Re: [Flightgear-devel] NVIDIA 1.0-7667 breaks shadows entirely.

2005-08-02 Thread Andy Ross
Gerard Robin wrote:
 Being Nvidia and X installed , i continu to search a good answer :
 After many experimentations, I did not notice any change between
 24bpp and 32 bpp.

There is no difference between 24 and 32 bpp on NVidia hardware.  Both
of them give you a 32 bit 8:8:8:8 RGBA front and backbuffer, a 32 bit
Z depth and (now) an 8 bit stencil buffer, for a grand total of 104
real bits per pixel.

You can inspect the list of OpenGL visuals available using the
glxinfo command line tool if you like.  The real choice underneath
the (glut or SDL) abstraction layer is much more complicated than a
single number.

The reason that this suddenly breaks with the new drivers is that the
new drivers have a new feature: they can now support 16 bit color
buffers even when the desktop is at 32bpp.  But these 16 bit modes do
*not* support 8 bit stencil, which is required for the shadow
implementation.  So it used to by that when FlightGear asked for a
16bpp stencil framebuffer on a 32bpp desktop, it got a 32 bit mode
anyway.  But now, the driver can actually fulfill the request, so it
provides a mode that won't work with shadows.

FlightGear asks for a default color depth of 16bpp, but it also asks
for stencil; this is essentially a bug.  These are not compatible
requests on any modern GPUs, which only support 8 bit stencil in true
color modes.

Andy




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Re: [Flightgear-devel] NVIDIA 1.0-7667 breaks shadows entirely.

2005-08-02 Thread Harald JOHNSEN

Andy Ross wrote:


Gerard Robin wrote:
 


Being Nvidia and X installed , i continu to search a good answer :
After many experimentations, I did not notice any change between
24bpp and 32 bpp.
   



There is no difference between 24 and 32 bpp on NVidia hardware.  Both
of them give you a 32 bit 8:8:8:8 RGBA front and backbuffer, a 32 bit
Z depth and (now) an 8 bit stencil buffer, for a grand total of 104
real bits per pixel.

You can inspect the list of OpenGL visuals available using the
glxinfo command line tool if you like.  The real choice underneath
the (glut or SDL) abstraction layer is much more complicated than a
single number.

The reason that this suddenly breaks with the new drivers is that the
new drivers have a new feature: they can now support 16 bit color
buffers even when the desktop is at 32bpp.  But these 16 bit modes do
*not* support 8 bit stencil, which is required for the shadow
implementation.  So it used to by that when FlightGear asked for a
16bpp stencil framebuffer on a 32bpp desktop, it got a 32 bit mode
anyway.  But now, the driver can actually fulfill the request, so it
provides a mode that won't work with shadows.

FlightGear asks for a default color depth of 16bpp, but it also asks
for stencil; this is essentially a bug.  These are not compatible
requests on any modern GPUs, which only support 8 bit stencil in true
color modes.

Andy


 

And I'll add that we don't ask for a stencil buffer when in 16 bits 
mode, perhaps we should omit
this restriction. Then the driver would have a chance to make the right 
choice.


Harald.


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Re: [Flightgear-devel] NVIDIA 1.0-7667 breaks shadows entirely.

2005-08-02 Thread Gerard Robin
Le mardi 02 août 2005 à 09:53 -0700, Andy Ross a écrit :
 Gerard Robin wrote:
  Being Nvidia and X installed , i continu to search a good answer :
  After many experimentations, I did not notice any change between
  24bpp and 32 bpp.
 
 There is no difference between 24 and 32 bpp on NVidia hardware.  Both
 of them give you a 32 bit 8:8:8:8 RGBA front and backbuffer, a 32 bit
 Z depth and (now) an 8 bit stencil buffer, for a grand total of 104
 real bits per pixel.
 
 You can inspect the list of OpenGL visuals available using the
 glxinfo command line tool if you like.  The real choice underneath
 the (glut or SDL) abstraction layer is much more complicated than a
 single number.
 
 The reason that this suddenly breaks with the new drivers is that the
 new drivers have a new feature: they can now support 16 bit color
 buffers even when the desktop is at 32bpp.  But these 16 bit modes do
 *not* support 8 bit stencil, which is required for the shadow
 implementation.  So it used to by that when FlightGear asked for a
 16bpp stencil framebuffer on a 32bpp desktop, it got a 32 bit mode
 anyway.  But now, the driver can actually fulfill the request, so it
 provides a mode that won't work with shadows.
 
 FlightGear asks for a default color depth of 16bpp, but it also asks
 for stencil; this is essentially a bug.  These are not compatible
 requests on any modern GPUs, which only support 8 bit stencil in true
 color modes.
 
 Andy
 
 
Many Thanks, i begin to understand :=)
 
 

 
-- 
Gerard


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Re: [Flightgear-devel] NVIDIA 1.0-7667 breaks shadows entirely.

2005-08-02 Thread Gerard Robin
Le mardi 02 août 2005 à 19:17 +0200, Harald JOHNSEN a écrit :
 Andy Ross wrote:
 

 
 FlightGear asks for a default color depth of 16bpp, but it also asks
 for stencil; this is essentially a bug.  These are not compatible
 requests on any modern GPUs, which only support 8 bit stencil in true
 color modes.
 
 Andy
 
 
   
 
 And I'll add that we don't ask for a stencil buffer when in 16 bits 
 mode, perhaps we should omit
 this restriction. Then the driver would have a chance to make the right 
 choice.
 
 Harald.
 
Well, i don't know if it is any relationship, but, 
FG needs absolutely to be runned on 24 depth Xserver, i mean we must
start X with 24 depth.
If not,
the command:fgfs --bpp=24  --Aircraft= ... --Airport=
gives the message error
RenderTexture Error: Couldn't find a suitable pixel format.

Shadow is working but we get an ugly texture scenery, 

May we concluded: --bpp=24 do not fully  operate on FG. Only partly ?


-- 
Gerard


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Re: [Flightgear-devel] NVIDIA 1.0-7667 breaks shadows entirely.

2005-08-02 Thread Matthias Boerner
Oops,

you are quite right. I should have thought about it before I had sent this 
mail.

Matthias 

On Monday 01 August 2005 23:21, Gerard Robin wrote:
 Le lundi 01 août 2005 à 23:08 +0200, Matthias Boerner a écrit :
  Hi,
 
  also NVIDIA is not working with 32bpp: You will get following error
  message if you switch to 32bpp in the section Screen, SubSection
  Display,...:
 
  (II) Setting vga for screen 0.
  (EE) NVIDIA(0): Given color depth (32) is not supported
  (EE) NVIDIA(0):  *** Aborting ***
  (II) UnloadModule: nvidia
  (EE) Screen(s) found, but none have a usable configuration.
 
 
  The man pages of xorg.conf say at DISPLAY SUBSECTION:
 
  Depth  depth
 
  This entry specifies what colour depth the Display subsection is to be
  used for. This entry is usually specified, but it may be omitted to
  create a match-all Display subsection or when wishing to match only
  against the FbBpp parameter. The range of depth values that are allowed
  depends on the driver. Most driver support 8, 15, 16 and 24. Some also
  support 1 and/or 4, and some may support other values (like 30). Note:
  depth means the number of bits in a pixel that are actually used to
  determine the pixel colour. 32 is not a valid depth value. Most hardware
  that uses 32 bits per pixel only uses 24 of them to hold the colour
  information, which means that the colour depth is 24, not 32.
 
  Matthias

 Are you confusing both depth and pixel definition:

 here an extract from NVIDIA readme

  DEPTH, BITS PER PIXEL, AND PITCH

 While not directly a concern when programming modes, the bits used per
 pixel
 is an issue when considering the maximum programmable resolution; for
 this
 reason, it is worthwhile to address the confusion surrounding the terms
 depth and bits per pixel. Depth is how many bits of data are stored
 per
 pixel. Supported depths are 8, 15, 16, and 24. Most video hardware,
 however,
 stores pixel data in sizes of 8, 16, or 32 bits; this is the amount of
 memory
 allocated per pixel. When you specify your depth, X selects the bits per
 pixel
 (bpp) size in which to store the data. Below is a table of what bpp is
 used
 for each possible depth:

 Depth  BPP
 ------
 8  8
 15 16
 16 16
 24 32

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Re: [Flightgear-devel] NVIDIA 1.0-7667 breaks shadows entirely.

2005-08-01 Thread Gerard Robin
Le lundi 01 août 2005 à 00:18 +0200, Arnt Karlsen a écrit :
 On Sat, 30 Jul 2005 16:40:58 +0200, Oliver wrote in message 
 [EMAIL PROTECTED]:
 
  On Saturday 30 July 2005 16:25, Dave Martin wrote:
   I don't know if anyone has brought this up yet but the 1.0-7667
   driver from NVIDIA for linux breaks the drawn shadows as in they
   don't appear at all.
  
   This tested and confirmed on a FX5800U and 6600GT PCIE
  
   Dave Martin
  
  No, it works here.
  You just need to start flightgear in 24 bit mode. 
  fgfs --bpp=24
 
 ...does  --bpp=32  work any better than 24bpp for you?
 (Assuming X run at 32 on Nvidia cards)
 
 Being Nvidia and X installed , i continu to search a good answer :
After many experimentations,
I did not notice any change between 24bpp and 32 bpp.
I am not an expert in graphics development, may be the differences
depends on the GPU itself  and the capability to handle both
definitions, 
The main question could be about CPU: 
does CPU time used and is it any losses with one or the other ?  

Does somebody can give an answer ?

-- 
Gerard


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Re: [Flightgear-devel] NVIDIA 1.0-7667 breaks shadows entirely.

2005-08-01 Thread Arnt Karlsen
On Mon, 01 Aug 2005 15:13:54 +0200, Gerard wrote in message 
[EMAIL PROTECTED]:

 Le lundi 01 août 2005 à 00:18 +0200, Arnt Karlsen a écrit :
  On Sat, 30 Jul 2005 16:40:58 +0200, Oliver wrote in message 
  [EMAIL PROTECTED]:
  
   On Saturday 30 July 2005 16:25, Dave Martin wrote:
I don't know if anyone has brought this up yet but the 1.0-7667
driver from NVIDIA for linux breaks the drawn shadows as in they
don't appear at all.
   
This tested and confirmed on a FX5800U and 6600GT PCIE
   
Dave Martin
   
   No, it works here.
   You just need to start flightgear in 24 bit mode. 
   fgfs --bpp=24
  
  ...does  --bpp=32  work any better than 24bpp for you?
  (Assuming X run at 32 on Nvidia cards)
  
  Being Nvidia and X installed , i continu to search a good answer :
 After many experimentations,
 I did not notice any change between 24bpp and 32 bpp.

..glxgears, FlightGear etc f/s?

 I am not an expert in graphics development, may be the differences
 depends on the GPU itself  and the capability to handle both
 definitions, 
 The main question could be about CPU: 
 does CPU time used and is it any losses with one or the other ?  
 
 Does somebody can give an answer ?

..pass, what I learned from my own research on gpu's before buying an
ATI 9250 clone, is ATI are native 24bpp and 24bpp only, where Nvidia
is 1x32bpp or 2x16bpp, suggesting ATI would suck at 16bpp doing less
than 3x8bpp and at 32bpp not being able to see or make any use of
the top 8 bits.   
My understanding of Nvidea is their cards should work better at 32bpp
and 16bpp than at 24bpp, because 24bpp wastes half a 16bpp engine.


-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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Re: [Flightgear-devel] NVIDIA 1.0-7667 breaks shadows entirely.

2005-08-01 Thread Gerard Robin
Le lundi 01 août 2005 à 21:53 +0200, Arnt Karlsen a écrit :

   Being Nvidia and X installed , i continu to search a good answer :
  After many experimentations,
  I did not notice any change between 24bpp and 32 bpp.
 
 ...glxgears, FlightGear etc f/s?

Ouaf. glxgears isn't  a representative benchmark, with it we cannot
get a good performance analysis. 
I have played to demonstrate that my old ati 9200 and my other old
nvidia 5200 is better than the NVIDIA 6600GT.

assuming we use the Nvidia 7xxx  driver  (not the 6xxx)  

FG says 6600GT is x2.5 more (32 bpp or 24 seem the same performance )

Celestia says  (depending on the render choice) from x3 to x4 more
(probably 32bpp, my Xserver  is permanently 32bpp)

 
  I am not an expert in graphics development, may be the differences
  depends on the GPU itself  and the capability to handle both
  definitions, 
  The main question could be about CPU: 
  does CPU time used and is it any losses with one or the other ?  
  
  Does somebody can give an answer ?
 
 ...pass, what I learned from my own research on gpu's before buying an
 ATI 9250 clone, is ATI are native 24bpp and 24bpp only, where Nvidia
 is 1x32bpp or 2x16bpp, suggesting ATI would suck at 16bpp doing less
 than 3x8bpp and at 32bpp not being able to see or make any use of
 the top 8 bits.   
 My understanding of Nvidea is their cards should work better at 32bpp
 and 16bpp than at 24bpp, because 24bpp wastes half a 16bpp engine.
 
 
Ok , i will try to analyse it. 

-- 
Gerard


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Re: [Flightgear-devel] NVIDIA 1.0-7667 breaks shadows entirely.

2005-08-01 Thread Josh Babcock
Arnt Karlsen wrote:

 ..pass, what I learned from my own research on gpu's before buying an
 ATI 9250 clone, is ATI are native 24bpp and 24bpp only, where Nvidia
 is 1x32bpp or 2x16bpp, suggesting ATI would suck at 16bpp doing less
 than 3x8bpp and at 32bpp not being able to see or make any use of
 the top 8 bits.   
 My understanding of Nvidea is their cards should work better at 32bpp
 and 16bpp than at 24bpp, because 24bpp wastes half a 16bpp engine.
 
 

From what I understand, 24bpp is the same amount of data as 32bpp. It
just signifies that there is a separate alpha channel. Since this is not
strictly 'color' the last 8 alpha bits are not counted in the color
depth. Still, each pixel takes up 32 bits of memory. ATI cards do 16bpp
just the same as all the other cards, 16 bits of color and nothing else.
(red and blue get 5bpp, green I think is the one that gets 6bpp)

Josh

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Re: [Flightgear-devel] NVIDIA 1.0-7667 breaks shadows entirely.

2005-08-01 Thread Arnt Karlsen
On Mon, 01 Aug 2005 23:08:03 +0200, Gerard wrote in message 
[EMAIL PROTECTED]:

 Le lundi 01 août 2005 à 21:53 +0200, Arnt Karlsen a écrit :
 
Being Nvidia and X installed , i continu to search a good answer
:
   After many experimentations,
   I did not notice any change between 24bpp and 32 bpp.
  
  ...glxgears, FlightGear etc f/s?
 
 Ouaf. glxgears isn't  a representative benchmark, with it we
 cannot get a good performance analysis. 

..I said etc.  ;o)

 I have played to demonstrate that my old ati 9200 and my other old
 nvidia 5200 is better than the NVIDIA 6600GT.
 
 assuming we use the Nvidia 7xxx  driver  (not the 6xxx)  
 
 FG says 6600GT is x2.5 more (32 bpp or 24 seem the same performance )
 
 Celestia says  (depending on the render choice) from x3 to x4 more
 (probably 32bpp, my Xserver  is permanently 32bpp)

..benchmark start-up commandline ideas will help benchmark apples 
and oranges, as such, rather than as bananas and pineapples.  ;o)
 
   I am not an expert in graphics development, may be the differences
   depends on the GPU itself  and the capability to handle both
   definitions, 
   The main question could be about CPU: 
   does CPU time used and is it any losses with one or the other ?  
   
   Does somebody can give an answer ?
  
  ...pass, what I learned from my own research on gpu's before buying
  an ATI 9250 clone, is ATI are native 24bpp and 24bpp only, where
  Nvidia is 1x32bpp or 2x16bpp, suggesting ATI would suck at 16bpp
  doing less than 3x8bpp and at 32bpp not being able to see or make
  any use of the top 8 bits.   
  My understanding of Nvidea is their cards should work better at
  32bpp and 16bpp than at 24bpp, because 24bpp wastes half a 16bpp
  engine.
  
  
 Ok , i will try to analyse it. 
 


-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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Re: [Flightgear-devel] NVIDIA 1.0-7667 breaks shadows entirely.

2005-08-01 Thread Lee Elliott
On Tuesday 02 Aug 2005 00:01, Arnt Karlsen wrote:
 On Mon, 01 Aug 2005 18:14:16 -0400, Josh wrote in message

 [EMAIL PROTECTED]:
  Arnt Karlsen wrote:
   ..pass, what I learned from my own research on gpu's
   before buying an ATI 9250 clone, is ATI are native 24bpp
   and 24bpp only, where Nvidia is 1x32bpp or 2x16bpp,
   suggesting ATI would suck at 16bpp doing less than
   3x8bpp and at 32bpp not being able to see or make any
   use of the top 8 bits.
   My understanding of Nvidea is their cards should work
   better at 32bpp and 16bpp than at 24bpp, because 24bpp
   wastes half a 16bpp engine.
  
  
  
  From what I understand, 24bpp is the same amount of data as
   32bpp. It
 
  just signifies that there is a separate alpha channel. Since
  this is not strictly 'color' the last 8 alpha bits are not
  counted in the color depth.

 ..yes, but does this impact 32bpp performance relative to
 24bpp and not 24bpp relative to 16bpp like it should on
 ATI's and should not on Nvidea and vice versa?

  Still, each pixel takes up 32 bits of memory.

 ..my understanding is ATI cannot do 32bpp math at all, their
 gpus are 24bpp only, while Nvidea gpus does both 16bpp and
 32bpp but not 24bpp.
 Strategic gpu HW design choises made a decade or so back.

  ATI cards do 16bpp just the same as all the other cards, 16
  bits of color and nothing else. (red and blue get 5bpp,
  green I think is the one that gets 6bpp)

 ..true, at the same speed as they will do 24bpp, 15bpp and
 possibly also 8bpp, I doubt ATI gpu's has a 3x8bpp mode,
 Nvidea however talks about a 2x16bpp and an 1x32bpp mode.

As Josh said, in a 32 bpp mode 8 bits are used for an alpha 
channel so there isn't really any 32 bpp maths to worry about.

It probably makes more sense to think in terms of 3x8 bpp for 24 
bit modes or 4x8 bpp for 32 bit display modes, with each 8 bit 
channel giving 256 levels of intensity (brightness).

8 bit and lower colour modes work differently and use an indexed 
palette and a look-up table of absolute rgb values.  The actual 
colours in the palette can have any value but you're limited to 
a total of 256 of 'em.

An 8 bit greyscale mode is essentially the same as one of the 24 
bit colour modes channels except you're only dealing with 
absolute brightness - all colour info is ignored.

24 bpp data can be displayed on a 15 or 16 bit mode simply by 
discarding the least significant bits of each channel.  This can 
produce some colour banding and other undesired artifacts but 
it's economical as the data requires no conversion.

After 24 bpp the next commonly used colour mode is 36 bpp - 3x12 
bpp.  This is mainly used for print stuff.

LeeE

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Re: [Flightgear-devel] NVIDIA 1.0-7667 breaks shadows entirely.

2005-07-31 Thread Arnt Karlsen
On Sat, 30 Jul 2005 16:40:58 +0200, Oliver wrote in message 
[EMAIL PROTECTED]:

 On Saturday 30 July 2005 16:25, Dave Martin wrote:
  I don't know if anyone has brought this up yet but the 1.0-7667
  driver from NVIDIA for linux breaks the drawn shadows as in they
  don't appear at all.
 
  This tested and confirmed on a FX5800U and 6600GT PCIE
 
  Dave Martin
 
 No, it works here.
 You just need to start flightgear in 24 bit mode. 
 fgfs --bpp=24

..does  --bpp=32  work any better than 24bpp for you?
(Assuming X run at 32 on Nvidia cards)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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[Flightgear-devel] NVIDIA 1.0-7667 breaks shadows entirely.

2005-07-30 Thread Dave Martin
I don't know if anyone has brought this up yet but the 1.0-7667 driver from 
NVIDIA for linux breaks the drawn shadows as in they don't appear at all.

This tested and confirmed on a FX5800U and 6600GT PCIE

Dave Martin

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Re: [Flightgear-devel] NVIDIA 1.0-7667 breaks shadows entirely.

2005-07-30 Thread Oliver C.
On Saturday 30 July 2005 16:25, Dave Martin wrote:
 I don't know if anyone has brought this up yet but the 1.0-7667 driver from
 NVIDIA for linux breaks the drawn shadows as in they don't appear at all.

 This tested and confirmed on a FX5800U and 6600GT PCIE

 Dave Martin

No, it works here.
You just need to start flightgear in 24 bit mode. 
fgfs --bpp=24


Best Regards,
 Oliver C.

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Re: [Flightgear-devel] NVIDIA 1.0-7667 breaks shadows entirely.

2005-07-30 Thread Dave Martin
On Saturday 30 July 2005 15:40, Oliver C. wrote:

 No, it works here.
 You just need to start flightgear in 24 bit mode.
 fgfs --bpp=24


 Best Regards,
  Oliver C.


Thanks for that :)

Dave Martin.

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