On Fri, May 3, 2013 at 6:15 PM, Vivian Meazza wrote:
> I re-installed the Jenkins nightly Win build from yesterday – seems OK,
> although I have NOT done any extensive testing. I’m seeing regular crashes
> here from ALS and Rembrandt, but that’s nothing new.  I’m getting a number
> of errors on start-up; they seem harmless:
>
> Failed to create alias at
> /controls[0]/refuelling[0]/refuelling-drogues-pos-norm
>
> [0]. Source /sim[0]/multiplay[0]/generic[0]/float[2] is already aliasing
> another
>
> property.
>
> Failed to set alias to /controls/refuelling/refuelling-drogues-pos-norm

FYI, I don't think this is related to the AAR work I've done recently, and looks
like it might be aircraft specific.  What aircraft are you seeing this with?


> I would be more concerned over the state of the data. The reinstall has
> partly solved the Screenshot directory issue – it now uses the default
> Working Directory, but the gui input is still stuck. We have a small glitch
> with Stuart’s latest iteration of the Random Vegetation (aka trees) with
> what I think is probably a mipmapping issue.

I thought 2.10.1 data would be taken from 2.10.0, with commits cherry-picked?

If not, I'd suggest backing out that commit from the 2.10.1 data branch, as
it has a co-requisite simgear change, and as Vivian mentions still has
some issues.

I've been away for the last 5 days so haven't had the chance to look into
the tree problem further, but have a couple of ideas.  One option would be
to "mirror" the texture rows, so instead of looking like this:

^^^^^^^
^^^^^^^
^^^^^^^
^^^^^^^

It would be top-to-top and base-to-base:

vvvvvvvv
^^^^^^^^^
vvvvvvvv
^^^^^^^^

That way is the mipmap UV isn't quite accurate, it would just include the
tree-top of the texture above, rather than the base.  This would certainly be
less noticeable.  The downside is that I think it would require adding an if()
test to the vertex shader, something I've been avoiding due to (unfounded?)
concerns about performance.

Or I might simply change the textures to a (very) long strip, so instead of
512x128 it would be 2048x128.  However that feels rather clunky, and might
not make good use of GPU memory.  Anyone with GPU experience care to
comment?

-Stuart

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