Re: [Flightgear-devel] Speed question?

2003-07-30 Thread Matevz Jekovec




Jim Wilson wrote:

  Lee Elliott [EMAIL PROTECTED] said:

  
  
Changing the model would stop that working of course, as the geometry would've 
changed, but it's a quick and simple way of getting a 'lite' (er) version of 
a model, at least with regard to texture space requirements.

  
  
Using the "reduce" function in ac3d and deleting a few objects I was able to
reduce the 747 model almost 80% without remapping textures at all.  Note that
you have to experiment with reducing different parts of the model different
percentages (the ctrl+z comes in handy for this kind of experimenting :-)). 
The result is 
a little rough up close,  but from a couple hundred meters viewing distance it
looks pretty much the same.

Screen shot:
http://www.spiderbark.com/fgfs/747reduced.png

Best,

Jim
  

That model looks great! Although we had even more primitive model for
greater distances (no textures, some aircrafts had even common this
model, because of the similar shape) in Falcon. If you ask me, we
shouldn't use textures greater than 128*128 when viewing aircraft
farther than 1 mile.
Can you please tell me the comparison between the number of
vertices/polygons/textures before and after optimization?


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Re: [Flightgear-devel] Speed question?

2003-07-30 Thread Jim Wilson
Innis Cunningham [EMAIL PROTECTED] said:

 Hi Jim
 Are you working on a low poly version of the 747 for scenery work.

Just a demonstration.  If you saw the screenshot, that shows how far I got
with about 3 minutes work.  It could be better.

 I was working on it yesterday.Regrouping the fuse to use one texture and 
 removing the wing and gear textures to reduce the load.

You can do that if you have time.  Might be just as good to reduce the texture
to 128x128 or 64x64.

 I was planing to just apply a material to the wings, gear and horz 
 stabilizer.Grey(silver) for the wings and stab and black for the wheels. I 

In a largely textured scene with the lighting the way it is in flightgear, 
you will get unsatisfactory results with material colors.  Things tend to look
white (or too bright) when directly into the light source.  And black or too
dark on the other side.

 have mapped the Southwest texture to the fuse and reduced it to 256x256 it 
 is a bit grainey up close but ok from a hundred meters plus.

You know, I'm not sure if we have to worry about using private carrier
liveries from a copyright perspective.  AFAIK Southwest is the first one...in
fact I didn't notice the static model was Southwest until just now (duh!). 
Does anyone know about this?

 What we need to be able to do to put a few static A/C around is to be able 
 to use the one model with multiple textures, as it is now you have to create 
 a separate model for each different airline.This is going to lead to rather 
 large scenery files.

Eventually, yes.

 As I am rather new to AC3D I was wondering if you could answer a couple of 
 questions.
 
 1 How do you set the scale for the model.I have had a look in the docs and 
 the program but can't find how to do it.

Not sure what you are asking.  There's a scale button on the left side of the
screen.  One unit in AC3D is one meter in FlightGear.
 
 2 How do you know what direction the model is facing.When I go to place the 
 A/C in the scenery it does not seem to face in the same direction as what 
 the flight model is facing.Eg: yesterday I placed a model using the heading 
 of the flight model but the static model ended up facing in a different 
 direction by about 60 to 90 deg ???.

In AC3D you should see the left side of the aircraft in the XY Front view.

Best,

Jim

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Re: [Flightgear-devel] Speed question?

2003-07-30 Thread Innis Cunningham


Jim Wilson  writes


You know, I'm not sure if we have to worry about using private carrier
liveries from a copyright perspective.  AFAIK Southwest is the first 
one...in
fact I didn't notice the static model was Southwest until just now (duh!).
Does anyone know about this?
If it is a problem then there are millions of people at MSFS who have a 
problem.As far as I am aware the airlines can't be bothered sueing all the 
people involved.I do undestand that American Airlines tried some time back 
but for what ever reason gave up on it.Maybe someone here may have more 
info.
I think it is because of this reason that MS used generic airline names when 
they released FS2K2.Just to get around this copyright problem.Then if Joe 
Bogs wants to paint his A/C in United's colors then so be it.
Anyway if you have a look the 747 is painted in Pakistan Airlines colors and 
the A320 in Air France colors.So southwest is not the first.

Not sure what you are asking.  There's a scale button on the left side of 
the
screen.  One unit in AC3D is one meter in FlightGear.
In some graphics programs you need to set the scale for feet or meters is 
AC3D set so one unit=1 metre always ??.

In AC3D you should see the left side of the aircraft in the XY Front view.
Yes I have got that but the A/C does not face the direction I expect
Best,

Jim

Cheers
Innis
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Re: [Flightgear-devel] Speed question?

2003-07-30 Thread Jim Wilson
Innis Cunningham [EMAIL PROTECTED] said:

 Anyway if you have a look the 747 is painted in Pakistan Airlines colors and 
 the A320 in Air France colors.So southwest is not the first.

I was going to say that those aren't private carriers,  but a couple years
back it seems there was a news article about Air France planning to go
semi-private.  Still Southwest is the first private non-national livery and I
think that might make a difference...don't know.

 In some graphics programs you need to set the scale for feet or meters is 
 AC3D set so one unit=1 metre always ??.

It doesn't matter.  There is never any mention of distances other than generic
units in AC3D.  In FlightGear, units are in meters.

Best,

Jim

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Re: [Flightgear-devel] Speed question?

2003-07-30 Thread David Megginson
Jim Wilson writes:

  I was going to say that those aren't private carriers, but a couple
  years back it seems there was a news article about Air France
  planning to go semi-private.  Still Southwest is the first private
  non-national livery and I think that might make a
  difference...don't know.

You're thinking about something that's very specific to the U.S.  As
far as I understand, the U.S. government is not allowed to copyright
(and, perhaps, trademark?) any IP -- that's why people are allowed to
copy and distribute the FAA database and the Instrument Approach
Procedure plates for free, and why we can get such excellent free
geodata for the U.S. when building FlightGear scenery.

In the rest of the world, government and government-owned
organizations have no such restriction, so Transport Canada (for
example) could quite readily sue you for violating their copyright or
trademark, as could Air France or anyone else.  In fact, the British
Crown asserts a perpetual copyright over the Book of Common Prayer,
dating back many centuries.


All the best,


David

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Re: [Flightgear-devel] Speed question?

2003-07-30 Thread Frederic Bouvier
Jim Wilson wrote:
 Innis Cunningham [EMAIL PROTECTED] said:

  Anyway if you have a look the 747 is painted in Pakistan Airlines colors
and
  the A320 in Air France colors.So southwest is not the first.

 I was going to say that those aren't private carriers,  but a couple years
 back it seems there was a news article about Air France planning to go
 semi-private.  Still Southwest is the first private non-national livery
and I
 think that might make a difference...don't know.

Air France is a semi-private company where the French State hold 54.4% of
the shares. But it is quoted at Euronext stock exchange.

There are rumours stating that the government want to sell some of their
share but they wait a market in better shape.

-Fred



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Re: [Flightgear-devel] Speed question?

2003-07-30 Thread Jim Wilson
David Megginson [EMAIL PROTECTED] said:

 You're thinking about something that's very specific to the U.S.  As
 far as I understand, the U.S. government is not allowed to copyright
 (and, perhaps, trademark?) any IP -- that's why people are allowed to
 copy and distribute the FAA database and the Instrument Approach
 Procedure plates for free, and why we can get such excellent free
 geodata for the U.S. when building FlightGear scenery.
 
 In the rest of the world, government and government-owned
 organizations have no such restriction, so Transport Canada (for
 example) could quite readily sue you for violating their copyright or
 trademark, as could Air France or anyone else.  

That was something I wondered about, but at the same time, it seems unlikely
that a government would bring suit...even if it could.  I mean it's not like
they are going to extradite one of us.  Probably all the suits ever filed by
governments in foriegn courts can be counted on one hand, if that many.

So, should we do anything differently with our models?

 In fact, the British
 Crown asserts a perpetual copyright over the Book of Common Prayer,
 dating back many centuries.

Hah! ...and all because Henry VIII's first wife didn't bear any male children. :-)

Best,

Jim


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Re: [Flightgear-devel] Speed question?

2003-07-30 Thread David Megginson
Jim Wilson writes:

  So, should we do anything differently with our models?

For now, no: if we ever get a cease-and-desist letter, we can discuss
it it then.  Trademark violation is a complicated thing anyway -- I
don't think that Campbell's soup could have successfully sued Andy
Warhol even if they had wanted to, and we also are creating a kind of
pop art (interactive, no less).


All the best,


David

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Re: [Flightgear-devel] Speed question?

2003-07-30 Thread Frederic Bouvier
David Megginson wrote:
 Jim Wilson writes:
 
   So, should we do anything differently with our models?
 
 For now, no: if we ever get a cease-and-desist letter, we can discuss
 it it then.  Trademark violation is a complicated thing anyway -- I
 don't think that Campbell's soup could have successfully sued Andy
 Warhol even if they had wanted to, and we also are creating a kind of
 pop art (interactive, no less).

I think that if we are respectful in the use of the marks ( right
font, right colors ) and we do it in context, there will be no 
problem.

-Fred



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Re: [Flightgear-devel] Speed question?

2003-07-30 Thread Innis Cunningham
As I said earlier MSFS has been painting A/C in world airline(private and 
government)colors for years.And I would think if you are going to sue 
someone it might as well be someone with money and good old uncle Bill G 
would the one to try and get money out of.
The whole area of copyright can become blured.Take for instance the photo's 
at Airliners.net.I doubt that many of the people who took the shots have the 
airlines permission to use there images to make money.But more and more 
people over there are asking for payment to use the images.So as David says 
till someone complains I think we should persue our HOBBY.

Cheers
Innis
Frederic Bouvier  writes
David Megginson wrote:
 Jim Wilson writes:

   So, should we do anything differently with our models?

 For now, no: if we ever get a cease-and-desist letter, we can discuss
 it it then.  Trademark violation is a complicated thing anyway -- I
 don't think that Campbell's soup could have successfully sued Andy
 Warhol even if they had wanted to, and we also are creating a kind of
 pop art (interactive, no less).
I think that if we are respectful in the use of the marks ( right
font, right colors ) and we do it in context, there will be no
problem.
-Fred
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Re: [Flightgear-devel] Speed question?

2003-07-30 Thread Arnt Karlsen
On Wed, 30 Jul 2003 12:33:17 +0200, 
Frederic Bouvier [EMAIL PROTECTED] wrote in message 
[EMAIL PROTECTED]:

 Jim Wilson wrote:
  Innis Cunningham [EMAIL PROTECTED] said:
 
   Anyway if you have a look the 747 is painted in Pakistan Airlines
   colors and the A320 in Air France colors.So southwest is not the
   first.
 
  I was going to say that those aren't private carriers,  but a couple
  years back it seems there was a news article about Air France
  planning to go semi-private.  Still Southwest is the first private

..you mean Southwestern?  The low price air line?  I've got this _wild_ 
idea, they, RyanAir and possibly Norwegian(.no), in good anti-monopolist
spirit, might enjoy giving _us_, exclusive sim rights.  ;-)
Imagine the press response _potential_.  ;-)

  non-national livery and I think that might make a difference...don't
  know.
 
 Air France is a semi-private company where the French State hold 54.4%
 of the shares. But it is quoted at Euronext stock exchange.
 
 There are rumours stating that the government want to sell some of
 their share but they wait a market in better shape.

..that could take a while; any hot dog stand needs _substance_ to
support its owners profitably, and back-tracking the last pre-Enron 
stock market hike, I'd _run_ 'till I see a drop to the hot dog stand 
kinda sanity.

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...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] Speed question?

2003-07-29 Thread Erik Hofman
Matevz Jekovec wrote:

But we can use a combination of both, right? If you will look at an 
aircraft at range of 15 feets, you see nothing. At 100k feets, you 
see a dot. At 7, you would see a triangle. At 5, you would see a 
rough shape. At 25000, the next one and at 1 a complete model 
without inner instruments. At 10 feet, you would see the inner 
instruments as well. I think LOD selector is very usable because 
instruments like radar, weapon control, radio controls etc. can really 
eat up lots of CPU for calculating and GPU for rendering it. So, when we 
implement all this some day, this might save lots of FPS then. We can 
assign a simple texture for e.g. radar behind the real calculated radar 
display to fill the whole between 100 and 1 feet.
Don't have too high expectations about this. LOD calculations are 
already the limiting factor for FlightGear and this wil only help if 
there are dozens of aircraft flying around.

Erik

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Re: [Flightgear-devel] Speed question?

2003-07-29 Thread David Megginson
Matevz Jekovec writes:

  My suspicions were not correct. I benchmarked the framerate again 
  yesterday and had 7 FPS in 24bpp mode and 9 FPS in 16bpp mode. I'm 
  pretty sure the 16bpp mode worked faster in all views and positions in 
  comparison to 24 bpp.

Yes, that has been my experience as well.


All the best,


David

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Re: [Flightgear-devel] Speed question?

2003-07-29 Thread David Megginson
Matevz Jekovec writes:

  In 3d cockpit view. That leads me to another question. Is there any way 
  we can optimize the graphic engine, not to be so slow in 3d cockpit 
  view? I know we had similar problems with the engine in Falcon, but were 
  never solved due to untouchable source code later (license issues). Why 
  does it work so slow, when viewing a 3D object from close distance
  anyway?

The problem with any cockpit view (vs. external view) is the amount of
texture management going on for all the gauges and displays.  With the
2D panel, we were (at least originally) drawing a smaller screen area
only above the panel, so that probably helped a bit.

The San Francisco area is also slow because of all the complex
terrain.  Reducing the default visibility can help an awful lot (try
--visibility=5000, for example).

  What about the outer views: Does FlightGear use seperated 3D
  cockpit files for inner view or does it use aircraft's model
  cockpit? In Falcon, we had completely different files for 3D
  cockpit and aircaft model ...

We use the same 3D model for both, but most models add an LOD node so
that the interior is drawn only when the view is very, very close to
the plane.


All the best,


David

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Re: [Flightgear-devel] Speed question?

2003-07-29 Thread Lee Elliott
On Monday 28 July 2003 14:24, Jim Wilson wrote:

 ...aircraft already have xml that does this by selecting out the cockpit and
 maybe gear when they are viewed from a certain distance.  In that case the

That idea hadn't ocurred to me at all, and I hadn't spotted it in any of the 
other a/c either.  Ta for mentioning it.  I'm certainly going to look at 
Selecting out the u/c, wheel wells and other related internal surfaces when 
the gear's up:)

 cockpit would be removed as well as other interior geometry.  I think the
 first option is probably the most effective.  This is maybe a little 
different
 than some other approaches, but my guess is we'll find that we'll need 
 separate models for other aircraft (AI and multiplayer) that are 
simplified
 with much less geometry and smaller textures.
 
 Best,
 
 Jim

I've found that reducing the texture size on .ac format models seems to be 
easy - My texture 'masters' are generally 3200x2400 and I then scale them 
down for actual use and I've found that once I've done the model mapping with 
a texture that's been scaled down to 512x512, I can then replace the texture 
with one that's scaled to 1024x1024 or even 256x256 without having to re-map 
anything.

This has proved handy as my current vid card can't cope with textures larger 
than 512x512 in AC3D so I do the texture mapping at that resolution and then 
replace the 512x512 texture file with one scaled to 1024x1024 for FG.

Changing the model would stop that working of course, as the geometry would've 
changed, but it's a quick and simple way of getting a 'lite' (er) version of 
a model, at least with regard to texture space requirements.

LeeE


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Re: [Flightgear-devel] Speed question?

2003-07-29 Thread Jim Wilson
Lee Elliott [EMAIL PROTECTED] said:

 Changing the model would stop that working of course, as the geometry would've 
 changed, but it's a quick and simple way of getting a 'lite' (er) version of 
 a model, at least with regard to texture space requirements.

Using the reduce function in ac3d and deleting a few objects I was able to
reduce the 747 model almost 80% without remapping textures at all.  Note that
you have to experiment with reducing different parts of the model different
percentages (the ctrl+z comes in handy for this kind of experimenting :-)). 
The result is 
a little rough up close,  but from a couple hundred meters viewing distance it
looks pretty much the same.

Screen shot:
http://www.spiderbark.com/fgfs/747reduced.png

Best,

Jim

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Re: [Flightgear-devel] Speed question?

2003-07-29 Thread Lee Elliott
On Wednesday 30 July 2003 00:35, Jim Wilson wrote:
 Lee Elliott [EMAIL PROTECTED] said:
 
  Changing the model would stop that working of course, as the geometry 
would've 
  changed, but it's a quick and simple way of getting a 'lite' (er) version 
of 
  a model, at least with regard to texture space requirements.
 
 Using the reduce function in ac3d and deleting a few objects I was able to
 reduce the 747 model almost 80% without remapping textures at all.  Note 
that
 you have to experiment with reducing different parts of the model different
 percentages (the ctrl+z comes in handy for this kind of experimenting :-)). 
 The result is 
 a little rough up close,  but from a couple hundred meters viewing distance 
it
 looks pretty much the same.
 
 Screen shot:
 http://www.spiderbark.com/fgfs/747reduced.png
 
 Best,
 
 Jim

That looks like a jolly good way of getting the low res models we need for 
massive multiplayer and scenery a/c.  Ta for the info.

LeeE


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Re: [Flightgear-devel] Speed question?

2003-07-29 Thread Innis Cunningham


Hi Jim
Are you working on a low poly version of the 747 for scenery work.
I was working on it yesterday.Regrouping the fuse to use one texture and 
removing the wing and gear textures to reduce the load.
I was planing to just apply a material to the wings, gear and horz 
stabilizer.Grey(silver) for the wings and stab and black for the wheels. I 
have mapped the Southwest texture to the fuse and reduced it to 256x256 it 
is a bit grainey up close but ok from a hundred meters plus.
I am going to have a look at removing all the individual control surfaces 
and the 3D cockpit to see how it looks.
What we need to be able to do to put a few static A/C around is to be able 
to use the one model with multiple textures, as it is now you have to create 
a separate model for each different airline.This is going to lead to rather 
large scenery files.Even now the default file for SFO is getting quite 
complicated with .ac files and the textures that go with them.Is there some 
way using xml or C to have the 3D scenery in there own file and get called 
by the .stg file instead of having them all in the scenery file as they are 
now.
As I am rather new to AC3D I was wondering if you could answer a couple of 
questions.

1 How do you set the scale for the model.I have had a look in the docs and 
the program but can't find how to do it.

2 How do you know what direction the model is facing.When I go to place the 
A/C in the scenery it does not seem to face in the same direction as what 
the flight model is facing.Eg: yesterday I placed a model using the heading 
of the flight model but the static model ended up facing in a different 
direction by about 60 to 90 deg ???.

Thanks in advance for any suggestions.

Is anyone doing static A/C scenery for the default area airports as I was 
planning on populating some of the airports with static A/C.

Cheers
Innis
Jim Wilson  writes

Using the reduce function in ac3d and deleting a few objects I was able 
to
reduce the 747 model almost 80% without remapping textures at all.  Note 
that
you have to experiment with reducing different parts of the model different
percentages (the ctrl+z comes in handy for this kind of experimenting :-)).
The result is
a little rough up close,  but from a couple hundred meters viewing distance 
it
looks pretty much the same.

Screen shot:
http://www.spiderbark.com/fgfs/747reduced.png
Best,

Jim

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Re: [Flightgear-devel] Speed question?

2003-07-28 Thread Matevz Jekovec











  
5) Around the default KFSO, the framerate is way slower than in e.g. 
Slovenia. Is there any way to fix that (I know there are way more 
objects, but still I think it should be faster than 6 FPS when looking 
to the city or airfield)

  
  
Is that fps in cockpit view or chase view?  I get that sort of fps in chase 
view at KSFO too, but if in chase view there's also the a/c texture overhead 
as well.  KSFO is pretty heavy especially if you've still got the high res 
textures.
  

In 3d cockpit view. That leads me to another question. Is there any way
we
can optimize the graphic engine, not to be so slow in 3d cockpit view?
I know we had similar problems with the engine in Falcon, but were
never solved due to untouchable source code later (license issues). Why
does it work so slow, when viewing a 3D object from close distance
anyway?

What about the outer views: Does FlightGear use seperated 3D cockpit
files for inner view or does it use aircraft's model cockpit? In
Falcon, we had completely different files for 3D cockpit and aircaft
model ... I'm asking this, because the cockpit of every aircraft can be
as complex as all the other parts of the aircraft together. So when
showing, say 10 aircrafts together someday with their own intelligence
and properties, framerate will very drop but you'll hardly see the
canopies of the aircrafts, let alone the inner cockpits. I think
breaking free the 3D cockpit from the aircraft model isn't a bad idea.
Has anyone give this a thought already?


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Re: [Flightgear-devel] Speed question?

2003-07-28 Thread Matevz Jekovec








Jim Wilson wrote:

  Matevz Jekovec [EMAIL PROTECTED] said:

  
  
1) In mode 24 bpp, FlightGear ran faster than in 16 bpp (I also switched 
the Xfree depth to 24 and 16 then). Is there any known explanation (I 
haven't made benchmark, but judging by the eye I thought it was faster) 
for this. I think it's the textures fault as they are in 32 bit palette 
maybe? (including alpha channel) And FlightGear needs to calculate 
approximates to 24 output palette then?

  
  
I wonder where the 16 bit dithering overhead comes in?  Might this become a
CPU speed (as opposed to interface) issue if there was a lot of texture
swapping going on?  I would think that any dithering would be cached...but...

Best,

Jim
  

My suspicions were not correct. I benchmarked the framerate again
yesterday and had 7 FPS in 24bpp mode and 9 FPS in 16bpp mode. I'm
pretty sure the 16bpp mode worked faster in all views and positions in
comparison to 24 bpp.



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Re: [Flightgear-devel] Speed question?

2003-07-28 Thread Curtis L. Olson
Matevz Jekovec writes:
 In 3d cockpit view. That leads me to another question. Is there any way 
 we can optimize the graphic engine, not to be so slow in 3d cockpit 
 view? I know we had similar problems with the engine in Falcon, but were 
 never solved due to untouchable source code later (license issues). Why 
 does it work so slow, when viewing a 3D object from close distance anyway?

3d rendering performance really has nothing to do with how closely you
view an item.  It has more to do with how much geometry you are
drawing, how much texture ram is consumed by the objects you are
drawing, and how much layering is done (i.e. how many total pixels do
you need to draw to paint the entire scene.)

- When looking at a 3d cockpit, you probably have more geometry to
  draw because of the complexities of the inside of the cockpit.  To
  draw a lot of geometry you want a fast CPU and a fast AGP buss.

- You also could have increased texture ram use because all the
  instruments are made from textures attached to polygons.  To draw
  lots of textures without having to swap memory around, you want a
  card with lots of texture ram.

- You could have increased layering as well.  Think about it this way.
  If are pointed up and the sky takes up the whole view, I have to
  draw the blue sky background.  Then I may need to redraw the entire
  screen again to add a semi-transpant cloud texture that covers the
  whole sky.  Maybe there are 2 layers so I need to repaint the whole
  screen again for the 2nd layer.  That means I had to draw 1024x768
  pixels for the blue sky (or whatever your resolution is.)  Then I
  have to update those 1024x768 pixels for each cloud texture.

  For panels it is a similar issue because instruments are made up of
  layers that are drawn over the top of each other (the HSI has many
  layers.)  When the instrument panel takes up the whole screen you
  may have to update a particular pixel several times to get the
  finished scene.

  To handle this sort of situation well, you want a video card with
  high fill rate.

That won't necessarily help you get faster frame rates and won't
necessarily help people afford faster video cards, but those are some
of the issues ...

 What about the outer views: Does FlightGear use seperated 3D cockpit 
 files for inner view or does it use aircraft's model cockpit? In Falcon, 
 we had completely different files for 3D cockpit and aircaft model ... 
 I'm asking this, because the cockpit of every aircraft can be as complex 
 as all the other parts of the aircraft together. So when showing, say 10 
 aircrafts together someday with their own intelligence and properties, 
 framerate will very drop but you'll hardly see the canopies of the 
 aircrafts, let alone the inner cockpits. I think breaking free the 3D 
 cockpit from the aircraft model isn't a bad idea. Has anyone give this a 
 thought already?
 !DOCTYPE html PUBLIC -//W3C//DTD HTML 4.01 Transitional//EN
 html
 head
   meta http-equiv=Content-Type content=text/html;charset=ISO-8859-1
   title/title
 /head
 body text=#00 bgcolor=#ff
 meta http-equiv=Content-Type content=text/html;charset=ISO-8859-1
 title/title
 meta http-equiv=Content-Type content=text/html;charset=iso-8859-1
 title/title
 br
 blockquote type=cite
  cite=[EMAIL PROTECTED]
   pre wrap=  /pre
   blockquote type=cite
 pre wrap=5) Around the default KFSO, the framerate is way slower than in 
 e.g. 
 Slovenia. Is there any way to fix that (I know there are way more 
 objects, but still I think it should be faster than 6 FPS when looking 
 to the city or airfield)
 /pre
   /blockquote
   pre wrap=!
 Is that fps in cockpit view or chase view?  I get that sort of fps in chase 
 view at KSFO too, but if in chase view there's also the a/c texture overhead 
 as well.  KSFO is pretty heavy especially if you've still got the high res 
 textures.
   /pre
 /blockquote
 In 3d cockpit view. That leads me to another question. Is there any way
 we
 can optimize the graphic engine, not to be so slow in 3d cockpit view?
 I know we had similar problems with the engine in Falcon, but were
 never solved due to untouchable source code later (license issues). Why
 does it work so slow, when viewing a 3D object from close distance
 anyway?br
 br
 What about the outer views: Does FlightGear use seperated 3D cockpit
 files for inner view or does it use aircraft's model cockpit? In
 Falcon, we had completely different files for 3D cockpit and aircaft
 model ... I'm asking this, because the cockpit of every aircraft can be
 as complex as all the other parts of the aircraft together. So when
 showing, say 10 aircrafts together someday with their own intelligence
 and properties, framerate will very drop but you'll hardly see the
 canopies of the aircrafts, let alone the inner cockpits. I think
 breaking free the 3D cockpit from the aircraft model isn't a bad idea.
 Has anyone give this a thought already?br
 /body
 /html
 

Re: [Flightgear-devel] Speed question?

2003-07-28 Thread Ove Kaaven
man, 28.07.2003 kl. 14.03 skrev Curtis L. Olson:
 - When looking at a 3d cockpit, you probably have more geometry to
   draw because of the complexities of the inside of the cockpit.  To
   draw a lot of geometry you want a fast CPU and a fast AGP buss.

For geometry-limited situations, a fast AGP bus does not necessarily
help all that much if you're using TL hardware and vertices are not
actually stored in AGP memory, since then the drivers have to use system
resources to transfer the vertex data from system memory to the card on
every rendering call (in case the app changed the data between them),
instead of letting the card fetch the vertices it needs straight from
AGP memory on its own. In some situations, EXT_compiled_vertex_array can
be useful to reduce the frequency of redundant transfers. But it's also
possible to use the ARB_vertex_buffer_object, NV_vertex_array_range, or
ATI_vertex_array_object extensions to store vertices directly in AGP
memory where the card can get at it when it wants to. Trust me, for high
geometry, it *really* makes a difference.



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Re: [Flightgear-devel] Speed question?

2003-07-28 Thread Jim Wilson
If you are in 3D move the view to the right or left and you'll see the rate go
right back up.  The reason this works is the panel items are culled from the
view and I presume their textures can be swapped out by the card.  The hit in
the cockpit is primarily the texture ram, and a little bit more geometry
(quite a bit more in the case of the p51d).  In any case this little test
suggests that breaking aircraft into two models won't necessarily work.  And
if you want to be able to see the exterior parts from inside the cockpit
(which I definately do) then you will need to render both anyway.

Generally if aircraft models are used in a multiple aircraft situation, we
need to do at least one of two things.  One is have simplified aircraft models
(separate model which just has less polys and no cockpit).   The other thing
is to put LOD selectors in the animation xml for the model.  Some of the
aircraft already have xml that does this by selecting out the cockpit and
maybe gear when they are viewed from a certain distance.  In that case the
cockpit would be removed as well as other interior geometry.  I think the
first option is probably the most effective.  This is maybe a little different
than some other approaches, but my guess is we'll find that we'll need 
separate models for other aircraft (AI and multiplayer) that are simplified
with much less geometry and smaller textures.

Best,

Jim

Matevz Jekovec [EMAIL PROTECTED] said:

 
 In 3d cockpit view. That leads me to another question. Is there any way 
 we can optimize the graphic engine, not to be so slow in 3d cockpit 
 view? I know we had similar problems with the engine in Falcon, but were 
 never solved due to untouchable source code later (license issues). Why 
 does it work so slow, when viewing a 3D object from close distance anyway?
 
 What about the outer views: Does FlightGear use seperated 3D cockpit 
 files for inner view or does it use aircraft's model cockpit? In Falcon, 
 we had completely different files for 3D cockpit and aircaft model ... 
 I'm asking this, because the cockpit of every aircraft can be as complex 
 as all the other parts of the aircraft together. So when showing, say 10 
 aircrafts together someday with their own intelligence and properties, 
 framerate will very drop but you'll hardly see the canopies of the 
 aircrafts, let alone the inner cockpits. I think breaking free the 3D 
 cockpit from the aircraft model isn't a bad idea. Has anyone give this a 
 thought already?
 


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Re: [Flightgear-devel] Speed question?

2003-07-28 Thread Matevz Jekovec
Jim Wilson wrote:

If you are in 3D move the view to the right or left and you'll see the rate go
right back up.  The reason this works is the panel items are culled from the
view and I presume their textures can be swapped out by the card.  The hit in
the cockpit is primarily the texture ram, and a little bit more geometry
(quite a bit more in the case of the p51d).  In any case this little test
suggests that breaking aircraft into two models won't necessarily work.  And
if you want to be able to see the exterior parts from inside the cockpit
(which I definately do) then you will need to render both anyway.
 

We added wings and tails objects, taken from the aircraft you are in, to 
that 3d cockpit. Then you were able to see the wings and tails. However, 
these were seperated models and have nothing in common with the aircraft 
model (except the textures, so you'd think this is really the aircraft 
model itself).

Generally if aircraft models are used in a multiple aircraft situation, we
need to do at least one of two things.  One is have simplified aircraft models
(separate model which just has less polys and no cockpit).   The other thing
is to put LOD selectors in the animation xml for the model.  Some of the
aircraft already have xml that does this by selecting out the cockpit and
maybe gear when they are viewed from a certain distance.  In that case the
cockpit would be removed as well as other interior geometry.  I think the
first option is probably the most effective.  This is maybe a little different
than some other approaches, but my guess is we'll find that we'll need 
separate models for other aircraft (AI and multiplayer) that are simplified
with much less geometry and smaller textures.
 

Yes, LODs are a good idea. We had those in Falcon too (actually, every 
more complex game uses LODs to increase the framerate anyway).
About that LOD selector, do you mean we can set a property for every 
object if it should be rendered or not at certain distance and not us 
having the whole simplified aircraft model for long distance?

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Re: [Flightgear-devel] Speed question?

2003-07-28 Thread Jim Wilson
Matevz Jekovec [EMAIL PROTECTED] said:

 Yes, LODs are a good idea. We had those in Falcon too (actually, every 
 more complex game uses LODs to increase the framerate anyway).
 About that LOD selector, do you mean we can set a property for every 
 object if it should be rendered or not at certain distance and not us 
 having the whole simplified aircraft model for long distance?
 

You can, yes.  Though it might be useful to simplify the geometry of the
objects that you select to show as well.

Best,

Jim

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Re: [Flightgear-devel] Speed question?

2003-07-28 Thread Matevz Jekovec




Jim Wilson wrote:

  Matevz Jekovec [EMAIL PROTECTED] said:

  
  
Yes, LODs are a good idea. We had those in Falcon too (actually, every 
more complex game uses LODs to increase the framerate anyway).
About that LOD selector, do you mean we can set a property for every 
object if it should be rendered or not at certain distance and not us 
having the whole simplified aircraft model for long distance?


  
  
You can, yes.  Though it might be useful to simplify the geometry of the
objects that you select to show as well.

Best,

Jim
  

But we can use a combination of both, right? If you will look at an
aircraft at range of 15 feets, you see nothing. At 100k feets, you
see a dot. At 7, you would see a triangle. At 5, you would see
a rough shape. At 25000, the next one and at 1 a complete model
without inner instruments. At 10 feet, you would see the inner
instruments as well. I think LOD selector is very usable because
instruments like radar, weapon control, radio controls etc. can really
eat up lots of CPU for calculating and GPU for rendering it. So, when
we implement all this some day, this might save lots of FPS then. We
can assign a simple texture for e.g. radar behind the real calculated
radar display to fill the whole between 100 and 1 feet.


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Re: [Flightgear-devel] Speed question?

2003-07-28 Thread Jim Wilson
Matevz Jekovec [EMAIL PROTECTED] said:

 Jim Wilson wrote:
 
 Matevz Jekovec [EMAIL PROTECTED] said:

 
 Yes, LODs are a good idea. We had those in Falcon too (actually, every 
 more complex game uses LODs to increase the framerate anyway).
 About that LOD selector, do you mean we can set a property for every 
 object if it should be rendered or not at certain distance and not us 
 having the whole simplified aircraft model for long distance?
 
 You can, yes.  Though it might be useful to simplify the geometry of the
 objects that you select to show as well.
 
 
 But we can use a combination of both, right? If you will look at an 

Yes, absolutely.

Best,

Jim

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Re: [Flightgear-devel] Speed question?

2003-07-25 Thread Matevz Jekovec






  
It's been my personal experience on a GeForce GO based laptop that
16bpp ran faster and used less texture ram the 24bpp.
  

Ok, so the framerate is higher in 16 bit and there aren't any weird
assumptions? (as I said, I judged by the eye, so obviously it was the
deprivation of colours that blended my mind:))

  
FlightGear isn't set up to change your display resolution.  It
operates on the presumption that the owner of the machine will set the
desired resolution and it will run on whatever it is given.
  

So, if I want to run FlightGear in 800x600, I should restart my X in
800x600 resolution and run FlightGear then (that's a bit of a problem
because there are some issues with my GF2MX PCI card and it takes about
4 minutes of frozen, blank computer when starting X, but I'll survive:))

  You could remove the Textures.high subdirectory.  My intension is that
the textures in the regular Textures subdirectory should stay within
the 256x256 limit although I've had to go in and fix a few things that
crept through on occasion. :-)
  

So, all the textures are doubled if I understand, ones in highres and
ones in 256*256. What about the specific terrain/model/airport
textures? Are these all included here?

  Yes, especially because you are running on a relatively slower
machine, you will probably find yourself geometry limited.  In other
words the amount of geometry that get's rendered per frame will be the
dominant factor in determining frame rate.  Increasing FOV increases
the amount of geometry (i.e. stuff) that get's drawn per frame.
  

Is there any way you can see in the game the currnet FOV in radians or
degrees?

  Yes, this is the same reason as for 7).  By reducing visibility, you
are reducing the amount of scenery the system needs to draw.
  
  
That's good ... also, there is higher density terrain data for the USA
(well now all of the western hemisphere but we've only used it for the
USA to date) that means that there is often a higher triangle density
in USA areas versus non-USA areas.
  

I wonder, is it possible to me manually edit, shape and tile the
terrain for Slovenia? I know, we were doing this in Falcon for Balkans
theatre ... many tilers were needed:), but in the end it looked very
neat as every one was responsible for his own part of the peninsula and
we really got these various styles of look in the end then.



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Re: [Flightgear-devel] Speed question?

2003-07-25 Thread Lee Elliott
On Friday 25 July 2003 21:56, Matevz Jekovec wrote:
 I have PII 333 Mhz with GF2MX 32MB on PCI and 256 MB of SDRAM. I have 
 Abit LX something motherboard and SBAWE64 on ISA (I'm about to buy Live! 
 in the next few days). I would like to run FGFS smoothly (that's about 
 15-20 FPS) on GNU/Debian Linux unstable and using the latest nVidia 
 Linux drivers.
 By using the latest CVS version I noticed the following things:
 1) In mode 24 bpp, FlightGear ran faster than in 16 bpp (I also switched 
 the Xfree depth to 24 and 16 then). Is there any known explanation (I 
 haven't made benchmark, but judging by the eye I thought it was faster) 
 for this. I think it's the textures fault as they are in 32 bit palette 
 maybe? (including alpha channel) And FlightGear needs to calculate 
 approximates to 24 output palette then?

I'm using Debian unstable too - have you tried including the line

DefaultFbBpp32

in your XF86Config-4 for 24 bpp mode?  This will be in the Screen section and 
you can add it below the 

DefaultDepth24

entry.  Make sure you have a back-up copy of XF86Config-4 before you change it 
and also that you'll be able to re-instate it from the console if it goes 
badly wrong and X won't load.  It might, or might not make a difference.  I 
have to run FG in 16bpp on my MGA G550 32MB to get decent frame rates.

 2) The resolution I had on my X was 1024x768 all the time and I wanted 
 to run FlightGear in 800x600, but had no luck. There was a sign when 
 starting up that it is about to run in 800x600 mode, but when switching 
 to fullscreen, the X mode still stayed 1024x768. I have the possible 
 resolution set in xfree86 config file and ctrl+alt++/- work fine and 
 others applications do change the resolution as well. Is there any 
 parameter to set FlightGear to change the system resolution and runs in 
 that in fullscreen? (I searched for man pages, but haven't found 
 anything) I know it worked in Windows some days.

As Curt says, FG won't change your screen resolution.  I run FG at 1280x960 
and then CTRL+ALT+'+' a couple of times to change the X display res down to 
match the window.  I've not had any problems re-sizing the window when FG is 
running.

 3) --disable-textures parameter is not working.
 4) Any way to limit the texture size to at most 256*256 or 512*512 
 pixels, because when starting up, the limit of 2048*2048 is set AFAIK.

As Curt says, delete the Textures.high directory - sadly, that's what I have 
to :(

 5) Around the default KFSO, the framerate is way slower than in e.g. 
 Slovenia. Is there any way to fix that (I know there are way more 
 objects, but still I think it should be faster than 6 FPS when looking 
 to the city or airfield)

Is that fps in cockpit view or chase view?  I get that sort of fps in chase 
view at KSFO too, but if in chase view there's also the a/c texture overhead 
as well.  KSFO is pretty heavy especially if you've still got the high res 
textures.

 6) I tried to disable clouds (and sky blending? Is this the same thing 
 because when sky blending is off, there are no clouds) and FPS increased 
 from KSFO 5 FPS to about 9, 10 FPS.
 7) By increasing FOV, the framerate decreases drasticly. I would really 
 like to enjoy in a bit wider FOV when playing, but it really hits the 
 FPS. Is this normal?
 8) By decreasing visibility, the framerate increases drasticly. I like 
 that:)
 9) LJLJ airfield (Slovenia) was more or less playable (about 15 FPS 
 average) with turned clouds on.
 10) Sunsets look really nice!:)
 
 - Matevz

The sunsets are lovely - I do lots of flying at dusk just because of them.  
Big thanks for your effort Erik.

LeeE


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Re: [Flightgear-devel] Speed question?

2003-07-25 Thread David Megginson
Matevz Jekovec writes:

  So, if I want to run FlightGear in 800x600, I should restart my X in 
  800x600 resolution and run FlightGear then (that's a bit of a problem 
  because there are some issues with my GF2MX PCI card and it takes about 
  4 minutes of frozen, blank computer when starting X, but I'll
  survive:))

Or, alternatively

1. Temporarily change your resolution using something like ALT NUM-
   and ALT NUM+ (if you're in XFree86).

2. Run FlightGear in a window instead of fullscreen.


All the best,


David

-- 
David Megginson, [EMAIL PROTECTED], http://www.megginson.com/

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Re: [Flightgear-devel] Speed question?

2003-07-25 Thread Jim Wilson
Matevz Jekovec [EMAIL PROTECTED] said:

 1) In mode 24 bpp, FlightGear ran faster than in 16 bpp (I also switched 
 the Xfree depth to 24 and 16 then). Is there any known explanation (I 
 haven't made benchmark, but judging by the eye I thought it was faster) 
 for this. I think it's the textures fault as they are in 32 bit palette 
 maybe? (including alpha channel) And FlightGear needs to calculate 
 approximates to 24 output palette then?

I wonder where the 16 bit dithering overhead comes in?  Might this become a
CPU speed (as opposed to interface) issue if there was a lot of texture
swapping going on?  I would think that any dithering would be cached...but...

Best,

Jim

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Re: [Flightgear-devel] Speed question?

2003-07-25 Thread Arnt Karlsen
On Fri, 25 Jul 2003 23:32:07 +0200, 
Matevz Jekovec [EMAIL PROTECTED] wrote in message 
[EMAIL PROTECTED]:

 So, if I want to run FlightGear in 800x600, I should restart my X in 
 800x600 resolution and run FlightGear then (that's a bit of a problem 
 because there are some issues with my GF2MX PCI card and it takes
 about 4 minutes of frozen, blank computer when starting X, but I'll
 survive:))

..have you tried to fire up _another_ X on say ':1'?

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...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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