Re: [Flightgear-devel] Terrain Haze v1.3

2012-05-03 Thread Frederic Bouvier
On Wednesday 02 May 2012 23:47:59 Emilian Huminiuc wrote: Fred, One small question, what's with the multiple passes/ shader overrides and al sort of funky stuff (colour mask O.O) going on in terrain-default.eff. It looks like a real mess. I wanted to clear out the unneeded

Re: [Flightgear-devel] Terrain Haze v1.3

2012-05-03 Thread Chris Forbes
Only a win if 1) your draw order wrt depth is chaotic and unfixable, and 2) you are fillrate bound ... -- Chris -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and

Re: [Flightgear-devel] Terrain Haze v1.3

2012-05-02 Thread Renk Thorsten
The runway effect parameters override any parameters it has in common with the terrain-default effect (since it inherits from it), it is not a bug, that's how the system is supposed to work. I don't know, it doesn't strike me as consistent. There are two control structures here:

Re: [Flightgear-devel] Terrain Haze v1.3

2012-05-02 Thread Emilian Huminiuc
No, you got the system wrong. When an effect inherits from another it rewrites those parts that are common between the two xml files, keeping the parts that are different. Thus if runway inherits from terrain the actual runway effect as seen by flightgear gets a technique 4 of its own

Re: [Flightgear-devel] Terrain Haze v1.3

2012-05-02 Thread Renk Thorsten
No, you got the system wrong. When an effect inherits from another it rewrites those parts that are common between the two xml files, keeping the parts that are different. Yes, but what's wrong with making that conditional based on technique number? What functionality would this destroy?

Re: [Flightgear-devel] Terrain Haze v1.3

2012-05-02 Thread Emilian Huminiuc
On Wednesday 02 May 2012 07:55:19 Renk Thorsten wrote: No, you got the system wrong. When an effect inherits from another it rewrites those parts that are common between the two xml files, keeping the parts that are different. Yes, but what's wrong with making that conditional based on

Re: [Flightgear-devel] Terrain Haze v1.3

2012-05-02 Thread Emilian Huminiuc
On Wednesday 02 May 2012 11:43:28 Emilian Huminiuc wrote: The default effects usually specify their techniques with higher numbers to allow any inheriting effect to insert their own techniques below them, techniques that get activated by the same condition. Actualy this should read: The

Re: [Flightgear-devel] Terrain Haze v1.3

2012-05-02 Thread Frederic Bouvier
On Wednesday 02 May 2012 11:43:28 Emilian Huminiuc wrote: The default effects usually specify their techniques with higher numbers to allow any inheriting effect to insert their own techniques below them, techniques that get activated by the same condition. Actualy this should read:

Re: [Flightgear-devel] Terrain Haze v1.3

2012-05-02 Thread Emilian Huminiuc
On Wednesday 02 May 2012 10:53:31 Frederic Bouvier wrote: On Wednesday 02 May 2012 11:43:28 Emilian Huminiuc wrote: The default effects usually specify their techniques with higher numbers to allow any inheriting effect to insert their own techniques below them, techniques that get

Re: [Flightgear-devel] Terrain Haze v1.3

2012-05-02 Thread Stuart Buchanan
On Wed, May 2, 2012 at 9:53 AM, Frederic Bouvier wrote: But when two techniques use the same number, they are merged. I don't know if it was intended but one effect can modify one of it's parent without rewriting the predicate, and can lead to problems when we need to reassign numbers In

Re: [Flightgear-devel] Terrain Haze v1.3

2012-05-02 Thread Frederic Bouvier
On Wed, May 2, 2012 at 9:53 AM, Frederic Bouvier wrote: But when two techniques use the same number, they are merged. I don't know if it was intended but one effect can modify one of it's parent without rewriting the predicate, and can lead to problems when we need to reassign numbers

Re: [Flightgear-devel] Terrain Haze v1.3

2012-05-02 Thread Emilian Huminiuc
On Wednesday 02 May 2012 23:47:59 Emilian Huminiuc wrote: Fred, One small question, what's with the multiple passes/ shader overrides and al sort of funky stuff (colour mask O.O) going on in terrain-default.eff. It looks like a real mess. I wanted to clear out the unneeded include_fog.vert

Re: [Flightgear-devel] Terrain Haze v1.3

2012-05-01 Thread Renk Thorsten
Hi Heiko, Okay, so cloud and terrain shaders on both detail levels perform okay, but the skydome shader doesn't come on - one can see the mismatch between terrain and sky in the distance, and there's no scattering effect at all in the sky. Which means we need to find the reason why, and

Re: [Flightgear-devel] Terrain Haze v1.3

2012-05-01 Thread Emilian Huminiuc
On Tuesday 01 May 2012 12:19:27 Renk Thorsten wrote: Question to Fred (and other Effect people) - is this a bug or am I misusing the system? What happens is as follows: * the code finds a runway and looks first through terrain-default.eff to see what it should do. It finds, if skydome

Re: [Flightgear-devel] Terrain Haze v1.3

2012-05-01 Thread Emilian Huminiuc
On Tuesday 01 May 2012 15:33:36 Emilian Huminiuc wrote: The runway effect parameters override any parameters it has in common with the terrain-default effect (since it inherits from it), it is not a bug, that's how the system is supposed to work. This is fixable by changing the snow texture

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-30 Thread Renk Thorsten
I did try that- after some more tryings with different settings I found out that I didn't know yet that it only works with advanced weather AND at high altitudes (above 10.000ft!!) Agreeing somewhat with Fred, the screenshots don't make it easy to see what is going on, as there is neither

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-30 Thread Oliver Thurau
Actually, no. All that needs to be on is the skydome shader button, no matter altitude or shader settings. When you move water or landmass above 4, the detailed version of the shaders come on. It is possible that the non-detailed version of the shader doesn't run for you either (Emilian told

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-30 Thread Renk Thorsten
I tested last night with win7 and xp using ATI cards (winXP - hd3850, win7 64bit hd5870 tested with all ATI drivers since 11.4 beside the latest) and the skydome shader is crashing fgfs. The crash looks like the crash that occours if i enable the generic shader. No console output. Well,

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-30 Thread Heiko Schulz
Hello Thorsten, First again sorry when it sounded like rant. But I must admit I was dissapointed seeing the results on my system here. Having said that: To the best of my ability to determine from the screenshots, the skydome shader doesn't work for you (for some yet to be determined

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-30 Thread Heiko Schulz
Hello Thorsten, a) watch the console for any error message from shaders trying to compile but not succeeding Absolutly nothing- no error messages, just the usual .dds-warnings b) get me a screenshot from ~20.000 ft with good visibility over land facing the rising sun at dawn with skydome

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-29 Thread Frederic Bouvier
Hi Heiko, What do I miss? Where am I wrong? Do we get something like back with the next release in less than 3 months? In case you didn't notice, Thorsten screenshots are from altitude, not from the ground, with more clouds on screen, and at dusk or dawn. Put yourself in the same conditions

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-29 Thread Erik Hofman
On Sun, 2012-04-29 at 12:42 +0100, Heiko Schulz wrote: Hello, I updated data today with the latest Hudson Build. Regarding the Terrain Haze v1.3. Lightfield I must admit, I'm really dissapointed. Somehow I don't get the images presented on the forum. Or am I wrong, and all this only

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-29 Thread Heiko Schulz
Hello Fred, In case you didn't notice, Thorsten screenshots are from altitude, not from the ground, with more clouds on screen, and at dusk or dawn. Put yourself in the same conditions to do the comparison I did try that- after some more tryings with different settings I found out that I

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-28 Thread Vivian Meazza
Chris It would be interesting to use skeletal animation to get rid of some of the batch spam with complex multipart models. It wouldn't even necessarily require reworking the model data -- we could initially do the merge and bone attachment when a model is loaded. What are the animation

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-28 Thread Chris Forbes
You'll have to elaborate on how 'spin' is special. -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond.

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread Renk Thorsten
The direct link to the merge request is usually handy. Will do next time. Effects/terrain-default.eff has two techniques number 4. They seem similar Could you check ? Aarg... GIT strikes again. The two blocks with technique 4 are identical copies - one of them can go. Must be my screwup

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread Frederic Bouvier
Thorsten, One comment - to avoid any problems with merge requests being lost/ignored - who is this 'aimed' at? I.e who needs to review it and decide? I don't feel qualified, for example :) (But maybe I just merge it and see who complains ;) Not that you need to pick on

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread Renk Thorsten
It also seems that some model are not lighted anymore : http://frbouvi.free.fr/flightsim/fgfs-haze-1.3.gif The only place models get the effect is if they go via Effects/model-default.eff if they're using their own effect file they are not in the scheme. In addition, neither the random

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread Frederic Bouvier
Thorsten, One comment - to avoid any problems with merge requests being lost/ignored - who is this 'aimed' at? I.e who needs to review it and decide? I don't feel qualified, for example :) (But maybe I just merge it and see who complains ;) Not that you need

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread Frederic Bouvier
It also seems that some model are not lighted anymore : http://frbouvi.free.fr/flightsim/fgfs-haze-1.3.gif The only place models get the effect is if they go via Effects/model-default.eff if they're using their own effect file they are not in the scheme. I was speaking about the

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread Chris Forbes
Presumably all these effects could actually be done as one screenspace pass? -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread Frederic Bouvier
Presumably all these effects could actually be done as one screenspace pass? Please elaborate -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread Frederic Bouvier
I usually commit Thorsten's work. Will have a look in the next days. This is in git now, with the duplicated technique removed -Fred -- Live Security Virtual Conference Exclusive live event will cover all the ways

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread Emilian Huminiuc
On Friday 27 April 2012 06:50:22 Renk Thorsten wrote: Thank you for the info - that's good to know (although admittedly I have to do some reading trying to understand what 'that' precisely is - the linked article is a bit opaque for me). Seems there's a lot to learn about the hidden secrets

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread Renk Thorsten
That problem goes away if landmass shader is disabled. The strange thing is that when set to some value, the problem appears but as soon as you click on the landmass slider, without changing the value, the problem goes away too. Is this anything I could have caused? Because I have no idea

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread Frederic Bouvier
That problem goes away if landmass shader is disabled. The strange thing is that when set to some value, the problem appears but as soon as you click on the landmass slider, without changing the value, the problem goes away too. Is this anything I could have caused? Because I have no

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread Renk Thorsten
I have no idea too. It looks like an uninitialized value that get one when we click on the slider. Do you reproduce the problem I see ? For some (yet to be determined) reason the shader settings are not archived on Flightgear exit in my local devel branch since my next-to-last update three

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread Frederic Bouvier
I have no idea too. It looks like an uninitialized value that get one when we click on the slider. Do you reproduce the problem I see ? For some (yet to be determined) reason the shader settings are not archived on Flightgear exit in my local devel branch since my next-to-last update

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread Renk Thorsten
Do you reproduce the problem I see ? Okay, found the problem with userarchive and eliminated it Now I see the same thing you describe, the model shader doesn't start up correctly, but all goes well once one just clicks the slider. The model shader doesn't seem to be doing anything at all,

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread Frederic Bouvier
Do you reproduce the problem I see ? Okay, found the problem with userarchive and eliminated it Now I see the same thing you describe, the model shader doesn't start up correctly, but all goes well once one just clicks the slider. The model shader doesn't seem to be doing anything at

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread Heiko Schulz
Btw - with the recent GIT, I now get Rembrandt working with --prop:/sim/ rendering/no-16bit-buffer=true in the commandline and a shadow map no larger than 4096x4096. I'm getting ~9-10 fps out at KSFO, about 14 in low vertex count situations like TNCM or a carrier - is that in the expected

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread Renk Thorsten
This doesn't happen when you click on another slider or when we start at 1. Should be something specific to landmass. Tenuous, but: Terrain and models are sent to the same shader code (terrain-haze.*) by the effect file technique 5. To switch the detailed terrain rendering on, I used the

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread Chris Forbes
It would be interesting to use skeletal animation to get rid of some of the batch spam with complex multipart models. It wouldn't even necessarily require reworking the model data -- we could initially do the merge and bone attachment when a model is loaded. What are the animation cases? So far I

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread TDO Brandano
. but that is wishful thinking Date: Sat, 28 Apr 2012 08:46:37 +1200 From: chr...@ijw.co.nz To: flightgear-devel@lists.sourceforge.net Subject: Re: [Flightgear-devel] Terrain Haze v1.3 It would be interesting to use skeletal animation to get rid of some of the batch spam with complex multipart models

[Flightgear-devel] Terrain Haze v1.3

2012-04-26 Thread Renk Thorsten
I've just created a merge request containing the recent work I've done for the haze shaders (haze in water shader, dust effect, Mie scattering on clouds, ...). The procedure described in the wiki to create a merge request did not work for me, I could not push a local branch containing my

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-26 Thread James Turner
On 26 Apr 2012, at 13:20, Renk Thorsten wrote: I've just created a merge request containing the recent work I've done for the haze shaders (haze in water shader, dust effect, Mie scattering on clouds, ...). The procedure described in the wiki to create a merge request did not work

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-26 Thread Frederic Bouvier
One comment - to avoid any problems with merge requests being lost/ignored - who is this 'aimed' at? I.e who needs to review it and decide? I don't feel qualified, for example :) (But maybe I just merge it and see who complains ;) Not that you need to pick on any one person, but if

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-26 Thread Emilian Huminiuc
On Thursday 26 April 2012 12:20:36 Renk Thorsten wrote: I've just created a merge request containing the recent work I've done for the haze shaders (haze in water shader, dust effect, Mie scattering on clouds, ...). The procedure described in the wiki to create a merge request did not work

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-26 Thread Frederic Bouvier
Thorsten, One comment - to avoid any problems with merge requests being lost/ignored - who is this 'aimed' at? I.e who needs to review it and decide? I don't feel qualified, for example :) (But maybe I just merge it and see who complains ;) Not that you need to pick on any one