Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-30 Thread Manuel Massing
Hi,

 I'm not sure whether emmisive, specular and diffuse lighting might give
 a different result here.

Hmm, I don't think things are that dramatic... Admittetly, the following
thoughts apply only to local (per-texel) image differences, but 
the big picture shoudln't be worse of.

The specular term of a local reflection model normally does not depend
on the object surface color, it merely emulates a highlight. Diffuse lighting
could amplify a visual error locally if the local contribution of all light
sources is larger than 1 (I assume emissiveness is just a constant light
contribution term, similar to ambient). For a given wavelenght:

diffuse_exact = min(1.0, lossless_surface_color*light_contributions)
diffuse_lossy = min(1.0, lossy_surface_color*light_contributions)

It follows that 

(diffuse_exaxt - diffuse_lossy) = (lossless_color - 
lossy_color)*light_contributions

I.e., the difference image is scaled by the light source contributions. 
So, only if an area is strongly lit (contribution  1), artefacts will become
more noticeable than in an unmodulated view of the image.

Also keep in mind that most image differences will probably be in the same
ballpark as the discretisation error; so the same problem presents itself with
lossless textures, but probably in a less structued and therefore less 
noticeable manner. You just can't get dynamic range where there wasn't, same
goes for spatial resolution. 

Don't take my musings as gospel, though :-)

bye,

 Manuel

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Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Paul Surgeon
On Saturday, 29 January 2005 01:44, Manuel Massing wrote:
 The real problem is that it's hard to get detailed textures for the whole
 world (and storage hungry!!). What I'd like to experiment with later on is
 to let a classifier run over the globally available 28.5m landsat textures,
 and use the resulting classifications to generate missing detail at
 runtime. But first things first...

I don't see why we have to limit ourselves to *having* to have world coverage 
for the engine to be useful.

This engine could be used to display synthetically generated textures which 
are pre-built along a specific flight path.
One could build corridors of scenery from departure to destination before the 
flight or we could use the terrain engine to display synthetic scenery that 
is generated on the fly (like FS2004).

Or people may have access to free photo scenery for their country or area and 
wish to use it for VFR flight or for familiarization of areas around an 
airport before going for a real flight.

I think there is a mindset that one has to have all the scenery installed on 
hard disk which is a waste of space. How many people fly in all the countries 
of the world with FlightGear on a regular basis?

Paul

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Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Christian Mayer
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Manuel Massing schrieb:
 Hello,
 
 
I do have a few questions though :
Does the current code that you have handle texture paging?
 
 
 Yes, textures and geometry are paged and decompressed asynchronously in the
 background (seperate thread). The engine supports image compression to save IO
 (and possibly bus) bandwith, e.g. JPEG and S3TC compression. The first maybe
 quite taxing on the CPU, so we usually only use JPEG for the finest detail
 level textures, which account for most of the data, and S3TC for the lower
 detail levels.

Do you know:

  http://www.sjbaker.org/steve/omniv/jpegs_are_evil_too.html


CU,
Christian
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Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Paul Surgeon
On Saturday, 29 January 2005 12:54, Christian Mayer wrote:
 Manuel Massing schrieb:
  Hello,
 
 I do have a few questions though :
 Does the current code that you have handle texture paging?
 
  Yes, textures and geometry are paged and decompressed asynchronously in
  the background (seperate thread). The engine supports image compression
  to save IO (and possibly bus) bandwith, e.g. JPEG and S3TC compression.
  The first maybe quite taxing on the CPU, so we usually only use JPEG for
  the finest detail level textures, which account for most of the data, and
  S3TC for the lower detail levels.

 Do you know:

   http://www.sjbaker.org/steve/omniv/jpegs_are_evil_too.html

There's still no open source alternative to jpg when it comes to storage size 
and storage is the major issue when dealing with lots of satellite or aerial 
photos.

I did a test with the 18 century crop texture :
JPG  : 1024x1024 @ 85% quality = 508.4 KB
PNG : 512x512 @ level 9 compression = 630.4 KB

Four times higher resolution with hardly any noticable loss in quality (even 
when zoomed in) and it still comes out with a smaller footprint than a PNG 
that is 4 times lower resolution.
Sometimes size does count.

What do you suggest as a replacement to JPG that will give a similiar 
footprint size?

Paul

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Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Paul Surgeon
On Saturday, 29 January 2005 13:49, Paul Surgeon wrote:
 On Saturday, 29 January 2005 12:54, Christian Mayer wrote:
  Manuel Massing schrieb:
   Hello,
  
  I do have a few questions though :
  Does the current code that you have handle texture paging?
  
   Yes, textures and geometry are paged and decompressed asynchronously in
   the background (seperate thread). The engine supports image compression
   to save IO (and possibly bus) bandwith, e.g. JPEG and S3TC compression.
   The first maybe quite taxing on the CPU, so we usually only use JPEG
   for the finest detail level textures, which account for most of the
   data, and S3TC for the lower detail levels.
 
  Do you know:
 
http://www.sjbaker.org/steve/omniv/jpegs_are_evil_too.html

 There's still no open source alternative to jpg when it comes to storage
 size and storage is the major issue when dealing with lots of satellite or
 aerial photos.

 I did a test with the 18 century crop texture :
 JPG  : 1024x1024 @ 85% quality = 508.4 KB
 PNG : 512x512 @ level 9 compression = 630.4 KB

 Four times higher resolution with hardly any noticable loss in quality
 (even when zoomed in) and it still comes out with a smaller footprint than
 a PNG that is 4 times lower resolution.
 Sometimes size does count.

 What do you suggest as a replacement to JPG that will give a similiar
 footprint size?

 Paul

I am corrected once again ...

Norman just pointed JPEG 2000 out to me which is open source (and royalty free 
for GPL projects) and far better than the standard JPEG most of us use.
It uses state-of-the-art wavelet compression and some of the comparisons I've 
seen are incredible. It supports both lossless and lossy compression.

Some comparisons :
http://www.leadtools.com/SDK/Raster/Raster-Addon-JPEG2000-Example.htm
http://www.geocities.com/ee00224/btp2.html

It could be worthwhile looking into if we need to store large images.
The SDK with source code is available at http://www.ermapper.com

Paul

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Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Manuel Massing
Hello,

 Norman just pointed JPEG 2000 out to me which is open source (and royalty
 free for GPL projects) and far better than the standard JPEG most of us
 use. It uses state-of-the-art wavelet compression and some of the
 comparisons I've seen are incredible. It supports both lossless and lossy
 compression.

 Some comparisons :
 http://www.leadtools.com/SDK/Raster/Raster-Addon-JPEG2000-Example.htm
 http://www.geocities.com/ee00224/btp2.html

 It could be worthwhile looking into if we need to store large images.
 The SDK with source code is available at http://www.ermapper.com

The terrain engine also supports the jasper JPEG2000 library. Unfortunately,
the last time I tested, JPEG2000 decoding performed badly (in terms of
runtime) compared to optimized JPEG decoding routines. 

cheers,

 Manuel

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Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Christian Mayer
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Paul Surgeon schrieb:
 On Saturday, 29 January 2005 12:54, Christian Mayer wrote:
 
Manuel Massing schrieb:

Hello,


I do have a few questions though :
Does the current code that you have handle texture paging?

Yes, textures and geometry are paged and decompressed asynchronously in
the background (seperate thread). The engine supports image compression
to save IO (and possibly bus) bandwith, e.g. JPEG and S3TC compression.
The first maybe quite taxing on the CPU, so we usually only use JPEG for
the finest detail level textures, which account for most of the data, and
S3TC for the lower detail levels.

Do you know:

  http://www.sjbaker.org/steve/omniv/jpegs_are_evil_too.html
 
 
 There's still no open source alternative to jpg when it comes to storage size 
 and storage is the major issue when dealing with lots of satellite or aerial 
 photos.
 
 I did a test with the 18 century crop texture :
 JPG  : 1024x1024 @ 85% quality = 508.4 KB
 PNG : 512x512 @ level 9 compression = 630.4 KB
 
 Four times higher resolution with hardly any noticable loss in quality (even 
 when zoomed in) and it still comes out with a smaller footprint than a PNG 
 that is 4 times lower resolution.
 Sometimes size does count.
 
 What do you suggest as a replacement to JPG that will give a similiar 
 footprint size?

(I haven't read the Jpeg2000 stuff, so I don't know if it fixes the problem)

The trouble with JPEG isn't that it's lossy (you need that for hight
compression ratios) but that it uses an algorithm that is tuned to the
human eye.

For normal photographs that's great - for textures that get scaled,
projected, sheared (sp?), lit, ... the uses assumptions dodn't hold anymore.

An extreme example: when you use a very high compression rate you'll see
the blocking artefacts. So you use a not so high compression and are
hapy with the result. If you zoom into the picture you'll start to see
the blocking again as the pixels got large enough.
When you use that picture as an texture and fly low enough you are
basically zooming into the picture. Same problem as above.

So JPEG isn't usefull.


So what's the solution?

1st: I don't know.
2nd: Use an compression that doesn't introduce visible artefacts (i.e.
artefacts that can be shown by zooming, projections, lighting, etc.)

One solution that might work could be wavelets. (This is where JEPG2000
gets interesting again). But the wavelets used would need to be choosen
carefully.

You could also try your own compression format (i.e. one that is
simmilar to the wavelet approach). Roughly do:
Convert your image/texture to HSV, convert the whole picture (not small
blocks like JPEG) to frequency space (i.e. fourier transformation). Then
discretisize that values. In our case the high frequency are very
important (- high resolution) and the low frequencies hardly matter (-
just a few bits).

But doing this is an project of its own. Epecially when you need
performance...

CU,
Christian





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RE: [Flightgear-devel] Runway lighting - What happened to the newterrain engine?

2005-01-29 Thread Norman Vine
Manuel Massing writes:
 
  It could be worthwhile looking into if we need to store large images.
  The SDK with source code is available at http://www.ermapper.com
 
 The terrain engine also supports the jasper JPEG2000 library. Unfortunately,
 the last time I tested, JPEG2000 decoding performed badly (in terms of
 runtime) compared to optimized JPEG decoding routines. 

The Jasper library is notoriously slow,  
You should at least test the ermapper library brfore you give
up on JPEG2000  :-)

Norman

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Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Manuel Massing
Hi,

 For normal photographs that's great - for textures that get scaled,
 projected, sheared (sp?), lit, ... the uses assumptions dodn't hold
 anymore.

Why should projection, shearing, scaling be a problem? Wouldn't every JPEG
image displayed on your computer screen would look lousy when looking at your
display from an angle, if this was generally true? 

The problem here is resampling (as indeed happens with texture mapping). If
you sample your textures incorrectly, things might look worse than expected,
but nobody says it isn't possible to do things correctly. 

This is why I don't like the article you referenced; it sure has some valid
points, but they are presented in a manner which is a bit across-the-board.

Lighting can be more of a problem, but areas are more often dimmed than
fully lit, so I'd assume the the difference (i.e. error) between lossless and
lossy texture is also dimmed. 

The one thing that really looks crappy is JPEG-compressed normal maps.

 An extreme example: when you use a very high compression rate you'll see
 the blocking artefacts. So you use a not so high compression and are
 hapy with the result. If you zoom into the picture you'll start to see
 the blocking again as the pixels got large enough.

If you zoom in even further, you will single out individual pixels. 

 So JPEG isn't usefull.

Well, I think it is. Is surely isn't optimal, but things don't look nearly 
as bad as one would assume after heaving read JPEG's are evil, too :-)

 One solution that might work could be wavelets. (This is where JEPG2000
 gets interesting again). But the wavelets used would need to be choosen
 carefully.

Maybe the gwic library would be worth a look...

bye,

 Manuel

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Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Paul Surgeon
On Saturday, 29 January 2005 15:10, Christian Mayer wrote:
 For normal photographs that's great - for textures that get scaled,
 projected, sheared (sp?), lit, ... the uses assumptions dodn't hold
 anymore.

 An extreme example: when you use a very high compression rate you'll see
 the blocking artefacts. So you use a not so high compression and are
 hapy with the result. If you zoom into the picture you'll start to see
 the blocking again as the pixels got large enough.
 When you use that picture as an texture and fly low enough you are
 basically zooming into the picture. Same problem as above.

 So JPEG isn't usefull.

Who said we have to use high compression levels?

A JPEG with 95% quality does not display ANY blocking artifacts whatsoever  
yet is still 1/4 the size of a compressed PNG.
Even when viewed at 1600% i could still not spot any blocking or banding.

Paul

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Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Stewart Andreason
Paul Surgeon wrote:
I don't see why we have to limit ourselves to *having* to have world coverage 
for the engine to be useful.
Yes, could the 10x10 degree sections be a mixture of: most made with the
terragear engine, and some made with other engines?
Perhaps depending on complexity, population density, popularity...
I think there is a mindset that one has to have all the scenery installed on 
hard disk which is a waste of space. How many people fly in all the countries 
of the world with FlightGear on a regular basis?
Stuck with a modem, I'd rather have a big hard drive and ready made scenery.
Yes, I'm sure there are plenty of users who are happy with the current scenery
engine and one of the advantages it has is that there is no paging of huge
textures while flying. This allows for high speed flights without any pausing
and can also be run on older hardware or where CPU cycles are best used
elsewhere like instrument updates or FDM's.
Last time I tried a Mach 5 flight in FS2004 I ended up with blank/grey scenery
tiles because it couldn't build and page the textures fast enough.  :)
For sub-sonic speeds and VFR flight an eye candy terrain engine would be very
much appreciated.
Yes, I agree.
Could the scenery engine choose to load tiles at high ground speed, and
then add the higher resolution texture engine at low speed? in the same way 
trees are only added when close enough to the ground.
Or would this blending of 2 engines slow down the frame rate?

Stewart

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Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Andy Ross
Christian Mayer wrote:
 Manual Massing wrote:
  Yes, textures and geometry are paged and decompressed
  asynchronously in the background (seperate thread). The engine
  supports image compression to save IO (and possibly bus)
  bandwith, e.g. JPEG and S3TC compression. The first maybe quite
  taxing on the CPU, so we usually only use JPEG for the finest
  detail level textures, which account for most of the data, and
  S3TC for the lower detail levels.

 Do you know:

   http://www.sjbaker.org/steve/omniv/jpegs_are_evil_too.html

Honestly, Steve is just wrong on this one.  Lossy compression
works just fine in moderation.  The S3TC format itself is a lossy
algorithm that is inferior in quality to JPEG in basically every
conceivable way, and it's supported navtively by the texture
hardware for goodness sake.

Yes, using JPEG as an intermediate format during content creation
is a dumb idea due to progressive data loss.  Refusing to use it
for final/shipping textures based on this advice is just dumb.
Real-world 3D applications and games ship their images compressed
with lossy algorithms.

Has anyone actually looked at how much of the base package is
taken up by SGI+ format image files?  (Which have absolutely
abysmal compression ratios, but that's a different argument.) I
wrote a quick script at one point to recursively convert all
these to default-quality JPEGs, and the savings was staggering.
Something like a 75% reduction.

Andy

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Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Frederic Bouvier
Andy Ross a écrit :
Christian Mayer wrote:
 

Manual Massing wrote:
   

Yes, textures and geometry are paged and decompressed
asynchronously in the background (seperate thread). The engine
supports image compression to save IO (and possibly bus)
bandwith, e.g. JPEG and S3TC compression. The first maybe quite
taxing on the CPU, so we usually only use JPEG for the finest
detail level textures, which account for most of the data, and
S3TC for the lower detail levels.
 

Do you know:
 http://www.sjbaker.org/steve/omniv/jpegs_are_evil_too.html
   

Honestly, Steve is just wrong on this one.  Lossy compression
works just fine in moderation.  The S3TC format itself is a lossy
algorithm that is inferior in quality to JPEG in basically every
conceivable way, and it's supported navtively by the texture
hardware for goodness sake.
Yes, using JPEG as an intermediate format during content creation
is a dumb idea due to progressive data loss.  Refusing to use it
for final/shipping textures based on this advice is just dumb.
Real-world 3D applications and games ship their images compressed
with lossy algorithms.
Has anyone actually looked at how much of the base package is
taken up by SGI+ format image files?  (Which have absolutely
abysmal compression ratios, but that's a different argument.) I
wrote a quick script at one point to recursively convert all
these to default-quality JPEGs, and the savings was staggering.
Something like a 75% reduction.
 

It is still true that JPEG have no alpha channel, so not all textures 
could be converted.

-Fred

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Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Andy Ross
Frederic Bourvier wrote:
 It is still true that JPEG have no alpha channel, so not all
 textures could be converted.

Yes.  Although the loader could play tricks like storing the
alpha channel in a separate grayscale image.  And I believe the
already-mentioned jpeg2000 format does support 4-channel images.
Many of the alpha images are actually poor choices for jpeg
anyway, as the cutouts often have fine detail / high frequency
shapes.

But the point wasn't that jpeg was perfect for everything, just
that refusing to use it where appropriate was silly.  Especially
for the terrain textures, it works really, really well.

Andy

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Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Manuel Massing
Hello Oliver,

 There is a trick to create textures with a 15 m resolution based on landsat
 data:
 http://www.terrainmap.com/rm29.html

yes, fusing the panchromatic channel is a nice option.
Ideally, one should devise an algorithm which can do the fusing at runtime
(e.g. in the pixel shaders), so that the color information for the
panchromatic channel doesn't need to be stored redundantly.

 BTW:
 Is it possible to use this classifier to create a new vector map with a
 larger landcover variety than Vmap0?

well, the classifier you are referring to does not (yet) exist :-)
But I know a graduand here at the university who is working on such a
thing... I'll have to ask him how robust and usable it is (and if we
could use it). I know it's supervised, so theoretically you should be able to
train it all the classes you want, but that doesn't mean the classification
will be robust.

bye,

 Manuel

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Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Christian Mayer
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Andy Ross schrieb:
 Christian Mayer wrote:
 
Manual Massing wrote:

Yes, textures and geometry are paged and decompressed
asynchronously in the background (seperate thread). The engine
supports image compression to save IO (and possibly bus)
bandwith, e.g. JPEG and S3TC compression. The first maybe quite
taxing on the CPU, so we usually only use JPEG for the finest
detail level textures, which account for most of the data, and
S3TC for the lower detail levels.

Do you know:

  http://www.sjbaker.org/steve/omniv/jpegs_are_evil_too.html
 
 
 Honestly, Steve is just wrong on this one.  Lossy compression
 works just fine in moderation.  The S3TC format itself is a lossy
 algorithm that is inferior in quality to JPEG in basically every
 conceivable way, and it's supported navtively by the texture
 hardware for goodness sake.

I'm not against lossy compression. But JPEG hasn't the best algorithm
for our use.
JPEG2000 might, but I don't know enough about it.

 Yes, using JPEG as an intermediate format during content creation
 is a dumb idea due to progressive data loss.  Refusing to use it
 for final/shipping textures based on this advice is just dumb.
 Real-world 3D applications and games ship their images compressed
 with lossy algorithms.

Usually is any lossy format for inbetween dumb.

 Has anyone actually looked at how much of the base package is
 taken up by SGI+ format image files?  (Which have absolutely
 abysmal compression ratios, but that's a different argument.) I
 wrote a quick script at one point to recursively convert all
 these to default-quality JPEGs, and the savings was staggering.
 Something like a 75% reduction.

This a point for lossy compression, not one for JPEG...


One important point to remember is, that every lossy compression can
compresse some data exact (the decompressed data...).
So when we find a compression algorithm that creates decompressed data
that is good enough for us, we can use it (even  when the compressed
data is in JPEG format).

For our case that compressor must not rely on special optical tricks
(because these get destroyed when they are used as an texture).

If we find an JPEG compressor that fullfills this requirement, it's
fine. If we don't, we need a different format.

(If we find one, there's still a possible problem: people who don't know
this special requirement are likely to submit wrongly generated files...)

As only these special cautions allow one to use JPEGs, it's much saver
to say: kids, don't try that at home!

CU,
Christian
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Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Christian Mayer
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Dave Martin schrieb:
 On Saturday 29 Jan 2005 17:39, Frederic Bouvier wrote:
 
 
Has anyone actually looked at how much of the base package is
taken up by SGI+ format image files?  (Which have absolutely
abysmal compression ratios, but that's a different argument.) I
wrote a quick script at one point to recursively convert all
these to default-quality JPEGs, and the savings was staggering.
Something like a 75% reduction.

It is still true that JPEG have no alpha channel, so not all textures
could be converted.

-Fred
 
 
 So on the same merit, how about PNG?
 
 On average you get about 1/3 the size of the SGI file while still being 
 loss-less and keeping the alpha channel.

PNG are fine (and should be our first choice as they are perfect for
most of our textures) - but they aren't lossy.

So you'll never get as good results as JPEG / JPEG2000 / ... will give you.

CU,
Christian
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Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Paul Surgeon
On Saturday, 29 January 2005 19:39, Frederic Bouvier wrote:
 It is still true that JPEG have no alpha channel, so not all textures
 could be converted.

There is no reason why the alpha channel cannot be shipped in a separate 8 bit 
bitmap of some sort with the JPEG just providing the color map.
I've seen this done before to save space or bandwidth in commercial projects.

It's really easy to combine the two images while loading them into RAM.

Paul

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Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Andy Ross
Christian Mayer wrote:
 For our case that compressor must not rely on special optical
 tricks (because these get destroyed when they are used as an
 texture).

All lossy compressors rely on special optical tricks, that's the
point.  If all the data was equally important, you
couldn't lose any of it without damaging the image.  This is
where Steve is overgeneralizing.  Simply using an image as a
texture (which is just a picture intended for viewing) does *not*
destroy anything important.  Yes, jpeg has artifacts that you
need to be aware of.  No, 3D texturing doesn't do anything
magical to them other than stretch/shrink and downsample them.

This is painfully simple to test.  Take the terrain textures,
convert them to jpeg, re-convert them to sgi+, fire up fgfs and
take a screenshot.  If you can see a difference, post a
screenshot pair pointing out how awful jpeg is.  I give 100:1
odds that no one can come up with such a situation. :)

Andy

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Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Erik Hofman
Andy Ross wrote:
All lossy compressors rely on special optical tricks, that's the
point.  If all the data was equally important, you
couldn't lose any of it without damaging the image.  This is
where Steve is overgeneralizing.  Simply using an image as a
texture (which is just a picture intended for viewing) does *not*
destroy anything important.  Yes, jpeg has artifacts that you
need to be aware of.  No, 3D texturing doesn't do anything
magical to them other than stretch/shrink and downsample them.
I'm not sure whether emmisive, specular and diffuse lighting might give 
a different result here.

Erik
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Re: [Flightgear-devel] Runway lighting

2005-01-28 Thread Erik Hofman
Ampere K. Hardraade wrote:
How about not rendering ground textures at night?  Has this been done yet?
I don't think turning off texturing makes any difference on common 
hardware (including my O2, it will give me 1fps more). The code to draw 
untextured terrain has been removed some time ago.

Erik
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RE: [Flightgear-devel] Runway lighting

2005-01-28 Thread Norman Vine
Erik Hofman wrote:
 
 The code to draw 
 untextured terrain has been removed some time ago.

Saddly :-(

Norman

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RE: [Flightgear-devel] Runway lighting

2005-01-28 Thread Norman Vine


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Behalf Of Erik Hofman
 Sent: Friday, January 28, 2005 3:58 AM
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Runway lighting
 
 
 Ampere K. Hardraade wrote:
  How about not rendering ground textures at night?  Has this been done yet?
 
 I don't think turning off texturing makes any difference on common 
 hardware (including my O2, it will give me 1fps more). The code to draw 
 untextured terrain has been removed some time ago.
 
 Erik
 
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Re: [Flightgear-devel] Runway lighting

2005-01-28 Thread Erik Hofman
Roman Grigoriev wrote:
Hi guys!
I have too framerate drops when lights are switch on. on my FX5950 ultra and
PIV3500
We don't need to have plib support of shaders.
I use shaders for runway lights. I don't use triangles I use
points(pointsprites). and in shader I use normals to calculate visibility of
light (dot with view direction)
So on 1 light now you have spend 3 points and on my approach I spend 1
point.
so w/o shaders framerate drops from 70 to 30 with shaders from 70 to 65.
so guys take advantage from you real good videocards.
I have framework of shaders that can be easyly integrate in fgfs.
In that approach you can use GLSL, ARB and NV shaders.
Shaders are in txt file.
Long time ago I propose to use shaders. maybe runway light is the first
thing to try?
If you need this you can simply to ask me ;-)
Roman, could you post an URL to the changes you have made to 
FlightGear/SimGear? I would like to take a look at it. Unfortunately the 
last time I looked at your patches the code style didn't match that of 
FlightGear very well and therefore the code was hard to read.

But if we can integrate something like this in SimGear (preferably) then 
it might be worth a shot.

Erik
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Re: [Flightgear-devel] Runway lighting

2005-01-28 Thread Roman Grigoriev

- Original Message - 
From: Erik Hofman [EMAIL PROTECTED]
To: FlightGear developers discussions flightgear-devel@flightgear.org
Sent: Friday, January 28, 2005 1:34 AM
Subject: Re: [Flightgear-devel] Runway lighting


 Roman Grigoriev wrote:

  Hi guys!
  I have too framerate drops when lights are switch on. on my FX5950 ultra
and
  PIV3500
  We don't need to have plib support of shaders.
  I use shaders for runway lights. I don't use triangles I use
  points(pointsprites). and in shader I use normals to calculate
visibility of
  light (dot with view direction)
  So on 1 light now you have spend 3 points and on my approach I spend 1
  point.
  so w/o shaders framerate drops from 70 to 30 with shaders from 70 to 65.
  so guys take advantage from you real good videocards.
  I have framework of shaders that can be easyly integrate in fgfs.
  In that approach you can use GLSL, ARB and NV shaders.
  Shaders are in txt file.
  Long time ago I propose to use shaders. maybe runway light is the first
  thing to try?
  If you need this you can simply to ask me ;-)

 Roman, could you post an URL to the changes you have made to
 FlightGear/SimGear? I would like to take a look at it. Unfortunately the
 last time I looked at your patches the code style didn't match that of
 FlightGear very well and therefore the code was hard to read.

 But if we can integrate something like this in SimGear (preferably) then
 it might be worth a shot.

Ok I test my changes with flightgear cvs and send you.
It took day or two.
Bye
Roman


 Erik


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Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-28 Thread Oliver C.
On Friday 28 January 2005 05:14, Curtis L. Olson wrote:

 I'm told there is a way to do this with shaders, but plib/ssg doesn't
 support shaders. :-(

 Curt.

What happended about Manual Massing's new alternative terrain engine?
http://www.mail-archive.com/flightgear-devel@flightgear.org/msg29480.html

Does it support shaders and does it get now integrated into Flightgear?
As far as i understood, it is using its own scene graph so
we would be independent from the plib library and this allows us to use
VBO, shaders and multitexturing without the need to wait for an update of the 
plib library.

Best Regards,
 Oliver C.




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Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-28 Thread Curtis L. Olson
Oliver C. wrote:
On Friday 28 January 2005 05:14, Curtis L. Olson wrote:
 

I'm told there is a way to do this with shaders, but plib/ssg doesn't
support shaders. :-(
Curt.
   

What happended about Manual Massing's new alternative terrain engine?
http://www.mail-archive.com/flightgear-devel@flightgear.org/msg29480.html
Does it support shaders and does it get now integrated into Flightgear?
As far as i understood, it is using its own scene graph so
we would be independent from the plib library and this allows us to use
VBO, shaders and multitexturing without the need to wait for an update of the 
plib library.
 

It's not that easy.  The plib scene graph lib is woven throughout our 
code.  3d models of aircraft, 3d cockpits, all the animation code is 
hardwired into plib structures.

We will look into Manual's new terrain engine, but there again, he may 
have a few small areas available to fly in, but it's not just a drop in 
replacement that gives us the whole world.  From what I've seen it does 
a nice job of drawing quality terrain. But it's unclear how well that 
will scale to the entire world.  Certainly the data sizes to represent 
the whole world for this engine will be extreme.  Probably 100x what our 
current approach uses.

This is some *very* difficult stuff and we need to move slowly and 
cautiously to avoid breaking everything.

Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-28 Thread Oliver C.
On Friday 28 January 2005 18:20, Curtis L. Olson wrote:
 Oliver C. wrote:
 On Friday 28 January 2005 05:14, Curtis L. Olson wrote:
 I'm told there is a way to do this with shaders, but plib/ssg doesn't
 support shaders. :-(
 
 Curt.
 
 What happended about Manual Massing's new alternative terrain engine?
 http://www.mail-archive.com/flightgear-devel@flightgear.org/msg29480.html
 
 Does it support shaders and does it get now integrated into Flightgear?
 As far as i understood, it is using its own scene graph so
 we would be independent from the plib library and this allows us to use
 VBO, shaders and multitexturing without the need to wait for an update of
  the plib library.

 It's not that easy.  The plib scene graph lib is woven throughout our
 code.  3d models of aircraft, 3d cockpits, all the animation code is
 hardwired into plib structures.

Are there plans or better a planned release date
when the missing features will get added into plib? 


 We will look into Manual's new terrain engine,

Nice to hear. :)


 but there again, he may 
 have a few small areas available to fly in, but it's not just a drop in
 replacement that gives us the whole world.  From what I've seen it does
 a nice job of drawing quality terrain. But it's unclear how well that
 will scale to the entire world.  Certainly the data sizes to represent
 the whole world for this engine will be extreme.  Probably 100x what our
 current approach uses.

But this is because of the landsat textures. 

I was more interested in the engine itself.
At the moment we use generic textures to cover the whole world.
This approach is okay, because it allows us to keep the scenery data small.
But the thing that is missing at the current engine is multi texturing.
With multi texturing we could still use generic textures but
the scenery would look more diversified because multitexturing allows us to 
add random distorting textures to the base textures, the result is more  
variety. MS does use the same approach at their FS2004, but we can't use this 
at the moment  because plib and the existing FG engine does not (AFAIK) 
support multitexturing.
The other nice things which the alternate Engine allows and are good
to have are the imposter in the background, VBO rendering etc.

So i was more thinking about using this new engine to render generic 
multitextured sceneries instead of large landsat images.
But of course it would also be good to be able to use landsat images
for selected areas like large cities.

 

 This is some *very* difficult stuff and we need to move slowly and
 cautiously to avoid breaking everything.

I understand.
Are there ways to follow the changes and engine integration?


Best Regards,
 Oliver C.


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Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-28 Thread Curtis L. Olson
Oliver C. wrote:
Are there plans or better a planned release date
when the missing features will get added into plib?
 

You'll have to ask the plib people.  Steve is very persnickety about 
this section of the code and I suspect he may not allow significant 
changes unless he does them himself, especially in the area of shaders.  
And he is another extremely busy person so who knows when that will ever 
happen.

But this is because of the landsat textures. 

I was more interested in the engine itself.
At the moment we use generic textures to cover the whole world.
This approach is okay, because it allows us to keep the scenery data small.
But the thing that is missing at the current engine is multi texturing.
With multi texturing we could still use generic textures but
the scenery would look more diversified because multitexturing allows us to 
add random distorting textures to the base textures, the result is more  
variety. MS does use the same approach at their FS2004, but we can't use this 
at the moment  because plib and the existing FG engine does not (AFAIK) 
support multitexturing.
The other nice things which the alternate Engine allows and are good
to have are the imposter in the background, VBO rendering etc.

So i was more thinking about using this new engine to render generic 
multitextured sceneries instead of large landsat images.
But of course it would also be good to be able to use landsat images
for selected areas like large cities.
 

Be a bit careful here.  I've seen a demo of Manuel's engine and it was 
extremely impressive.  However, it was only for a very small area.  It's 
unclear if he's put any thought at all into paging textures or terrain 
data in real time without pauses.  I also don't know how he handles his 
coordinate system and if he suffers map maker distortion problems, or if 
he can maintain a seamless wgs-84 oblate ellipsoid earth?

If he has all these things, then that's wonderful, he has done an 
impressive piece of work.  I'm not trying to be critical here, I'm just 
pointing out that this is *very* difficult stuff.  It's one thing to do 
a nice little demo, it's something else entirely to tackle all the 
issues of doing this in a full sim where you are trying to model the 
world seamlessly.

I understand.
Are there ways to follow the changes and engine integration?
 

I assume when something is workable, it will be in CVS.
Curt.
--
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HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-28 Thread Andy Ross
Curtis L. Olson wrote:
 If he has all these things, then that's wonderful, he has done an
 impressive piece of work.  I'm not trying to be critical here, I'm
 just pointing out that this is *very* difficult stuff.  It's one
 thing to do a nice little demo, it's something else entirely to
 tackle all the issues of doing this in a full sim where you are
 trying to model the world seamlessly.

Let me just chime in to agree with Curt.  Some of the long-timers here
will remember that one of the first things I wanted to do when I
discovered FlightGear was write a modern terrain engine to replace
the tile system we're currently using.  Since then, I've contributed
an FDM and an extension language.  No terrain.

I spent the spring of 2003 working on my own project full time and
produce a ton of working code.  Until I got to the terrain engine,
which I got partially working, then burned out.  No terrain.

It's hard, really.  It's not impossibly hard, but the distance between
something that works well as a demo and something that ships well as a
product is very long.

As with everything, really, the key here is integration.  Make it work
with FlightGear so we can test.  Saying here is code, can we use it?
just isn't enough.  It needs to be here is a patch, try it and tell
me what breaks.  Until we get that far, there really isn't much to
argue about.

Andy

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Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-28 Thread Manuel Massing
Hello,

 As with everything, really, the key here is integration.  Make it work
 with FlightGear so we can test.  Saying here is code, can we use it?
 just isn't enough.  It needs to be here is a patch, try it and tell
 me what breaks.  Until we get that far, there really isn't much to
 argue about.

I completely agree with you on the integration part. I think the engine
is technically adequate for its intended purposes (i.e. satellite-textured 
landscapes). If you have any questions concerning the technical side, feel
free to ask. In this light, its also important to see it as an alternative,
not a replacement, for the current scenery, because each engine will have its
own set of advantages and disadvantages. 

By using an abstract API, a terrain engine could be choosen at runtime.
But it will definitely take some work to abstract out the terrain engine.
The good thing is, such an abstract API would make the scenery subsystem 
more modular and easier to use than in its current, tightly coupled form. 

I have attached what I could imagine as a useable terrain API (modulo
conflicts with reality :-)).

regards,

 Manuel
/**
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License as
 * published by the Free Software Foundation; either version 2 of the
 * License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful, but
 * WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 * General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
 * \short Abstract class to define the API for the terrain rendering subsystem.
 *
 * written by Manuel Massing, (c) 2004 by Manuel Massing
*/
 
#ifndef TERRAIN_H
#define TERRAIN_H

#include FDM/flight.hxx
#include string
 
using namespace std;

class GeocCoord;

/**
 * \short Abstract class which defines an API for the terrain rendering subsystem.
 *
 * Offers methods for:
 * - rendering  detail management
 * - Airport management
 * - collision  elevation queries
 */
class Terrain {
public:
	enum RenderEntity {
		trTerrain  = 1,// The basic landscape
		trRunways  = 2,// Runway structures
		trRunwayLighting   = 4,// Runway lighting
		trStaticGroundObjects  = 8,// Landmarks, buildings, trees which were placed at scenery generation time
		trDynamicGroundObjects = 16// Procedurally generated ground objects, e.g. trees, buildings
	};

	
	
	/**
	 * Prepare rendering for the given viewing paramaters and the 
	 * configured detail levels.
	 */
	virtual bool update(FGViewer *viewer) = 0;

	// Interface it with scene graph or via a render() method?
	// Returning a scene-graph node is probably the better solution,
	
	/**
	 * Render the terrain using the viewer position and the given rendering flags.
	 * \note that rendering entities which where disabled during the update() call (i.e. entities with a detail setting of zero) will not be rendered.
	 */
	virtual void render(RenderEntity renderFlags) = 0;

	/**
	 * Return a scene-graph node which
	 */
	//SGNode *getSceneNode(RenderEntity flags);
	
	/**
	 * Set the detail level for the indicated rendering entity.
	 *
	 * Valid range is 0 (disable rendering) to the value returned by getDetailLevels(enum Renderflags),
	 * which corresonds to maximum detail.
	 *
	 * \param RenderEntity
	 * \param detailLevel The desired detail level, in the range 0 to getDetailLevels(entitiy).
	 */
	virtual void setDetailLevel(RenderEntity entity, const unsigned int detailLevel) = 0;
	
	/**
	 * A clear text (human-readable) explanation of detail level modalities.
	 * e.g. getDetailLevelFeatures(trTerrain, 1) could return
	 *  Render terrain within 32 pixels accuracy.\n
	 *  Disable texture mapping.\n
	 *  Disable shading.\n
	 * 
	 * This is needed to offer an abstracted but descriptive representation for the user interface.
	 */
	virtual string getDetailLevelFeatures(RenderEntity entity, int detail_level) const = 0;

	/**
	 * Indicates whether airport definitions can be dynamically added at runtime.
	 * Otherwise, the terrain implementation only supports pre-compiled airports 
	 * (i.e. airports included at terrain-build time).
	 */
	virtual bool supportsDynamicAirports() const = 0;
	
	/**
	 * Add specified airport.
	 * 
	 * Fails if airport already exists or dynamic airports are not supported.
	 * 
	 * \param ID Zero-terminated string of the airport identifier
	 * \param airport An instance holding all the relevant information about the structure of the airport to be added.
	 *
	 * \returns true on success, otherwise false.
	 */
	//virtual bool addAirport(char *ID, const Airport airport) = 0;
	virtual bool 

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-28 Thread Paul Surgeon
On Friday, 28 January 2005 22:14, Manuel Massing wrote:
 I completely agree with you on the integration part. I think the engine
 is technically adequate for its intended purposes (i.e. satellite-textured
 landscapes). If you have any questions concerning the technical side, feel
 free to ask.

I would love to see an alternative terrain engine that supports 
satellite/aerial images.

I do have a few questions though :
Does the current code that you have handle texture paging?
What sort of texture resolutions will it be able to scale down to? 
(meters/pixel)
How is the mipmapping handled (if it currently uses mipmaps)?
What will the maximum visual range be?
Are you using any sort of texture compression like S3TC/DXTC to save space in 
VRAM?

 In this light, its also important to see it as an alternative, 
 not a replacement, for the current scenery, because each engine will have
 its own set of advantages and disadvantages.

Yes, I'm sure there are plenty of users who are happy with the current scenery 
engine and one of the advantages it has is that there is no paging of huge 
textures while flying. This allows for high speed flights without any pausing  
and can also be run on older hardware or where CPU cycles are best used 
elsewhere like instrument updates or FDM's.
Last time I tried a Mach 5 flight in FS2004 I ended up with blank/grey scenery 
tiles because it couldn't build and page the textures fast enough.  :)
For sub-sonic speeds and VFR flight an eye candy terrain engine would be very 
much appreciated.

Paul

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Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-28 Thread Dave Martin
On Friday 28 Jan 2005 21:21, Paul Surgeon wrote:

 Yes, I'm sure there are plenty of users who are happy with the current
 scenery engine and one of the advantages it has is that there is no paging
 of huge textures while flying. This allows for high speed flights without
 any pausing and can also be run on older hardware or where CPU cycles are
 best used elsewhere like instrument updates or FDM's.
 Last time I tried a Mach 5 flight in FS2004 I ended up with blank/grey
 scenery tiles because it couldn't build and page the textures fast enough. 
 :) For sub-sonic speeds and VFR flight an eye candy terrain engine would be
 very much appreciated.

 Paul


One of the drawbacks of *photographic* scenery is manky shadows on flat 
buildings / bridges etc.

The 'suspension of disbelief' tends to be better when the scenery is less 
'realistic' but has no shadows etc to spoil the mental picture.

I believe that satellite photos can be used well in certain circumstances but 
on the whole 'blanket coverage' can look far worse - you literally get the 
feeling that you are flying over a 'polaroid'.

Dave Martin

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Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-28 Thread Manuel Massing
Hello,

 I do have a few questions though :
 Does the current code that you have handle texture paging?

Yes, textures and geometry are paged and decompressed asynchronously in the
background (seperate thread). The engine supports image compression to save IO
(and possibly bus) bandwith, e.g. JPEG and S3TC compression. The first maybe
quite taxing on the CPU, so we usually only use JPEG for the finest detail
level textures, which account for most of the data, and S3TC for the lower
detail levels.

 What sort of texture resolutions will it be able to scale down to?
 (meters/pixel)

The rendering is output sensitive, so only visible detail accounts for scene
complexity. However, updates (i.e. pagingdecompressing) can be a bottleneck;
if you're moving fast, you could get into trouble trying to update all the
high-res textures. The easy solution is to limit texture and geometry detail
as a function of speed - i.e. don't display 1 m textures at mach 5 (motion
blur!).

The real problem is that it's hard to get detailed textures for the whole
world (and storage hungry!!). What I'd like to experiment with later on is to
let a classifier run over the globally available 28.5m landsat textures, and
use the resulting classifications to generate missing detail at runtime. But
first things first...

 How is the mipmapping handled (if it currently uses mipmaps)?

Well, in a way, the texture LODs emulate aspects of mipmapping. The
ground texture is partitioned in a quadtree scheme, where each quadtree node
holds part of the texture at constant resolution  (e.g. 128x128 pixels). The
root covers the whole texture domain, and children always cover their
respective quarter of the parents domain. So, effectively, each parent is a
downsampled version of its children. 
The LODs are choosen in a way which ensures that supersampling orthogonal
to the viewer is limited by a factor of 2 (the factor can be higher along
the viewing direction, however). Together with anistotropic filtering, this
gives very good results.

 What will the maximum visual range be?

Also depends on the available detail, resolution, permitted screen space error
- hard to tell, but I think nothing to worry about. For example, I get good
performance (1024x768, Duron 1GhZ, GeForce3, Mach2) without limiting
visibility for a whole UTM-zone dataset (with 28.5 m textures, normal maps and
SRTM3 elevation), that should be a few hundred kilometers of visual range. 
As stated earlier, the nearer (fast-moving) detail is more problematic than 
the distant scenery because of the frequent updates; for the same reason, 
hard turns are evil :-)

hope to have answered your questions,

 Manuel

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Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-28 Thread Oliver C.
 The real problem is that it's hard to get detailed textures for the whole
 world (and storage hungry!!). What I'd like to experiment with later on is
 to let a classifier run over the globally available 28.5m landsat textures,
 and use the resulting classifications to generate missing detail at
 runtime. But first things first...

There is a trick to create textures with a 15 m resolution based on landsat 
data:
http://www.terrainmap.com/rm29.html

BTW: 
Is it possible to use this classifier to create a new vector map with a larger 
landcover variety than Vmap0?

Best Regards,
 Oliver C.


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Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-28 Thread Oliver C.
On Friday 28 January 2005 19:44, Curtis L. Olson wrote:
 Oliver C. wrote:
 Are there plans or better a planned release date
 when the missing features will get added into plib?

 You'll have to ask the plib people.  Steve is very persnickety about
 this section of the code and I suspect he may not allow significant
 changes unless he does them himself, especially in the area of shaders.
 And he is another extremely busy person so who knows when that will ever
 happen.

That sounds not so good. :(
Are there alternative ways when this is taking to long
like a special plib specially designed for the
needs of flightgear? (in other word, a fork?) 



 Be a bit careful here.  I've seen a demo of Manuel's engine and it was
 extremely impressive.  However, it was only for a very small area.  It's
 unclear if he's put any thought at all into paging textures or terrain
 data in real time without pauses.  I also don't know how he handles his
 coordinate system and if he suffers map maker distortion problems, or if
 he can maintain a seamless wgs-84 oblate ellipsoid earth?

 If he has all these things, then that's wonderful, he has done an
 impressive piece of work.  I'm not trying to be critical here, I'm just
 pointing out that this is *very* difficult stuff.  It's one thing to do
 a nice little demo, it's something else entirely to tackle all the
 issues of doing this in a full sim where you are trying to model the
 world seamlessly.

 I understand.
 Are there ways to follow the changes and engine integration?

 I assume when something is workable, it will be in CVS.


Thank you for answering all my questions.

Best Regards,
 Oliver C.

 

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Re: [Flightgear-devel] Runway lighting

2005-01-27 Thread Curtis L. Olson
Paul Surgeon wrote:
I played around with some runway lighting today to see if textured polygons 
are feasible.
Here is what textured, billboard runway lights look like :
http://surgdom.hollosite.com/flightgear/screenshots/index.html

With 6 * 1 ft runways all in view at one time my frame rate dropped from 
50 down to 20 FPS on an old Ti 4200.
I think 6 * 1 ft runways should pretty much cater for any large airport.
That's close to 5000 runway lights.

This is just a hardcoded test to see what the performance impact is if one 
uses a brute force approach with zero performance enhancements.
One could probably cull in between lights beyond certain distances which would 
help performance and look a bit better from a distance.

Also I'm not sure what sort of impact billboarding and distance scaling has on 
performance - it would probably be faster if I had fixed polygons.

If my Ti4200 can do the job then I'm sure newer video cards like the nVidia FX 
5700 and up should handle these lights quite nicely.
 

One thing we would need to figure out before we could head down this 
path would be a way to hide runway lights that are viewed from behind.  
Approach and runway lights are directional and pointed directly at 
aircraft arriving on the glide slope.  So as you view them off axis they 
will be dimmer and when viewed from behind you shouldn't see them at all.

Currently lights are actually a triangle drawn in point mode with two 
of the verticies set to zero alpha.  This way backface culling hides the 
lights from behind.

But if we switch to some sort of billboarded quad for lights, we lose 
this capability.

We would either need to come up with some clever trick, write a new ssg 
selector node with this sort of functionality, or use vertex shaders 
which plib doesn't support.

Any ideas?
Curt.
--
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HumanFIRST Program  http://www.humanfirst.umn.edu/
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Re: [Flightgear-devel] Runway lighting

2005-01-27 Thread David Luff


On 27/01/2005 at 12:19 Curtis L. Olson wrote:

  snip rwy lights are dropping the frame rate 

Any ideas?


Not on the technical side, but one thing we could do now is to ditch the
green taxiway center lights.  These aren't specified in the new format apt
data, and the latest build has defaulted to enabling them for all taxiways
that have edge lights.  If we switch them off for the next scenery build,
then the majority of smaller airports will probably be more accurate (ie.
they shouldn't have them anyway), and the larger airports will gain a
framerate boost at the expense of missing the green lights that might exist
in real life.  Currently the lighting at EGLL or KSFO drops my frame rate
from around 30 to about 10.  Based on a rough estimate of light numbers, I
reckon that ditching the green taxiway centerlights might get back 3 - 4
fps, not brilliant but a start.  Note that the EGLL poly count is already
hitting my frame rate to begin with - at daytime it's about 60 with view
away from airport, 30 with view including airport.  Then 10 with the
lighting added.  The frame rate with lighting enabled at EGLL is completely
independent of anisotropic filtering, FSAA, or screen resolution - it's
pegged solidly at 10.  I guess it's either CPU or AGP bus limited - any way
to try and find out / guess which? [AMD XP2000+, GF5900XT 128M, 4x AGP].

Cheers - Dave


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Re: [Flightgear-devel] Runway lighting

2005-01-27 Thread Curtis L. Olson
David Luff wrote:
On 27/01/2005 at 12:19 Curtis L. Olson wrote:
 

 snip rwy lights are dropping the frame rate 
Any ideas?
   

Not on the technical side, but one thing we could do now is to ditch the
green taxiway center lights.  These aren't specified in the new format apt
data, and the latest build has defaulted to enabling them for all taxiways
that have edge lights.  If we switch them off for the next scenery build,
then the majority of smaller airports will probably be more accurate (ie.
they shouldn't have them anyway), and the larger airports will gain a
framerate boost at the expense of missing the green lights that might exist
in real life.  Currently the lighting at EGLL or KSFO drops my frame rate
from around 30 to about 10.  Based on a rough estimate of light numbers, I
reckon that ditching the green taxiway centerlights might get back 3 - 4
fps, not brilliant but a start.  Note that the EGLL poly count is already
hitting my frame rate to begin with - at daytime it's about 60 with view
away from airport, 30 with view including airport.  Then 10 with the
lighting added.  The frame rate with lighting enabled at EGLL is completely
independent of anisotropic filtering, FSAA, or screen resolution - it's
pegged solidly at 10.  I guess it's either CPU or AGP bus limited - any way
to try and find out / guess which? [AMD XP2000+, GF5900XT 128M, 4x AGP].
 

Could be VASI/PAPI slowing you down in daytime.
Curt.
--
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HumanFIRST Program  http://www.humanfirst.umn.edu/
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Re: [Flightgear-devel] Runway lighting

2005-01-27 Thread Paul Surgeon
On Thursday, 27 January 2005 20:47, David Luff wrote:
 Note that the EGLL poly count is already
 hitting my frame rate to begin with - at daytime it's about 60 with view
 away from airport, 30 with view including airport.  Then 10 with the
 lighting added.  The frame rate with lighting enabled at EGLL is completely
 independent of anisotropic filtering, FSAA, or screen resolution - it's
 pegged solidly at 10.  I guess it's either CPU or AGP bus limited - any way
 to try and find out / guess which? [AMD XP2000+, GF5900XT 128M, 4x AGP].

Is this with or without enhanced runway lighting enabled?

Paul

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Re: [Flightgear-devel] Runway lighting

2005-01-27 Thread David Luff


On 28/01/2005 at 00:00 Paul Surgeon wrote:

On Thursday, 27 January 2005 20:47, David Luff wrote:
 Note that the EGLL poly count is already
 hitting my frame rate to begin with - at daytime it's about 60 with view
 away from airport, 30 with view including airport.  Then 10 with the
 lighting added.  The frame rate with lighting enabled at EGLL is
completely
 independent of anisotropic filtering, FSAA, or screen resolution - it's
 pegged solidly at 10.  I guess it's either CPU or AGP bus limited - any
way
 to try and find out / guess which? [AMD XP2000+, GF5900XT 128M, 4x AGP].

Is this with or without enhanced runway lighting enabled?


This is with the standard runway lighting.

Cheers - Dave


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Re: [Flightgear-devel] Runway lighting

2005-01-27 Thread Ampere K. Hardraade
How about not rendering ground textures at night?  Has this been done yet?



Ampere

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Re: [Flightgear-devel] Runway lighting

2005-01-27 Thread Manuel Massing
Hi,

 in real life.  Currently the lighting at EGLL or KSFO drops my frame rate
 from around 30 to about 10.  Based on a rough estimate of light numbers, I
 reckon that ditching the green taxiway centerlights might get back 3 - 4
 fps, not brilliant but a start.  Note that the EGLL poly count is already
 hitting my frame rate to begin with - at daytime it's about 60 with view
 away from airport, 30 with view including airport.  Then 10 with the
 lighting added.  The frame rate with lighting enabled at EGLL is completely
 independent of anisotropic filtering, FSAA, or screen resolution - it's
 pegged solidly at 10.  I guess it's either CPU or AGP bus limited - any way
 to try and find out / guess which? [AMD XP2000+, GF5900XT 128M, 4x AGP].

most probably CPU limited. I'm not sure, but maybe a profiler could give you
some useful information (if OpenGL symbols and call graph profiling are
available).

Do you have any triangle counts for the particular scene? I assume
your system should be able to render 50 Mio. multi-textured triangles
per second.

bye,

 Manuel

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Re: [Flightgear-devel] Runway lighting

2005-01-27 Thread Tiago Gusmo
Curtis L. Olson wrote:
Paul Surgeon wrote:
I played around with some runway lighting today to see if textured 
polygons are feasible.
Here is what textured, billboard runway lights look like :
http://surgdom.hollosite.com/flightgear/screenshots/index.html

With 6 * 1 ft runways all in view at one time my frame rate 
dropped from 50 down to 20 FPS on an old Ti 4200.
I think 6 * 1 ft runways should pretty much cater for any large 
airport.
That's close to 5000 runway lights.

This is just a hardcoded test to see what the performance impact is 
if one uses a brute force approach with zero performance enhancements.
One could probably cull in between lights beyond certain distances 
which would help performance and look a bit better from a distance.

Also I'm not sure what sort of impact billboarding and distance 
scaling has on performance - it would probably be faster if I had 
fixed polygons.

If my Ti4200 can do the job then I'm sure newer video cards like the 
nVidia FX 5700 and up should handle these lights quite nicely.
 

One thing we would need to figure out before we could head down this 
path would be a way to hide runway lights that are viewed from 
behind.  Approach and runway lights are directional and pointed 
directly at aircraft arriving on the glide slope.  So as you view them 
off axis they will be dimmer and when viewed from behind you shouldn't 
see them at all.

Currently lights are actually a triangle drawn in point mode with 
two of the verticies set to zero alpha.  This way backface culling 
hides the lights from behind.

But if we switch to some sort of billboarded quad for lights, we lose 
this capability.

We would either need to come up with some clever trick, write a new 
ssg selector node with this sort of functionality, or use vertex 
shaders which plib doesn't support.

Any ideas?
Curt.
Altough the billboard itself always faces the POV, you can still set the 
normal the way the real light would be pointing to, them set a diffuse 
light on the POV and enable backface culling.
I suppose performance hit should be minimal for TnL hardware.

Regards,
Tiago
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Re: [Flightgear-devel] Runway lighting

2005-01-27 Thread Curtis L. Olson
Tiago Gusmão wrote:
Altough the billboard itself always faces the POV, you can still set 
the normal the way the real light would be pointing to, them set a 
diffuse light on the POV and enable backface culling.
I suppose performance hit should be minimal for TnL hardware.

The normal only affects lighting.  Backface culling is done based on the 
winding of the triangle.  You would still see the light from every 
direction.

Regards,
Curt.
--
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HumanFIRST Program  http://www.humanfirst.umn.edu/
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Re: [Flightgear-devel] Runway lighting

2005-01-27 Thread Oliver C.
On Friday 28 January 2005 02:18, Curtis L. Olson wrote:
 Tiago Gusmão wrote:
  Altough the billboard itself always faces the POV, you can still set
  the normal the way the real light would be pointing to, them set a
  diffuse light on the POV and enable backface culling.
  I suppose performance hit should be minimal for TnL hardware.

 The normal only affects lighting.  Backface culling is done based on the
 winding of the triangle.  You would still see the light from every
 direction.

 Regards,

 Curt.

What about setting only one point at the beginning of the runway
and then calculating an angel between it and the normal of the billboard.
When the angel is  90° or  - 90° the billboard is turned off when it is  
90° or  -90° then on.


Best Regards,
 Oliver C.



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Re: [Flightgear-devel] Runway lighting

2005-01-27 Thread Curtis L. Olson
Oliver C. wrote:
What about setting only one point at the beginning of the runway
and then calculating an angel between it and the normal of the billboard.
When the angel is  90° or  - 90° the billboard is turned off when it is  
90° or  -90° then on.

 

We might need to do something like that.  What I think might be a useful 
approach would be to add some sort of ssgDirectionalSelector where you 
provide a normal vector, a point, and a max angle.  If the angle between 
the view point and the ssgDirectionSelctor point is within the specified 
angle, the child(ren?) are selected, otherwise they are skipped. 

However, to make this work right, you'd need to do in per light (which 
would be *very* expensive) or for small groups of clustered lights (also 
probably expensive.)  It would be nice to put the entire runway under a 
single node, but how do you pick the critical point?  Too close to the 
start and the end lights will drop out too soon.  Too close to the end 
and the front lights won't drop out soon enough.

I'm told there is a way to do this with shaders, but plib/ssg doesn't 
support shaders. :-(

Curt.
--
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HumanFIRST Program  http://www.humanfirst.umn.edu/
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Re: [Flightgear-devel] Runway lighting

2005-01-27 Thread Roman Grigoriev

- Original Message - 
From: Curtis L. Olson [EMAIL PROTECTED]
To: FlightGear developers discussions flightgear-devel@flightgear.org
Sent: Thursday, January 27, 2005 8:14 PM
Subject: Re: [Flightgear-devel] Runway lighting


 Oliver C. wrote:

 What about setting only one point at the beginning of the runway
 and then calculating an angel between it and the normal of the billboard.
 When the angel is  90° or  - 90° the billboard is turned off when it is

 90° or  -90° then on.
 
 
 

 We might need to do something like that.  What I think might be a useful
 approach would be to add some sort of ssgDirectionalSelector where you
 provide a normal vector, a point, and a max angle.  If the angle between
 the view point and the ssgDirectionSelctor point is within the specified
 angle, the child(ren?) are selected, otherwise they are skipped.

 However, to make this work right, you'd need to do in per light (which
 would be *very* expensive) or for small groups of clustered lights (also
 probably expensive.)  It would be nice to put the entire runway under a
 single node, but how do you pick the critical point?  Too close to the
 start and the end lights will drop out too soon.  Too close to the end
 and the front lights won't drop out soon enough.

 I'm told there is a way to do this with shaders, but plib/ssg doesn't
 support shaders. :-(

Hi guys!
I have too framerate drops when lights are switch on. on my FX5950 ultra and
PIV3500
We don't need to have plib support of shaders.
I use shaders for runway lights. I don't use triangles I use
points(pointsprites). and in shader I use normals to calculate visibility of
light (dot with view direction)
So on 1 light now you have spend 3 points and on my approach I spend 1
point.
so w/o shaders framerate drops from 70 to 30 with shaders from 70 to 65.
so guys take advantage from you real good videocards.
I have framework of shaders that can be easyly integrate in fgfs.
In that approach you can use GLSL, ARB and NV shaders.
Shaders are in txt file.
Long time ago I propose to use shaders. maybe runway light is the first
thing to try?
If you need this you can simply to ask me ;-)
Bye
Roman


 Curt.

 -- 
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[Flightgear-devel] Runway lighting

2005-01-26 Thread Paul Surgeon
I played around with some runway lighting today to see if textured polygons 
are feasible.
Here is what textured, billboard runway lights look like :
http://surgdom.hollosite.com/flightgear/screenshots/index.html

With 6 * 1 ft runways all in view at one time my frame rate dropped from 
50 down to 20 FPS on an old Ti 4200.
I think 6 * 1 ft runways should pretty much cater for any large airport.
That's close to 5000 runway lights.

This is just a hardcoded test to see what the performance impact is if one 
uses a brute force approach with zero performance enhancements.
One could probably cull in between lights beyond certain distances which would 
help performance and look a bit better from a distance.

Also I'm not sure what sort of impact billboarding and distance scaling has on 
performance - it would probably be faster if I had fixed polygons.

If my Ti4200 can do the job then I'm sure newer video cards like the nVidia FX 
5700 and up should handle these lights quite nicely.

Paul

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Re: [Flightgear-devel] runway lighting

2002-10-19 Thread William L. Riley
On Friday 18 October 2002 09:17 pm, David Megginson wrote:
 John Check writes:
   The last time we had KSFO with lights in there it had some problems
   too.  I think it's worth the tradeoff but if you think it's going
   to break anything I can hold off.

 I'd prefer to put in a complete rebuild from William Riley if he has
 time to redo the base package.

unlurk
I have been busy lately (who hasn't?) but can find the time to do a base 
Scenery rebuild. What is the status of the lighting? Should I do a rebuild 
this weekend? I'll have to check the back messages as I haven't been 
following along as closely as I would like. :( I am in the office with the 
door locked and the phone being ignored so I will do some tinkering today 
(Saturday). Hehehe

Regards,
Wm

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[EMAIL PROTECTED]


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Re: [Flightgear-devel] runway lighting

2002-10-19 Thread david
William L. Riley writes:

  unlurk
  I have been busy lately (who hasn't?) but can find the time to do a base 
  Scenery rebuild. What is the status of the lighting? Should I do a rebuild 
  this weekend? I'll have to check the back messages as I haven't been 
  following along as closely as I would like. :( I am in the office with the 
  door locked and the phone being ignored so I will do some tinkering today 
  (Saturday). Hehehe

It would be wise to wait a week or two before doing a complete rebuild
of the scenery, in case Curt needs to change anything, but a rebuild
of w130n30 (or at least the area around KSFO) would be very welcome
this weekend.


All the best,


David

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Re: [Flightgear-devel] runway lighting

2002-10-19 Thread William L. Riley
On Saturday 19 October 2002 03:30 pm, [EMAIL PROTECTED] wrote:
 It would be wise to wait a week or two before doing a complete rebuild
 of the scenery, in case Curt needs to change anything, but a rebuild
 of w130n30 (or at least the area around KSFO) would be very welcome
 this weekend.

I am working on the base Scenery rebuild and hope to have something tonight 
(CST).

Wm

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Re: [Flightgear-devel] runway lighting

2002-10-19 Thread William L. Riley
The base scenery package was rebuilt tonight and is available for download.

http://www.randdtechnologies.com/fgfs/newScenery/

The rebuild went very smoothly so there is probably some huge glaring error 
that I missed. ;)

Wm

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Re: [Flightgear-devel] runway lighting

2002-10-19 Thread John Check
On Saturday 19 October 2002 7:42 pm, William L. Riley wrote:
 The base scenery package was rebuilt tonight and is available for download.

 http://www.randdtechnologies.com/fgfs/newScenery/

 The rebuild went very smoothly so there is probably some huge glaring error
 that I missed. ;)

 Wm


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Re: [Flightgear-devel] runway lighting

2002-10-19 Thread John Check
On Saturday 19 October 2002 7:42 pm, William L. Riley wrote:
 The base scenery package was rebuilt tonight and is available for download.

 http://www.randdtechnologies.com/fgfs/newScenery/

 The rebuild went very smoothly so there is probably some huge glaring error
 that I missed. ;)

 Wm

Looks good to me, but what do I know.

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Re: [Flightgear-devel] runway lighting

2002-10-18 Thread David Megginson
Martin Spott writes:

   but in reality not every airport _has_ lightning. Mybe it would be
  appropriate to stick to the information on airport lightning that is present
  in the airport database,

It's already there.


All the best,


David

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Re: [Flightgear-devel] runway lighting

2002-10-18 Thread Curtis L. Olson
John Check writes:
  If you want to fly this yourself, you can grab:
 
http://www.flightgear.org/tmp/KSFO.btg.gz
 
 
 Does anybody have a copy or a proper link? it seems to be 404.

My fault, didn't push my change out to the web server ...

Curt.
-- 
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Re: [Flightgear-devel] runway lighting

2002-10-18 Thread Curtis L. Olson
Martin Spott writes:
 Curt,
 
  No one commented on my last runway lights message so I figured I'd
  send some more picts of the latest:
 
 Yesterday night it was simply too late to give appropriate comment 
 I am _really_ amazed. In my eyes this this is the most valuable visual
 feature in FlightGear since I'm watching this project.
 
  Essentially the state of things is that if we regen all the airports
  they will all get as much lighting as I've implimented.
 
  but in reality not every airport _has_ lightning. Mybe it would be
 appropriate to stick to the information on airport lightning that is present
 in the airport database,

Right, our database does have lighitngn information, and the airport
generator honors it.  If you fly around SFO with the new lighitng
you'll see an ALSF-II approach, an SSALS, and SSALR, and a couple
REIL's.  Also you'll see some runways with centerlines, some without,
and some runways have touchdown zone lighting.  Our world (once I
finishe with the other lighting schemes, and once it's regenerated)
will be as close to reality as our database allows.

Regards,

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] runway lighting

2002-10-18 Thread David Megginson
Curtis L. Olson writes:

  Our world (once I finishe with the other lighting schemes, and once
  it's regenerated) will be as close to reality as our database
  allows.

Have you patched TerraGear to eliminate runway edge lights for
unlighted runways?


All the best,


David

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Re: [Flightgear-devel] runway lighting

2002-10-18 Thread Curtis L. Olson
David Megginson writes:
 Curtis L. Olson writes:
 
   Our world (once I finishe with the other lighting schemes, and once
   it's regenerated) will be as close to reality as our database
   allows.
 
 Have you patched TerraGear to eliminate runway edge lights for
 unlighted runways?

Well, patched maybe isn't the best word, but essentially yes.  Now we
only generate the runway lighting schemes that we understand:

ASLF-II, MALS, MALSF, MALSR, SSALS, SSALF, SSALR, REIL ...

Threshold, edge, and center line lighting are seperate entries in our
database and those are generated accordingly.

There are still more approach lighting arrangements that need to be
implimented ...  Robin has a list of 20-25 in his docs.

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] runway lighting

2002-10-18 Thread Frederic BOUVIER
Curtis L. Olson [EMAIL PROTECTED] wrote :

 David Megginson writes:
  Curtis L. Olson writes:
 
Our world (once I finishe with the other lighting schemes, and once
it's regenerated) will be as close to reality as our database
allows.
 
  Have you patched TerraGear to eliminate runway edge lights for
  unlighted runways?

 Well, patched maybe isn't the best word, but essentially yes.  Now we
 only generate the runway lighting schemes that we understand:

 ASLF-II, MALS, MALSF, MALSR, SSALS, SSALF, SSALR, REIL ...

 Threshold, edge, and center line lighting are seperate entries in our
 database and those are generated accordingly.

 There are still more approach lighting arrangements that need to be
 implimented ...  Robin has a list of 20-25 in his docs.

There are airports that have intermitent, remotely switchable with onboard
radio, lighting. When you arrive in the vicinity of such an airport, you push
(sorry, lack of english vocabulary here) say 7 times in 5 seconds on the 
radio button to switch it on. It switch off automatically after 15 minutes or
you can switch it off with 9 pushes.
Is there description for such an arrangement in the airport database? Usually,
details on this are in the Sectional Chart.

Cheers,

-Fred



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Re: [Flightgear-devel] runway lighting

2002-10-18 Thread David Megginson
Frederic BOUVIER writes:

  There are airports that have intermitent, remotely switchable with
  onboard radio, lighting. When you arrive in the vicinity of such an
  airport, you push (sorry, lack of english vocabulary here) say 7
  times in 5 seconds on the radio button to switch it on. It switch
  off automatically after 15 minutes or you can switch it off with 9
  pushes.

ARCAL lighting is very common in Canada as well, and, I assume, at
smaller airports in the U.S.  As far as I can tell, it is not
supported in the current database; you can look at

  docs-mini/AptNavFAQ.FlightGear.html

in the FlightGear distro for details.


All the best,


David

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Re: [Flightgear-devel] runway lighting

2002-10-18 Thread Curtis L. Olson
John Check writes:
 On Friday 18 October 2002 8:35 am, Curtis L. Olson wrote:
  John Check writes:
If you want to fly this yourself, you can grab:
   
  http://www.flightgear.org/tmp/KSFO.btg.gz
  
   Does anybody have a copy or a proper link? it seems to be 404.
 
  My fault, didn't push my change out to the web server ...
 
  Curt.
 
 Curt,
 What do you think about tossing this in the base package?
 Just wondering

That's fine, although it's not elevated and has large gaps where it
meets the surround terrain ...

CUrt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
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Re: [Flightgear-devel] runway lighting

2002-10-18 Thread David Megginson
Curtis L. Olson writes:

  Yes, we have CAL and CAL-II in the database, but no ARCAL.

ARCAL describes how the lights are activated, not their configuration;
presumably, Calvert I and Calvert II approach lighting systems could
be ARCAL, but since those are used (I think) mainly at military
installations, I doubt they would be.

On Canadian VNCs, airports with ARCAL lighting have an L with a box
around it under the airport name.  Clicking the microphone several
times in fast succession turns the runway and taxiway lights on for a
while (the beacon is always on).  It would be a very dramatic effect
to add to FlightGear.


All the best,


David

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Re: [Flightgear-devel] runway lighting

2002-10-18 Thread Curtis L. Olson
I would also like to add the ability to turn runway/approach lighting
on/off from the instructor station (i.e. tower control).  But that's
step n+1 assuming I'm working on step n right now.

Curt.


David Megginson writes:
 Curtis L. Olson writes:
 
   Yes, we have CAL and CAL-II in the database, but no ARCAL.
 
 ARCAL describes how the lights are activated, not their configuration;
 presumably, Calvert I and Calvert II approach lighting systems could
 be ARCAL, but since those are used (I think) mainly at military
 installations, I doubt they would be.
 
 On Canadian VNCs, airports with ARCAL lighting have an L with a box
 around it under the airport name.  Clicking the microphone several
 times in fast succession turns the runway and taxiway lights on for a
 while (the beacon is always on).  It would be a very dramatic effect
 to add to FlightGear.
 
 
 All the best,
 
 
 David
 
 -- 
 David Megginson, [EMAIL PROTECTED], http://www.megginson.com/
 
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RE: [Flightgear-devel] runway lighting

2002-10-18 Thread Jon Berndt
 John Check writes:
  Curt,
  What do you think about tossing this in the base package?
  Just wondering

 That's fine, although it's not elevated and has large gaps where it
 meets the surround terrain ...

 CUrt.


John:

Are you going to go ahead with this? When it gets in the base package (you
do mean the develpment package?), are you going to post an announcement? I
am going to try and build FGFS again with the new base package. Haven't had
time to do this lately. But I want to wait for the runway stuff.

Jon


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Re: [Flightgear-devel] runway lighting

2002-10-18 Thread John Check
On Friday 18 October 2002 7:13 pm, Jon Berndt wrote:
  John Check writes:
   Curt,
   What do you think about tossing this in the base package?
   Just wondering
 
  That's fine, although it's not elevated and has large gaps where it
  meets the surround terrain ...
 

The last time we had KSFO with lights in there it had some problems too.
I think it's worth the tradeoff but if you think it's going to break anything 
I can hold off.

  CUrt.

 John:

 Are you going to go ahead with this? When it gets in the base package (you

I have to try it first. Yes, that would be the unstable (main) branch. You 
shouldn't need to do anything special.

 do mean the develpment package?), are you going to post an announcement? I

Well, commits automagically generate posts to fg-cvslogs, but I'll give you a 
heads up.

 am going to try and build FGFS again with the new base package. Haven't had
 time to do this lately. But I want to wait for the runway stuff.

 Jon






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Re: [Flightgear-devel] runway lighting

2002-10-18 Thread David Megginson
John Check writes:

  The last time we had KSFO with lights in there it had some problems
  too.  I think it's worth the tradeoff but if you think it's going
  to break anything I can hold off.

I'd prefer to put in a complete rebuild from William Riley if he has
time to redo the base package.

I'm going to try building w130n30 and w080n40 myself tonight, but (for
whatever reason) William's scenery always looks a little better than
mine.  I did a small experiment with the tile around CYOW, and the new
lighting turned out extremely well, aside from two nit-picks:

1. I'm still getting a triangle with three points for each of the
   lights, both in 16bpp and 24bpp (usually called 32bpp).

2. The PAPI isn't functional yet, but I'm not sure that it's supposed
   to be.

On all other points, *very* nice.  If William doesn't have time, I may
be able to contribute some temporary scenery; we don't want another
case where the edges don't match up.


All the best,


David

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[Flightgear-devel] runway lighting

2002-10-17 Thread Curtis L. Olson
No one commented on my last runway lights message so I figured I'd
send some more picts of the latest:

  http://www.flightgear.org/tmp/rwy_lights3.jpg
  http://www.flightgear.org/tmp/rwy_lights4.jpg
  http://www.flightgear.org/tmp/rwy_lights5.jpg
  http://www.flightgear.org/tmp/rwy_lights6.jpg

If you want to fly this yourself, you can grab:

  http://www.flightgear.org/tmp/KSFO.btg.gz

Make sure to backup $fgbase/Scenery/w130n30/w123n37/KSFO.btg.gz and
then copy this new one over top ... and make sure you have the latest
flightgear cvs code.

For more fun, you can try uncommenting the FG_EXPERIMENTAL_LIGHTING
define in main.cxx and if you your card suppots the glPointLightEXT
you can get slightly nicer points, at the expense of a large frame
rate hit.

Essentially the state of things is that if we regen all the airports
they will all get as much lighting as I've implimented.  Not all
approach configurations are done.  So far I have runway edge lights,
touchdown zone lights, center line lights, REIL, ALSF-II, SSALS,
SSALF, and SSALR.  I also have VASI/PAPI correctly placed, but they
don't read red/white correctly.  This is enough to pretty much fully
impliment KSFO minus taxiway lights.

The lights are directional so it's fun to fly arouund and see them
fade in and out ...

Regards,

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
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Re: [Flightgear-devel] runway lighting

2002-10-17 Thread David Findlay
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

*drools over keyboard*

Very nice. But can you see the pole and light assemblies at daytime? :-) 
Thanks,

David

- -- 
If you give someone a program, you will frustrate them for a day. If you teach 
them how to program, you will frustrate them for a lifetime.

-BEGIN PGP SIGNATURE-
Version: GnuPG v1.0.7 (GNU/Linux)

iD8DBQE9r5G6ZOfFgbBAbXARAgbbAJ4lGGHZO+04RSiCz0TFY3tbF6T20gCbBkX3
Sk6gyl/37jhHFYOTFGXoIKs=
=Bgbg
-END PGP SIGNATURE-


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[Flightgear-devel] Runway Lighting Questions

2002-07-07 Thread David Megginson

I've sent mail to Curt about this point already, but while I'm
waiting, I thought I'd throw out the question to the list.  I've
patched FlightGear so that (a) runway edge lights are not visible from
improbable distances (like 50km or more), and (b) runway edge lights
are not visible at all while the sun is above the horizon, but haven't
committed these patches yet.

I'm currently applying a range limit of 12,000m (about 6nm) to the
lights (the range is from the middle of each runway).  Personally, I
suspect that that might be far too generous, but I don't want to make
the range too short for very long runways.  What does everyone else
think?

This change is important for people using FlightGear to practice
cross-country flying and navigation.  The edge lights as they are
right now make it far too easy to find an airport at great distances
during the day.

I'll commit the patches when I hear back from Curt, since the runway
lighting is his baby.


All the best,


David

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Re: [Flightgear-devel] Runway Lighting Questions

2002-07-07 Thread Alex Perry

 I'm currently applying a range limit of 12,000m (about 6nm) to the
 lights (the range is from the middle of each runway).  Personally, I
 suspect that that might be far too generous, but I don't want to make
 the range too short for very long runways.  What does everyone else
 think?

All the edge lights I've seen so far are incredibly directional, because
they burn a lot of electricity and directionality saves on your power bills.
I'd estimate that HIRL is brighter than normal city lighting out to 10nm
when aligned with the runway.  In the transverse direction, I can barely
see the lights when 0.5 nm away (i.e. on downwind) at some airports.


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Re: [Flightgear-devel] Runway Lighting Questions

2002-07-07 Thread Jim Brennan jjb -



On Sun, 7 Jul 2002, David Megginson wrote:
 patched FlightGear so that (a) runway edge lights are not visible from
 improbable distances (like 50km or more), and (b) runway edge lights
 are not visible at all while the sun is above the horizon, but haven't
 committed these patches yet.

I think this (6 mi) is a bit too restrictive.  Runway edge lights ARE
visable from considerable distances, even during the daytime hours.

(Sorry , don't have any exact distances tho).

jj


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