[Flightgear-devel] apt.dat format

2010-03-24 Thread Michael Sgier
Hi Fred, Geoff and Radi

Ooh good. Fred is that only in the CVS or also in 2.0. All working? 
You did also the 3D relief? Cool I'm looking forward to try this. 

Well if so we should encourage people to use the new apt format. Rounded 
taxiways with 
centerlines look so much better. As WED is openSource as well, there's no 
problem of 
using this until Taxidraw has catched up.
http://scenery.x-plane.com/beta.php
http://scenery.x-plane.com/tools.php
Anyone for KSFO?

I've done some airports with WED which I intend to bring to FG. But for some 
buildings 
I've to ask about GPL. If they should not be available as GPL I ask about a 
link or download section. 
Geoff could you integrate such? I like the X-Plane.org way to have an image to 
check out 
the region or download.
Radi has apparently done some scripts for x-plane conversion. I hope I can use 
this, as 
my
 sceneries consist of virtually thousands of little obj...
Thanks and cheers
Michael


--- On Tue, 3/23/10, Martin Spott martin.sp...@mgras.net wrote:

From: Martin Spott martin.sp...@mgras.net
Subject: Re: [Flightgear-devel] Bug: nav[12] selected radial
To: flightgear-devel@lists.sourceforge.net
Date: Tuesday, March 23, 2010, 4:10 PM

Curtis Olson wrote:
 On Tue, Mar 23, 2010 at 1:15 AM, Michael Sgier wrote:

 are you, or someone else, working on integrating the new apt.dat format as
 of x-plane 9?
 
 
 A few of us have been in correspondence with Ben Supnik from time to time,
 but as far as I know, no one within FlightGear has tackled the new x-plane 9
 apt and navaid data formats.

Fred has
 modified FlightGear's internal parser accordingly:

  
http://mapserver.flightgear.org/git/gitweb.pl?p=flightgear;a=commit;h=e2c5b0ae5f60fd67a2b5d714a69bf96dce4bb9fa

I didn't check if he's supporting linear features as well or 'just' the
pavement.

Cheers,
    Martin.
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Re: [Flightgear-devel] apt.dat format

2010-03-24 Thread Frederic Bouvier
 Fred is that only in the CVS or also in 2.0. All working? 

This code is in 2.0.0. But as far as I know, the scenery tools are not ready, 
and can't generate airports from that format 

-Fred 
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Re: [Flightgear-devel] Make relief map go up instead of down? (was Re: Shaders experiments)

2010-03-24 Thread Erik Hofman
Frederic Bouvier wrote:
 Fixed. What do you think of the night lighting ?

It's not entirely what I hoped for, for example the park is completely 
lit now. Maybe it would be an idea to use the light value as a contrast 
enhancer for the lit areas?

Erik

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Re: [Flightgear-devel] apt.dat format

2010-03-24 Thread Martin Spott
Michael Sgier wrote:

 Ooh good. Fred is that only in the CVS or also in 2.0. All working? 
 You did also the 3D relief? Cool I'm looking forward to try this. 

So far it's just a parser. As far as I can tell there's no plan how the
Scenery is supposed to be set up, for example, in order to draw the
taxiway lines on top of the tarmac - which is one among other reasons
why the Scenery toolchain currently doesn't support the v8.50+ Apt.Dat
formats.

The other reason is the lack of developer manpower,

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Re: [Flightgear-devel] apt.dat format

2010-03-24 Thread James Turner

On 24 Mar 2010, at 08:52, Martin Spott wrote:

 Ooh good. Fred is that only in the CVS or also in 2.0. All working? 
 You did also the 3D relief? Cool I'm looking forward to try this. 
 
 So far it's just a parser. As far as I can tell there's no plan how the
 Scenery is supposed to be set up, for example, in order to draw the
 taxiway lines on top of the tarmac - which is one among other reasons
 why the Scenery toolchain currently doesn't support the v8.50+ Apt.Dat
 formats.
 
 The other reason is the lack of developer manpower,

For what it's worth, I am happy to do any nav.data or apt.data additional 
changes, since I'm familiar with the code, but I believe Fred has already done 
the hard work there (I haven't looked at the specs to see if there's anything 
else). The TerraGear side is the real complexity and I'm definitely not 
volunteering to that that aspect on, I'm afraid - too many things on my plate 
which I consider more important/interesting.

Regards,
James


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Re: [Flightgear-devel] Make relief map go up instead of down? (was Re: Shaders experiments)

2010-03-24 Thread Frederic Bouvier
- Erik Hofman a écrit :
 Frederic Bouvier wrote:
  Fixed. What do you think of the night lighting ?
 
 It's not entirely what I hoped for, for example the park is 
 completely lit now. Maybe it would be an idea to use the 
 light value as a contrast enhancer for the lit areas?

The lit areas are in the blue channel of the relief map texture (the z 
component of the normal is reconstructed from the x and y components locates in 
the red and green channels), so a better designer/artist could do a better job 
than me. For the moment, I only took the floor of the height map with a small 
decay at the border. The emissive color is also hard-coded in the shader.

What do you mean by contrast enhancer ?

-Fred

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Re: [Flightgear-devel] Make relief map go up instead of down? (was Re: Shaders experiments)

2010-03-24 Thread Erik Hofman
Frederic Bouvier wrote:
 What do you mean by contrast enhancer ?

Now all lit pixels are lit equally. What I was suggesting would lit 
lighter pixels more than darker pixels (I expect multiplying by the 
gray-scaled pixel color would suffice).

Erik

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Re: [Flightgear-devel] Make relief map go up instead of down? (was Re: Shaders experiments)

2010-03-24 Thread Frederic Bouvier
- Erik Hofman a écrit :
 Frederic Bouvier wrote:
  What do you mean by contrast enhancer ?
 
 Now all lit pixels are lit equally. 

Not exactly. 

 What I was suggesting would lit 
 lighter pixels more than darker pixels (I expect multiplying by the 
 gray-scaled pixel color would suffice).

The blue channel has the emission factor. One can redo the map to achieve the 
effect you are suggesting.

-Fred

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Re: [Flightgear-devel] Make relief map go up instead of down? (was Re: Shaders experiments)

2010-03-24 Thread Erik Hofman

Frederic Bouvier wrote:


The blue channel has the emission factor. One can redo the map to achieve the 
effect you are suggesting.


I think I was thinking more something in the line of this patch.

Erik
Index: urban.frag
===
RCS file: /var/cvs/FlightGear-0.9/data/Shaders/urban.frag,v
retrieving revision 1.3
diff -p -u -r1.3 urban.frag
--- urban.frag	23 Mar 2010 22:20:24 -	1.3
+++ urban.frag	24 Mar 2010 12:31:13 -
@@ -92,6 +92,8 @@ void main (void)
 	if ( shadow_factor  1.0 )
 		ambient_light = constantColor + gl_LightSource[0].diffuse * shadow_factor * vec4(diffuse, 1.0);
 	float emission_factor = (1.0 - smoothstep(0.15, 0.25, reflectance)) * emis;
+vec4 tc = texture2D(BaseTex, uv);
+emission_factor *= 0.5*pow(tc.r+0.8*tc.g+0.2*tc.b, 2) -0.2;
 	ambient_light += (emission_factor * vec4(0.75, 0.59, 0.05, 0.0));
 
 	vec4 finalColor = texture2D(BaseTex, uv) * ambient_light;
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Re: [Flightgear-devel] apt.dat format

2010-03-24 Thread Gene Buckle
On Wed, 24 Mar 2010, Frederic Bouvier wrote:

 Fred is that only in the CVS or also in 2.0. All working?

 This code is in 2.0.0. But as far as I know, the scenery tools are not 
 ready, and can't generate airports from that format

WED (World Editor) from X-Plane can. :)

g.

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Re: [Flightgear-devel] apt.dat format

2010-03-24 Thread Martin Spott
Gene Buckle wrote:
 On Wed, 24 Mar 2010, Frederic Bouvier wrote:

 Fred is that only in the CVS or also in 2.0. All working?

 This code is in 2.0.0. But as far as I know, the scenery tools are not 
 ready, and can't generate airports from that format
 
 WED (World Editor) from X-Plane can. :)

Please explain - do you mean WED can generate airports for FlightGear ?

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Re: [Flightgear-devel] apt.dat format

2010-03-24 Thread Tim Moore
On Wed, Mar 24, 2010 at 2:53 PM, Gene Buckle ge...@deltasoft.com wrote:

 On Wed, 24 Mar 2010, Martin Spott wrote:

  Gene Buckle wrote:
  On Wed, 24 Mar 2010, Frederic Bouvier wrote:
 
  Fred is that only in the CVS or also in 2.0. All working?
 
  This code is in 2.0.0. But as far as I know, the scenery tools are not
  ready, and can't generate airports from that format
 
  WED (World Editor) from X-Plane can. :)
 
  Please explain - do you mean WED can generate airports for FlightGear ?
 
 As far as I can tell, the airports that you create with WED are written
 out using the current apt.dat file format.  I seem to recall that it's
 also an open source tool.

 g.

 I think the point is that the tools that build BTG files don't use the new
format.

Tim
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Re: [Flightgear-devel] apt.dat format

2010-03-24 Thread Gene Buckle
On Wed, 24 Mar 2010, Tim Moore wrote:

 On Wed, Mar 24, 2010 at 2:53 PM, Gene Buckle ge...@deltasoft.com wrote:

 On Wed, 24 Mar 2010, Martin Spott wrote:

 Gene Buckle wrote:
 On Wed, 24 Mar 2010, Frederic Bouvier wrote:

 Fred is that only in the CVS or also in 2.0. All working?

 This code is in 2.0.0. But as far as I know, the scenery tools are not
 ready, and can't generate airports from that format

 WED (World Editor) from X-Plane can. :)

 Please explain - do you mean WED can generate airports for FlightGear ?

 As far as I can tell, the airports that you create with WED are written
 out using the current apt.dat file format.  I seem to recall that it's
 also an open source tool.

 g.

 I think the point is that the tools that build BTG files don't use the new
 format.

Ahh, ok.  Thanks for the clarification Tim.

g.

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Re: [Flightgear-devel] apt.dat format

2010-03-24 Thread Martin Spott
Gene Buckle wrote:

 As far as I can tell, the airports that you create with WED are written 
 out using the current apt.dat file format.

  at least to the current file format as being used at X-Plane,
that's true. The primary issue here is that having airfields written
into an 'apt.dat' file still doesn't make an airport for/in FlightGear
Scenery  ;-)

Cheers,
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Re: [Flightgear-devel] apt.dat format

2010-03-24 Thread Erik Hofman
Erik Hofman wrote:

 Well maybe, just maybe it can be modified to output to ac3d or something 
 similar (or even btg format itself).

I think I forgot about the missing elevation data. So it would still 
need post-processing.

Erik


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[Flightgear-devel] Head up: METAR weather

2010-03-24 Thread Torsten Dreyer
I just fixed a bug that probably revealed itself when the atmosphere model was 
changed. I noticed, that flying with real weather fetch enabled was very 
unpleasant when METAR changed. 
Now the sea-level temperature and dewpoint changes are also smootly 
interpolated to it's new values. I also reduced the rate of change for the 
pressure interpolation. 
Please check, if it works as soft for you as it does for me.

Torsten

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Re: [Flightgear-devel] Head up: METAR weather

2010-03-24 Thread James Turner

On 24 Mar 2010, at 14:31, Torsten Dreyer wrote:

 I just fixed a bug that probably revealed itself when the atmosphere model 
 was 
 changed. I noticed, that flying with real weather fetch enabled was very 
 unpleasant when METAR changed. 
 Now the sea-level temperature and dewpoint changes are also smootly 
 interpolated to it's new values. I also reduced the rate of change for the 
 pressure interpolation. 
 Please check, if it works as soft for you as it does for me.

Excellent - no more alarming AP behaviour in the 777 at cruise when the metar 
updates and altitude jumps 400ft!

James


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Re: [Flightgear-devel] apt.dat format

2010-03-24 Thread Martin Spott
Erik Hofman wrote:
 Tim Moore wrote:

 I think the point is that the tools that build BTG files don't use the 
 new format.
 
 Well maybe, just maybe it can be modified to output to ac3d or something 
 similar (or even btg format itself).

Problem is that casting curved shapes into triangles, the way our
Scenery is currently set up, results in a pretty high triangle count.

A couple of months ago I've done a few tests: Compiling X-Plane's
current layout of KSFO (being a prominent example), including all the
yellow taxi lines, into a triangluated surface leads to approx. 50k
triangles just for the pure airfield. Now add the effect which Ralf has
been explaining on this page:

  http://www.custom-scenery.org/Triangle-Counts.272.0.html

  and we'll end up with a _much_ higher triangle count than we're
used to. According to past experience with inserting OSM line data for
the (major) roads I'd say that FlightGear is currently not ready for
this representation of curved shapes - especially not for mainstream
Scenery which is supposed to run on a wide range of hardware.

Cheers,
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Re: [Flightgear-devel] apt.dat format

2010-03-24 Thread Martin Spott
James Turner wrote:
 On 24 Mar 2010, at 08:52, Martin Spott wrote:

 The other reason is the lack of developer manpower,

 [...], I'm afraid - too many things on my plate which I consider
 more important/interesting.

I didn't mean to blame you or anyone else, I'm just trying to make
interested people (anyone interested !?  ;-)  aware of where the
actuall 'issue' is hiding.

Cheers,
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Re: [Flightgear-devel] apt.dat format

2010-03-24 Thread Curtis Olson
On Wed, Mar 24, 2010 at 9:30 AM, Erik Hofman wrote:

 I think I forgot about the missing elevation data. So it would still
 need post-processing.


One of the cool things (I think) that the current airport generator tool
does is lay the airport surface over the DEM terrain in a nicely behaved
way.

We can't use the raw terrain elevations directly because there are
tremendous artifacts and noise for each elevation post ... up to 5-10 meters
variation.  That may not sound like a lot, but if you use the raw elevation
data to define the airport surface and then put yourself at the end of the
runway and look down the length of it, you see terrible spikes and sawtooth
type patterns that repeat over and over again down the entire runway.  It is
totally unacceptable.

However it's important to fit the airport to the underlying terrain so that
the airport surface matches up reasonably well at the boundaries with the
surrounding terrain.  You don't want an airport that is sitting on a
pedestal or dug into a deep hole.  It needs to blend in naturally with the
surrounding terrain.

The airport elevation defined in the FAA database is for one single spot on
the airport, and for smaller airports and especially for private airstrips,
it can be 10's of meters off.

In addition  you have challenging cases like Albuquerque, NM (KABQ.)  KABQ
has *significant* elevation changes across different portions of the airport
area.  In addition there is a valley that cuts away an area between two
crossing runways and that is also very difficult to deal with.

The solution I came up with that seemed to work the best across a broad
range of challenging airports was to take a 3d polynomial equation and do a
least squares fit to the noisy terrain data.  This produces a function that
approximates the underlaying terrain.  It's also a smooth function so there
are no hard seams or creases in the airport surface.   The trick is to pick
a polynomial with enough degrees of freedom to adequately fit the terrain
surface (to avoid cliffs at the airport edges) but not so many degrees of
freedom that it would respond to the noise in the terrain data and produce
extraneous artifacts.

Judging by the total lack of end user comments in this area, I think we
ended up with a pretty good balance of naturally fitting a nice surface to
the terrain data and blending it into the surrounding terrain.

The system is automated though so it's not always perfect and I'm sure there
are airports that could use some tweaking.  One idea that I had (and haven't
acted on) was to allow specifying a set of fit parameters for individual
airports where the default parameters didn't do a good job.  Another issue
is that when an airport area spans the boundary between two tiles, then
there can be some small mismatches along the edges of the one of the tiles
... the fitting algorithm doesn't do a perfect crackless fit against the
adjacent tile hole edges like it can when the airport is completely
contained within a single tile.

Regards,

Curt.

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Re: [Flightgear-devel] apt.dat format

2010-03-24 Thread Tim Moore
On Wed, Mar 24, 2010 at 4:19 PM, Martin Spott martin.sp...@mgras.netwrote:

 Erik Hofman wrote:
  Tim Moore wrote:

  I think the point is that the tools that build BTG files don't use the
  new format.
 
  Well maybe, just maybe it can be modified to output to ac3d or something
  similar (or even btg format itself).

 Problem is that casting curved shapes into triangles, the way our
 Scenery is currently set up, results in a pretty high triangle count.

 A couple of months ago I've done a few tests: Compiling X-Plane's
 current layout of KSFO (being a prominent example), including all the
 yellow taxi lines, into a triangluated surface leads to approx. 50k
 triangles just for the pure airfield. Now add the effect which Ralf has
 been explaining on this page:

  http://www.custom-scenery.org/Triangle-Counts.272.0.html

   and we'll end up with a _much_ higher triangle count than we're
 used to. According to past experience with inserting OSM line data for
 the (major) roads I'd say that FlightGear is currently not ready for
 this representation of curved shapes - especially not for mainstream
 Scenery which is supposed to run on a wide range of hardware.

 No offense, but the hardware described on Ralf's page is not exactly
cutting edge. For an example of a million poly mesh displayed on a
reasonable 2 year old laptop (nvidia 8600M), see
http://shiny-dynamics.blogspot.com/2010/03/vertex-cache-optimization-for-osg.html.
Of course, this is a huge apples-to-oranges comparison, but it should give
food for thought about why fg seems to choke on large numbers of polys in
the scenery. While on this subject, do you scenery guys have any thoughts
about different levels-of-detail in scenery tiles?

Tim
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Re: [Flightgear-devel] apt.dat format

2010-03-24 Thread Jacob Burbach
 Problem is that casting curved shapes into triangles, the way our
 Scenery is currently set up, results in a pretty high triangle count.
If your really using curves as input, you can sample as many...or as
few points on that curve as you wish...hence as many or as few
triangles you wish. There is no 1:1 mapping of curves to
triangles..just sample at whatever resolution you wish. In x-plane the
amount of points sampled can be configured at run-time by the users
rendering preferences...he can control how many tris are generated and
hence how smooth or coarse the curves will be represented. Since
flightgear uses a static pregenerated mesh for terrain and airports we
couldn't offer that dynamic lod like x-plane without so some major
changes I think. However, in our case one  'can' just choose a
reasonably coarse sample rate that does not result in an overly dense
meshdoes not need to be perfectly smooth mesh / curve with
millions of tris. No reason to sample hundreds or thousands of points
for a 90 degree curve8-10 would probably look just
finecertainly better than what we have currently. In other
words..don't sample the curve every mm or cm...maybe every meter or
two..or more...would have to experiment to find a good middle
ground...


cheers

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Re: [Flightgear-devel] apt.dat format

2010-03-24 Thread Michael Sgier
Thanks for the answers. I don't know how x-plane does handle the 8.5 apt.dat 
but apparently it works well. I heard also the scenery mesh to be different?
This is to advanced stuff for me, but hopefully some of you find a solution in 
the near future.
Cheers Michael



--- On Wed, 3/24/10, Martin Spott martin.sp...@mgras.net wrote:

From: Martin Spott martin.sp...@mgras.net
Subject: Re: [Flightgear-devel] apt.dat format
To: flightgear-devel@lists.sourceforge.net
Date: Wednesday, March 24, 2010, 4:19 PM

Erik Hofman wrote:
 Tim Moore wrote:

 I think the point is that the tools that build BTG files don't use the 
 new format.
 
 Well maybe, just maybe it can be modified to output to ac3d or something 
 similar (or even btg format itself).

Problem is that casting curved shapes into triangles, the way our
Scenery is currently set up, results in a pretty high triangle count.

A couple of months ago I've done a few tests: Compiling X-Plane's
current layout of KSFO (being a prominent example), including all the
yellow taxi lines, into a triangluated surface leads to approx. 50k
triangles just for the pure airfield. Now add the effect which Ralf has
been explaining on this page:

  http://www.custom-scenery.org/Triangle-Counts.272.0.html

  and we'll end up with a _much_ higher triangle count than we're
used to. According to past experience with inserting OSM line data for
the (major) roads I'd say that FlightGear is currently not ready for
this representation of curved shapes - especially not for mainstream
Scenery which is supposed to run on a wide range of hardware.

Cheers,
    Martin.
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Re: [Flightgear-devel] apt.dat format

2010-03-24 Thread Curtis Olson
On Wed, Mar 24, 2010 at 10:41 AM, Tim Moore wrote:

 While on this subject, do you scenery guys have any thoughts about
 different levels-of-detail in scenery tiles?


Yes, in the initial scenery design phase we had a very extended discussion
about level of detail.  There are many ways to do this, but consider ...

- Any static level of detail scheme is going to have to account for tile
edge matching.  This is a non-trivial (tm) problem.  No matter what you do
will yield artifacts and issues matching up the edge of a tile at a higher
level of detail with a tile at a lower level of detail.  There are a number
of ways to work this.  We could create skirts around all tiles to try to
hide the problem, but you will still see feature discontinuities depending
on what angle the seam is viewed from.  You could create transition ribbons
that bridge the polygon edge of one tile to the polygon edge of another
tile, but the number of permutations are high, so this is difficult to deal
with.  You could turn off clearing the depth buffer each frame and not draw
sky below the horizon and just let the open pixels in the cracks smear along
from the previous frame.  We had a SME (subject matter expert) at the time
who detailed about a dozen different approaches along with their pluses and
minuses.

His recommendation (as someone who had been there, done that for just about
every possible approach) was that he had the best overall results just using
a simple single level of detail scheme.

Not long after we committed to our single level of detail (triangle soup)
sort of terrain meshing approach, ROAM type approaches became more and more
popular.  These approaches minimized the amount of geometry that had to be
pushed across the system bus to the graphics card each frame and thus
maximized details and rendering rates.  There we some really neat demos
floating around the implemented variations of the basic scheme that expanded
or collapsed triangles depending on various screen space and distance
parameters.  Initially most of these schemes were for small areas, they
didn't account for larger round world environments, and didn't have good
ways to handle features cut into them (like airports or land use areas.)
 Over time, there were dynamic level of details algorithms that did start to
account for some of these more difficult challenges that our original scheme
already accounted for.

But then the world of graphics cards changed again, and consumer level
graphics cards started storing more geometry and scene information right on
the card.  This meant less work every frame pushing the geometry across the
system bus, and graphics cards could draw much more geometry each frame than
previous generations of graphics cards could do.

(My interpretation) This ability of newer graphics cards to draw insane
numbers of polygons every frame tipped the balance of power away from ROAM
(dynamic level of detail schemes intended to minimize polygon count) and
back towards triangle soup approaches.  So good news, FlightGear's terrain
scheme is back in style again! Well sort of anyway.

As Tim points out, there are still good reasons to implement some sort of
level of detail scheme.  It would be great to draw terrain out to 200+ miles
so we can see a high mountain at a great distance just like real life.  It
would be great to be able to do orbital simulations and accurately draw the
earth from the perspective of outer space.

If this indeed is something we think is worth exploring then we should come
full circle to the discussion we had in the late 1990's about exactly the
best way to handle the seams between adjacent tiles of differing levels of
details.  Note this is a much different challenge from drawing stand-alone
models at different levels of detail at different distances.  In a tiled
word scheme, it is the seams between adjacent tiles that get you.  (And as I
mentioned before, FlightGear isn't 100% immune to problems at tile seams ...
we've done our best to hide and minimize these, but even so some issues have
snuck through and exist today.)  If we want to have this discussion we
should probably split it off into a separate thread because the number of
issues to consider explodes into a big discussion on it's own.

Best regards,

Curt.
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[Flightgear-devel] Translating getstart.pdf to German

2010-03-24 Thread Jörg Emmerich
I searched for a good, affordable FlightGear tutorial for my German
friends - but was not very lucky.
So I made up my mind to translate the FlightGear Standard getstart.pdf.
Because translating that 218 pages may not be done in a couple of weeks
I just want to make aware of that I started - so that we might avoid
multiples of such a bigger task.

As soon as I have a complete first draft i will make it accessible here
for reviews etc. And especially provide suggested changes to the
original to Stuart and or Martin.
joe


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Re: [Flightgear-devel] apt.dat format

2010-03-24 Thread Martin Spott
Curtis Olson wrote:

[... airport elevation ...]
 Judging by the total lack of end user comments in this area, I think we
 ended up with a pretty good balance of naturally fitting a nice surface to
 the terrain data and blending it into the surrounding terrain.

Agreed.

 The system is automated though so it's not always perfect and I'm sure there
 are airports that could use some tweaking.  One idea that I had (and haven't
 acted on) was to allow specifying a set of fit parameters for individual
 airports where the default parameters didn't do a good job.

This is most prominently interesting for airstrips like LFLJ
(Courchevel) which has a slope of slightly below 20 %. An appropriate
procedure is already planned - but not yet implemented.

Cheers,
Martin.
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Re: [Flightgear-devel] apt.dat format

2010-03-24 Thread Martin Spott
Tim Moore wrote:
 On Wed, Mar 24, 2010 at 4:19 PM, Martin Spott martin.sp...@mgras.netwrote:

 A couple of months ago I've done a few tests: Compiling X-Plane's
 current layout of KSFO (being a prominent example), including all the
 yellow taxi lines, into a triangluated surface leads to approx. 50k
 triangles just for the pure airfield. Now add the effect which Ralf has
 been explaining on this page:

  http://www.custom-scenery.org/Triangle-Counts.272.0.html

   and we'll end up with a _much_ higher triangle count than we're
 used to. According to past experience with inserting OSM line data for
 the (major) roads I'd say that FlightGear is currently not ready for
 this representation of curved shapes - especially not for mainstream
 Scenery which is supposed to run on a wide range of hardware.

 No offense, but the hardware described on Ralf's page is not exactly
 cutting edge.

True, the hardware is outdated, the entire article is already a couple
of years old, but the basic effect still applies.

 Of course, this is a huge apples-to-oranges comparison, but it should give
 food for thought about why fg seems to choke on large numbers of polys in
 the scenery. While on this subject, do you scenery guys have any thoughts
 about different levels-of-detail in scenery tiles?

We do. The current idea is 'simply' to render a certain range of
sceneries at differently detailed levels (by doing polygon
simplification at database level) and to connect these sceneries into
some XML structure which takes care of the LOD-vs-distance equation.
This tree is meant to be built at tile-level, which means that every
tile is no more referenced by the corresponding .stg-file but instead
by an XML file which refers to the various binary scenery tiles - in
whichever file format might be appropriate (certainly starting with our
well-known BTG).
Sooner or later we'd like to drop the fixed tile numbering scheme -
still keeping it as an option, but not mandantory - in favour of a
schema where the area which is covered by the respective tiles is being
defined in the respective XML files, thus allowing for variants where
low-detail tiles may cover a wider area.

Cheers,
Martin.
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Re: [Flightgear-devel] apt.dat format

2010-03-24 Thread Martin Spott
Hi Curt,

Curtis Olson wrote:

 What you describe covers the aspect of managing and selecting different LOD
 versions of the same tile, however I believe the much more difficult issue
 is selecting and implementing a scheme to address the seams/cracks between
 two tiles of differing LOD's.

The topic you're talking about is highly familiar to me (even without
thinking about LOD), it's teasing me almost every second week, so you
can be assured that we're seriously going to take care about it  :-)

The basic idea for coping with it is indeed to build an 'empty' grid of
tile boundaries - in the first step, just containing elevation data,
land cover to follow at a later step - to which all the corresponding
tiles have to match.
Obviously this leads to an increased triangle count at the tile borders
of lower detailed tiles, in order to match this elevation grid, but
together with the ability to build tiles of wider coverage this effect
should be easily outweighed by far.

 [...] The only real point I wish to make in this reply is to
 caution that with the current world scenery system there are many difficult
 issues that have been thought about and addressed (solved may be too
 strong of a word in many cases.)

While we're at it I'd like to point out that we're regularly getting
bitten by the way how some of these issues have been addressed in the
past (I don't plan to go into detail here). Therefore we're obviously
feeling a noticeable impetus to make the Scenery build system less
static.
This doesn't mean that we're planning to revamp the entire Scenery
layout in a single, huge step. Instead we're aiming at turning every
individual processing step from a mandatory item into an option, thus
allowing for incremental improvements.

 Even something small like redoing the current polygon clipping approach
 has turned into much more effort perhaps than what was original anticipated.
 Certainly the old approach had it's limitations and difficulties, but I
 was able to nurse it through the entire world scenery data set to produce a
 full build.  Life has gotten more complex as people have defined more
 detailed polygon areas which magnifies the short comings of the original
 approach, but I suspect the real issues are less in the polygon clipping
 routines themselves and occur more down stream in the later processing of
 those clipped areas.

The polygon clipping library is segfaulting - even though the data it's
being fed is topologically consistent - and it's author (of the
library) has been unable to provide a clue wether it could be fixed.
Therefore the step you mention here has been without option and the
delay is mostly caused by the fact that the involved people are facing
varying workload during their day job - which is not always predictable
when you're working on a freelance basis.

That's life. Cheers,

Martin.
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Re: [Flightgear-devel] apt.dat format

2010-03-24 Thread Curtis Olson
On Wed, Mar 24, 2010 at 1:43 PM, Martin Spott martin.sp...@mgras.netwrote:

 The topic you're talking about is highly familiar to me (even without
 thinking about LOD), it's teasing me almost every second week, so you
 can be assured that we're seriously going to take care about it  :-)

 The basic idea for coping with it is indeed to build an 'empty' grid of
 tile boundaries - in the first step, just containing elevation data,
 land cover to follow at a later step - to which all the corresponding
 tiles have to match.
 Obviously this leads to an increased triangle count at the tile borders
 of lower detailed tiles, in order to match this elevation grid, but
 together with the ability to build tiles of wider coverage this effect
 should be easily outweighed by far.


The downside (or the thing to watch out for) is as the number of points in
the tile is reduced relative to the number of pre-defined points along the
edge, you will begin to have star type patterns emerge.  As an extreme
example, imagine a low-detail tile with only a single elevation point at the
center.  In that case  you will have a series of long skinny triangles
radiating from the center of the tile out to the edges in a star type
pattern.

If the tile edges change slope from point to point, then these long skinny
triangles will could/will have significant slope differences compared to the
adjacent triangles.  Add diffuse lighting effects and suddenly these long
skinny triangles jump out at you and look very unnatural.  I've tried hard
to minimize these in the current scenery generation scheme, but in a few
places they still show up ... often when there is an interior point that
lies very close, but not quite on the edge of a tile.

But like any engineering approach, you have to pick a way to do it, and you
get all the good and all the bad.  The trick is to maximize the good aspects
and do whatever you can to minimize and hide the deficiencies.  So in this
case, you probably have to find a balance and not build low level of detail
tiles with too few interior points ... it may take some experimentation and
tuning.

The polygon clipping library is segfaulting - even though the data it's
 being fed is topologically consistent - and it's author (of the
 library) has been unable to provide a clue wether it could be fixed.
 Therefore the step you mention here has been without option and the
 delay is mostly caused by the fact that the involved people are facing
 varying workload during their day job - which is not always predictable
 when you're working on a freelance basis.

 That's life. Cheers,


Yes ... the less paying work I do, the more my wife complains; and the less
FlightGear work I do, the more all of you complain. :-)  One way or another
there's always someone beating me up on any given day. :-)

But it's all in good fun most of the time. :-)

Curt.
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Re: [Flightgear-devel] apt.dat format

2010-03-24 Thread Gene Buckle
On Wed, 24 Mar 2010, Curtis Olson wrote:

 Yes ... the less paying work I do, the more my wife complains; and the less
 FlightGear work I do, the more all of you complain. :-)  One way or another
 there's always someone beating me up on any given day. :-)

You could remind her that not only do we outnumber her, but we saw you 
first? *laughs*

g.

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Re: [Flightgear-devel] apt.dat format

2010-03-24 Thread Tim Moore
On Wed, Mar 24, 2010 at 5:13 PM, Curtis Olson curtol...@gmail.com wrote:

 On Wed, Mar 24, 2010 at 10:41 AM, Tim Moore wrote:

 While on this subject, do you scenery guys have any thoughts about
 different levels-of-detail in scenery tiles?


 Yes, in the initial scenery design phase we had a very extended discussion
 about level of detail.  There are many ways to do this, but consider ...

 - Any static level of detail scheme is going to have to account for tile
 edge matching.  This is a non-trivial (tm) problem.  No matter what you do
 will yield artifacts and issues matching up the edge of a tile at a higher
 level of detail with a tile at a lower level of detail.  There are a number
 of ways to work this.  We could create skirts around all tiles to try to
 hide the problem, but you will still see feature discontinuities depending
 on what angle the seam is viewed from.  You could create transition ribbons
 that bridge the polygon edge of one tile to the polygon edge of another
 tile, but the number of permutations are high, so this is difficult to deal
 with.  You could turn off clearing the depth buffer each frame and not draw
 sky below the horizon and just let the open pixels in the cracks smear along
 from the previous frame.  We had a SME (subject matter expert) at the time
 who detailed about a dozen different approaches along with their pluses and
 minuses.

 I think skirts at a slightly less-than-vertical angle are the way to go. It
doesn't matter if skirts of adjacent tiles intersect.

 His recommendation (as someone who had been there, done that for just about
 every possible approach) was that he had the best overall results just using
 a simple single level of detail scheme.

 Not long after we committed to our single level of detail (triangle soup)
 sort of terrain meshing approach, ROAM type approaches became more and more
 popular.  These approaches minimized the amount of geometry that had to be
 pushed across the system bus to the graphics card each frame and thus
 maximized details and rendering rates.  There we some really neat demos
 floating around the implemented variations of the basic scheme that expanded
 or collapsed triangles depending on various screen space and distance
 parameters.  Initially most of these schemes were for small areas, they
 didn't account for larger round world environments, and didn't have good
 ways to handle features cut into them (like airports or land use areas.)
  Over time, there were dynamic level of details algorithms that did start to
 account for some of these more difficult challenges that our original scheme
 already accounted for.

 But then the world of graphics cards changed again, and consumer level
 graphics cards started storing more geometry and scene information right on
 the card.  This meant less work every frame pushing the geometry across the
 system bus, and graphics cards could draw much more geometry each frame than
 previous generations of graphics cards could do.

 (My interpretation) This ability of newer graphics cards to draw insane
 numbers of polygons every frame tipped the balance of power away from ROAM
 (dynamic level of detail schemes intended to minimize polygon count) and
 back towards triangle soup approaches.  So good news, FlightGear's terrain
 scheme is back in style again! Well sort of anyway.

 ROAM, and any scheme that computes triangles on the CPU, is definitely out
of fashion. People are still working hard on level-of-detail for terrain,
but these days the interest is in methods that run entirely on the GPU. If
you have a detailed near field, you will quickly overwhelm your GPU with the
n-squared number of polys if you try to keep that detail over the entire
scene.

 As Tim points out, there are still good reasons to implement some sort of
 level of detail scheme.  It would be great to draw terrain out to 200+ miles
 so we can see a high mountain at a great distance just like real life.  It
 would be great to be able to do orbital simulations and accurately draw the
 earth from the perspective of outer space.

 If this indeed is something we think is worth exploring then we should come
 full circle to the discussion we had in the late 1990's about exactly the
 best way to handle the seams between adjacent tiles of differing levels of
 details.  Note this is a much different challenge from drawing stand-alone
 models at different levels of detail at different distances.  In a tiled
 word scheme, it is the seams between adjacent tiles that get you.  (And as I
 mentioned before, FlightGear isn't 100% immune to problems at tile seams ...
 we've done our best to hide and minimize these, but even so some issues have
 snuck through and exist today.)  If we want to have this discussion we
 should probably split it off into a separate thread because the number of
 issues to consider explodes into a big discussion on it's own.

 I don't think we need to do anything too fancy. I'm a fan of Chunked LOD
approaches 

Re: [Flightgear-devel] apt.dat format

2010-03-24 Thread Curtis Olson
On Wed, Mar 24, 2010 at 3:38 PM, Tim Moore timoor...@gmail.com wrote:

 I think skirts at a slightly less-than-vertical angle are the way to go. It
 doesn't matter if skirts of adjacent tiles intersect.


If I had to pick a way to handle the seams between different LOD tiles, I
think I'd lean towards skirts too ... angles slightly out shouldn't hurt
anything, I like that idea.  I would create a skirt that replicates the
edge, but extending down some safe distance and then out just a small bit.
 The color and texture coordinates for the bottom of the skirt should
duplicate that of the matching edge.


 I don't think we need to do anything too fancy. I'm a fan of Chunked LOD
 approaches that switch in different pieces of a mesh instead of changing
 discrete polygons. But a real LOD scheme that goes all the way out to the
 full earth would let us fully integrate with OSG's DatabasePager and allow
 us to easily support terrain paging for multiple views.


Yes, there definitely are reasons a LOD scheme would be nice to have.

Curt.
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[Flightgear-devel] English Electric Lightning no longer runs

2010-03-24 Thread Alan Teeder
Using latest CVS on windows .

The EE Lightning  aircraft starts OK, all controls and views seem normal, 
but when the engines reach about 60% rpm  Flightgear crashes. This fault is 
quite new and was not here about one month ago.

For many month now I have been unable to run Flightgear in debug mode as it 
crashes in soundmgr_openall.cxx at line 486 :-
if ( sample-is_file() ) 
free(sample_data);

Erik is aware of this, but nobody else has reported this particular problem. 
This crash occurs before the cockpit view appears.

Unfortunately this means that I can't find much about the cause of the 
crash.

So far I have had a good go at the Lightning nasal files. The electrical 
system had no var statements, and one or two were missing in the others. 
All this to no avail.

According to the lightning-electrical.nas file, the electrical generators 
should cut in at 58%, and this is my only clue.


Does anyone have any clues?

Alan 


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Re: [Flightgear-devel] apt.dat format

2010-03-24 Thread Frederic Bouvier

- Curtis Olson curtol...@gmail.com a écrit : 
 On Wed, Mar 24, 2010 at 3:38 PM, Tim Moore  timoor...@gmail.com  wrote: 
 


 
I think skirts at a slightly less-than-vertical angle are the way to go. It 
doesn't matter if skirts of adjacent tiles intersect. 
 

 If I had to pick a way to handle the seams between different LOD tiles, I 
 think I'd lean towards skirts too ... angles slightly out shouldn't hurt 
 anything, I like that idea. I would create a skirt that replicates the edge, 
 but extending down some safe distance and then out just a small bit. The 
 color and texture coordinates for the bottom of the skirt should duplicate 
 that of the matching edge. 



 
I don't think we need to do anything too fancy. I'm a fan of Chunked LOD 
approaches that switch in different pieces of a mesh instead of changing 
discrete polygons. But a real LOD scheme that goes all the way out to the full 
earth would let us fully integrate with OSG's DatabasePager and allow us to 
easily support terrain paging for multiple views. 
 

 Yes, there definitely are reasons a LOD scheme would be nice to have. 
What about ROAM2 that combine big chunk and seamless joins without skirt. This 
is what I did in this (already posted) video : 

http://www.youtube.com/watch?v=7WYH27KyUBk 
The development of this engine stalled for more than a year. 
-Fred 
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http://www.youtube.com/user/fgfred64 Videos 

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[Flightgear-devel] Wiki link

2010-03-24 Thread Bob Faulkner
Just a heads up to who controls it. (Curt?)

The link to the wiki from the main website appears to be broken, and has been
for some time.

It links to:
http://wiki.flightgear.org/flightgear_wiki/index.php?title=Main_Page

when I believe simply linking to:
http://wiki.flightgear.org

would be adequate.


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Re: [Flightgear-devel] English Electric Lightning no longer runs

2010-03-24 Thread Vivian Meazza
Alan Teeder wrote

 Using latest CVS on windows .
 
 The EE Lightning  aircraft starts OK, all controls and views seem normal,
 but when the engines reach about 60% rpm  Flightgear crashes. This fault
 is
 quite new and was not here about one month ago.
 
 For many month now I have been unable to run Flightgear in debug mode as
 it
 crashes in soundmgr_openall.cxx at line 486 :-
 if ( sample-is_file() )
 free(sample_data);
 
 Erik is aware of this, but nobody else has reported this particular
 problem.
 This crash occurs before the cockpit view appears.
 
 Unfortunately this means that I can't find much about the cause of the
 crash.
 
 So far I have had a good go at the Lightning nasal files. The electrical
 system had no var statements, and one or two were missing in the others.
 All this to no avail.
 
 According to the lightning-electrical.nas file, the electrical generators
 should cut in at 58%, and this is my only clue.
 
 
 Does anyone have any clues?
 


Bad news - works perfectly here on XP with cvs as of a few minutes ago!
Checking to see if I can break it still though.

Vivian



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Re: [Flightgear-devel] apt.dat format

2010-03-24 Thread Tim Moore
On Wed, Mar 24, 2010 at 10:43 PM, Frederic Bouvier fredfgf...@free.frwrote:


 - Curtis Olson curtol...@gmail.com a écrit :
  On Wed, Mar 24, 2010 at 3:38 PM, Tim Moore timoor...@gmail.com wrote:
 

 
 I think skirts at a slightly less-than-vertical angle are the way to go.
 It doesn't matter if skirts of adjacent tiles intersect.
 


  If I had to pick a way to handle the seams between different LOD tiles, I
 think I'd lean towards skirts too ... angles slightly out shouldn't hurt
 anything, I like that idea.  I would create a skirt that replicates the
 edge, but extending down some safe distance and then out just a small bit.
  The color and texture coordinates for the bottom of the skirt should
 duplicate that of the matching edge.


 
 I don't think we need to do anything too fancy. I'm a fan of Chunked LOD
 approaches that switch in different pieces of a mesh instead of changing
 discrete polygons. But a real LOD scheme that goes all the way out to the
 full earth would let us fully integrate with OSG's DatabasePager and allow
 us to easily support terrain paging for multiple views.
 


  Yes, there definitely are reasons a LOD scheme would be nice to have.


 What about ROAM2 that combine big chunk and seamless joins without skirt. This
 is what I did in this (already posted) video :

 It's pretty cool. It's not clear to me how much work on the CPU is
happening at run time. The hard part will be getting FlightGear to give up
on triangulated irregular networks (TINs).


 http://www.youtube.com/watch?v=7WYH27KyUBk
 The development of this engine stalled for more than a year.

 That's OK, my terrain engine has been stalled for longer than that :)

Tim

 -Fred
 --
 Frédéric Bouvier
 http://my.fotolia.com/frfoto/  Photo gallery - album photo
 http://www.youtube.com/user/fgfred64   Videos



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Re: [Flightgear-devel] English Electric Lightning no longer runs

2010-03-24 Thread James Turner

On 24 Mar 2010, at 22:09, Vivian Meazza wrote:

 Bad news - works perfectly here on XP with cvs as of a few minutes ago!
 Checking to see if I can break it still though.

I was using the Lightning to test my mach-calculations code earlier today (Mac, 
latest CVS code) and it seemed fine.

James


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Re: [Flightgear-devel] apt.dat format

2010-03-24 Thread Frederic Bouvier

- Tim Moore timoor...@gmail.com a écrit : 






 What about ROAM2 that combine big chunk and seamless joins without skirt. 
 This 
 is what I did in this (already posted) video : 
 http://www.youtube.com/watch?v=7WYH27KyUBk 
 

 It's pretty cool. It's not clear to me how much work on the CPU is happening 
 at run time. The hard part will be getting FlightGear to give up on 
 triangulated irregular networks (TINs). 

Here, every tile (the numbered triangle in the video) has been computed once 
before, and were stored in 16-bit monochrome png images, along with the 
texture. At run time, the png is read and a single mesh (a single strip in 
fact) of 65536 vertices is built. First version was creating btg files, but the 
amount of storage need was insane and load time was worse. 

-Fred 



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