Hi Jason,

Ok my 5426688.btg.gz took about 5 hours to 
generate. And most of the near final console 
output shows -
...
center = [ -4.63734e+06, 2.55623e+06, -3.54361e+06 ] radius = 16282.1
dumping normals = 94646
creating 497 fans of type 0
creating 169 fans of type 1
creating 1470 fans of type 2
creating 32220 fans of type 3
creating 1040 fans of type 4
creating 216 fans of type 11
creating 335 fans of type 18
creating 20911 fans of type 19
creating 1428 fans of type 76
Output file = ../Scene2/Terrain/e150s40/e151s34/5426688.btg.gz
points size = 0  pt_materials = 0
triangles size = 0  tri_materials = 0
strips size = 0  strip_materials = 0
fans size = 58286  fan_materials = 58286
nodes = 94646
colors = 0
normals = 94646
tex coords = 304869
total top level objects = 14
collecting custom objects from ./AirportArea/e150s40/e151s34/5426688.ind
No custom objects
... [snip] ...
No custom objects
[Finished successfully]

I guess it would have been nice if fgfs-construct 
output what 'version' BTG it was creating...

It weights in at about the same size - 3772063 
bytes versus your 3814419 bytes... and with 
304869 tex coords thus it should be SG 10!

And renders as the SAME crazy pattern ;=(( by 
fgfs...

LOVE all the great roads you have added in 
other many non-broken tile areas ;=)) I think I 
could even pick out the small road a friend used 
to live at... And the twin parallel Pacific 
Highway north, with off ramps, etc...

Great stuff...

While on that specific VERY BAD tile I still get 
a reasonable 50-60 fps, and in other areas over 
100 (in the ufo)...

You can find it here -
 http://geoffair.org/tmp/5426688.btg.gz

So tomorrow to try to discover is the problem in 
the fgfs-contruct output, the write, or in the 
fgfs read and rendering...

Regards,
Geoff.

On Tue, 2011-10-25 at 07:22 +1100, Jason Cox wrote:
> Geoff,
> thanks for looking at this.
> I think that the swerllies have actually gone and are now replaced by
> spaghetti.
>  the old behavior was the terrain being stretched inside a triangle
> incorrectly followed by tile not being produced at all. in FGFS this
> would also bottom out the rendering at <1 fps.
> 
> now it renders all tile FPS never get <15fps, terrain is filling the tri
> correctly but the underling mesh is not been cleaned up correctly and so
> you get strips back to a point of origin.
> 
> 
> Just my take
> Jason
> 
> 
> On Mon, 2011-10-24 at 20:19 +0200, Geoff McLane wrote:
> > Hi Jason,
> > 
> > Have just completed a new fgfs build, and a TG tool 
> > build, and have downloaded your -
> >  34169132 newScenery-YSSY.tar.bz2
> > 149396748 newScenery.tar.bz2
> > 
> > And yes, when I load that scenery in fgfs all 
> > I see are spaghetti strips, like in your
> > work/fgfs-screen-001.png image...
> > 
> > I unloaded it to a /media/Disk2/TG directory, and 
> > moved your 'Scenery' folder out of 'work'... then 
> > ran fgfs like -
> > 
> > ~/fg/fg16$ ./run_fgfs.sh --timeofday=noon \
> > --fg-scenery=/media/Disk2/TG/newSydScenery/Scenery \
> > --airport=YSSY --aircraft=ufo --altitude=1000
> > run_fgfs.sh: Running: ./fgfs --fg-root=/home/geoff/fg/fg16/fgfs/data \
> > --timeofday=noon --fg-scenery=/media/Disk2/TG/newSydScenery/Scenery \
> > --airport=YSSY --aircraft=ufo --altitude=1000
> > loading scenario 'vinson_demo'
> > getting flightplan: Cruise-1
> > AIShip: Cruise-1 initializing waypoints 
> > AIShip: Cruise-1 done initialising waypoints 0
> > creating 3D noise texture... DONE
> > ERROR:
> > opening 
> > /media/Disk2/TG/newSydScenery/Scenery/Terrain/e150s40/e150s34/YGNB.btg\
> > or 
> > /media/Disk2/TG/newSydScenery/Scenery/Terrain/e150s40/e150s34/YGNB.btg.gz 
> > for reading!
> > ERROR:
> > opening 
> > /media/Disk2/TG/newSydScenery/Scenery/Terrain/e150s40/e150s34/YSRI.btg\
> > or 
> > /media/Disk2/TG/newSydScenery/Scenery/Terrain/e150s40/e150s34/YSRI.btg.gz 
> > for reading!
> > 
> > Turning a little to the right I get -
> >  http://geoffair.org/tmp/newSyd-YSSY.png
> > It looks like the YSSY area got really messed up ;=))
> > 
> > Your YSSY.btg.gz does not look that different, in 
> > size at least
> > S1.0.1 134376 2008-10-27 e150s40/e151s34/YSSY.btg.gz
> > NewSyd 136285 2011-10-22 e150s40/e151s34/YSSY.btg.gz
> > 
> > So I copy your YSSY.btg.gz into S1.0.1, and load that 
> > and it all looks fine... so it is a problem with the 
> > surrounding tiles!!!
> > 
> > YSSY is in bucket 5426688, with surrounding buckets 
> > 5410315, 5426696, 5426681, 5426689, 5426697, 
> > 5426680 5410299 5410307...
> > 
> > Now there is a ***BIG*** difference in the main YSSY 
> > bucket -
> > S1.0.1   56333 2008-10-27 5426688.btg.gz
> > NewSys 3814419 2011-10-22 5426688.btg.gz
> > 
> > That's a WHOPPING 70 times larger, compressed...
> > 
> > And replacing your tile with the scenery 1.0.1 
> > tile, and the scene returns to normal -
> >  http://geoffair.org/tmp/newSyd-YSSY2.png
> > 
> > So it is definitely THAT, and maybe other, tiles, 
> > that have been either badly generated OR are 
> > badly rendered...
> > 
> > Un-gzipping both, and looking at the 'signature', 
> > there is no doubt this is a NEW GENERATION tile ;=))
> > 
> > S1.0.1 0000000: 06 00 47 53 17 fd 05 49 ..GS...I
> > NewSyd 0000000: 0a 00 47 53 36 5f a2 4e ..GS6_.N
> > with a 'S.G.0.6' versus a 'S.G.0.10' signature...
> > 
> > Other scenery parts, like S. Head looks very good -
> >  http://geoffair.org/tmp/newSyd-SHead.png
> > with lots of (minor) road detail that add reality...
> > 
> > So what can I regenerate using your data and command, 
> > modified only for the out path...
> > 
> > $ fgfs-construct --work-dir=. --output-dir=../Scene2/Terrain 
> > --lon=150 --lat=-30 --xdist=5 --ydist=5 AirportArea AirportObj 
> > SRTM2-Australia-3 LandMass Sand Rivers Lakes Freeways 
> > Trunk_Freeways Tertiary_Roads Service_Roads Secondary_Roads 
> > Primary_Roads Towns Cities Crops Railroads Residential_Roads
> > 
> > After reading your 14 hours plus to build, and after an hour 
> > of running, that tile is not yet re-produced... maybe if I 
> > further limit the lat/lon - maybe with -
> >  --lon=151 --lat=-33 --xdist=1 --ydist=1
> > I will get there quicker...
> > 
> > Another hour slipped by, and still no 5426688 tile 
> > built... then I remember you can give a single 
> > --tile-id=<id> to fgfs-construct...
> > 
> > The idea is I am searching for a very easily repeatable 
> > set of data and parameters so that people like James, 
> > or others, can very easily build and test...
> > 
> > I hope soon we will be rid of the 'swirlies', 'spaghetti', 
> > or what ever we want to call the problem...
> > 
> > DRAT! Even using ONE --tile-id=5426688 it is still 
> > trundling along after two more hours... Am off to dinner, 
> > so will leave it running...
> > 
> > But meantime hope this helps 'explain' clearly the 
> > problem Jason, and now I are still seeing... so maybe 
> > the sg_binobj is still not doing its job completely...
> > either as a write, or read...
> > 
> > Will report more if I find more...
> > 
> > Regards,
> > Geoff.
> > 
> > 
> > 
> > On Mon, 2011-10-24 at 06:56 +1100, Jason Cox wrote:
> > > Geoff,
> > > the whole scenery build directory is
> > > http://dl.dropbox.com/u/3028956/newScenery.tar.bz2
> > > 
> > > The process that i used for cutting up the 3sec dems was to use your
> > > makeYSSY-1.0.4 to produce only the SRTM directory and run terrafit as
> > > well as produce the airports.
> > > 
> > > After that everything came from shape files from ga.gov.au.
> > > 
> > > I have found that all data in the VMAP is out of position with airports
> > > and coastal data and found that the shape files all align correctly.
> > > 
> > > 
> > > There were also some changes needed to one of the terragear files to
> > > increase the allowed build time for a tile.
> > > 
> > > ~line 1187 in src/BuildTiles/Main/main.cxx
> > > 
> > >     limit.rlim_cur = 300000;    // seconds
> > >     limit.rlim_max = 300000;    // seconds
> > > 
> > > The build command 
> > > 
> > >  fgfs-construct --work-dir=. --output-dir=Scenery/Terrain --lon=150
> > > --lat=-30 --xdist=5 --ydist=5 AirportArea AirportObj SRTM2-Australia-3
> > > LandMass  Sand   Rivers Lakes Freeways Trunk_Freeways Tertiary_Roads
> > > Service_Roads Secondary_Roads Primary_Roads Towns Cities Crops
> > > Railroads Residential_Roads
> > > 
> > > 
> > > hope this all helps
> > > Jason
> > > 
> > > PS it took 860min to build 
> > > 
> > > On Sun, 2011-10-23 at 16:56 +0200, Geoff McLane wrote:
> > > > Hi Jason,
> > > > 
> > > > Thanks for sharing your generated BTG files...
> > > > I will try loading these soon...
> > > > 
> > > > I am presently in the process of updating 
> > > > SG/FG/TG to the latest respective gits, 
> > > > particularly to get James' latest sg_binobj, and 
> > > > would appreciate having your full -
> > > >  newSydScenery/work
> > > > perhaps excluding the 
> > > >  newSydScenery/work/Scenery/Terrain/*
> > > > which you have already provided...
> > > > 
> > > > It would give me some quick data to try this 
> > > > new build of TG tools and then fgfs on... regardless 
> > > > of size...
> > > > 
> > > > If you do not mind, can you advise, either here 
> > > > or directly, for the Sydney area -
> > > > 
> > > > What HGT/DEM elevation source did you use? 1 or 
> > > > 3 arcsec, or other? Very important for the N
> > > > Head Gap, and lots of other shear cliffs around 
> > > > Sydney.
> > > > 
> > > > Did you push terrafit? If yes, what values?
> > > > ie min-nodes and max-errors specifically...
> > > > 
> > > > What source did you use for the landmass (ocean vs 
> > > > land) default? That is, what coastline data? 
> > > > Again important to get detailed harbor, and other 
> > > > coast features.
> > > > 
> > > > What sources, SHP or other, did you use for the 
> > > > various landuse types? There are lots of 'green' 
> > > > areas in and around the city...
> > > > 
> > > > Thanks,
> > > > Geoff.
> > > > 
> > > > On Sun, 2011-10-23 at 17:24 +1100, Jason Cox wrote:
> > > > > James,
> > > > > here is the scenery that I have generated. Te file 33M and i also 
> > > > > have a
> > > > > complwork directory if you would like to look at that but its a +130M
> > > > > bz2 file
> > > > > http://dl.dropbox.com/u/3028956/newScenery-YSSY.tar.bz2
> > > > > 
> > > > > 
> > > > > Jason
> > > > > 
> > > > > 
> > > > > On Sun, 2011-10-23 at 01:46 +0100, James Turner wrote:
> > > > > > On 23 Oct 2011, at 00:41, Jason Cox wrote:
> > > > > > 
> > > > > > > I can now build more scenery but still hit the "spaghetti network"
> > > > > > > around YSSY. 
> > > > > > > Was the change that you made only to a 32bit int?
> > > > > > > What do i need to do to change to 64bit int?
> > > > > > 
> > > > > > I'd be pretty suspicious of this - much more likely, there's a bug 
> > > > > > in my code, than you actually need 64-bit indices. I won't say 
> > > > > > 'impossible', but I don't think GPUs or OSG actually support 
> > > > > > indices larger than 32-bits anyway, and even if they did, you'd 
> > > > > > still bring your GPU to its knees before hitting that limit.
> > > > > > 
> > > > > > I have tests for > 2^16 vertices / texture coords, which are all 
> > > > > > working, which suggests there's 'something else' going on. (Or my 
> > > > > > tests need to be extended)
> > > > > > 
> > > > > > Can you make available, a zip/tarball with your work directories, 
> > > > > > so I can test locally? Or the produced btg?
> > > > > > 
> > > > > > James
> > > > > > 
> > > > 



------------------------------------------------------------------------------
The demand for IT networking professionals continues to grow, and the
demand for specialized networking skills is growing even more rapidly.
Take a complimentary Learning@Cisco Self-Assessment and learn 
about Cisco certifications, training, and career opportunities. 
http://p.sf.net/sfu/cisco-dev2dev
_______________________________________________
Flightgear-devel mailing list
[email protected]
https://lists.sourceforge.net/lists/listinfo/flightgear-devel

Reply via email to