Re: [Flightgear-devel] terrain incompatibility with current terragear libs

2011-11-06 Thread Eric van den Berg
On 11/05/2011 12:47 PM, Erik Hofman wrote:
 On Sat, 2011-11-05 at 13:23 +0100, Eric van den Berg wrote:

 Hello everyone,

 I am currently making some Terrain around ELLX using SRMT4 and CORINE
 data. For that I used a current (approx. two weeks old) terragear
 version, compiled against PLIB, OSG ans SIMGEAR of the same age.

 The Terrain generated works fine with current FG GIT, but gives errors
 with both FG 2.0 and 2.4. If starting on these tiles, FG hangs at
 start-up (indefinately) and flying to these tiles gives the error: We
 detected an error while reading the file. for each tile FG tries to load.

 So I re-compiled terragear against the FG 2.4.0 PLIB, OSG and SIMGEAR
 versions...problem solved. Terrain works for all FG versions again.

 Not sure if this is a known issue, so I thought I'd share,
  
 There have been changes to both TerraGear and SimGear to be able to
 handle more detailed terrain. I assume this is one of the side effects.

 Erik


After some more testing I found out that my 'solution' can produce 
terrain and every FG version can handle it, but it is extremely ugly. 
Some textures are just kind of stretched on the vertex, like someone 
combed it.
I guess it was just luck that current Terragear compiled with old 
Simgear, but it it doesn't work together in a way to make good terrain.

Also not all tiles produced with the current Terragear/Simgear produce 
an error. Looks like only bigger files are effected.

It also seems I am not the only one to have noticed this: 
http://www.flightgear.org/forums/viewtopic.php?f=5t=13240start=135 
http://www.flightgear.org/forums/viewtopic.php?f=5t=13240start=135
I just checked with Christians EHAM terrain...looks like the same problem.

So we now have a Terragear version that produces nice and more detailed 
terrain, but can only be seen with current GIT flightgear. As the 
fraction of people using older FG versions is large (95%?...just a 
guess, correct me if you have an accurate number) the current Terragear 
version is not going to find many users.

Is there a way and/or will to fix the current Terragear / Simgear to be 
compatible with 2.4 and lower?

Thanks,

Eric


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Re: [Flightgear-devel] terrain incompatibility with current terragear libs

2011-11-06 Thread James Turner

On 6 Nov 2011, at 09:43, Eric van den Berg wrote:

 So we now have a Terragear version that produces nice and more detailed 
 terrain, but can only be seen with current GIT flightgear. As the 
 fraction of people using older FG versions is large (95%?...just a 
 guess, correct me if you have an accurate number) the current Terragear 
 version is not going to find many users.
 
 Is there a way and/or will to fix the current Terragear / Simgear to be 
 compatible with 2.4 and lower?

Assuming we're only talking about the change to support larger (more detailed) 
BTG files, the situation is a little more intelligent, hopefully:

 - current tg/sg write either version '7' or version '10' files. Version 10 
uses 32-bit indices, and will not be read by FG 2.0 or 2.4. But those FG 
versions should realise this, and reject loading the BTG file at all, since 
they will see version '10' and say, okay, I cannot read this.

- current tg/sg writes version 7 files, *if the data will fit 16-bit indices*. 
So, for any tile that would previously have displayed correctly (no stretching 
/ 'swirlies'), the result with the current code should be the same - we create 
a version 7 file, and 2.0 / 2.4 should load it.

- I could easily add code, to force version 7, and hence reject 'large' files 
which exceed the index limits. However, this will make scenery generation more 
difficult, since you only discover the problem at the end of generating the 
tile, but to reduce the detail, means changing the input data...

I suspect, people have been generating tiles slightly exceeding the 16-bit 
limit, for some time, but not noticing a few stretched textures in a few tiles, 
but now the code generates a 'correct', but incompatible BTG, which is 
noticeable.

All of this is how the code should be working - of course there may be bugs :)

James


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[Flightgear-devel] Textures sizes, DDS

2011-11-06 Thread HB-GRAL
Hi all

I just noticed today that the textures folder in scenery growed from 50 
MB to ~200 MB. But I don’t see that many new textures ? I read once here 
that the benefit from getting DDS is also we get smaller file sizes for 
the textures. But now I see textures like crop (and cropA) DDS files 
that take ~20 MB. Is this for testing purposes only, or do we use the 
space we get by splitting aircrafts in near future for the textures ? ;-)

Cheers, Yves



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Re: [Flightgear-devel] terrain incompatibility with current terragear libs

2011-11-06 Thread Eric van den Berg
On 11/06/2011 11:43 AM, James Turner wrote:
 On 6 Nov 2011, at 09:43, Eric van den Berg wrote:


 So we now have a Terragear version that produces nice and more detailed
 terrain, but can only be seen with current GIT flightgear. As the
 fraction of people using older FG versions is large (95%?...just a
 guess, correct me if you have an accurate number) the current Terragear
 version is not going to find many users.

 Is there a way and/or will to fix the current Terragear / Simgear to be
 compatible with 2.4 and lower?
  
 Assuming we're only talking about the change to support larger (more 
 detailed) BTG files, the situation is a little more intelligent, hopefully:

   - current tg/sg write either version '7' or version '10' files. Version 10 
 uses 32-bit indices, and will not be read by FG 2.0 or 2.4. But those FG 
 versions should realise this, and reject loading the BTG file at all, since 
 they will see version '10' and say, okay, I cannot read this.

Well large files generated by current tg/sg (v10 I guess) are not loaded 
by 2.0 / 2.4, but hangs FG as well (CPU 100%). This prevents any other 
tiles from being loaded and from exiting FG the normal way.
 - current tg/sg writes version 7 files, *if the data will fit 16-bit 
 indices*. So, for any tile that would previously have displayed correctly (no 
 stretching / 'swirlies'), the result with the current code should be the same 
 - we create a version 7 file, and 2.0 / 2.4 should load it.

Understood. That is why smaller files create no problem at all FG 
versions...
 - I could easily add code, to force version 7, and hence reject 'large' files 
 which exceed the index limits. However, this will make scenery generation 
 more difficult, since you only discover the problem at the end of generating 
 the tile, but to reduce the detail, means changing the input data...

I can already do that I guess, compiling tg with 2.4 sg. But a 
fgfs-construct --force-version=7 option would be a good idea because 
most people want their scenery to be able to be used by everyone! An 
early warning / rejection system '16-bit limit exceeded, reduce input 
data'  (or whatever) would be a good feature also. Or does the message 
Degenerate tri! do this already?
 I suspect, people have been generating tiles slightly exceeding the 16-bit 
 limit, for some time, but not noticing a few stretched textures in a few 
 tiles, but now the code generates a 'correct', but incompatible BTG, which is 
 noticeable.

 All of this is how the code should be working - of course there may be bugs :)

 James

Thanks for your answers James!

Eric

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Re: [Flightgear-devel] Textures sizes, DDS

2011-11-06 Thread Heiko Schulz
Hello,

I just noticed today that the textures folder in scenery growed from 50 
MB to ~200 MB. But I don’t see that many new textures ? I read once here 
that the benefit from getting DDS is also we get smaller file sizes for 
the textures. But now I see textures like crop (and cropA) DDS files 
that take ~20 MB. Is this for testing purposes only, or do we use the 
space we get by splitting aircrafts in near future for the textures ? ;-)


No one said, that the benefit of .dds is smaller file size!

The benefit of .dds is, that it can be loaded much, much faster into Video-Ram 
as  mipmaps can be saved directly into the texture. With other formats it has 
be done seperatly and that's slow.
So perfomance has even increased with.

Quality compared with other compressed texture-formats like .png is btw. much 
higher. 

And Mipmaps also allow some interesting effects which you can see when you 
enable the use of .dds-scenery-texture in FGFS.

Btw. the size of the texture-folder is compared with the aircraft-folder 
really, really small. 

Heiko









still in work: http://www.hoerbird.net/galerie.html
But already done: http://www.hoerbird.net/reisen.html

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Re: [Flightgear-devel] Textures sizes, DDS

2011-11-06 Thread HB-GRAL
Am 06.11.11 13:50, schrieb Heiko Schulz:

 Quality compared with other compressed texture-formats like .png is btw. much 
 higher.


Hi Heiko

What I am thinking about at the moment is: Where are the GPL origins of 
the new textures ? In the textures folder too ? And btw. there have been 
only 4 or 5 replacements/additions for covers and now the textures 
folder is 3 times bigger than for 2.4.0 release ... and when I start to 
work with the textures, changing some details and send some commits, 
where is the history of this folder going ? Aren’t we running into the 
same with git and textures soon?

Just a technical question: I know it is not a big deal to convert new 
textures to .dds format, but when I want to start to work on textures 
should I convert back to another format and convert to dds again ? Or 
should I start with origins and where are this origins going to ?

Cheers, Yves

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Re: [Flightgear-devel] Textures sizes, DDS

2011-11-06 Thread Jacob Burbach
On Sun, Nov 6, 2011 at 9:10 AM, HB-GRAL flightg...@sablonier.ch wrote:
 Just a technical question: I know it is not a big deal to convert new
 textures to .dds format, but when I want to start to work on textures
 should I convert back to another format and convert to dds again ? Or
 should I start with origins and where are this origins going to ?

DDS/DXT is lossy so in general you would want to use source textures
of another (lossless) format and only convert to dds for final
distribution.

cheers

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Re: [Flightgear-devel] Textures sizes, DDS

2011-11-06 Thread HB-GRAL
Am 06.11.11 15:22, schrieb Jacob Burbach:
 On Sun, Nov 6, 2011 at 9:10 AM, HB-GRALflightg...@sablonier.ch  wrote:
 Just a technical question: I know it is not a big deal to convert new
 textures to .dds format, but when I want to start to work on textures
 should I convert back to another format and convert to dds again ? Or
 should I start with origins and where are this origins going to ?

 DDS/DXT is lossy so in general you would want to use source textures
 of another (lossless) format and only convert to dds for final
 distribution.

 cheers


Hi Jacob

Thanks, I will do so. And where do I find the lossless origins now in 
the repo ? Do the origins co-exist in the repo, as png, or as GIMP files ?

Cheers, Yves

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Re: [Flightgear-devel] Textures sizes, DDS

2011-11-06 Thread Heiko Schulz
And btw. there have been 
only 4 or 5 replacements/additions for covers
...

Thanks, I will do so. And where do I find the lossless origins now in 
the repo ? Do the origins co-exist in the repo, as png, or as GIMP files ?

Ouch!!

1.) the whole .dds-texture are currently additional in 2.5.0 to the old 
.png-textures. When using FGFS you have to decide if you want to use .dds or 
.png via FGRun or comand line.


2.) there have been much, much more replacements/additions. 
The whole rwy-textures has been converted to .dds, and many other textures as 
well.

3.) this whole thing is part of current ongoing shader-effects and texture 
work, announced by Vivian and Emillian here on the list.
This can bring us a improved translation shader, more realistic water-effects 
with ripples, foam etc. depending on wind and rain, a flutter-effect to flags, 
reflective rwys depending on rain

In many cases the original files are the .png. And when new textures added as 
only .dds then take Gimp, add the .dds-plugin, open the file and see:
 this is the origin! ;-)

Heiko

still in work: http://www.hoerbird.net/galerie.html
But already done: http://www.hoerbird.net/reisen.html

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[Flightgear-devel] [FGMAP] Request icon update

2011-11-06 Thread Clément de l'Hamaide

Hi all,

Here is my first mail to the Flightgear-devel mailing list :)
My first contribution is to ask an update on FGMAP project. I hope I use the 
good mailing list.
Can you change the icon of the Robinson Raven II R44 ? Currently it use an 
aircraft icon, but the Raven is an heli ;) 
This is the new line to put in fgmap.js :
var FGMAP_CRAFT_MODELS_HELI = [ bo105, sikorsky76c, ec135, r22, s76c, 
Lynx-WG13, S51-sikorsky, CH47, R22, apache-model, uh-1, uh60, 
OH-1, raven, clipper ];(clipper is the amphibious version of the 
raven)

I have an other request : I participe to the Douglas DC-3 C47 developement and 
we would like to have our icon on MPMAP.
I have create the red 40x40 icon available here : 
http://i49.servimg.com/u/f49/16/09/76/33/shadow10.png
This is the new line to put in fgmap.js :
var FGMAP_CRAFT_ICON_DOUGLAS = douglas/dc3;
var FGMAP_CRAFT_MODELS_DOUGLAS = [ dc-3, dc-3-copilot, dc-3-psg1, 
dc-3-psg2, dc-3-psg3, dc-3-psg4, dc-3A ];Thanks in advance,

Clément de l'Hamaide
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Re: [Flightgear-devel] Textures sizes, DDS

2011-11-06 Thread HB-GRAL
Am 06.11.11 16:32, schrieb Heiko Schulz:
 And btw. there have been
 only 4 or 5 replacements/additions for covers
 ...

 Thanks, I will do so. And where do I find the lossless origins now in
 the repo ? Do the origins co-exist in the repo, as png, or as GIMP files ?

 Ouch!!

Ouch ?


 1.) the whole .dds-texture are currently additional in 2.5.0 to the old 
 .png-textures. When using FGFS you have to decide if you want to use .dds or 
 .png via FGRun or comand line.


 2.) there have been much, much more replacements/additions.
 The whole rwy-textures has been converted to .dds, and many other textures as 
 well.

 3.) this whole thing is part of current ongoing shader-effects and texture 
 work, announced by Vivian and Emillian here on the list.
 This can bring us a improved translation shader, more realistic water-effects 
 with ripples, foam etc. depending on wind and rain, a flutter-effect to 
 flags, reflective rwys depending on rain


I am aware of this, almost.

 In many cases the original files are the .png. And when new textures added as 
 only .dds then take Gimp, add the .dds-plugin, open the file and see:
   this is the origin! ;-)

Ehrm, this is not a origin I guess, doing this 10 times with a .dds file 
you will end up with a mystery game instead of flightgear scenery ;-) 
But maybe I am wrong.

Cheers, Yves

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Re: [Flightgear-devel] Textures sizes, DDS

2011-11-06 Thread Jacob Burbach
 In many cases the original files are the .png. And when new textures added as 
 only .dds then take Gimp, add the .dds-plugin, open the file and see:
   this is the origin! ;-)

If your using dxt compression, which is why most people use dds, then
it is NOT equal to the original image. Amount of degradation will
depend on the image, resolution, type of dxt used, etc..but will never
be the same or better quality.

cheers

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[Flightgear-devel] Textures sizes, DDS

2011-11-06 Thread Heiko Schulz
If your using dxt compression, which is why most people use dds, then
it is NOT equal to the original image. Amount of degradation will
depend on the image, resolution, type of dxt used, etc..but will never
be the same or better quality.

This applies to every texture file which use compression. So it belongs to 
.png, .rgb and .jpg as well. I never heard that anyone asked for the source 
here
There is always a degradation, the question is, is it visible to human eyes?

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Re: [Flightgear-devel] Textures sizes, DDS

2011-11-06 Thread Heiko Schulz
Hello,

Ouch ?

This was regarding about your statement about the 4-5replacements/additionals 
and maybe I'm wrong, but I think I can read something between your lines.

You are not happy with the conversion to .dds-files, right, though you didn't 
spoke out yet ?

With .dds editing and reediting we will indeed have problems, as the qualitity 
will decrease each time, like you and Jacob said.
 
That means we would need the original raw-texture-file in FGdata as well, which 
will increase file-size.

I guess, that is what you want to say here, right?



still in work: http://www.hoerbird.net/galerie.html
But already done: http://www.hoerbird.net/reisen.html

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Re: [Flightgear-devel] Textures sizes, DDS

2011-11-06 Thread Jacob Burbach
One could argue that things like dds do not belong in the 'source'
data distribution at all, but be generated automatically by some tool
when building the 'release' data. For example content devs only work
with, and check in/out source imagery, and then run the tool to
generate the final dds imagery when needed, ie for testing or release.
Many projects work this way, each in their own way, but of course
require some set up and tools to make it work.

If this would this be a good path for fgfs to try though, I cannot
say. Maybe something to think about though.

cheers
--Jacob

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Re: [Flightgear-devel] Textures sizes, DDS

2011-11-06 Thread Gary Neely
On Sun, Nov 6, 2011 at 11:23 AM, Heiko Schulz aeitsch...@yahoo.de wrote:
If your using dxt compression, which is why most people use dds, then
it is NOT equal to the original image. Amount of degradation will
depend on the image, resolution, type of dxt used, etc..but will never
be the same or better quality.

 This applies to every texture file which use compression. So it belongs to 
 .png, .rgb and .jpg as well. I never heard that anyone asked for the source 
 here
 There is always a degradation, the question is, is it visible to human eyes?


Well, not quite-- PNG and SGI/RGB use non-lossy algorithms for
compression-- when uncompressed you get back exactly what you put in.
They don't degrade the data, so archiving in these formats is fine.
Formats like JPG and DDS/DXT use the source data to generate a
compressed version, but the new version can't be restored to the exact
original data. (Try a comparison between original and compressed
versions examined on the pixel level-- it's interesting and
revealing.) This means these are not good formats for archiving source
material that might be edited later.

With lossy formats using high-quality, low-compression settings, you
might not visually notice degradation on the first edit, but you will
eventually see substantial differences on subsequent edits. Each time
you edit from an new lossy-compression source, you lose information,
but you do not with the algorithms used by PNG and SGI/RGB. On a
personal note, I had a lot of trouble getting co-workers to stop
archiving their source images as JPG files. It took a lot of
explaining and re-explaining. ;)

-Gary

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Re: [Flightgear-devel] Textures sizes, DDS

2011-11-06 Thread Gary Neely
On Sun, Nov 6, 2011 at 7:50 AM, Heiko Schulz aeitsch...@yahoo.de wrote:
 Hello,

I just noticed today that the textures folder in scenery growed from 50
MB to ~200 MB. But I don’t see that many new textures ? I read once here
that the benefit from getting DDS is also we get smaller file sizes for
the textures. But now I see textures like crop (and cropA) DDS files
that take ~20 MB. Is this for testing purposes only, or do we use the
space we get by splitting aircrafts in near future for the textures ? ;-)


 No one said, that the benefit of .dds is smaller file size!

 The benefit of .dds is, that it can be loaded much, much faster into 
 Video-Ram as  mipmaps can be saved directly into the texture. With other 
 formats it has be done seperatly and that's slow.
 So perfomance has even increased with.

 Quality compared with other compressed texture-formats like .png is btw. much 
 higher.

 And Mipmaps also allow some interesting effects which you can see when you 
 enable the use of .dds-scenery-texture in FGFS.

 Btw. the size of the texture-folder is compared with the aircraft-folder 
 really, really small.

 Heiko


Adding to what Heiko mentioned:

The main win for DDS, at least from a game design point of view, is
the ability to maintain a kind of compression while loaded into the
graphics memory. This is (as far as I know) unique to DDS/DXT. It uses
an interesting technique where data is loaded as tiny unique blocks
that are indexed and mapped to locations within the image as needed.
The bottom line is that game designers can pack many more textures
into large but still limited memory resources.

DDS is relatively fast because it is natively supported by video
cards. But if I remember right, for pure speed of loading it's hard to
beat good-ol' RGB.

-Gary

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Re: [Flightgear-devel] Textures sizes, DDS

2011-11-06 Thread Gary Neely
This topic raises a point about distribution of non-critical files.
For example, my 1049H Constellation has a number of large files that
aren't necessary for flying the plane. I have source PSDs for
livery-makers, and Yakko's terrific How-to for flying the 1049H. Both
are directly beneficial to interested Flightgear users, but not
essential, and both sets are large files (10MB or so each) that would
bloat the plane's base distribution. Currently these are maintained
and available at my home site.

Provided that all materials are GPL, it would be nice to attach them
somehow to the plane as a kind of optional secondary download, a sort
of 'developers kit'. Does this concept make any sense? Would it be too
seldom-used to be worth it? Is it even possible? Or are others already
way ahead of me on this kind of idea?

I'll stop cluttering up the bandwidth now. :)

-Gary

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Re: [Flightgear-devel] Textures sizes, DDS

2011-11-06 Thread Anders Gidenstam
On Sun, 6 Nov 2011, Gary Neely wrote:

 This topic raises a point about distribution of non-critical files.
 For example, my 1049H Constellation has a number of large files that
 aren't necessary for flying the plane. I have source PSDs for
 livery-makers, and Yakko's terrific How-to for flying the 1049H. Both
 are directly beneficial to interested Flightgear users, but not
 essential, and both sets are large files (10MB or so each) that would
 bloat the plane's base distribution. Currently these are maintained
 and available at my home site.

 Provided that all materials are GPL, it would be nice to attach them
 somehow to the plane as a kind of optional secondary download, a sort
 of 'developers kit'. Does this concept make any sense? Would it be too
 seldom-used to be worth it? Is it even possible? Or are others already
 way ahead of me on this kind of idea?

Now that we have per-aircraft repositories I plan to add my source 
material (blender, svg, datcom, octave, gerris etc files) below a dev 
directory in the aircraft's repository. Probably further structured in 
FDM, models, ... subdirectories.

If we use a small set of names (I'd suggest dev, development or src) for 
the base directory of such files it shouldn't be too hard to make the 
aircraft packaging script(s) omit these files from the release .zip 
files.


Cheers,

Anders
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Re: [Flightgear-devel] Textures sizes, DDS

2011-11-06 Thread Jacob Burbach
On Sun, Nov 6, 2011 at 3:03 PM, Gary Neely grne...@gmail.com wrote:
 The main win for DDS, at least from a game design point of view, is
 the ability to maintain a kind of compression while loaded into the
 graphics memory. This is (as far as I know) unique to DDS/DXT.

There is a texture compression extension that is used to allow storing
textures compressed in video memory. I don't know the details of
compression used (could be vendor specific), or how it compares to dxt
compression which gives you 4x or 8x compression levels though. With
dds the artist has control of which compression type to use as well as
specifying custom mip maps, which makes it the winner in my book.

I see the real benefit of dds as the ability to use a much higher
resolution for the same (usually less) memory cost, have user defined
mip map images, and faster loading in many cases. Even though it is
lossy format, it still allows for a much higher overall quality level
with better resource usage in most cases.

 DDS is relatively fast because it is natively supported by video
 cards. But if I remember right, for pure speed of loading it's hard to
 beat good-ol' RGB.

Loading dds from disk is usually quite quick due to not needing to
decompress it into main memory, generate mip maps, etc. I can
personally testify that osg/fgfs can load dds textures several
magnitudes faster than the png counterpart...not sure about rgb.

cheers
--Jacob

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Re: [Flightgear-devel] Textures sizes, DDS

2011-11-06 Thread HB-GRAL
Am 06.11.11 17:56, schrieb Heiko Schulz:
 Hello,

 Ouch ?

 This was regarding about your statement about the 4-5replacements/additionals 
 and maybe I'm wrong, but I think I can read something between your lines.

 You are not happy with the conversion to .dds-files, right, though you didn't 
 spoke out yet ?

To be clear, I am really happy with .dds and all the new possibilities 
we get for a better graphics for models and the scenery. A-n-y-t-i-m-e ! ;-)

But I didn’t spoke out what Gary, Jacob and Anders write here. This is 
exactly what I meant and it was no vote against every improvement of the 
old shaders where I contributed too. Me and myself would be very happy 
when we get a directory structure with origins (maybe still png’s, 
state: before compressing) and with deployed .dds files. For models, 
aircrafts and scenery textures. And when I think that i.e. in one HANGAR 
you can have only ONE src/dev directory for all your origins, but I will 
stop now ...

I made a small test, taking the crop.dds (20.3 MB here):

- crop.xcf (51.2 MB)
- crop.xcf.zip (24.6 MB)
- crop.png (14.5 MB)

Cheers, Yves

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Re: [Flightgear-devel] Textures sizes, DDS

2011-11-06 Thread Robert
I hope that all you guys involved in the dds transition use
nvidia-texture-tools because:
1. It is Free/OpenSource and platform independent
2. The compression quality is much higher than with the dds-plugin for GIMP

Also keep in mind that maybe there are users out there who use OpenSource
graphics drivers that don't support S3TC yet because of patent issues. This
is one more reason to keep uncompressed/lossless textures alongside with
dds textures.

Cheers
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Re: [Flightgear-devel] Textures sizes, DDS

2011-11-06 Thread Jacob Burbach
On Sun, Nov 6, 2011 at 7:17 PM, Robert dogg...@googlemail.com wrote:
 I hope that all you guys involved in the dds transition use
 nvidia-texture-tools because:
 1. It is Free/OpenSource and platform independent
 2. The compression quality is much higher than with the dds-plugin for GIMP

However, and correct me if I'm wrong, the nvidia tools do not let you
use pre-defined mip maps do they? I prefer the nvidia tools if for no
other reason than they are command line and I can easily script and
automate batch jobs. But if you do need pre defined mip maps I don't
believe you have a choice except the gimp plugin..on linux anyway.

cheers

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