[Flightgear-devel] Git rebase, not merge (for simgear / flightgear commits)

2011-12-14 Thread James Turner
A note for people committing code:

Please don't *ever* merge from next to a topic / local branch, and then merge 
that branch back to the public next. Doing so makes the history much more 
confusing than it needs to be. Rebase your local topic branches onto next 
periodically when you wish to 'sync' up, and when you want to merge to next, do 
a final rebase, check everything works, and then merge.

Otherwise we get this:

http://files.goneabitbursar.com/fg/merges.png

When it should look like this:

http://files.goneabitbursar.com/fg/no-merges.png

Another way to think about it - merges are part of the permanent history of the 
repository, rebases are not. The rest of us don't care how many times you 
update your local topic branches from next during a branch's lifetime - it's 
not that interesting for us ;)

Of course, when you do finally merge your topic into next, that's a merge - 
because we do all care about recording that action in the history.

(People who know Git better than I, feel free to point out any errors in the 
above!)

James


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Re: [Flightgear-devel] Git rebase, not merge (for simgear / flightgear commits)

2011-12-14 Thread Anders Gidenstam
On Wed, 14 Dec 2011, James Turner wrote:

 Of course, when you do finally merge your topic into next, that's a 
 merge - because we do all care about recording that action in the 
 history.

If your topic is freshly rebased it will just be a fast-forward merge, 
that is, your new commits are just added to the history of master.
Nice and linear IMHO.. :)

Cheers,

Anders
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Re: [Flightgear-devel] Git rebase, not merge (for simgear / flightgear commits)

2011-12-14 Thread James Turner

On 14 Dec 2011, at 09:32, Anders Gidenstam wrote:

 If your topic is freshly rebased it will just be a fast-forward merge, 
 that is, your new commits are just added to the history of master.
 Nice and linear IMHO.. :)

Yes, sorry, I didn't express that clearly at all - thanks Anders!

James


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Re: [Flightgear-devel] FYI: New airport nav-aid data available for X-Plane (2011.13) (fwd)

2011-12-14 Thread HB-GRAL
Hi Gene

Thanks for the link. Yes, the database has a 1 or 2 months update cycle. 
I think most people working with xplane data for FlightGear takes this 
updates already into account for their development (I do so for many 
months), also the new specifications of 8.50 version and also a lot of 
other things ;-)

Recently I am checking apt.dat against current FAA data (former 8.10 and 
recent 8.50 version, also used for xplane 9/10). I am working on a 
native apt.dat generator based on current FAA data for the US. I guess 
that is what xplane-default-database-generator for xplane apt.dat 
updates does (and adding custom data), but I am just curious about my 
own results. Big mouth said: Maybe this work will be useful to get a 
FAA cert once for FlightGear, with a apt.dat-island based only on 
’clean’ and recent FAA records, without custom xplane data, sorry for that.

Cheers, Yves

Am 13.12.11 23:43, schrieb Gene Buckle:
 Robin has updated apt.dat and nav.dat...

 -- Forwarded message --
 Date: Tue, 13 Dec 2011 13:38:01 -0800
 From: Robin Peelro...@xsquawkbox.net
 Reply-To: x-plane-t...@yahoogroups.com
 To: 'X-Plane Technical Group'x-plane-t...@yahoogroups.com,
   'X-Plane News Group'xplane-n...@yahoogroups.com, xp...@yahoogroupes.fr
 Cc: 'austin meyer'aus...@x-plane.com, i...@x-plane.com,
   'Ben Supnik'bsup...@xsquawkbox.net
 Subject: [x-plane-tech] New airport  nav-aid data available for X-Plane
   (2011.13)

 New data is now available for X-Plane.  This is data cycle 2011.13 valid
 from 15-Dec-2011 to 12-Jan-2012.   This data is for X-Plane 9 and for
 X-Plane 10.



 This update includes many minor updates, including four new airports in
 China, and many new airports in the South Pacific and Antarctica.  Please
 note that terrain for extreme latitudes (eg. Antarctica) is not included
 with X-Plane 9 or X-Plane 10.  For X-Plane 9 you may download the terrain
 from http://www.xpsrtm.com/ (but these old-format data files will not work
 with X-Plane 10).



 These files will work under Windows, Mac OS or Linux.  If you wait until the
 next incremental release of X-Plane 10, then this data will be installed
 automatically if you use the X-Plane Updater -  this avoids the need to
 download my files and install the files into the correct folders - this
 method is highly recommended!

 As always, this new data for X-Plane 9 and X-Plane 10 is available from my
 website at:

 http://data.x-plane.comhttp://data.x-plane.com/



 Please join me in thanking those who keep contributing to the X-Plane
 database. Helpful feedback is always appreciated.



 -  Robin



 Robin Peel

 Seattle, Washington, USA



 Custodian of the X-Plane master database of airports and nav-aids



 ro...@xsquawkbox.net

 Visit the X-Plane airport  navigation data home page at
 http://data.x-plane.com





 [Non-text portions of this message have been removed]



 

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[Flightgear-devel] Weather issues for 2.6

2011-12-14 Thread thorsten . i . renk
Thanks to Hooray who helped me setting up the CMake environment and the
guys at Infocare who finally managed to fix heat management of my
computer, I am now back on the devel tree. I've done a few tests yesterday
and identified a list of weather-related issues which I think should be
addressed (unfortunately, I can't do all myself).

(all refers to GIT as pulled yesterday afternoon and FG, SG and FGData in
sync)

1) Local Weather places clouds at the wrong altitude. (I will fix that).

2) The GUI is not consistent with the system (I will fix that)

3) High-altitude single-layer non-rotated clouds get shaded when the
ground gets shaded (I verified that they are subject to
/rendering/scene/saturation, but I believe I can undo this dependency in
the model xml wrapper - I'll try to deal with it)

4) Clouds now appear to be loaded in discrete lumps when they come into
visual range rather than gradually be faded in via transparency which
looks a bit ugly from high altitude - Stuart, is this intentional and a
performance-related issue? I have verified that the corresponding tile is
already loaded, so it's not something my part of the system does.

5) Changing the cloud density slider with LW clouds in the scene still
erases all clouds for me. Imho, would be a net option to have. Stuart,
what are your plans?

6) External rain textures are visible through clouds from above, looking
very silly. As far as I understand, since rain textures are true models
with 2d billboard animation whereas clouds are sprites with shader
rotation, the issue here is the render-bin again (?). I see three
possibilities - either we write a 2d rotation shader like the cloud shader
and use it for the rain textures and the infrastructure to go with it,
then rain is just like clouds and it should be fine. Or there is a way to
assign a render-bin somehow to the model as it is loaded. Or external rain
textures go away for the moment.

7) Similar problem with non-rotated high-altitude clouds - they are always
drawn in front of any other clouds, which looks silly when you see them
through a low overcast layer. Most of the time it's not so bad though,
since clouds on clouds is low contrast. So again, either they get a
non-rotating cloud shader and the infrastructure (difficult, since they're
really on curved sheets modelled to follow the cloud structure) or they
can be assigned to a bin which does the sorting right. Or they stay as
they are.

8) Local Weather has no precipitation rendering. This is due to the fact
that the system uses its own layer altitude definition and a 3d definition
of where rain is falling, whereas the precipitation rendering system uses
a lowest altitude criterion. Since lowest layer altitude is always zero
when local weather is running (it uses its own cloud altitude management
and since clouds need to be placed with offset to the layer, it's easiest
to make that layer zero) Local Weather has never rain unless you fly to
the dead sea (not much chance of rain there either...).

Could someone please provide a dumb rain and snow flag which always
renders rain when that flag is set and leave it to the weather system to
set/unset that flag as it sees fit?

9) Water shader (very impressive!!!) doesn't react to wind/overcast in
Local Weather. Vivian, Emilian - at some point we discussed an interface
of how to pass the situation to the shader. Technically it's really easy
for me to write in any form you like - just tell me where you want to pick
up that info.

10) Skydome scattering shader - is now basically broken in overcast
situations when visibility is low, because the clouds fade rapidly but the
shader doesn't react, so more blue sky is seen when visibility goes down.
In October, I had a near-seamless solution to that involving the ground
haze shader, a modified skydome shader, and modified cloud distance fading
behaviour which did the trick both for local and global weather (which was
also posted in the forum as very experimental feature). Is anyone (Vivian,
Emilian?) still working on that - or should this better go into the next
release?

All in all, the performance requirements of the current version are weird.
I took my Carrier-Ops flight from Vinson to Nimitz in the F-14b which used
to have good framerate (no terrain) and I ended up with 14 fps. Not really
improved a lot by switching water shader off... I then wanted to know how
far down it'd go in really detailed scenery and used the Lightning to
blast around Hawaii to Maui - with similar cloud coverage I ended up with
twice the framerate and a comfortable 24-30 fps. With the Concorde on the
runway in Seattle, I had a whopping 3 fps (never seen anything this
low...), but the AAr with the F-16 around Las Vegas gave me 34-40 fps
(again in similar clouds). Doesn't agree at all with my previous
experience.

Cheers,

* Thorsten


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Re: [Flightgear-devel] Git rebase, not merge (for simgear / flightgear commits)

2011-12-14 Thread Gijs de Rooy

Hi James,

thanks for bringing this up (again)! Last Sunday I actualy started documenting 
the use of rebase when 
applying mere-requests: http://wiki.flightgear.org/Git#Merge_requests Would be 
nice if you (and others,
like our Git-pro AndersG) could extend/correct it ;)

In the new git rules we encourage people to use merge requests whenever 
possible, so we better 
document how to apply them nicely!



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Re: [Flightgear-devel] Weather issues for 2.6

2011-12-14 Thread Stuart Buchanan
On Wed, Dec 14, 2011 at 10:35 AM,  Thorsten R. wrote:
 Thanks to Hooray who helped me setting up the CMake environment and the
 guys at Infocare who finally managed to fix heat management of my
 computer, I am now back on the devel tree. I've done a few tests yesterday
 and identified a list of weather-related issues which I think should be
 addressed (unfortunately, I can't do all myself).

Glad you're computer has been sorted.

 4) Clouds now appear to be loaded in discrete lumps when they come into
 visual range rather than gradually be faded in via transparency which
 looks a bit ugly from high altitude - Stuart, is this intentional and a
 performance-related issue?
Neither. I think it's a bug due to the way in which LoD is handled - basically
the LoD is cutting in before the transparency fading. The LoD is static,
while the transparency can be set by the user. I need to make the LoD
dynamic,

 5) Changing the cloud density slider with LW clouds in the scene still
 erases all clouds for me. Imho, would be a net option to have. Stuart,
 what are your plans?
No plans to fix this at present, The underlying problem is that changing
the cloud density causes the clouds to be regenerated from the weather
conditions. Unfortunately changing that will require quite some
re-architecting. I'll bear it in mind in my performance work to see if I
can make it easier.

 6) External rain textures are visible through clouds from above, looking
 very silly. As far as I understand, since rain textures are true models
 with 2d billboard animation whereas clouds are sprites with shader
 rotation, the issue here is the render-bin again (?). I see three
 possibilities - either we write a 2d rotation shader like the cloud shader
 and use it for the rain textures and the infrastructure to go with it,
 then rain is just like clouds and it should be fine. Or there is a way to
 assign a render-bin somehow to the model as it is loaded. Or external rain
 textures go away for the moment.
You should be able to set the render bin for the effect if you are using one.
Alternatively, it may be that we can get more performance from the clouds
such that we won't need to put them in a separate render-bin.

-Stuart

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Re: [Flightgear-devel] Trying to get more performance out of the 3D clouds!

2011-12-14 Thread Stuart Buchanan
On Mon, Dec 12, 2011 at 8:19 AM, Erik Hofman wrote:
 This reminds me that vegetation uses a texture strip with 8 different
 trees at a size of 256x64 pixels whereas clouds use one texture for
 every cloud (puff) using 256x256 pixels. Maybe that makes a difference?

It varies by cloud definition, but most of the global clouds use a single
texture containing 16 different cloud types, so we're pretty efficient.

 By the way, both use transparency.
In slightly different ways. The trees use two passes - one with
alpha-testing to draw the opaque parts, and another with alpha-blending
to handle the edges.

The clouds just use alpha-blending. I've tried using two passes with
the clouds, but the performance and visual impact was not good.

-Stuart

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Re: [Flightgear-devel] Trying to get more performance out of the 3Dclouds!

2011-12-14 Thread Stuart Buchanan
2011/12/14 Mathias Fröhlich wrote:
 But, the question is how many cloud drawables do we have? The render Bin
 sorting bottleneck - if we run into this - is O(log(n)*n) with the n= number
 depth sorted drawables. Which means we need to have a huge amount of cloud
 drawables that this effect dominates.

As you've seen from the code, at present, we have a cloud drawable per sprite,
where there are multiple sprites per cloud, and 1000 clouds in a
typical Cu layer.

 Ok, looking into the Cloud drawable implementation, I believe that your almost
 first response is probably the easiest. Just without point sprites, just
 improoving what is currently done:
 Try to put that multiple draws into a single draw using array objects.
 Make sure that you still get a 'fast drawable'. YOu can verify this by asking
 the geometry if osg::Geometry::areFastPathsUsed() returns true. That is
 mostly: do not use any index arrays. The only indices which may be worthwhile
 are the indexed primitives sets.
 Sorting inside the drawable is then done by either redoing the arrays or
 probably better by using an indexed primitive set and reordering the indices.

I will try this tonight. Thanks again for looking into this and
helping to point me
in the right direction.

(BTW - I think I've managed to get Impostors working though I've still to see
any performance gain)

-Stuart

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[Flightgear-devel] Cessna 172p cockpit improvement

2011-12-14 Thread Stephan Bourgeois

Hello everybody,
I have been looking at improving the Cessna 172p cockpit. I have been mostly 
focusing on the instruments. I am creating new 256px textures, and modifying 
the geometry and xml files when required. All the work is based on pictures of 
Cessna cockpits and pictures of instruments posted by avionics resellers. So 
far I have been working from the latest c172p model from the website, and 
running Flightgear 1.9.1-1 on Ubuntu.
You can see the work done so far on 
https://picasaweb.google.com/lh/photo/l-C4kL0msqOhfYg3pW78trtBKth8brfvXTX_6GVpOLg(
 The next picture shows a close-up. This album also contains older tests I made 
in 2010 )
Here are some questions:1. Should I work from a c172p model more recent than on 
the website? If so, where can I find the Aircrafts in gitorious?2. How do I 
contribute? Do I learn to use git and create a branch? Do I post the aircraft 
as a .zip file for someone to look at?3. Should I run a more recent flightgear 
version? (e.g. compile 2.4.0 from source)
Thank You. Please give feedback and comments on the changes.Yours,Stephan.
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Re: [Flightgear-devel] Trying to get more performance out of the 3Dclouds!

2011-12-14 Thread James Turner

On 14 Dec 2011, at 14:49, Stuart Buchanan wrote:

 (BTW - I think I've managed to get Impostors working though I've still to see
 any performance gain)

That's very interesting, because if we had truly generic impostors working, 
they could also be used to push out the scenery rendering substantially.

(basically, tiles beyond the core rings would be rendered as impostors - 
there's some demos of people doing this online, in other terrain engines)

James


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Re: [Flightgear-devel] Cessna 172p cockpit improvement

2011-12-14 Thread Fernando García Liñán
Hello Stephan,

It looks nice so far! But someone has already improved it, you can find
more info here: http://flightgear.org/forums/viewtopic.php?f=14t=10187

You don't need to upload it to GIT by yourself, you can pack it in a .zip
and a FGData committer can upload it for you.

If you run a more recent version of FG, much better! You can use the latest
tools and options. But I recommend to switch to the development version
(GIT). More info here http://wiki.flightgear.org/FlightGear_and_Git

Cheers.

2011/12/14 Stephan Bourgeois stepha...@hotmail.com

  Hello everybody,

 I have been looking at improving the Cessna 172p cockpit. I have been
 mostly focusing on the instruments. I am creating new 256px textures, and
 modifying the geometry and xml files when required. All the work is based
 on pictures of Cessna cockpits and pictures of instruments posted by
 avionics resellers. So far I have been working from the latest c172p
 model from the website, and running Flightgear 1.9.1-1 on Ubuntu.

 You can see the work done so far on

 https://picasaweb.google.com/lh/photo/l-C4kL0msqOhfYg3pW78trtBKth8brfvXTX_6GVpOLg
 ( The next picture shows a close-up. This album also contains older tests
 I made in 2010 )

 Here are some questions:
 1. Should I work from a c172p model more recent than on the website? If
 so, where can I find the Aircrafts in gitorious?
 2. How do I contribute? Do I learn to use git and create a branch? Do I
 post the aircraft as a .zip file for someone to look at?
 3. Should I run a more recent flightgear version? (e.g. compile 2.4.0 from
 source)

 Thank You. Please give feedback and comments on the changes.
 Yours,
 Stephan.



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Re: [Flightgear-devel] Cessna 172p cockpit improvement

2011-12-14 Thread Torsten Dreyer

 Here are some questions:
 1. Should I work from a c172p model more recent than on the website? 
 If so, where can I find the Aircrafts in gitorious?
 2. How do I contribute? Do I learn to use git and create a branch? Do 
 I post the aircraft as a .zip file for someone to look at?
 3. Should I run a more recent flightgear version? (e.g. compile 2.4.0 
 from source)


Hi Stephan,

Stuart currently is our maintainer for the c172p and it might be a good 
idea to coordinate your efforts with him to avoid duplicate work. It is 
usually best to develop against the latest state of development which 
you can find at http://gitorious.org/fg
Our aircraft are still in the fgdata sub project with it's direct link
http://gitorious.org/fg/fgdata
I'd strongly recommend learning git. Creating merge requests is by far 
the best way for commiters to apply patches.
And for the binary, it is best to run not only the latest version 
(2.4.0) but build from source from the current HEAD of the next branches 
to make sure your changes are compatible with the next version of 
FlightGear.

I hope this helps getting you started. The learnig curve is a little 
steep in the beginning but if you get stuck, there are many documents 
about compiling from source at the wiki and many helping hands at the 
forum or here on the list.

Torsten

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Re: [Flightgear-devel] Cessna 172p cockpit improvement

2011-12-14 Thread Stuart Buchanan
On Wed, Dec 14, 2011 at 4:52 PM, Fernando García Liñán wrote:
 Hello Stephan,

 It looks nice so far! But someone has already improved it, you can find more
 info here: http://flightgear.org/forums/viewtopic.php?f=14t=10187

The changes Fernando refers to were applied before the 2.4.0 release, so any
changes that Stephan has made will be in addition. There's always room
to improve the aircraft further!

As Torsten says, working from git will ensure that your changes will be
against the very latest version of the aircraft, and will avoid hitting
incompatibility issues (as you may see from the referenced forum topic).

I currently maintain the c172p.  The only other changes I'm aware of are
some significant updates that Gijs was working on prior to the 2.4.0 release.
I don't know whether he's still working on them - Gijs?

Finally, if you've got some very straightforward changes, such as a texture
update, you can just email them to me, and I'll see if I can apply them.

-Stuart

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Re: [Flightgear-devel] Cessna 172p cockpit improvement

2011-12-14 Thread Gijs de Rooy

Hi all, Stephan in particular,

 Stuart wrote:
 I currently maintain the c172p.  The only other changes I'm aware of are
 some significant updates that Gijs was working on prior to the 2.4.0 release.
 I don't know whether he's still working on them - Gijs?

Right, I had indeed quite some updates (almost the entire cockpit appeared to 
be 
wrong scale/size etc.). But apparently I deleted the merge request that we used
to discuss the changes and I don't have it at hand on this computer... So we can
consider it lost. It was too much of a rehaul anyway. I even ended up changing 
the 
doors because they were incorrect. :-)

A great source of dimensions is http://gallery.tigert.com/gallery/c172dim 
Note that this is a C172N (not P), but there doesn't seem to be much of a 
difference
 between the two models cockpitwise.

Stuart, now we're at it, could you please decrease the cockpit-status-rating of 
the 
C172P? It really is not complete and does not fit the five-stars category. For 
example, 
our current model even lacks something as a master switch! Nor does it have 
photo-
realistic texturing...

Cheers,
Gijs
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Re: [Flightgear-devel] Cessna 172p cockpit improvement

2011-12-14 Thread Martin Spott
Gijs de Rooy wrote:

 Stuart, now we're at it, could you please decrease the cockpit-status-rating 
 of the 
 C172P? It really is not complete and does not fit the five-stars category. 
 For example, 
 our current model even lacks something as a master switch! Nor does it have 
 photo-
 realistic texturing...

Given the fact that all of the past attempts to add photo-realistic
texturing to the C172 cockpit ended up in a disputable look I'd rather
count this as a bonus point  ;-)

Cheers,
Martin.
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Re: [Flightgear-devel] Cessna 172p cockpit improvement

2011-12-14 Thread Martin Spott
Stuart Buchanan wrote:

 I currently maintain the c172p.

I still don't understand why Heiko was alienated from maintaining the
C172 model 

Martin.
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Re: [Flightgear-devel] Trying to get more performance out of the 3Dclouds!

2011-12-14 Thread Mathias Fröhlich

Stuart,

On Wednesday, December 14, 2011 15:49:22 Stuart Buchanan wrote:
 2011/12/14 Mathias Fröhlich wrote:
  But, the question is how many cloud drawables do we have? The render Bin
  sorting bottleneck - if we run into this - is O(log(n)*n) with the n=
  number depth sorted drawables. Which means we need to have a huge amount
  of cloud drawables that this effect dominates.
 
 As you've seen from the code, at present, we have a cloud drawable per
 sprite, where there are multiple sprites per cloud, and 1000 clouds in a
 typical Cu layer.

Than I assume 10 to 500 sprites in one cloud?
Which makes about 1  draws for the clouds.
That could explain the observations.
Ok - thanks.

  Ok, looking into the Cloud drawable implementation, I believe that your
  almost first response is probably the easiest. Just without point
  sprites, just improoving what is currently done:
  Try to put that multiple draws into a single draw using array objects.
  Make sure that you still get a 'fast drawable'. YOu can verify this by
  asking the geometry if osg::Geometry::areFastPathsUsed() returns true.
  That is mostly: do not use any index arrays. The only indices which may
  be worthwhile are the indexed primitives sets.
  Sorting inside the drawable is then done by either redoing the arrays or
  probably better by using an indexed primitive set and reordering the
  indices.
 
 I will try this tonight. Thanks again for looking into this and
 helping to point me
 in the right direction.
 
 (BTW - I think I've managed to get Impostors working though I've still to
 see any performance gain)
Ok, if this helps this is fine.
So the granularity is one cloud per imposter?

For this approach, you need to know that setting up a new fbo for draw is not 
exactly cheap. It's not catastropic, but again don't do too often.
Also each cloud probably uses one texture of some size which will occupy 
memory. Having 1000 of them is probably significant.
Also drawing a cloud is than not only the draw, but also the texture change 
state change that needs to happen on every draw.
This could still be a net win. But that's what I think is good to know to 
balance the orders of magnitude.

May be it helps to have less individual clouds where each of them is drawn 
with a single draw?

An idea that I had yesterday. Just a dumb question:
Is it possible that we have some problem so that we have more clouds in the 
visible scene than we really expect there? That is is there a bug that makes 
some of them being drawn techically but not appear on the screen where they 
should be? Which could make draw so expensive by drawing more than we can see?
So, just because experience shows that problems have often very simple reasons 
compared to the first ideas what could happen ...

I hope that I really guide into the right direction.
Greetings

Mathias

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