
 http://code.google.com/p/flightgear-bugs/issues/detail?id=953
 
 
 (2012年12月02日 14:17), Detlef Faber wrote:
  Hi everybody,
 
  is anybody else seeing this?
 
  I notice since I compiled git yesterday, that YaSim fixed wing
  Aircraft don't work anymore (but Helicopters and JSBSim Aircraft do).
  FlightGear starts until the first Frames of the scenery get displayed,
  then quits with a SegFault.
 
  This happens with yesterdays compile of OSG, Simgear and FlightGear
  using the Debian/Ubuntu download and compile script. I tried on 3
  different Computers with nvidia and AMD Graphics A compile from last
  Saturday worked without Problem.
 

It's now Monday 3rd Dec, and I'm still seeing this bug here with current FG/SG

Vivian 



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[Flightgear-devel] Simgear Build 2012-11-28 - MSCV10 - Build failure

2012-11-28 Thread Vivian Meazza
Simgear fails to build under MSVC10 today, 2012-11-28, with this error:

 

error C2724: 'SGThread::current' : 'static' should not be
used on member functions defined at file scope

file D:\Git_New\my_simgear\simgear\threads\SGThread.cxx   

Line 84

 

Simpits Jenkins is also stuck on this build

 

Again!!!

 

Vivian 

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Re: [Flightgear-devel] Implementing realistic radar inside the Flightgear engine

2012-11-27 Thread Vivian Meazza
Stuart,

 

The Buccaneer in fgdata has had a terrain clearance radar for many years
now, using just the technique you describe. It's written in C++. It has a
horizontal mode - but I never got it to work satisfactorily at a frame rate
I liked.

 

Vivian 

 

From: Stuart Buchanan [mailto:stuar...@gmail.com] 
Sent: 27 November 2012 13:23
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Implementing realistic radar inside the
Flightgear engine

 

On Tue, Nov 27, 2012 at 1:03 PM, Adrian Musceac wrote:

Hi,

I've seen a couple of external radar clients for Flightgear being developed
right now.
I think that these days, with the advent of Canvas and other improvements,
it
should be possible and desirable to have a realistic radar station inside
Flightgear.

 

I recently implemented a vertical terrain clearance radar for the Douglas
A4F Skyhawkd (a4f) using a combination of Canvas and Nasal terrain lookups.
The code is checked into git if you are interested.

My main concern when writing it was minimizing the number of terrain lookups
per radar sweep.  For the vertical mode this is quite straightforward as
I've simplified the sampling to getting the elevation of points every 1nm
ahead.

I've still to look at the horizontal modes, but I suspect it would need a
Nasal enhancement to perform terrain intersection tests based on a
lat/lon/heading/pitch combination. I haven't looked into how much effort it
would be to add that yet, though I suspect it should be fairly
straightforward given that we already have similar function handling
mouse-clicks for the ufo.

-Stuart



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Re: [Flightgear-devel] FSWeekend 2012...

2012-11-19 Thread Vivian Meazza
Yes it does, but haven't got any nice textures for that yet. Any volunteers?

 

Vivian

 

From: Stuart Buchanan [mailto:stuar...@gmail.com] 
Sent: 19 November 2012 10:05
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] FSWeekend 2012...

 

On Sun, Nov 18, 2012 at 5:38 PM, Vivian Meazza wrote:

Been doing some more eye-candy myself:

https://dl.dropbox.com/u/57645542/fgfs-screen-093.png

using our new linear texture facility. It's not it FGdata yet, and I'm not
even sure it's going to make the next release.


That looks very nice.

Presumably it would also work for roads?

-Stuart

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Re: [Flightgear-devel] FSWeekend 2012...

2012-11-18 Thread Vivian Meazza
Thorsten wrote

 
  Hmm . that's an underwhelming list, and I can't come up with anything
  that's really any better. Does that encapsulate the problem?
 
 Well well, it would seem our shader-based treatment of light and the
 environment is quite competitive against what FSX has to offer:
 
 http://www.flightgear.org/forums/viewtopic.php?f=19t=18325#p170811
 

Yes, I've been trawling around YouTube for anything which is better, or even
as good as our sky and sea. I think we are the at least the equal of FSX and
XPlane, and probably better. Slightly subjective though.

Been doing some more eye-candy myself:

https://dl.dropbox.com/u/57645542/fgfs-screen-093.png

using our new linear texture facility. It's not it FGdata yet, and I'm not
even sure it's going to make the next release.

But I wonder if that sort of thing really gives enough to justify going from
2.10 -3.0?

Vivian





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Re: [Flightgear-devel] Bug 479 has come back

2012-11-16 Thread Vivian Meazza
Alan wrote:

 -Original Message-
 From: ThorstenB
 Sent: Thursday, November 15, 2012 7:09 PM
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Bug 479 has come back
 
 
 
 Apparently the path checker somehow mismatches the given file path and
 the fg-aircraft path. This is obviously caused by the conversion of the
 path to an absolute path - but it's strange since absolute paths should
 certainly work (and they are what should normally be given on the
 command-line in the first place, so the conversion should not really
 have changed anything, except for those who were using relative paths -
 but those weren't even working before).
 
 We either need someone running Windows to debug this.
 Alternatively, please provide the exact values of the
 
 * fg-aircraft command-line parameter (--fg-aircraft=...)
 * The value of the /sim/fg-aircraft property (see property tree)
 * The exact path given in the error message (loadxml: reading '...'
 denied)
 
 Make sure to copy the paths exactly as shown - even tiny differences
 (such as / vs \, or an appended extra slash may make a difference).
 
 cheers,
 Thorsten
 
 


--
 Thortsen
 
 Here is my system.fgsrc file and then the log output.~
 
 My TSR2, if you need it,  is at g...@gitorious.org:fg-ajt/tsr2.git.
 The final Nasal error (nil used in numeric context) only occurs when I use
 the new version of simgear/misc/sg_path.cxx.
 
 Changing --fg-aircraft=C:\FlightGear\MyAircraft
 to --fg-aircraft=C:\FlightGear\MyAircraft\ ,
 or to   --fg-aircraft=C:/FlightGear/MyAircraft has no effect.
 
 In each case the property /sim/fg-aircraft is that specified
 by --fg-aircraft=, except that the trailing  \ is discarded.
 
 I ran flightgear with the command:
 C:\FlightGear\install\msvc100\bin\fgfs.exe  fgfsrun.txt  21
 
 system.fgsrc:-
 --fg-root=C:/FlightGear/fgdata
 --fg-
 scenery=C:\FlightGear\MyScenery;C:\FlightGear\Terrasync;C:\FlightGear\fli
 ghtgear
 --fg-aircraft=C:\FlightGear\MyAircraft
 --airport=EGNO
 --aircraft=TSR2
 --control=joystick
 --enable-random-objects
 --enable-horizon-effect
 --enable-enhanced-lighting
 --enable-ai-models
 --enable-real-weather-fetch
 --enable-clouds3d
 --prop:/sim/frame-rate-throttle-hz=60
 --prop:/sim/traffic-manager/enabled=0
 --geometry=1024x768
 --visibility-miles=30
 --bpp=32
 --log-level=alert
 --timeofday=noon
 --enable-rembrandt
 
 
 Log file:
   No GAIN specified (default: 1.0)
 loadxml: reading 'C:/FlightGear/MyAircraft/TSR2/Dialogs/config.xml' denied
 (unauthorized access)
 Nasal runtime error: Dialog class: XML dialog must have name
   at C:/FlightGear/fgdata/Nasal/gui.nas, line 354
   called from: C:/FlightGear/fgdata/Nasal/gui.nas, line 334
   called from: C:/FlightGear/fgdata/Nasal/globals.nas, line 100
 Nasal runtime error: container index not scalar
   at C:/FlightGear/fgdata/Nasal/gui.nas, line 336
   called from: C:/FlightGear/MyAircraft/TSR2/Nasal/TSR2-main.nas, line 26
 Switches.nas
 Annunciator.nas
 controls.nas
 timers.nas
 electrical.nas
 Engine-Start-Stop.nas
 TSR2 undercarriage.nas
 settimer(gearLights, 0);
 navradiodisplay.nas
 g-meter.nas
 ice-warn.nas
 Init properties.nas
 startup.nas
 dropview.nas
 TSR2-moving-map.nas
 TSR2 autopilot.nas
 TSR2 contrail.nas
 TSR2 liveries.nas
 loadxml: reading
 'C:/FlightGear/MyAircraft/TSR2/Models/Liveries/BlackTest.xml' denied
 (unauthorized access)
 Nasal runtime error: non-objects have no members
   at C:/FlightGear/fgdata/Nasal/gui.nas, line 479
   called from: C:/FlightGear/fgdata/Nasal/gui.nas, line 460
   called from: C:/FlightGear/fgdata/Nasal/gui.nas, line 450
   called from: C:/FlightGear/fgdata/Nasal/aircraft.nas, line 519
   called from: C:/FlightGear/MyAircraft/TSR2/Nasal/liveries.nas, line 4
 dialogs.nas
 loadxml: reading
 'C:/FlightGear/MyAircraft/TSR2/Dialogs/TSR2-autopilot-dlg.xml' denied
 (unauthorized access)
 Nasal runtime error: Dialog class: XML dialog must have name
   at C:/FlightGear/fgdata/Nasal/gui.nas, line 354
   called from: C:/FlightGear/fgdata/Nasal/gui.nas, line 334
   called from: C:/FlightGear/fgdata/Nasal/globals.nas, line 100
 Nasal runtime error: container index not scalar
   at C:/FlightGear/fgdata/Nasal/gui.nas, line 336
   called from: C:/FlightGear/MyAircraft/TSR2/Nasal/TSR2-dialogs.nas, line
7
 TSR2 canvas HUD.nas
 loading scenario 'nimitz_demo'
 map init-props
 moving map loaded
 Nasal runtime error: nil used in numeric context
   at C:/FlightGear/MyAircraft/TSR2/Nasal/TSR2-canvas-HUD.nas, line 276
   called from: C:/FlightGear/MyAircraft/TSR2/Nasal/TSR2-canvas-HUD.nas,
 line
 354
   called from: C:/FlightGear/fgdata/Nasal/globals.nas, line 100
 Nasal runtime error: nil used in numeric context
   at C:/FlightGear/MyAircraft/TSR2/Nasal/TSR2-g-meter.nas, line 14
 icewarn
 
 I hope that this helps debug the problem.
 


I was going to check on my version of FG/SG pulled today with MCVC10 but it
failed with:


Re: [Flightgear-devel] Bug 479 has come back

2012-11-16 Thread Vivian Meazza
Tom wrote:

 -Original Message-
 From: Thomas Geymayer [mailto:tom...@gmail.com]
 Sent: 16 November 2012 15:07
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] Bug 479 has come back
 
 Am 2012-11-16 14:39, schrieb Vivian Meazza:
  It has also failed to build in Jenkins with the same error.
 
  When someone gets around to fixing it I'll try to test again. Just as
  an aside, would it be possible to test for developers to test  their
  inputs BEFORE they get pushed into Gitorious?
 
 I always test my code before pushing anything to gitorious. The problem is
 that I have not always access to a computer running Windows and Visual
 Studio so sometimes I have just to rely on the output of Jenkins.
 Especially the last commits made heavy use of templates where VS seems to
 be very buggy.
 If something doesn't work I normally fix it within a few hours, so sorry
for any
 inconveniences if you happen to checkout before I've been able to push a
 fix.
 
 Tom

Always happy to help with testing - although probably not fixing
work-arounds for MSVC10 shortcomings.  All built here now - and all seems to
be working as it should with my models anyway - is there any particular
aircraft which is causing problems?

Vivian





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Re: [Flightgear-devel] FSWeekend 2012...

2012-11-08 Thread Vivian Meazza
Gijs wrote:

 

http://wiki.flightgear.org/Unique_Features

 

Hmm . that's an underwhelming list, and I can't come up with anything that's
really any better. Does that encapsulate the problem?

 

Our USP is that FG is FREE - yes FREE. We might not have as much eye-candy
as other sims, some of our ac as good as other sims (and some aren't) but
hey - it's free, and cross platform. 

 

Anything else? 



 

.snip

Comparing with MSFS and X-Plane
Feel free to use the wiki to make a list of unique features and/or
comparison to other simulator.
Someone started this a while ago, but it could use some loving care:
http://wiki.flightgear.org/Unique_Features
I once started on a key binding comparison, (hopefully) making it easier
for people to switch:
http://wiki.flightgear.org/Key_commands_compared_to_other_simulators

In this series, we can also add a dictionary (eg. what we call liveries
are called paintjobs in certain communities) etc..

Listing the differences would also make a good feature request list, so we
can work on great features that other sims have, but we lack. I think people
would like to have at least the same, and possible better/more features
before they'd consider switching.

snip

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Re: [Flightgear-devel] FSWeekend 2012...

2012-11-07 Thread Vivian Meazza
Durk,

 

I don't know:  FS-X can really impress: 

 

http://www.youtube.com/watch?v=XViCj0uqeco
http://www.youtube.com/watch?v=XViCj0uqecofeature=related
feature=related

 

Lots of wow! While we can do some, or perhaps even most of this, we can't do
it at an acceptable frame rate. (Er . can FS-X?)

 

We have this in FG:

 

https://dl.dropbox.com/u/57645542/switcher.png

 

We have all manner of road and rail vehicles available. I'd love to get it
them into action someday.

 

Vivian

 

 

 

From: Durk Talsma [mailto:durkt...@gmail.com] 
Sent: 07 November 2012 10:22
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] FSWeekend 2012...

 

Hi Thorsten,

 

On 07 Nov 2012, at 10:55, Renk Thorsten wrote:






Sorry, I don't want to talk down on the great job you guys are doing in
presenting all this, I'm just trying to understand what it is you consider
an eye-catcher. I'm just a bit mystified that somehow a feature which
dominated our screenshot contest  doesn't count in this department...

 

No worries. :-). This is actually fairly subjective, and I'm afraid that I
didn't explain my concern too well in my initial post. The real issue is
salience, which you can describe as the subjective property of a percept to
stand out from it's environment (see
http://en.wikipedia.org/wiki/Salience_(neuroscience) ). So, a cool feature
that easily dominates in a screenshot contest may not be able to capture our
attention very effectively in a different context, such as the one at
FSWeekend, where visitors are usually bombarded with high quality graphics. 

 

So, what I was actually looking for was new ways of *using* FlightGear,
within the limitations of an internet-free environment. Our lan based
multiplayer server was very effiective in the past, and in the last few
years we also had some new aircraft and/or a specific theme, or even an
internet connection, all of which served as great eye-catchers. This year
was a bit of a step back in those respects, so I found myself more often
than not reverting back to the tested and tried. 

 


Well, yes and no - even if we're just catching up in graphics to what others
do (which in many cases we probably do, judging by screenshot googling),
isn't the fact that a scene no longer looks like 10 years behind what others
do somehow relevant? It might not act so much as catch attention than to
prevent immediate turn-aways...

 

Of course it is, and in many cases it does keep visitors attention a bit
longer, usually because they don't know what they're exactly looking at. :-)

 

Cheers,

Durk

 

 

 

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[Flightgear-devel] FW: Simgear/ShivaVG compile fails on windows

2012-11-06 Thread Vivian Meazza

I wrote

 Thomas wrote:
 
  Am 2012-11-05 18:30, schrieb Vivian Meazza:
   I'm using the Nasal API - it used to all work before today's update.
   Can't really see what to change
 
  Are you using canvas.setColorBackground(r, g, b, a) I have this:
 
   m.canvas.addPlacement(placement);
   m.canvas.setColorBackground(0.36, 1, 0.3, 0.02);
 
 which is a direct copy from
 
   http://wiki.flightgear.org/Canvas_HUD
 
  and is there a function
  setColorBackground: func () { me.texture.getNode('background', 
  1).setValue(_getColor(arg)); me; }
 
 No - there isn't one in
 
   http://wiki.flightgear.org/Canvas_HUD
 
  in your Nasal/canvas/api.nas?
 
  Are there 
  /canvas/by-index[i]/color-background/[red,green,blue,alpha]
  nodes in your property tree or just a single 
  /canvas/by-index[i]/background string property per canvas?
 
 And no other references to color-background
 
OK - problem solved - I needed another update to fgdata. I must have just
missed the update to api.nas when I updated everything yesterday.

Vivian



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Re: [Flightgear-devel] Simgear/ShivaVG compile fails on windows

2012-11-05 Thread Vivian Meazza
:Alan Teeder wrote

 
 Am 2012-11-05 12:14, schrieb Alan Teeder:
  Just a heads up. The error report is :-
 
 Thanks for the report. Should now be fixed.
 
 Tom
 
 
 Yes - it all compiles and runs again. And my canvas HUD (in development)
still
 works!
 

But mine doesn't :-(

https://dl.dropbox.com/u/57645542/fgfs-screen-068.png

Any clues/hints?

Vivian






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Re: [Flightgear-devel] Simgear/ShivaVG compile fails on windows

2012-11-05 Thread Vivian Meazza
Thomas wrote

fails on windows
 
 Am 2012-11-05 16:02, schrieb Vivian Meazza:
  But mine doesn't :-(
 
  https://dl.dropbox.com/u/57645542/fgfs-screen-068.png
 
  Any clues/hints?
 
 Have you also updated fgdata? 

Yes, using MSVC10, and after the same problems as Alan.

The way how the background color is set has
 been changed (Now it uses only on single property for the whole color
 instead of one for each color component) and defaults to opaque black.

Looks like it might be using the default ... but

 Using the latest Nasal API for setting the background color should still
work
 the same as before.

I'm using the Nasal API - it used to all work before today's update. Can't
really see what to change

Vivian 




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