Re: [Flightgear-devel] [PATCH] 3D Clouds update

2009-10-07 Thread Vadym Kukhtin
Nope, same fps...

But clouds look much better; thanks Stuart!


-- 
---
WBR, Vadym.

--
Come build with us! The BlackBerry(R) Developer Conference in SF, CA
is the only developer event you need to attend this year. Jumpstart your
developing skills, take BlackBerry mobile applications to market and stay 
ahead of the curve. Join us from November 9 - 12, 2009. Register now!
http://p.sf.net/sfu/devconference
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] October $250 Flight Gear Developers

2009-10-07 Thread Tim Moore
On 10/06/2009 03:14 PM, Curtis Olson wrote:
 On Tue, Oct 6, 2009 at 7:57 AM, Tim Moore timo...@redhat.com
 mailto:timo...@redhat.com wrote:
 
 3D panel does not mean that you need a 3D view of the cockpit to
 see the
 instruments.
 
 
 I guess I've never seen an example of anyone configuring an orthographic
 view in FlightGear, but I'm sure it's doable.  Do we have configuration
 level support for this, or would it be a coding exercise?  The other
It's supported by the camera configuration code that also implements multiple
cameras. There is some additional coding to make this fully practical for 
cockpit panels: an orthographic view is still a view of the entire scene. You
can set the far clipping plane to avoid rendering the whole outside world, but
that is still forcing the OSG culling code to do a lot of work. If there is a
way to tag 3d geometry that is part of a panel, then it will be very easy
to render only that geometry in the view.
 part is that the designer would need to carefully align the panel
 surface orthogonal to the view direction to assure there is no warping
 of the panel relative to the view plane, again, should be a relatively
 simple task, but would need to be done and need to be thought about.  So
 it's definitely a solvable problem, but there are several extra steps,
 and I haven't seen an example to work from within FlightGear.  And
 generally, if it's never been done before, the first person blazing the
 path will typically run into some unexpected surprises.
True enough.

Tim
 
 Regards,
 
 Curt.
 -- 
 Curtis Olson: http://baron.flightgear.org/~curt/
 
 
 
 
 --
 Come build with us! The BlackBerryreg; Developer Conference in SF, CA
 is the only developer event you need to attend this year. Jumpstart your
 developing skills, take BlackBerry mobile applications to market and stay 
 ahead of the curve. Join us from November 9#45;12, 2009. Register now#33;
 http://p.sf.net/sfu/devconf
 
 
 
 
 ___
 Flightgear-devel mailing list
 Flightgear-devel@lists.sourceforge.net
 https://lists.sourceforge.net/lists/listinfo/flightgear-devel


--
Come build with us! The BlackBerry(R) Developer Conference in SF, CA
is the only developer event you need to attend this year. Jumpstart your
developing skills, take BlackBerry mobile applications to market and stay 
ahead of the curve. Join us from November 9 - 12, 2009. Register now!
http://p.sf.net/sfu/devconference
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] New Sound system committed

2009-10-07 Thread Erik Hofman
Alan Teeder wrote:
 Erik
 
 Sorry, I gave the wrong missing name -- I should have written alutGetError,
 as this is not in the older alut.h (or al.h or alc.h).

Ah that was just a matter of commenting out the proper section. Should 
be fixed now.

Erik

--
Come build with us! The BlackBerry(R) Developer Conference in SF, CA
is the only developer event you need to attend this year. Jumpstart your
developing skills, take BlackBerry mobile applications to market and stay 
ahead of the curve. Join us from November 9 - 12, 2009. Register now!
http://p.sf.net/sfu/devconference
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


[Flightgear-devel] Screenshots as PNGs

2009-10-07 Thread James Turner
If you update SG and FG, screenshots are now written as PNGs - please  
give it a go!

In fact, it would be possibly to write out in any format which your  
OSG has a loadable plugin for - JPEG, BMP, whatever. All that's needed  
is to change the file extension we append to the name in FG. (And, I  
haven't tested the behaviour when OSG-DB *can't* find a suitable  
plugin)

If anyone cares, adding a 'screenshot format' property would be easy.

Note there's some other issues with the screenshot code (eg, it  
doesn't hide the UI before taking the shot) which I have not attempted  
to fix.

Another thing I will probably do is adapt the 'huge screenshot code'  
to use osgDB, and hence remove the libjpeg optional dependency, and  
associated clutter in configure.in.

Regards,
James


--
Come build with us! The BlackBerry(R) Developer Conference in SF, CA
is the only developer event you need to attend this year. Jumpstart your
developing skills, take BlackBerry mobile applications to market and stay 
ahead of the curve. Join us from November 9 - 12, 2009. Register now!
http://p.sf.net/sfu/devconference
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] [PATCH] 3D Clouds update

2009-10-07 Thread Victhor Foster
Same here too. And I don't even have a good graphics card! ;)

--
Come build with us! The BlackBerry(R) Developer Conference in SF, CA
is the only developer event you need to attend this year. Jumpstart your
developing skills, take BlackBerry mobile applications to market and stay 
ahead of the curve. Join us from November 9 - 12, 2009. Register now!
http://p.sf.net/sfu/devconference
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] [PATCH] 3D Clouds update

2009-10-07 Thread Stuart Buchanan
Scott Hamilton wrote:
On Tue, 2009-10-06 at 22:06 -0400, William Harrison wrote:

Maybe it's just me, but has anyone noticed a dramatic performance 
 decrease with 3d clouds after this patch?

  yep, from 30fps to 2fps...

I'm very surprised that performance has decreased so significantly. However, 
there is a possible explanation.

The code falls back to a 2D cloud layer if a 3D cloud isn't defined for a 
specific cloud type (st, ac etc.). IIRC
previously we didn't define a 3D stratus layer, so we'd get a 2D layer instead.

The updated 3D clouds include stratus layers (which look rather nice IMO), but 
require quite a larger number
of sprites - something like 40 per cloud. I've seen a small perf hit from the 
new stratus layers, but nothing like
what you have reported.

I suspect what you are seeing if the difference between a 2D and 3D cloud.

What performance change are you seeing with, say, cumulus clouds, which haven't 
changed much?

BTW - I've updated Docs/Readme.3Dclouds with information on the new format, if 
anyone is interested in enhancing
the clouds.

-Stuart


  

--
Come build with us! The BlackBerry(R) Developer Conference in SF, CA
is the only developer event you need to attend this year. Jumpstart your
developing skills, take BlackBerry mobile applications to market and stay 
ahead of the curve. Join us from November 9 - 12, 2009. Register now!
http://p.sf.net/sfu/devconference
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] GPS / route-manager landing

2009-10-07 Thread Alan Teeder
James

 

The this fault is fixed. Thanks.

To cure the time and difftime under Windows all that is needed is to include
time.h

 

Alan

 

  _  

From: Alan Teeder [mailto:ajtee...@v-twin.org.uk] 
Sent: 06 October 2009 17:38
To: 'FlightGear developers discussions'
Subject: Re: [Flightgear-devel] GPS / route-manager landing

 

Also VC90 also does not this at line 70 of route_mgr.cxx. :-

 

Compiling...

route_mgr.cxx

..\..\..\src\Autopilot\route_mgr.cxx(70) : warning C4355: 'this' : used in
base member initializer list

..\..\..\src\Autopilot\route_mgr.cxx(229) : error C3861: 'time': identifier
not found

..\..\..\src\Autopilot\route_mgr.cxx(233) : error C3861: 'time': identifier
not found

..\..\..\src\Autopilot\route_mgr.cxx(234) : error C3861: 'difftime':
identifier not found

Build log was saved at
file://d:\fg\source\projects\VC90\FlightGear\Win32\Release\BuildLog.htm 

 

Alan

  _  

From: Nicolas Quijano [mailto:nquij...@gmail.com] 
Sent: 06 October 2009 17:22
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] GPS / route-manager landing

 

Hi all, this doesn't build on windows, it can't find the time symbol
referenced at line 229 and 233 in route_mgr.cxx. 
Missing header ?

Also, there is a reference to std::strncasecmp in positioned.cxx around line
820, which is also not available in windows (at least, not here). 
Since it's dealing with c strings, I've added locally an #ifdef WIN32 check
which uses_stricmp instead in this case. 
Don't know how you want to deal with this, 

Cheers, 
Nic

On Mon, Oct 5, 2009 at 3:59 AM, James Turner zakal...@mac.com wrote:


On 5 Oct 2009, at 08:33, Dave wrote:

 That all sounds like good stuff.  I'll try and migrate the KLN89
 towards
 using it and depreciating the dclgps stuff - that should give it some
 testing.

Sounds good to me. I've been going through the KLN89 manual, and
there's definitely some more subtle options that will require extra
features / flags (off the top of my head, resuming LEG mode from OBS
mode, and the ability to DTO without recentering the d-bar).

Many things should be achievable with a bit of Nasal glue, obviously
I've tried to make simple building block functionality as much as I
can. If you think an API or design is poor, or missing a feature, let
me know and I'm happy to add it - I'd far rather get the core code
sensible, than have each GPS device work around the same bug!

In terms of API examples, I will be committing a new GPS dialog, which
shows off most of the new features, and will also allow the GPS to be
used in aircraft without real hardware, if we want that. I'm also
going to create a wiki page for the GPS, to document what it can (and
can't do).

Regards,
James




--
Come build with us! The BlackBerryreg; Developer Conference in SF, CA
is the only developer event you need to attend this year. Jumpstart your
developing skills, take BlackBerry mobile applications to market and stay
ahead of the curve. Join us from November 9#45;12, 2009. Register now#33;
http://p.sf.net/sfu/devconf
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel




-- 
Be Kind. 
Remember, everyone is fighting a hard battle.

--
Come build with us! The BlackBerry(R) Developer Conference in SF, CA
is the only developer event you need to attend this year. Jumpstart your
developing skills, take BlackBerry mobile applications to market and stay 
ahead of the curve. Join us from November 9 - 12, 2009. Register now!
http://p.sf.net/sfu/devconference___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] [PATCH] 3D Clouds update

2009-10-07 Thread Scott Hamilton
On Wed, 2009-10-07 at 09:18 +, Stuart Buchanan wrote:

 Scott Hamilton wrote:
 On Tue, 2009-10-06 at 22:06 -0400, William Harrison wrote:
 
 Maybe it's just me, but has anyone noticed a dramatic performance 
  decrease with 3d clouds after this patch?
 
   yep, from 30fps to 2fps...



OK, I hope this reproducer scenario helps;

1. don't turn on 3D clouds from command line, don't specify any weather
(manual metar), default; scattered at 4000ft and cirrus at 19500
25-31fps

2. go into rendering options, turn on 3D clouds
2-3fps

3. change 19500 from cirrus to clear
2-6fps

4. change 4000 from scattered to few
remains 2-6 fps

5. change 4000 from few to clear
20-24fps

6. turn OFF 3D clouds (so there is no 3D or 2D clouds)
23-26fps

I last built fgfs  2009-10-03 19:23 (Sydney time) 
I've now done a cvs update and 'make clean' on SimGear and FlightGear
and updated data/Shaders/

1. same as a above. The cmd line is; bin/fgfs --enable-sound
--enable-hud --aircraft=A380 --airport=YSSY --runway=34L
--timeofday=afternoon
28-32fps

2. go into rendering options, turn ON 3D clouds
7 fps

3. change 19500 from cirrus to clear
remains 7fps

4. change 4000 from scattered to few
10-11fps

5. change 4000 from few to clear
23-27fps

6. turn OFF 3D clouds
remains 23-27fps


Operating System: openSuSE 11.1 (kernel2.6.27.29-0.1-default )
Model: nVidia Quadro FX 580

I'm assuming shaders need some OpenGL help;

# glxinfo 
name of display: :0.0
display: :0  screen: 0
direct rendering: Yes 
server glx vendor string: NVIDIA Corporation
server glx version string: 1.4  
server glx extensions:  
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig, 
GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control,
GLX_EXT_texture_from_pixmap, GLX_ARB_create_context,
GLX_ARB_multisample, 
GLX_NV_float_buffer, GLX_ARB_fbconfig_float,
GLX_NV_swap_group,   
GLX_EXT_framebuffer_sRGB,
GLX_NV_multisample_coverage 
client glx vendor string: NVIDIA
Corporation  
client glx version string:
1.4
client glx
extensions:
GLX_ARB_get_proc_address, GLX_ARB_multisample,
GLX_EXT_visual_info,   
GLX_EXT_visual_rating, GLX_EXT_import_context,
GLX_SGI_video_sync,
GLX_NV_swap_group, GLX_NV_video_out, GLX_SGIX_fbconfig,
GLX_SGIX_pbuffer, 
GLX_SGI_swap_control, GLX_ARB_create_context,
GLX_NV_float_buffer,
GLX_ARB_fbconfig_float,
GLX_EXT_fbconfig_packed_float,
GLX_EXT_texture_from_pixmap,
GLX_EXT_framebuffer_sRGB,
GLX_NV_present_video,
GLX_NV_multisample_coverage 
GLX
extensions:   
GLX_EXT_visual_info, GLX_EXT_visual_rating,
GLX_SGIX_fbconfig,
GLX_SGIX_pbuffer, GLX_SGI_video_sync,
GLX_SGI_swap_control,   
GLX_EXT_texture_from_pixmap, GLX_ARB_create_context,
GLX_ARB_multisample, 
GLX_NV_float_buffer, GLX_ARB_fbconfig_float,
GLX_NV_swap_group,   
GLX_EXT_framebuffer_sRGB,
GLX_NV_multisample_coverage,

GLX_ARB_get_proc_address  
OpenGL vendor string: NVIDIA
Corporation  
OpenGL renderer string: Quadro FX
580/PCI/SSE2
OpenGL version string: 3.0.0 NVIDIA 180.44 



I hope something here helps, as they do look good, but I can't get off
the ground to see them :)


cheers
  S.





 
 I'm very surprised that performance has decreased so significantly. However, 
 there is a possible explanation.
 
 The code falls back to a 2D cloud layer if a 3D cloud isn't defined for a 
 specific cloud type (st, ac etc.). IIRC
 previously we didn't define a 3D stratus layer, so we'd get a 2D layer 
 instead.
 
 The updated 3D clouds include stratus layers (which look rather nice IMO), 
 but require quite a larger number
 of sprites - something like 40 per cloud. I've seen a small perf hit from the 
 new stratus layers, but nothing like
 what you have reported.
 
 I suspect what you are seeing if the difference between a 2D and 3D cloud.
 
 What performance change are you seeing with, say, cumulus clouds, which 
 haven't changed much?
 
 BTW - I've updated Docs/Readme.3Dclouds with information on the new format, 
 if anyone is interested in enhancing
 the clouds.
 
 -Stuart
 
 
   
 
 --
 Come build with us! The BlackBerry(R) Developer Conference in SF, CA
 is the only developer event you need to attend this year. Jumpstart your
 developing skills, take BlackBerry mobile applications to market and stay 
 ahead of the curve. Join us from November 9 - 12, 2009. Register now!
 http://p.sf.net/sfu/devconference
 

Re: [Flightgear-devel] Screenshots as PNGs

2009-10-07 Thread Ron Jensen
On Wed, 2009-10-07 at 09:33 +0100, James Turner wrote:
 In fact, it would be possibly to write out in any format which your  
 OSG has a loadable plugin for - JPEG, BMP, whatever. All that's needed  
 is to change the file extension we append to the name in FG. (And, I  
 haven't tested the behaviour when OSG-DB *can't* find a suitable  
 plugin)

This sounds really cool.  Looking forward to trying it out.

 Note there's some other issues with the screenshot code (eg, it  
 doesn't hide the UI before taking the shot) which I have not attempted  
 to fix.

One man's feature is another man's bug.  :) While admittedly most screen
shots don't want the UI shown, a very large percentage of screen shots
I've shared were created to show the UI components as part of a tutorial
or to demonstrate an issue.  I would prefer the screen shot code to
generate an image identical to what is shown on the screen.

 Another thing I will probably do is adapt the 'huge screenshot code'
 to use osgDB, and hence remove the libjpeg optional dependency, and  
 associated clutter in configure.in.

Perhaps at some point the 'huge screenshot code' could become the
UI-less way to take a screen shot since, as I understand it, this code
was intended for high-res, high-quality captures.

Thanks,
Ron



--
Come build with us! The BlackBerry(R) Developer Conference in SF, CA
is the only developer event you need to attend this year. Jumpstart your
developing skills, take BlackBerry mobile applications to market and stay 
ahead of the curve. Join us from November 9 - 12, 2009. Register now!
http://p.sf.net/sfu/devconference
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Screenshots as PNGs

2009-10-07 Thread Curtis Olson
On Wed, Oct 7, 2009 at 8:57 AM, Ron Jensen wrote:

 One man's feature is another man's bug.  :) While admittedly most screen
 shots don't want the UI shown, a very large percentage of screen shots
 I've shared were created to show the UI components as part of a tutorial
 or to demonstrate an issue.  I would prefer the screen shot code to
 generate an image identical to what is shown on the screen.


... and if you don't want any gui elements in your screenshot, it's easy
enough to turn them all off and use the F3 hot key to take the snapshot.
(Close all the dialog boxes, and then F10 toggles the menu on/off)

Regards,

Curt.
-- 
Curtis Olson: http://baron.flightgear.org/~curt/
--
Come build with us! The BlackBerry(R) Developer Conference in SF, CA
is the only developer event you need to attend this year. Jumpstart your
developing skills, take BlackBerry mobile applications to market and stay 
ahead of the curve. Join us from November 9 - 12, 2009. Register now!
http://p.sf.net/sfu/devconference___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Screenshots as PNGs

2009-10-07 Thread James Turner

On 7 Oct 2009, at 15:04, Curtis Olson wrote:

 ... and if you don't want any gui elements in your screenshot, it's  
 easy enough to turn them all off and use the F3 hot key to take the  
 snapshot.  (Close all the dialog boxes, and then F10 toggles the  
 menu on/off)

I was aware of this (and I guess many people are), but from a pure UX  
point of view, it's not ideal - I realise being able to screenshot the  
UI is very handy in creating tutorials, bug reporting, and so on.

Probably all it really needs is a FAQ entry (in the Wiki?) telling  
people about the F3 / F10 trick .



--
Come build with us! The BlackBerry(R) Developer Conference in SF, CA
is the only developer event you need to attend this year. Jumpstart your
developing skills, take BlackBerry mobile applications to market and stay 
ahead of the curve. Join us from November 9 - 12, 2009. Register now!
http://p.sf.net/sfu/devconference
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] [PATCH] 3D Clouds update

2009-10-07 Thread Curtis Olson
Hi Scott,

Something else to try would be to turn off the other shaders (water
reflection/ground cover).  When I get all of these + clouds + rain/snow, my
performance really goes in the toilet too.  The snow/elevation shader seems
to be especially hard on frame rates, but I notice the farm field shader has
a big affect too if there is a lot of farm fields in the view.

I don't quite get the farm field shader purpose.  Can we not do pretty much
the same thing with a basic texture?

I see what the terrain elevation/slope shader is doing and that's
interesting, but it's a huge frame rate hit for what it offers.

Regards,

Curt.


On Wed, Oct 7, 2009 at 6:03 AM, Scott Hamilton scott.hamil...@popplanet.biz
 wrote:

  On Wed, 2009-10-07 at 09:18 +, Stuart Buchanan wrote:

 Scott Hamilton wrote:
 On Tue, 2009-10-06 at 22:06 -0400, William Harrison wrote:
 
 Maybe it's just me, but has anyone noticed a dramatic performance 
  decrease with 3d clouds after this patch?
 
   yep, from 30fps to 2fps...



 OK, I hope this reproducer scenario helps;

 1. don't turn on 3D clouds from command line, don't specify any weather
 (manual metar), default; scattered at 4000ft and cirrus at 19500
 25-31fps

 2. go into rendering options, turn on 3D clouds
 2-3fps

 3. change 19500 from cirrus to clear
 2-6fps

 4. change 4000 from scattered to few
 remains 2-6 fps

 5. change 4000 from few to clear
 20-24fps

 6. turn OFF 3D clouds (so there is no 3D or 2D clouds)
 23-26fps

 I last built fgfs  2009-10-03 19:23 (Sydney time)
 I've now done a cvs update and 'make clean' on SimGear and FlightGear and
 updated data/Shaders/

 1. same as a above. The cmd line is; bin/fgfs --enable-sound --enable-hud
 --aircraft=A380 --airport=YSSY --runway=34L --timeofday=afternoon
 28-32fps

 2. go into rendering options, turn ON 3D clouds
 7 fps

 3. change 19500 from cirrus to clear
 remains 7fps

 4. change 4000 from scattered to few
 10-11fps

 5. change 4000 from few to clear
 23-27fps

 6. turn OFF 3D clouds
 remains 23-27fps


 Operating System: openSuSE 11.1 (kernel2.6.27.29-0.1-default )
 Model: nVidia Quadro FX 580

 I'm assuming shaders need some OpenGL help;

 # glxinfo
 name of display: :0.0
 display: :0  screen: 0
 direct rendering: Yes
 server glx vendor string: NVIDIA Corporation
 server glx version string: 1.4
 server glx extensions:
 GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig,
 GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control,
 GLX_EXT_texture_from_pixmap, GLX_ARB_create_context,
 GLX_ARB_multisample,
 GLX_NV_float_buffer, GLX_ARB_fbconfig_float,
 GLX_NV_swap_group,
 GLX_EXT_framebuffer_sRGB,
 GLX_NV_multisample_coverage
 client glx vendor string: NVIDIA
 Corporation
 client glx version string:
 1.4
 client glx
 extensions:
 GLX_ARB_get_proc_address, GLX_ARB_multisample,
 GLX_EXT_visual_info,
 GLX_EXT_visual_rating, GLX_EXT_import_context,
 GLX_SGI_video_sync,
 GLX_NV_swap_group, GLX_NV_video_out, GLX_SGIX_fbconfig,
 GLX_SGIX_pbuffer,
 GLX_SGI_swap_control, GLX_ARB_create_context,
 GLX_NV_float_buffer,
 GLX_ARB_fbconfig_float,
 GLX_EXT_fbconfig_packed_float,
 GLX_EXT_texture_from_pixmap,
 GLX_EXT_framebuffer_sRGB,
 GLX_NV_present_video,
 GLX_NV_multisample_coverage
 GLX
 extensions:
 GLX_EXT_visual_info, GLX_EXT_visual_rating,
 GLX_SGIX_fbconfig,
 GLX_SGIX_pbuffer, GLX_SGI_video_sync,
 GLX_SGI_swap_control,
 GLX_EXT_texture_from_pixmap, GLX_ARB_create_context,
 GLX_ARB_multisample,
 GLX_NV_float_buffer, GLX_ARB_fbconfig_float,
 GLX_NV_swap_group,
 GLX_EXT_framebuffer_sRGB,
 GLX_NV_multisample_coverage,

 GLX_ARB_get_proc_address
 OpenGL vendor string: NVIDIA
 Corporation
 OpenGL renderer string: Quadro FX
 580/PCI/SSE2
 OpenGL version string: 3.0.0 NVIDIA 180.44



 I hope something here helps, as they do look good, but I can't get off the
 ground to see them :)


 cheers
   S.




  I'm very surprised that performance has decreased so significantly. However, 
 there is a possible explanation.

 The code falls back to a 2D cloud layer if a 3D cloud isn't defined for a 
 specific cloud type (st, ac etc.). IIRC
 previously we didn't define a 3D stratus layer, so we'd get a 2D layer 
 instead.

 The updated 3D clouds include stratus layers (which look rather nice IMO), 
 but require quite a larger number
 of sprites - something like 40 per cloud. I've seen a small perf hit from the 
 new stratus layers, but nothing like
 what you have reported.

 I suspect what you are seeing if the difference between a 2D and 3D cloud.

 What performance change are you seeing with, say, cumulus clouds, which 
 haven't changed much?

 BTW - I've updated Docs/Readme.3Dclouds with information on the new format, 
 if anyone is interested in enhancing
 the clouds.

 -Stuart




 --
 Come build with us! The BlackBerry(R) Developer Conference in SF, CA
 is the only 

Re: [Flightgear-devel] [PATCH] 3D Clouds update

2009-10-07 Thread Durk Talsma
On Wednesday 07 October 2009 11:18:07 am Stuart Buchanan wrote:

 I'm very surprised that performance has decreased so significantly.
 However, there is a possible explanation.


FWIW, I've run into one situation where the new cloud code significantly 
slowed down my system. I found that reducing the range setting from 20km to 
approximately 11-12 kilometers gave me back decent performance, without too 
mach sacrificing of detail. It seemed to be a rather sharp transition, so I'm 
wondering whether texture memory use has something to do with it. 

Just thinking out loud, Would it be feasable to impement some sort of LOD 
scheme, where sprites are dynamically added as they are getting closer? That 
way, it might be possible to have clouds across a much larger area with as 
much of an impact on performance.

Cheers,
Durk

--
Come build with us! The BlackBerry(R) Developer Conference in SF, CA
is the only developer event you need to attend this year. Jumpstart your
developing skills, take BlackBerry mobile applications to market and stay 
ahead of the curve. Join us from November 9 - 12, 2009. Register now!
http://p.sf.net/sfu/devconference
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] [PATCH] 3D Clouds update

2009-10-07 Thread Curtis Olson
On Wed, Oct 7, 2009 at 10:33 AM, Durk Talsma d.tal...@xs4all.nl wrote:

 On Wednesday 07 October 2009 11:18:07 am Stuart Buchanan wrote:
 
  I'm very surprised that performance has decreased so significantly.
  However, there is a possible explanation.
 

 FWIW, I've run into one situation where the new cloud code significantly
 slowed down my system. I found that reducing the range setting from 20km to
 approximately 11-12 kilometers gave me back decent performance, without too
 mach sacrificing of detail. It seemed to be a rather sharp transition, so
 I'm
 wondering whether texture memory use has something to do with it.

 Just thinking out loud, Would it be feasable to impement some sort of LOD
 scheme, where sprites are dynamically added as they are getting closer?
 That
 way, it might be possible to have clouds across a much larger area with as
 much of an impact on performance.


I also noticed a huge frame rate drop when I was in or close to being in the
cloud layer, so that the clouds consumed the greatest percentage of the
screen real estate ... that is when the frame rates were the worst.  If we
are drawing zillions of transparent quads and suddenly they are sized to
cover nearly the whole screen, then we are basically rendering the whole
screen (or most of the screen) for each cloud quad, or enough of them that
are near by to pull the frame rates down to very low levels.

Curt.
-- 
Curtis Olson: http://baron.flightgear.org/~curt/
--
Come build with us! The BlackBerry(R) Developer Conference in SF, CA
is the only developer event you need to attend this year. Jumpstart your
developing skills, take BlackBerry mobile applications to market and stay 
ahead of the curve. Join us from November 9 - 12, 2009. Register now!
http://p.sf.net/sfu/devconference___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] [PATCH] 3D Clouds update

2009-10-07 Thread Heiko Schulz
Hi,

 
 I also noticed a huge frame rate drop when I was in or
 close to being in the cloud layer, so that the clouds
 consumed the greatest percentage of the screen real estate
 ... that is when the frame rates were the worst.  If we are
 drawing zillions of transparent quads and suddenly they are
 sized to cover nearly the whole screen, then we are
 basically rendering the whole screen (or most of the screen)
 for each cloud quad, or enough of them that are near by to
 pull the frame rates down to very low levels.
 
 
 Curt.

I coulden't try the new cloud patch yet- I'm waiting that someone makes a 
binary snapshot for win32-users ;-)

So much I understood, there is a certain level of sprites numbers needed, so 
that the single clouds is correctly shaded.
But as transpareny is one of the strongest factor which slows down, it is no 
wonder that the fps might decreases...

As our technic is very similar to the one of X-Plane and MSFS, it is quite 
interesting how they got managed to have a bit better perfomance:

X-Plane: they use one sprite for one single cloud- that looks sometimes funny 
viewed from above (rotation of the clouds), but seems to give a good 
perfomance. But they don't give this realistic shading from white to grey as we 
can see on the real clouds in the sky or here in FGFS...

MSFS: depending if default or Add-on. The recent Add-On called REX looks really 
good, but also seems to use only sprite per single cloud.
The default clouds tried in the demo once a time uses some more sprites.
Their clouds system shows a quite nice shading similar to our. 

I prefer our shading from white to grey of the clouds, as it looks really 
realistic,  but as I understood Stuart it only works good and without any 
errors with a certain number of sprites. 

I wonder if it would be possible to have this shading from white to grey from 
top to  bottom without many sprites. This would help a lot, and we already can 
define the number of sprites uisng the slider  in the rendering menu.

Correct me if I'm wrong in any points here

Regards
HHS




  

--
Come build with us! The BlackBerry(R) Developer Conference in SF, CA
is the only developer event you need to attend this year. Jumpstart your
developing skills, take BlackBerry mobile applications to market and stay 
ahead of the curve. Join us from November 9 - 12, 2009. Register now!
http://p.sf.net/sfu/devconference
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


[Flightgear-devel] fg-home on windows and mac

2009-10-07 Thread Jacob Burbach
In Linux the users flightgear directory is at  /home/username/.fgfs.
 As I don't have a windows pc and haven't yet tried flightgear on my
mac, I wonder if someone can enlighten me to the path for the users
directory on those systems.

Thanks!
-- Jacob

--
Come build with us! The BlackBerry(R) Developer Conference in SF, CA
is the only developer event you need to attend this year. Jumpstart your
developing skills, take BlackBerry mobile applications to market and stay 
ahead of the curve. Join us from November 9 - 12, 2009. Register now!
http://p.sf.net/sfu/devconference
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Screenshots as PNGs

2009-10-07 Thread Martin Spott
Ron Jensen wrote:

 [...] I would prefer the screen shot code to
 generate an image identical to what is shown on the screen.

Good point, especially as you can easily initiate a screen dump by
pressing Alt-Fsomething (or maybe F3, I've forgotten ), thus you
don't need the menu to create one,

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

--
Come build with us! The BlackBerry(R) Developer Conference in SF, CA
is the only developer event you need to attend this year. Jumpstart your
developing skills, take BlackBerry mobile applications to market and stay 
ahead of the curve. Join us from November 9 - 12, 2009. Register now!
http://p.sf.net/sfu/devconference
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] RSync for TerraSync down

2009-10-07 Thread Martin Spott
Daniel Vigano wrote:

 Sorry, but I can't use SVN because I use a old FG version. (1.0.0; It's
 in the ubuntu repository.)

Using an old version of FlightGear still doesn't prevent you from
picking a 'terrasync' binary from a recent build, since the
communication protocol is unchanged,

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

--
Come build with us! The BlackBerry(R) Developer Conference in SF, CA
is the only developer event you need to attend this year. Jumpstart your
developing skills, take BlackBerry mobile applications to market and stay 
ahead of the curve. Join us from November 9 - 12, 2009. Register now!
http://p.sf.net/sfu/devconference
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] GPS / route-manager landing

2009-10-07 Thread Nicolas Quijano
Hey all, I also added time.h on my side, in an #ifdef, since it's somehow
already included nix side :)
That said, why not simply assign 0 to the two time_t rather than a function
call ?
Then, it's only a matter of dealing with difftime.

Don't we already have time (and timing ?) abstracted facilities though SG ?
Shouldn't we first use that, or add the necessary abstracted functionality
there ?

Also, if we have two consistent time_t, why not simply subtract one from the
other, ABS it, and voila you have the time difference ? Or am I missing
something regarding usage of difftime ?

Cheers,
Nic


On Wed, Oct 7, 2009 at 5:39 AM, James Turner zakal...@mac.com wrote:


 On 7 Oct 2009, at 10:32, Alan Teeder wrote:

 James

 The “this” fault is fixed. Thanks.
 To cure the time and difftime under Windows all that is needed is to
 include time.h


 That's what I'd hoped, thanks for confirming. I would still prefer to use
 something more robust than the C-library functions, so I'm investigating
 that, but obviously it's more important to get Windows building again.

 Regards,
 James



 --
 Come build with us! The BlackBerry(R) Developer Conference in SF, CA
 is the only developer event you need to attend this year. Jumpstart your
 developing skills, take BlackBerry mobile applications to market and stay
 ahead of the curve. Join us from November 9 - 12, 2009. Register now!
 http://p.sf.net/sfu/devconference
 ___
 Flightgear-devel mailing list
 Flightgear-devel@lists.sourceforge.net
 https://lists.sourceforge.net/lists/listinfo/flightgear-devel




-- 
Be Kind.
Remember, everyone is fighting a hard battle.
--
Come build with us! The BlackBerry(R) Developer Conference in SF, CA
is the only developer event you need to attend this year. Jumpstart your
developing skills, take BlackBerry mobile applications to market and stay 
ahead of the curve. Join us from November 9 - 12, 2009. Register now!
http://p.sf.net/sfu/devconference___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] New Sound system committed

2009-10-07 Thread Anders Gidenstam

Hi Erik,

I think I have found a small bug in the new sound system:
When I fly past (well, over) the markers (inner, middle or outer) the 
marker beeps has a very neat fade in/out and doppler effect, but I'm 
fairly sure the device producing the sound ought to be right there next to 
me in the cockpit even though the radio waves are emitted from the ground.

Cheers,

Anders
-- 
---
Anders Gidenstam
WWW: http://www.gidenstam.org/FlightGear/

--
Come build with us! The BlackBerry(R) Developer Conference in SF, CA
is the only developer event you need to attend this year. Jumpstart your
developing skills, take BlackBerry mobile applications to market and stay 
ahead of the curve. Join us from November 9 - 12, 2009. Register now!
http://p.sf.net/sfu/devconference
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] New Sound system committed

2009-10-07 Thread Erik Hofman
Hi Anders,

Anders Gidenstam wrote:
 Hi Erik,
 
 I think I have found a small bug in the new sound system:
 When I fly past (well, over) the markers (inner, middle or outer) the 
 marker beeps has a very neat fade in/out and doppler effect, but I'm 
 fairly sure the device producing the sound ought to be right there next to 
 me in the cockpit even though the radio waves are emitted from the ground.

Just to be sure; was this with the latest code as of today?
I did commit a code change that should have resolved this.

Erik

--
Come build with us! The BlackBerry(R) Developer Conference in SF, CA
is the only developer event you need to attend this year. Jumpstart your
developing skills, take BlackBerry mobile applications to market and stay 
ahead of the curve. Join us from November 9 - 12, 2009. Register now!
http://p.sf.net/sfu/devconference
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] New Sound system committed

2009-10-07 Thread Anders Gidenstam
On Wed, 7 Oct 2009, Erik Hofman wrote:

 Hi Anders,

 Just to be sure; was this with the latest code as of today?
 I did commit a code change that should have resolved this.

Ah, probably not - I last updated a few hours ago and I see that there has 
been some changes to sound files since.

Cheers,

Anders
-- 
---
Anders Gidenstam
WWW: http://www.gidenstam.org/FlightGear/

--
Come build with us! The BlackBerry(R) Developer Conference in SF, CA
is the only developer event you need to attend this year. Jumpstart your
developing skills, take BlackBerry mobile applications to market and stay 
ahead of the curve. Join us from November 9 - 12, 2009. Register now!
http://p.sf.net/sfu/devconference
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] [PATCH] 3D Clouds update

2009-10-07 Thread Stuart Buchanan
Durk Talsma wrote:

 On Wednesday 07 October 2009 11:18:07 am Stuart Buchanan wrote:
 
  I'm very surprised that performance has decreased so significantly.
  However, there is a possible explanation.
 
 
 FWIW, I've run into one situation where the new cloud code significantly 
 slowed down my system. I found that reducing the range setting from 20km to 
 approximately 11-12 kilometers gave me back decent performance, without too 
 mach sacrificing of detail. It seemed to be a rather sharp transition, so I'm 
 wondering whether texture memory use has something to do with it. 
 
 Just thinking out loud, Would it be feasable to impement some sort of LOD 
 scheme, where sprites are dynamically added as they are getting closer? That 
 way, it might be possible to have clouds across a much larger area with as 
 much of an impact on performance.

That's a very interesting idea - I'll add it to my list of things to 
investigate.

Unfortunately the 3D cloud performance seems to be very graphics-card specific. 
My
card is a couple of years old, but doesn't seem to have the same problems.

-Stuart



  

--
Come build with us! The BlackBerry(R) Developer Conference in SF, CA
is the only developer event you need to attend this year. Jumpstart your
developing skills, take BlackBerry mobile applications to market and stay 
ahead of the curve. Join us from November 9 - 12, 2009. Register now!
http://p.sf.net/sfu/devconference
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] [PATCH] 3D Clouds update

2009-10-07 Thread Stuart Buchanan
Heiko Schulz wrote:aeitsch...@yahoo.de
 I coulden't try the new cloud patch yet- I'm waiting that someone makes a 
 binary 
 snapshot for win32-users ;-)
 
 So much I understood, there is a certain level of sprites numbers needed, so 
 that the single clouds is correctly shaded.
 But as transpareny is one of the strongest factor which slows down, it is no 
 wonder that the fps might decreases...
 
 As our technic is very similar to the one of X-Plane and MSFS, it is quite 
 interesting how they got managed to have a bit better perfomance:

I think a big difference is that MSFS uses Impostors. These effectively 
pre-render a set of sprites onto a texture, and use the resulting texture until 
the view angle changes significantly. This saves a lot of transparency 
rendering.

Unfortunately, last time I tried it, the OSG Impostor implimentation was very
broken, and I didn't have the skills to fix it.

I may have another look to see if it has been improved in recent OSG releases.

-Stuart



  

--
Come build with us! The BlackBerry(R) Developer Conference in SF, CA
is the only developer event you need to attend this year. Jumpstart your
developing skills, take BlackBerry mobile applications to market and stay 
ahead of the curve. Join us from November 9 - 12, 2009. Register now!
http://p.sf.net/sfu/devconference
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


[Flightgear-devel] Fwd: fg-home on windows and mac

2009-10-07 Thread Jacob Burbach
In Linux the users flightgear directory is at  /home/username/.fgfs.
 As I don't have a windows pc and haven't yet tried flightgear on my
mac, I wonder if someone can enlighten me to the path for the users
directory on those systems.

Thanks!
-- Jacob

--
Come build with us! The BlackBerry(R) Developer Conference in SF, CA
is the only developer event you need to attend this year. Jumpstart your
developing skills, take BlackBerry mobile applications to market and stay 
ahead of the curve. Join us from November 9 - 12, 2009. Register now!
http://p.sf.net/sfu/devconference
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel