> So no reason the get polemic or arrogant:
>
>> I wrote 'scenery and models', I did not write 'trees'.
> ...
>> Which of these two statements did you find hard to understand?

Heiko, that didn't come out of the blue. That came after I took the time to 
explain something, then explained it in different words, then explained the 
same thing in yet different words. This turns frustrating eventually. 
Basically, here you are throwing me something into my face which I have 
explained myself previously as if I were not aware of it. There can be three 
basic reasons for this:

a) You deliberately misunderstand me and want to provoke me. I don't actually 
think so.
b) You do not read carefully what I write. That'd be disrespectful in a 
discussion, since it takes me much more time to write something than you do 
read.
c) You have genuine trouble understanding what I write. In this case, I would 
think (since we're both German native speakers) that you'd contact me offline 
for explanations. Since you didn't do that, my working hypothesis was b).

So, for the record, I am willing to discuss and to explain my position, even a 
few times, but I require that whoever discusses with me makes an effort to read 
and understand what I say. That is not arrogant, elitist or anything like that, 
because otherwise the discussion is a waste of my time.

> However, I simply I had the feeling that I somewhere read that there has  
> been a more simple way proposed to have your shader working together  
> along with the other shaders.

Yes, Emilian sketched a way to include the fog function from a different file. 
Unfortunately, that's not really straightforward since I also change the light 
and fog lighting, and it's not clear to me after thinking about it for quite a 
while how to do it technically without doubling or even tripling a lot of 
computations. Maybe that's just my lack of insight into Effect file structure 
and GLSL coding. I listed a detailed discussion of issues I saw when working on 
the water shader in a post on this list a while ago (which you probably 
missed), some of it was discussed, some was not. 

The original plan had been that Emilian and Vivian pick up the Atmospheric 
Scattering framework and incorporate that into their pile of shaders which they 
processed (that was like 7 months ago). Since this didn't move forward, I 
decided at some point to work on the problem myself and start converting 
shaders the way I would do it. After a (somewhat heated) water shader 
discussion I offered my help to Emilian if he wanted to follow up his original 
idea (since he seems to have a clearer picture of the technicalities) something 
like 2 months ago. Nothing has come out of it so far, so even if I wanted to 
try something different (which I'm not really sure of), at this point I am 
stuck with my way of doing things.
 
So, just saying that there's a more simple way doesn't really change anything. 
Let me state again, whoever wants help/explanations/whatnot to make shader X 
work in the framework will get it from me as much as I'm able to. But I'm not a 
GLSL wizard, I can design an algorithm which does what I want, but I can't code 
elegant designs.

In many situations, I felt pretty much left alone with any questions I posted 
(to date, I still have no clear idea what the format of 3d noise textures in 
the shaders actually is for instance), so I had to come up with my own 
solutions based on trial and error. That's okay, but to say after the fact 'Oh, 
but you should have done it like that...' is very cheap.

> ... could have written in one short sentence:
>"Sorry, some things goes behind my knowledge, that's why it isn't there.  
> If anyone interested to help, you are welcome!" or anything like that.

Yes, it could. But you started the argument with 'users want' and the relevance 
of my text was that the existence of people wanting something doesn't make me 
do it, the same way as just me wanting things doesn't get them done.

> And at  
> the end we wonder we have it again, that people come up and say "Uh,  
> there is now way to contribute....; there are all feeling like  
> elites..;  the don't listen to users; ... etc, etc.

I strongly disagree. There is a world of difference between cheap user response 
and meaningful user response. Cheap user response starts from the assumption 
that the developer is basically unable to notice or know even the simplest 
things, and then the response is based on the wishes of the user with no regard 
for what is possible. 'We need better framerate.' or 'Clouds should not turn 
when seen from above' are such statements.  I'd basically only say that if I 
were of the mind that developers are too dumb to note that all shaders to max 
cause low framerates and that they would have coded 3d clouds without noting 
that they turn when seen from above. 

Thoughful user response tries to understand what is happening right now, why 
things are the way they are and ideally comes up with an idea how to improve 
things. 

My position in general is to deal with cheap user response cheaply or not at 
all, so that I have time to deal in length with thoughtful user response. The 
latter category has lead to many useful additional features coded into weather 
and shaders, and I value it highly. Conversation always goes two ways - it's 
not my task to give long and polite explanations to every cheap comment made, 
but if the other person tries hard, so do I.

> I hope you understand, then at least that's exactly the feeling I got  
> here with your replies, and I hope that wasn't that what you wanted.

My intention was to give you an explanation, my feeling through the whole 
discussion was that you did not read what I wrote, at least initially I assumed 
that was my fault in giving a bad explanation so I tried again, then, well, see 
above...

> Sorry,  that's the goal of every flight simulator: realistic as  
> possible, perfomance friendly as possible. Only knowledge and hardware  
> is the limit here, and this limit is pushed further every year.

Yes it is, precisely my point - so a user asking for it implies that the 
developers are unaware of the goal and don't actually try for realism or 
framerate. It's a cheap point to make, and it's really annoying when you took 
two weeks benchmarking and optimizing a bit of code and have no idea how to get 
even 5% more to hear 'Oh, but this needs to be faster'.

> But that doesn't mean that we should forget users- Because the users  
> from today are the developers from tomorrow and NO, in this context I  
> don't mean problems with framerates here. Users and heir contributions  
> are our gain, not money.

See above (and also remember how you told me off in the forum quite a while ago 
when I was a rather annoying user dabbling in development! - it was the right 
thing to do then, and it still is now).

> But you also wouldn't have made such a statement if you wouldn't have  
> forget that FGFS is used in some research and even commercial projects,  
> and that's even one goal of our project.

The essence remains valid - also a research project doesn't get things just 
because people want it if my time is the limiting factor. But I have yet to see 
cheap user response from a research project. Usually that comes as a thoughtful 
response and gets a thoughtful answer.

> And that's exactly what I have wished: that you see such complains more  
> as a feature request and not as a personal attack on your work.

Heiko, I did not at any point see an attack of my work from your side. The 
problem here was that explanation after explanation was seemingly lost into the 
void with you bringing up points as if I had never explained anything.

> Just to remember what you wrote: "For information, my priority list is  
> very much focused on looking out of the cockpit and seeing the scenery"

Yes, I wrote that. It happens to be true. I work on things which I enjoy. 
Anyone here who frequently works on features he doesn't enjoy?

> But I can't deny, I think no one can, that it is simply dissapointing,  
> if you work pretty hard on something and at the end you have to see that  
> it only works for some configurations, though you would have expected  
> something different.

No, we depend on others here. So, the solution is - we get in touch with the 
people who can help, we make our case why it's important, everyone thinks over 
it, sometimes things get done, sometimes not and if not we have to live with 
the decision of the others. You might have asked 'What needs to be done to make 
shader XXX work together with the sky?', received the answer and then asked if 
someone could convert the shader because it's important for YYY.  Insisting 
that unsupproted shaders are a bug and are as problematic as rendering 
artefacts didn't exactly help making your case.

> I don't take offence because someone doesn't enjoy the same things as  
> me, but I expect from this person that he respects that I have another  
> favour, and when I come up with this, that he doesn't see it as a  
> personal attack and it ends all in a big strong discussion.

Ah, but that's not what you did. You insisted that there's a bug, that there's 
inconsistent development, that incompatibility is a huge problem, that things 
were okay before, and you disregarded any argument to the contrary. For 
instance, I would still like to see your assessment of the 3000 m visibility 
screenshot with skydome shader on. I haven't heard a clear message from your 
side that this situation is actually not okay or even acceptable.

Despite my problems with your responses, this ends in a big discussion rather 
than being ignored because I respect you much and I want to give you a proper 
explanation even if it costs a lot of my time and nerves.

> And I had discussions off-list with others about he whole topic, and we  
> agree that the current design is a mess, sorry to say that.
>
> I can't tell if there is really 20-30% better perfomance with your  
> solution, but I do see  maintenance friendly at such complex things like  
> shaders as a gain equal to 20-30% better perfomance.

See above, it's not that Emilian didn't have his shot at the problem or as if I 
would deliberately withhold information or prevent Emilian from following his 
idea. 

> But I do more want at the end to have a GOOD solution, a good SYSTEM, as  
> friendly to use as possible.

In a nutshell, it's framerate against ease of maintenance in many cases. Simple 
example - I can use approximate analytical solutions to combine fogging 
expressions, the result is twice as fast as the naive thing, but you can't 
easily see where it comes from without knowing a bit of math. Expansions around 
Earth curvature usually give a factor 3-5 performance gain of code fragments, 
but you have to be able to understand Taylor series to see what is happening. 
So it has to be good for whom and friendly to use for whom? The end user 
favours framerate, the developer ease of maintenance. Some problems do not have 
a unique solution, there are just different opinions what is important and what 
not.

In this case, arguments have been exchanged, but to point fingers at me for not 
following Emilian's opinion after I explained where I have a different opinion 
isn't really helpful.

Cheers,

* Thorsten
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