Re: [Flightgear-devel] problems with z-buffer

2008-12-30 Thread Rob Shearman, Jr.
Also if I'm not mistaken, the current version of the Bravo alters the startup 
field-of-view from default of 55 to 60; would that make it more prone to 
problems in this area?  -R.

 Robert M. Shearman, Jr.
Transit Operations Supervisor,
University of Maryland Department of Transportation
also known as rm...@umd.edu





From: James Turner zakal...@mac.com
To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net
Sent: Monday, December 29, 2008 6:46:47 PM
Subject: Re: [Flightgear-devel] problems with z-buffer


On 29 Dec 2008, at 08:40, Tim Moore wrote:

 .4 meters seemed
 sufficient to me, but others don't agree, so perhaps we can settle  
 on some value
 larger than .1. The near plane value is settable, both in the camera
 configuration and as a live property in /sim/rendering/camera- 
 group/znear.

Just ran into this with Bravo. A value of 0.2 works, but 0.3 causes  
some minor clipping of the cockpit roof, and 0.4 causes nearly the  
entire side-pillar to be clipped.

I wonder if part of this is about camera position placement in the  
models, but my ignorance of such matters is vast, so I'll say no more.

James


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Re: [Flightgear-devel] problems with z-buffer

2008-12-29 Thread Tim Moore
Alex Romosan wrote:
 the latest commit to src/Main/CameraGroup.cxx changed the value of
 zNear from .1 to .4 and this causes strange artifacts to show up when
 panning around (like holes in the cockpit, etc.). the following patch
 changes it back:
 
 --- src/Main/CameraGroup.cxx27 Dec 2008 14:35:33 -  1.9
 +++ src/Main/CameraGroup.cxx29 Dec 2008 06:58:41 -
 @@ -446,7 +446,7 @@
  cgroup-buildGUICamera(pNode);
  }
  }
 -bindMemberToNode(gnode, znear, cgroup, CameraGroup::_zNear, .4f);
 +bindMemberToNode(gnode, znear, cgroup, CameraGroup::_zNear, .1f);
  bindMemberToNode(gnode, zfar, cgroup, CameraGroup::_zFar, 12.0f);
  bindMemberToNode(gnode, near-field, cgroup, CameraGroup::_nearField,
   100.0f);
 
 any reason for the change?
FlightGear displays an enormous visual range, from 4 inches in front of your 
eyes out to 120km now and more in the future. It's a basic fact when using 
Z-buffered computer graphics that the precision of the Z-buffer deteriorates 
with huge near-far spreads and that the near plane distance has a much greater 
effect than the far plane. The symptoms are flickering, jitter, and other 
unpleasantness. About a year ago I added a scheme to use several cameras within 
the scene graph to work around this problem. Each camera draws a slice of the 
scene using the full range of the Z buffer. This mostly works well, though 
depending on your video hardware you can occasionally see a line in the scene. 
This should be able to be eliminated with some tuning. Recently, as part of the 
work in implementing shadow maps, I moved the cameras out of the scene graph to 
a top level. For some reason this provoked the black-rectangle bug on some 
video hardware that's reared its head in the forums, but that's another story 
:) 
Anyway, my intention is to restrict shadows to the near camera. Shadow maps are 
even more sensitive to near-far plane precision issues than the normal Z 
buffer, 
so I'm experimenting with pushing the near plane out. .4 meters seemed 
sufficient to me, but others don't agree, so perhaps we can settle on some 
value 
larger than .1. The near plane value is settable, both in the camera 
configuration and as a live property in /sim/rendering/camera-group/znear.

Tim

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Re: [Flightgear-devel] problems with z-buffer

2008-12-29 Thread James Turner

On 29 Dec 2008, at 08:40, Tim Moore wrote:

 .4 meters seemed
 sufficient to me, but others don't agree, so perhaps we can settle  
 on some value
 larger than .1. The near plane value is settable, both in the camera
 configuration and as a live property in /sim/rendering/camera- 
 group/znear.

Just ran into this with Bravo. A value of 0.2 works, but 0.3 causes  
some minor clipping of the cockpit roof, and 0.4 causes nearly the  
entire side-pillar to be clipped.

I wonder if part of this is about camera position placement in the  
models, but my ignorance of such matters is vast, so I'll say no more.

James


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Re: [Flightgear-devel] problems with z-buffer

2008-12-29 Thread Tatsuhiro Nishioka
Hi,

I tried this change on my MacBook Pro with ATI Radeon X1600.

Setting .1 to znear increases a chance of flickering 3D clouds as Tim  
mentioned. Changing it to .4 reduces the flicker but not enough on my  
Mac. .7 will be sufficient to eliminate flicker in most of views but  
you cannot see very near side of the cockpit.

As Tim mentioned, we need to settle the default value of this property  
for reasonable result in many machines, but I guess it is a bit hard.  
I wonder if decreasing the zfar reduces the chance of flickering. Will  
try it tonight.

Anyway, it is very good to have these properties exposed so that users  
can adjust these for getting a suitable result. Thanks Tim!

In my own opinion, the default value can be .1 if we provide a brief  
guide for ajdusting these properties.
We can write a wiki page about it and advertise the guide via here and/ 
or the forums.

I also found the side effect of putting small number to near-field  
(the boundary of near and far camera). If you place the boundery in  
front of the propeller, the alpha blend of the propeller seems not  
working and thus it hides the 3D clouds behind it. For example,  
putting 1 to near-field when in the cockpit view of A6M2 hides the 3F  
clouds behind the propeller.

I think the far camera is for avoiding such problem so this can be  
predictable side effect. But if this can be solved, that would be  
great. (I'm not that sure if we need to though).

I also want to add a fact that the blackbox issue does not appear on  
my macs, and I have never heard about similar issues from Mac users yet.
So most of mac users don't have to adjust these properties.

Best,

Tat @ iPhone

On Dec 29, 2008, at 5:40 PM, Tim Moore timo...@redhat.com wrote:

 Alex Romosan wrote:
 the latest commit to src/Main/CameraGroup.cxx changed the value of
 zNear from .1 to .4 and this causes strange artifacts to show up when
 panning around (like holes in the cockpit, etc.). the following patch
 changes it back:

 --- src/Main/CameraGroup.cxx27 Dec 2008 14:35:33 -  1.9
 +++ src/Main/CameraGroup.cxx29 Dec 2008 06:58:41 -
 @@ -446,7 +446,7 @@
 cgroup-buildGUICamera(pNode);
 }
 }
 -bindMemberToNode(gnode, znear, cgroup,  
 CameraGroup::_zNear, .4f);
 +bindMemberToNode(gnode, znear, cgroup,  
 CameraGroup::_zNear, .1f);
 bindMemberToNode(gnode, zfar, cgroup, CameraGroup::_zFar, 12.0 
 f);
 bindMemberToNode(gnode, near-field, cgroup,  
 CameraGroup::_nearField,
  100.0f);

 any reason for the change?
 FlightGear displays an enormous visual range, from 4 inches in front  
 of your
 eyes out to 120km now and more in the future. It's a basic fact when  
 using
 Z-buffered computer graphics that the precision of the Z-buffer  
 deteriorates
 with huge near-far spreads and that the near plane distance has a  
 much greater
 effect than the far plane. The symptoms are flickering, jitter, and  
 other
 unpleasantness. About a year ago I added a scheme to use several  
 cameras within
 the scene graph to work around this problem. Each camera draws a  
 slice of the
 scene using the full range of the Z buffer. This mostly works well,  
 though
 depending on your video hardware you can occasionally see a line in  
 the scene.
 This should be able to be eliminated with some tuning. Recently, as  
 part of the
 work in implementing shadow maps, I moved the cameras out of the  
 scene graph to
 a top level. For some reason this provoked the black-rectangle  
 bug on some
 video hardware that's reared its head in the forums, but that's  
 another story :)
 Anyway, my intention is to restrict shadows to the near camera.  
 Shadow maps are
 even more sensitive to near-far plane precision issues than the  
 normal Z buffer,
 so I'm experimenting with pushing the near plane out. .4 meters seemed
 sufficient to me, but others don't agree, so perhaps we can settle  
 on some value
 larger than .1. The near plane value is settable, both in the camera
 configuration and as a live property in /sim/rendering/camera- 
 group/znear.

 Tim

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Re: [Flightgear-devel] problems with z-buffer

2008-12-29 Thread George Patterson
On Tue, Dec 30, 2008 at 10:46 AM, James Turner zakal...@mac.com wrote:

 On 29 Dec 2008, at 08:40, Tim Moore wrote:

 .4 meters seemed
 sufficient to me, but others don't agree, so perhaps we can settle
 on some value
 larger than .1. The near plane value is settable, both in the camera
 configuration and as a live property in /sim/rendering/camera-
 group/znear.

 Just ran into this with Bravo. A value of 0.2 works, but 0.3 causes
 some minor clipping of the cockpit roof, and 0.4 causes nearly the
 entire side-pillar to be clipped.

 I wonder if part of this is about camera position placement in the
 models, but my ignorance of such matters is vast, so I'll say no more.

 James

Hi All,

I checked the Honda Jet and found that along with parts of the window
frame and even parts of the pilot's arms are clipped. The workaround
of --prop:/sim/rendering/camera-group/near-field=0.1 is okay though
noted that the ships wash near KSFO flickered. Change the value to 1
showed the clipped cockpit again.

If anyone is interesting, I'm happy to document this case further with
software version details and the like.

Regards


George

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