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 include_fog.vert that crept back
  in somehow and found that...
  Or is this an artefact of a messy git merge?
  Could you please check, or explain?
  
  Cheers,
  Emilian
 
 Nevermind, checked the git history, it's itended to be that way since
 a while ago :)
 Sorry for the noise

having 2 passes is a kind of optimization if done well : first pass rendered 
with no fancy stuff initialize the depth buffer so that fancy stuff is 
only computed on visible fragments, because early z-culling can occur.

Regards,
-Fred

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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

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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:

Inheritance allows to replace a generic effect with a particular effect given 
terrain type, for instance it allows to use some shader for terrain, but a 
special shader for forest.

Technique allows to control overall detail level - earlier (more detailed) 
techniques take precedence before later (usually less detailed) techniques. 

The problem at hand is that the parsing creates an inconsistent state - the 
rule what shader is to be run is determined by technique, but the texture it 
gets to use is determined by inheritance even if the technique numbering says 
inheritance doesn't play a role. A higher number technique which is correctly 
recognized as 'not to be used' still gets to set parameters of the technique 
which actually is used. 

Needless to say, this is hellishly difficult to figure out (it took me four 
hours to understand) because there is nothing wrong at all with the structure 
of terrain-default.eff and yet things don't work.

So, for me the expected behaviour would be that technique beats inheritance - 
special effects can override generic effects for certain landclasses if their 
technique is lower, but all their information is discarded if the technique is 
not lower.


 Forgot to mention the fact that runways have the runway effect applied  
 to them from materials.xml, hence they obey that one and not terrain-default.

That's where you are wrong - technique actually beats inheritance for 
everything except texture unit number (which is what causes the problems) - 
runways are shaded with what is specified in terrain-default.eff when it comes 
with a lower technique number than what is specified in runway.eff (that is the 
case here). The system correctly uses terrain-haze-detailed.* to shade the 
runway, just the snow texture gets overrideen by what is specified in 
runway.eff.

 This is fixable by changing the snow texture unit number in the terrain
 default, so it doesn't get overridden by the runway settings, or by  
 changing the runway effect itself, and adding another texture unit there for 
 the  
 snow, and an altered technique 4 that caters for the differing texture unit  
 numbers.

I know how to fix it, but I don't know how to prevent the next person adding 
effects to screw it up all over again. The problem is finding an unused texture 
unit which nobody will overwrite anywhere in any effect file down the line.

My favoured solution would be to make the parsing consistent so that shader to 
be used and texture to be used are taken from the same technique, but if that 
can't be done or should not be done for some reason I don't yet understand, 
maybe we can come up with general guidelines about what texture units are 
assigned for what (basic texture, noise, normal map, alternative textures, 
snow,...) so that, say, texture unit 5 is always snow and then there's no 
problem either.

* Thorsten
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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 (inherited from the terrain effect). So when the 
skydome shader is active, it's the technique 4 in this runway effect that is 
active, which then uses the textures specified in the runway effect, as it's 
supposed to.

Regards,
Emilian
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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? Or what is the use of the current setup 
in which higher techniques overwrite lower techniques?

* Thorsten


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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 technique
 number? What functionality would this destroy? Or what is the use of the
 current setup in which higher techniques overwrite lower techniques?
 
 * Thorsten
 
Every other effect written so far.

Better explanation:
Think of the parent and the child effect as two property trees. At runtime 
they get merged, with any paths in the child effect overwriting the same paths 
in the parent, all under the heading of the child effect.

The lower techniques override higher techniques. The functionality is to 
enable you to use different options in specific conditions that are present in 
the predicate section of each technique. As you are using them in the 
terrain effect.
 
It's not the effects that change at runtime between those specific conditions, 
it's a different technique of the same effect that's used. 

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.

Say you have shaders active, the default effect has a technique that specifies 
some default shaders to be used. Now you make your own effect, but you want to 
use different shaders in the same situation; in that case you add a lower 
numbered technique in your new effect, that by the order of precedence (lower 
numbers before higher numbers) trumps the technique used in the default, and 
this new technique specifies the different set of shaders that you want.

By putting the sky-dome technique in a low enough place, you ensure that your 
new technique will not be overwritten and will be lower placed than any other 
in the child effects' trees, ensuring that those shaders are activated when 
the sky-dome is active, and that they take precedence over less strict 
conditions that would activate some other set of shaders/options in one of the 
other effects. Keep in mind though, that they will then use the merged 
parameters as they're specified in the child effect (this includes textures).

Important note: the *texture n=x* numbers in the parameters section can be 
as high as you need them, but the *texture-unitunity/unit* numbers in 
the technique section should be kept =7 as those are the actual texture units 
as seen by the shader, and some impplementations oanly have 8 texture units 
available. *y* and *x* don't have to match. In fact you can get very creative 
and have 3 different *texture n=x1*, *texture n=x2*, *texture 
n=x3* in the parameters section that are assigned to the same 
*unity/unit*, each in a different technique, according to different 
predicates.

Regards,
Emilian
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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 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 or any stricter condition.
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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:

 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 or
 any stricter condition.

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

Regards,
-Fred

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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 activated by the same
   condition.
  
  Actualy this should read:
  
  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 or
  any stricter condition.
 
 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
 
 Regards,
 -Fred
 
 I would say it's intended and it's very powerful. We only need to be careful 
with technique numbers.
 Take a look at how I worked around the binormal/tangent generator crashing 
for objects that are not textured in the model-combined effect: by enabling 
the generator for that technique only in child effects that are supposedly 
applied *only* to textured objects. All these with only a couple of xml 
entries, and not requiring a different complete effect.
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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 fact, I used just this ability last night  to modify the model-default.eff
techniques to add an emissive layer for the random buildings. See
Effects/buildings.eff

-Stuart

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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
 
 In fact, I used just this ability last night  to modify the
 model-default.eff techniques to add an emissive layer for 
 the random buildings. See Effects/buildings.eff

I hope you added a comment saying that you rely on the numbering of 
some other technique. 
I see the maintenance nightmare coming very soon.

Regards,
-Fred

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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 that crept back in 
somehow and found that...
 Or is this an artefact of a messy git merge?
 Could you please check, or explain? 
 
 Cheers,
 Emilian

Nevermind, checked the git history, it's itended to be that way since a while 
ago :)
Sorry for the noise

Emilian



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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 that's going to be tricky.

 Absolutly nothing- no error messages, just the usual .dds-warnings

Bugger, I was kind of hoping for that. What was the last version of the skydome 
shader which did work for you? The one shipped with 2.6? Or anything later?

If no one else has a better idea what could be the cause,  I would probably 
send you a skydome.frag in which I comment out several designated blocks which 
hopefully works - you'd have to activate them one by one and see at which point 
the shader ceases to work.

 Interesting Bug I found:
 http://www.hoerbird.net/LightfieldshaderBug.png

Yes, saw it yesterday as well - I know what the cause is.

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 shader is on and landmass is above 4, a 
technique 4 telling it to render the runway with terrain-haze-detailed.*

* in that technique, it gets the advice to use texture unit 6 for snow

* however, parsing further, the code finds an effect with a higher technique 
declared for runway as well (the rain reflection). In spite of this being not 
executed because a technique with a lower number is used, this overwrites the 
texture associated with texture unit 6. 

* as a result, rainbows instead of snow appear

In my naive opinion, that looks a bit like a bug, because a technique with a 
larger number which isn't used shouldn't be parsed or be able to set textures 
for what actually is used. But maybe I misunderstand how the system is intended 
to work.

 The dull color at ground I mentioned:
 http://www.hoerbird.net/LightfieldDull.png

That's actually a feature you're just not used to - if you have clouds as in 
your shot, they shade the terrain underneath, which means that the light gets 
dimmer, desaturates and rotates to a more blue hue. For low sun and clouds 
drawn to small range, this sometimes looks a bit unrealistic because you can 
see the sun shining underneath the layer in your shot whereas the shader 
assumes that the cloud cover you see extends all the way to the horizon.

For clear sky or above the clouds, the dull colors go away. The difference is 
quite a lot - look here for a comparison:

http://wiki.flightgear.org/Atmospheric_light_scattering#Light_scattering_during_the_day

Hope that helps a bit. I'll get back to you with a skydome test version over 
the next few days.

* Thorsten
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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 shader is on and landmass is above
 4, a technique 4 telling it to render the runway with
 terrain-haze-detailed.*
 
 * in that technique, it gets the advice to use texture unit 6 for snow
 
 * however, parsing further, the code finds an effect with a higher technique
 declared for runway as well (the rain reflection). In spite of this being
 not executed because a technique with a lower number is used, this
 overwrites the texture associated with texture unit 6.
 
 * as a result, rainbows instead of snow appear
 
 In my naive opinion, that looks a bit like a bug, because a technique with a
 larger number which isn't used shouldn't be parsed or be able to set
 textures for what actually is used. But maybe I misunderstand how the
 system is intended to work.
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 unit number in the terrain 
default, so it doesn't get overridden by the runway settings, or by changing 
the runway effect itself, and adding another texture unit there for the snow, 
and an altered technique 4 that caters for the differing texture unit numbers.

HTH,
Emilian
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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 unit number in the terrain 
default, so it doesn't get overridden by the runway settings, or by changing 
the runway effect itself, and adding another texture unit there for the snow, 
and an altered technique 4 that caters for the differing texture unit numbers.

HTH,
Emilian

Forgot to mention the fact that runways have the runway effect applied to them 
from materials.xml, hence they obey that one and not terrain-default.

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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 strong haze nor low sun where the differences to 
default are most pronounced.

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 reason). As a result, you 
can see no haze and no change in the sky when on the ground, because the haze 
from that position would affect mainly the skydome. Since we're looking at 
close hills and buildings in your shots, the differences in fog for the terrain 
are not really apparent.

As you go to high altitude (and presumably good visibility), more and more of 
the haze you see is created by the terrain shader rather than the skydome 
shader, which is why I'm guessing you see better results at high altitude (but 
then, there should actually be a visible mismatch between sky and terrain if I 
am correct).

 And that the shader custom slider has to be set to 4 and aboveand  
 ...and.

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 me yesterday of 
some implementation-specific things which my nVidia unfortunately tolerates 
without complaint).  So my second guess is that you don't have an nVidia card.

 When I think of our average users about using ithmmm.

The GUI is actually rather fool-proof - it switches almost everything which is 
not compatible with the scheme off no matter where the sliders are and parses 
only the sliders which are implemented. Your problem is not GUI related.

As I've said a few times on this list already, the scheme runs with basic 
weather in principle, but the default settings may not be appropriate for the 
actual weather conditions. It's no technical difficulty to change these, but 
this requires decisions which I don't want to make without any feedback from 
the maintainers of Basic Weather. 

 Sorry when it does sounded like ranting, but I think there are some  
 other things as well to consider:

 Not all pilots are flying in such high altitudes- what's about the  
 typically VFR-flyers? And I'm sure that not all pilots here are flying  
 at dusk or dawn.

I've done by now about 100 hours of flight in the scheme at pretty much all 
possible times, weather conditions and altitudes ranging from zero to 150 km. 
When working correctly, it is probably the most seamless scheme Flightgear ever 
had (the default scheme doesn't do suborbital flight correctly).

 For me, at other times and on ground, the colors looks pretty the same  
 like in older FGFS versions before shaders. Not what I expected after  
 read Thorsten's description about his work.

Right. We have this in GIT so that others can test and we can sort 
system-specific issues out.  So what I would like you to do is:

a) watch the console for any error message from shaders trying to compile but 
not succeeding
b) get me a screenshot from ~20.000 ft with good visibility over land facing 
the rising sun at dawn with skydome shader on and landmass shader on 3
c) do the same exercise with landmass slider set to 4

Cheers,

* Thorsten
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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
 me yesterday of some implementation-specific things which my nVidia
 unfortunately tolerates without complaint).  So my second guess is that you
 don't have an nVidia card.


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.

Besides that the fps are better then with the standard weather.
This is even more noticeable with bad weater (standard 20fps / advanced
55fps).

Oliver
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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, the generic shader code is run in almost any other shader of the scheme, 
so if that doesn't run, the others won't as well. No idea what could be causing 
that though - the generic shader code looks really harmless.

 Besides that the fps are better then with the standard weather.
 This is even more noticeable with bad weater (standard 20fps / advanced
 55fps).

Please don't confuse the things - Terrain Haze is quite independent of the 
Advanced Weather package - you can run one without the other, although I am 
tuning the interplay between the two quite a bit.

* Thorsten
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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 reason). As a  
 result, you can see no haze and no change in the sky when on the ground,  
 because the haze from that position would affect mainly the skydome.
 Since we're looking at close hills and buildings in your shots, the
 differences in fog for the terrain are not really apparent.

 As you go to high altitude (and presumably good visibility), more and
 more of the haze you see is created by the terrain shader rather than
 the skydome shader, which is why I'm guessing you see better results at  
 high altitude (but then, there should actually be a visible mismatch
 between sky and terrain if I am correct).

Thanks for that detailed explanation!
I didn't see any error messages in the console so I guessed there shoulden't be 
any shader-problem, but good to know that there should be a change to see from 
the ground.

 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 me yesterday of some implementation-specific things which
 my nVidia unfortunately tolerates without complaint).  So my second
 guess is that you don't have an nVidia card.

I actually have a new nVidia Geforce GTX460 with 1GB RAM. So that should be not 
the problem.
I have tried with the skydome shader button on, and the effect was even worse. 
All colors went dull.

So indeed for any reasons the shader seems not to work here.

 The GUI is actually rather fool-proof - it switches almost everything
 which is not compatible with the scheme off no matter where the sliders  are 
 and parses only the sliders which are implemented. Your problem is
 not GUI related.

After your description it seems indeed so.

 As I've said a few times on this list already, the scheme runs with
 basic weather in principle, but the default settings may not be
 appropriate for the actual weather conditions. It's no technical
 difficulty to change these, but this requires decisions which I don't
 want to make without any feedback from the maintainers of Basic Weather. 

Which should be no problem, as from reading here on the list from time to time 
I can see that it is even wished to make this work available for Default 
Weather as well. Not all people can run Advanced Weather without having a 
bigger unusuable fps impact; on my system here (DualCore 2,6Ghz with 4 GB RA) 
framerates are now worse than with Default Weather. (That was different to last 
autumn...)

 I've done by now about 100 hours of flight in the scheme at pretty much  all 
 possible times, weather conditions and altitudes ranging from zero
 to 150 km. When working correctly, it is probably the most seamless
 scheme Flightgear ever had (the default scheme doesn't do suborbital
 flight correctly).

I can still remember my first and second flight as pax in a glider 15 years 
ago. The scattering effect was even visible from 1000-1500ft AGL,  visibility 
wasn't that great as you show in your screenshots. (less than 100km visibility)

I actually had the impression from the various sceenshots and my own experience 
that it only works in higher altitudes.
Sorry for misinterpreting.

 So what I would like you to do is:

 a) watch the console for any error message from shaders trying to
 compile but not succeeding
 b) get me a screenshot from ~20.000 ft with good visibility over land
 facing the rising sun at dawn with skydome shader on and landmass shader  on 
 3
 c) do the same exercise with landmass slider set to 4

Good, I will provide this this evening/ tomorrow, as I'm probably not at the 
computer until later evening today.

Cheers
Heiko


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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 shader on and landmass shader
 on 3

http://www.hoerbird.net/Lightfieldshader1.png

 c) do the same exercise with landmass slider set to 4

http://www.hoerbird.net/Lightfieldshader2.png



Interesting Bug I found:
http://www.hoerbird.net/LightfieldshaderBug.png

The dull color at ground I mentioned:
http://www.hoerbird.net/LightfieldDull.png

All with a clear checkout, Hudson Build #447, TerraSync-scenery, default values

I hope this is helpfull

Cheers
Heiko


still in work: http://www.hoerbird.net/galerie.html
But already done: http://www.hoerbird.net/reisen.html

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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 to do the comparison

Regards,
-Fred

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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 works with 2.6.0 instead of current GIT?
 
 That how it looks here:
 http://www.hoerbird.net/2.7.0Lightfield.gif
 http://www.hoerbird.net/2.7.0Lightfield2.gif

You can see a clear difference (albeit subtle) in the clouds but the sky
dome scattering itself doesn't seem to work on your system.

Erik


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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 didn't know yet that it only works with advanced weather AND at high 
altitudes (above 10.000ft!!)
And that the shader custom slider has to be set to 4 and aboveand ...and.

When I think of our average users about using ithmmm.

Sorry when it does sounded like ranting, but I think there are some other 
things as well to consider:

Not all pilots are flying in such high altitudes- what's about the typically 
VFR-flyers? And I'm sure that not all pilots here are flying at dusk or dawn.

For me, at other times and on ground, the colors looks pretty the same like in 
older FGFS versions before shaders. Not what I expected after read Thorsten's 
description about his work.

Sorry for complaining

Cheers
Heiko






still in work: http://www.hoerbird.net/galerie.html
But already done: http://www.hoerbird.net/reisen.html

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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 cases? So far I have:
 
 - Things move or rotate
 - Things get removed completely
 
 Both of these are representable easily in a matrix palette (removal via
w=0);
 
 Anything else?

I've been waiting for this for years. I animated a couple of pilots way back
using the available animations, but haven't done any since - just too much
like hard work!

Additional animation - spin (special case of rotate)

Vivian



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

2012-04-28 Thread Chris Forbes
You'll have to elaborate on how 'spin' is special.
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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 in merging the file...

 One short comment on the shaders, texture lookups inside branches gives
 undefined results, so any texture2D() call should be pulled outside the
 branches.
 (http://hacksoflife.blogspot.com/2011/01/derivatives-ii-conditional-
 texture.html)


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 
of GLSL...

Since this doesn't look like a crippling issue (it seems to work on my card 
just fine, it potentially affects only higher detail settings,...) I would like 
to take the time and understand what is going on before making any changes. The 
reason is that things end up in conditionals usually because I tested them to 
have better performance, so just pulling them out would degrade performance 
again. The article seems to suggest a different syntax to do conditional 
texture lookup inside an if clause, so I would like to look into that and 
compare performance in some benchmarks.

I would also be intersted if anyone is actually seeing any texturing artefacts 
(should be mainly the snow effect) caused by the issue, so that I can see if I 
implemented a fix correctly, because on my system it's running fine as it is.

Thanks,

* Thorsten
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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 any one person, but if everyone is
   busy,
   the ball gets dropped, and you (Thorsten) feel like work is being
   ignored, which is bad for everyone.
  
  I usually commit Thorsten's work. Will have a look in the next
  days.
  
  The direct link to the merge request is usually handy.
 
 Effects/terrain-default.eff has two techniques number 4. They seem
 similar
 
 Could you check ?

It also seems that some model are not lighted anymore :
http://frbouvi.free.fr/flightsim/fgfs-haze-1.3.gif

Regards
-Fred

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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 buildings nor the random vegetation in the 
screenshot are currently implemented in the scheme - that makes it a bit hard 
to see if there's something going wrong in the screenshot, random buildings and 
static buildings should have different lighting to dome degree. Do they respond 
to fog (ground haze slider in Advanced Weather)? Also, what if you simply use 
Effects/model-default.eff as currently on master (shouldn't really be much of a 
difference)?

I have observed once that models came out very dark, that was fixed by 
switching the shader on and off, apparently some glitch which I could never 
reproduce.

Spending 3 minutes with Effects/model-default.eff in the merge request branch 
doesn't reveal anything odd.

So, I'm a bit at a loss.

* Thorsten
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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 any one person, but if everyone is
busy,
the ball gets dropped, and you (Thorsten) feel like work is
being
ignored, which is bad for everyone.
   
   I usually commit Thorsten's work. Will have a look in the next
   days.
   
   The direct link to the merge request is usually handy.
  
  Effects/terrain-default.eff has two techniques number 4. They seem
  similar
  
  Could you check ?
 
 It also seems that some model are not lighted anymore :
 http://frbouvi.free.fr/flightsim/fgfs-haze-1.3.gif

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.

Regards,
-Fred

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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 terminal, not the random buildings.
But you already saw my previous message :)

-Fred

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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?

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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

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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

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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 of GLSL...
 
 Since this doesn't look like a crippling issue (it seems to work on my card
 just fine, it potentially affects only higher detail settings,...) I would
 like to take the time and understand what is going on before making any
 changes. The reason is that things end up in conditionals usually because I
 tested them to have better performance, so just pulling them out would
 degrade performance again. The article seems to suggest a different syntax
 to do conditional texture lookup inside an if clause, so I would like to
 look into that and compare performance in some benchmarks.
 
 I would also be intersted if anyone is actually seeing any texturing
 artefacts (should be mainly the snow effect) caused by the issue, so that I
 can see if I implemented a fix correctly, because on my system it's running
 fine as it is.
 
 Thanks,
 
 * Thorsten

Found the original article describing the issue 
http://www.opengl.org/img/uploads/pipeline/pipeline_001.pdf
page 3,  New Texture Functions with Awkward
Names to Avoid Ugly Artifacts
The new functions require the extensions present, and a port of the shader to 
glsl 1.40. And even then they may or may not be properly supported by 
different cards. So the simple solution is to pull them out of the 
conditional.
I have hit this with the transition shader, it worked fine on different cards, 
but it blew up the mipmap lookup on a card similar to mine:
http://flightgear.org/forums/viewtopic.php?f=5t=13513hilit=dds+textures#p136566
check the cornrows in the distance on the forest areas. 
The usage of custom miplevels made it more obvious and easy to spot, but the 
effects of these can range from a small discontinuity in the features to the 
shader eroring on some other implementations.

Regards
Emilian
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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 where to look for 
a potential  fix. 

* Thorsten
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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 idea where to
 look for a potential  fix.

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 ?

What I did was :

1. open the shader custom configuration and put the landmass slider 
to the right.

2. stop FG with the quit menu to record my settings,

3. restart at KSFO and see the maintenance and terminal buildings
with weird lighting.

4. open the shader dialog and click on the landmass slider thumb: the
lighting comes back.

That doesn't happen if the slider in in the left position.

Regards,
-Fred

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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 
weeks ago. That could explain why I never really saw the problem, because I 
start with landmass slider initialized to 3 and always shift it to 4 by hand - 
so I always touched it in my tests before the shader came on. I'll try later 
today to set the shader quality via commandline and see what happens then (I'm 
at the wrong computer to try at the moment...)

* Thorsten




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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 three weeks ago. That could explain why I never
 really saw the problem, because I start with landmass slider
 initialized to 3 and always shift it to 4 by hand - so I always
 touched it in my tests before the shader came on. I'll try later
 today to set the shader quality via commandline and see what happens
 then (I'm at the wrong computer to try at the moment...)

Maybe you already know that, but closing the window using the windows
manager close decoration bypass setting saving here.
The default value in preferences.xml is 1, so if you start at 3, either
you changes preferences.xml locally, or you have your private settings
loaded. Maybe they are now read-only.

Regards,
-Fred

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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, I can't fog the buildings either.

I wonder why the terrain shading starts up the right way though - if any 
parameters passed to the shader would not be ready, then the terrain should 
show the same problem, but that isn't happening.

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 range?

* Thorsten
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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 all, I can't fog
 the buildings either.
 
 I wonder why the terrain shading starts up the right way though - if
 any parameters passed to the shader would not be ready, then the
 terrain should show the same problem, but that isn't happening.

This doesn't happen when you click on another slider or when we start 
at 1. Should be something specific to landmass.
 
 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 range?

Yes. You can disable shadows and see what is the delta in fps. Usually
I get 5 more.

Regards,
-Fred

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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 range?

Let me correct you: not the vertice count is the bottleneck in Rembrandt and 
FlightGear- but objects number!

Test it yourself:
- create a simple cube in Blender (8 vertices)
- duplicate in Object mode several times ( I did it around 1000x times!)
So we have a model containing a large number of objects and 8000 vertices all 
about.
- save it as .ac
- used the ufo and replaced the UFO-model with the new object, and start 
FlightGear in Rembrandt mode

Then I used the same model, but joined all 1000 objects together, so  got a 
model with just one object but still 8000 vertices.

I started at Kufstein/ LOIK with the CustomScenery provided by Christian 
Schmidt, detailed scenery but away from LOWI.

The One-Object-model gave me full framerate of 60fps, the 1000 Objects model 
gave me about 20 and less

And thats one reason why LOWI or other aircraft are quite difficult for some. 
They contain a lot of models. But each model is splitted up into several 
objects. Some are need for animation, but a lot not.

Especially aircraft with complex cockpits and detailed instruments, especially 
digital displays not made using 2d-layers, naturally uses a lot of objects, 
which will then slow down.

Of course such instruments doesn't need to cast shadows. So there will be 
another speed up when Fred is able to get back the no shadows-tag.

And there is something else which can help:
Fred made the shadows-cascade configurable at runtime. Not only you can improve 
the shadow quality with (smaller edges so it looks quite sharp)at close 
distance, you can also set the overall distance of the shadows with. 

I'm sure Fred can tell us a bit more about, but I found it already very 
helpfull!

Cheers
Heiko

P.S. Sorry, the no subject posting by me was made accidently- to quick 
hitting the button.



still in work: http://www.hoerbird.net/galerie.html
But already done: http://www.hoerbird.net/reisen.html

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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 landmass slider (since I remember snow first being available under 
landmass) - so that decides if terrain and models use the same or different 
shaders - if quality is 4, then terrain-haze-detaild.* is used for terrain but 
still terrain-haze.* by models (which shouldn't get snow, are not large enough 
for structured fog and might be dust-free). That makes the landmass slider 
special.

What I don't understand is why this should fail specifically for models and 
work for terrain and why it should fail specifically at startup but not when 
you touch the slider.

* Thorsten
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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 have:

- Things move or rotate
- Things get removed completely

Both of these are representable easily in a matrix palette (removal via w=0);

Anything else?

-- Chris

On Sat, Apr 28, 2012 at 5:30 AM, Renk Thorsten thorsten.i.r...@jyu.fi wrote:
 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 landmass slider (since I remember snow first being available under 
 landmass) - so that decides if terrain and models use the same or different 
 shaders - if quality is 4, then terrain-haze-detaild.* is used for terrain 
 but still terrain-haze.* by models (which shouldn't get snow, are not large 
 enough for structured fog and might be dust-free). That makes the landmass 
 slider special.

 What I don't understand is why this should fail specifically for models and 
 work for terrain and why it should fail specifically at startup but not when 
 you touch the slider.

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

2012-04-27 Thread TDO Brandano

Well, if you introduce skeletal animation, I'd add: things flex (wings on a 
glider, but also the arms of a pilot)
things scale and morph (drag chutes. Morph targets might work better?)
and perhaps in the future, things link two objects with a flexible chain, like 
the aerotow. 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. 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 have:
 
 - Things move or rotate
 - Things get removed completely
 
 Both of these are representable easily in a matrix palette (removal via w=0);
 
 Anything else?
 
 -- Chris
 
 On Sat, Apr 28, 2012 at 5:30 AM, Renk Thorsten thorsten.i.r...@jyu.fi wrote:
  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 landmass slider (since I remember snow first being available under 
  landmass) - so that decides if terrain and models use the same or different 
  shaders - if quality is 4, then terrain-haze-detaild.* is used for terrain 
  but still terrain-haze.* by models (which shouldn't get snow, are not large 
  enough for structured fog and might be dust-free). That makes the landmass 
  slider special.
 
  What I don't understand is why this should fail specifically for models and 
  work for terrain and why it should fail specifically at startup but not 
  when you touch the slider.
 
  * Thorsten
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[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 changes to remote, it just 
pushed master to master, but I don't want to make any commits to my local 
master branch. Hooray helped me find the command to create a remote branch 
containing my changes, so I used that for the merge request. Maybe someone who 
knows these things properly can have a look at the wiki?

(Also, please don't kill me if there's something wrong - I'm trying to learn 
how to do this).

Thanks,

* Thorsten


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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 
 for me, I could not push a local branch containing my changes to remote, it 
 just pushed master to master, but I don't want to make any commits to my 
 local master branch. Hooray helped me find the command to create a remote 
 branch containing my changes, so I used that for the merge request. Maybe 
 someone who knows these things properly can have a look at the wiki?
 
 (Also, please don't kill me if there's something wrong - I'm trying to learn 
 how to do this).

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 everyone is busy, the ball 
gets dropped, and you (Thorsten) feel like work is being ignored, which is bad 
for everyone.

James


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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 everyone is busy,
 the ball gets dropped, and you (Thorsten) feel like work is being
 ignored, which is bad for everyone.

I usually commit Thorsten's work. Will have a look in the next days.

The direct link to the merge request is usually handy.

Regards,
-Fred

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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
 for me, I could not push a local branch containing my changes to remote, it
 just pushed master to master, but I don't want to make any commits to my
 local master branch. Hooray helped me find the command to create a remote
 branch containing my changes, so I used that for the merge request. Maybe
 someone who knows these things properly can have a look at the wiki?
 
 (Also, please don't kill me if there's something wrong - I'm trying to learn
 how to do this).
 
 Thanks,
 
 * Thorsten
 

One short comment on the shaders, texture lookups inside branches gives 
undefined results, so any texture2D() call should be pulled outside the 
branches. 
(http://hacksoflife.blogspot.com/2011/01/derivatives-ii-conditional-
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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 person, but if everyone is
  busy,
  the ball gets dropped, and you (Thorsten) feel like work is being
  ignored, which is bad for everyone.
 
 I usually commit Thorsten's work. Will have a look in the next days.
 
 The direct link to the merge request is usually handy.

Effects/terrain-default.eff has two techniques number 4. They seem similar

Could you check ?

Regards,
-Fred

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