Re: [Flightgear-devel] [Flightgear-commitlogs] FlightGear Base Package branch, master,

2011-12-30 Thread Gijs de Rooy
Right, this throttle % was used in the startup tutorial, so I copied it for 
consistency...

Feel free to change it though. I'll leave in vacation in an hour, so don't rely 
on me :-)

 To: flightgear-devel@lists.sourceforge.net
 From: martin.sp...@mgras.net
 Date: Thu, 29 Dec 2011 23:31:14 +
 Subject: Re: [Flightgear-devel] [Flightgear-commitlogs] FlightGear Base   
 Package branch, master, 
 
 Flightgear-commitlogs wrote:
  The branch, master has been updated
  
  - Log -
  commit c8d6a0afe0d9f2d35f2da9ce9a23b8974803b731
  Author: Gijs de Rooy
  Date:   Thu Dec 29 17:02:33 2011 +0100
  
 Taxiing tutorial: C172P does not move with throttle near idle.
 [...]
  +messageI've already started the engine. Press Shift-B to release the 
  parking brake. Throttle up to about 
  +  20%
 
 RPM is a more commonly used unit for engine power on simple piston
 engines (without injection or turbo),
 
   Martin.
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[Flightgear-devel] DDS texures (Was: Improving random trees buildings)

2011-12-30 Thread Mathias Fröhlich

Hi,

On Friday, December 30, 2011 00:09:20 Csaba Halász wrote:
 I wonder if there is an open standard counterpart that can do the same
 as the dds compression? Or is the whole idea patented? (Eww, too broad
 software patents are the work of the devil).

No, Sadly.

It is all about an OpenGL extension that could be exposed or not. If it is 
exposed you are allowed to provide texture images in the precompressed format. 
If this is not exposed you are not allowed and the implementation may behave 
undefined. This is perfectly legal for an OpenGL implementation -  the usual 
extension behaviour. By providing these precompressed data blobs without 
checking for this extension is an applications fault.
Ok, what to do if we detect that we cannot feed the implementation with these 
blobs?
We could try to decompress the blobs? --- No, patent infringement!!!
Just feed the blobs? --- No, the driver may behave undefined - at least it 
does not work as expected.

So, what can we do?
I can see several approaches:

* Just do not use the patented compression stuff. The precomputed mipmaps could 
probably do the job of avoiding the hangs (hopefully? to be checked?). May be 
we could lower disk space usage by providing a dds.gz or similar wrapper?

* If it's just the mipmaps. May be we can precompute the mipmaps using the cpu 
in the database loader thread. This would help all textures not only the ones 
that could be converted. May be this is the most generic solution.

* Implement some kind of image lookup order that knows if the compressed files 
could be handled or not. On loading an image in case of available compression 
first try to find a dds file with the same name of the original one. That 
involves some 'magic' which often leads to problems but that could at least 
work.

Other ideas? Also may be creative ones?

Next step is to make sure that compression is not required to avoid the hangs.
My favorite bet would be that then the new configure option regarding texture 
compression needs to be set to none.

Greetings

Mathias

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Re: [Flightgear-devel] Improving random trees buildings

2011-12-30 Thread Erik Hofman
On Fri, 2011-12-30 at 00:07 +, Vivian Meazza wrote:
 The F16 is just excellent here. I get a slight pause on first switching
 from an internal to external view, but I expect that is the texture loading
 for the first time. Thereafter it is as near instantaneous as you could
 wish. Likewise livery changes.
 
 Couple of small bugs - a USAF insignia seem to get left behind on the lower
 wing surface when changing liveries and some errors:
 
  Property systems/hook/tailhook-cmd-norm is already defined.
 Could not find at least one of the following objects for animation:
 'Pilot_int'
 Could not find at least one of the following objects for animation:
 'Pilot_int'
 Could not find at least one of the following objects for animation:
 'Pilot_int'
 
 Some of the textures aren't properly aligned on the RNlAF-J015-demo livery 
 
 
 Overall an excellent experience! However, this is perhaps not a totally fair
 test: I'm running Windows XP on a 128GB SSD, with a Core2 Quad and nVidia
 GTX 260, so I would expect quick switching etc. 

Yes but I assume this is with the recent DDS textures. They were put in
git because it does seem toe solve the problem. Now we have to figure
out what exactly makes them behave better over PNG/rgb textures.

Thanks for the bug reports. I also noticed this yesterday when fiddling
with the textures :)

Erik


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Re: [Flightgear-devel] Local Weather 1.4

2011-12-30 Thread Torsten Dreyer

 It's actually surprisingly intricate. For instance, Local Weather allows
 for boundary layer gusty winds. For some problems (the wave pattern) you'd
 like to have the base (mean) wind at the surface, for others (windsock)
 rather the actual wind that the aircraft is feeling.

 I am now internally storing the interpolated wind (wind at aircraft
 location and altitude based on all available 3d interpolation points), the
 current wind (interpolated wind after local boundary layer correction and
 gust effects), the interpolated surface wind at current location and the
 current surface wind at current location.

 May I suggest a subfolder /environment/surface (and possible subfolders
 /environment/location[i] in case a location other than aircraft position
 is needed?

 /environment/surface/ could then contain

 surface-base-wind-speed-kt
 surface-base-wind-direction-deg
 surface-actual-wind-speed-kt (for gusts)
 surface-actual-wind-direction-deg (for variable winds)

 In addition we could maybe use

 effective-cloud-coverage-octas (how much is covered by the sum of all
 relavant layers)
 wetness-flag (boolean - in case we want to use wetness-dependent textures)
 snow-level-ft
I have to postpone all this for a few weeks, but I have starred this 
mail. Please ping me, if I don't wake up after the release ;-)
 I hope we find a way to integrate global weather and local weather
 into just weather one day which provides the full range, from simple
 ..
 I wouldn't have any problems with that.
Hehe - you will! That will most likely require some restructuring of 
code from both, the local weather and the fg core.
 It's just difficult for me to
 imagine how it would look like, as the philosophy is rather different.
 Although the boundaries become more and more blurry since now both systems
 refer to the same set of cloud textures and to the same rendering system.
 If anyone has a vision how the finished product should look like, please
 let me know :-)
FSweekend and LinuxTag are excellent places for a brainstorming ;-)

 By the way, Torsten, could you clarify the status of

 --prop:/environment/terrain/area[0]/enabled=1

 to start the terrainsampler in 2.6 - will this be needed at startup (i.e.
 should I re-activate the check at startup if this is on), or will the
 sampler be available automatically, i.e. can I assume that the system will
 be available?
The property /environment/terrain/area[0]/enables is set to a boolean 
value of false on startup. This ensures the sampler is instantiated but 
not running. You should set it to true when you enable local weather and 
reset it to false when you disable local weather. Also, make sure to set 
/environment/terrain/area[0]/input/use-aircraft-position to true if want 
to sample the area around the aircraft's position.
So, No: the --prop switch will no longer be needed at startup, the 
sampler is there but disabled, you can assume the system will be available.

HTH, Torsten

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Re: [Flightgear-devel] DDS texures (Was: Improving random trees buildings)

2011-12-30 Thread Frederic Bouvier
Hi,

 De: Mathias Fröhlich

 * If it's just the mipmaps. May be we can precompute the mipmaps using the cpu
 in the database loader thread. This would help all textures not only the ones
 that could be converted. May be this is the most generic solution.

I implemented a mipmap control and generation tool in effects when I last 
updated
the urban shader. For the moment, it relies on hardware when the average 
operator 
is used for all texture channels but it could easily be modified to compute 
all mipmap on the CPU. look the mipmap-control effect option and 
mipmap.[ch]xx in SG material lib

Regards,
-Fred

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Re: [Flightgear-devel] DDS texures (Was: Improving random trees

2011-12-30 Thread Erik Hofman
On Fri, 2011-12-30 at 10:42 +0100, Mathias Fröhlich wrote:

 * If it's just the mipmaps. May be we can precompute the mipmaps using the 
 cpu 
 in the database loader thread. This would help all textures not only the ones 
 that could be converted. May be this is the most generic solution.

Ok I'm quite convinced it's a mipmap problem.
I tested uncompressed dds textures with pre generated mipmaps with
different compression techniques but none of them improve the situation
much. Switching to uncompressed DDS textures with mimaps however speeds
things up roughly three times (just onder 3 sec. instead of around 10
sec to switch).

Erik


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Re: [Flightgear-devel] Announcing Project Rembrandt

2011-12-30 Thread Frederic Bouvier
Hi Mathias

 De: Mathias Fröhlich
 
 Fred,
 
 On Sunday, December 18, 2011 10:18:39 Frederic Bouvier wrote:
  Your patronage will be welcome.
 
 Ok.
 My problem is that I have too many open projects currently. So,
 promising to help here is something I cannot do today. But Sure, 
 if you have questions feel free to ask. But I currently cannot 
 invest much concrete work into this.

The problem I have to solve currently is how to feed the G-Buffer 
to the Effect system because the textures used to store it are 
camera-dependent (in a multi screen context) but the pass (which 
is a stateset) is built once for all.


 I will in any case come back to you and this changes for fgviewer.
 This was the code where I wanted to introduce a different fog/sky
 algorithm that will decouple the atmospehric computations from the 
 actual models. This is also something that requires rendering the 
 actual scene into a set of fbos and was thought as a prework for 
 what you are doing now. But I am completely happy with an other 
 approach. I just see that we will need this kind of stuff.

Currently, the fog is computed using the depth buffer as a post-process
pass. Any smarter computation (like atmospheric scattering) is just
a matter of writing a single shader that would replace the default
fog computation.

 So, may be just one question for what you have done already again
 without looking into any code:
 
 You do not require float textures?
 As far as I can see, there is a patent issue on this extension and
 usually this is not strictly required.
 Using a fixed point representation that makes use of the usual 
 depth buffer - one that scales differently than the usualy 
 perspective depth - could be used instead and I think we should 
 use this in the end. In the end this really gives even better 
 accuracy than a float representation since floats waste some
 bits for the expontent, where a fixed point representation could 
 just use all the bits for accuracy.

I used Policarpo's tutorial on deferred shading so I don't store 
absolute world position in a float texture. As described in the 
tutorial, I used the view direction and the depth value to compute 
the eye space position of the fragment.

Nevertheless, I use float texture to store the normals. I tried 
setting up a normal buffer with just luminance and alpha with 
half-float while the color buffers were rgb8 but it was very slow. 
Instead I used rgba16f for all textures (except the depth buffer). 
As I use additive blending to collect the lights, I thought it 
would be possible to have some kind of HDR without the risk of 
saturating the 8bit color components. I can try to use 2 color 
channels to store the x and y components of the normal and 
reconstruct the z part with sqrt(1 - (x^2+y^2)) but that won't 
solve the saturation issue. Some use LUV color space to store 
higher intensity in RGB8 but afaik, it don't support additive 
blending.


 
 Appart from that:
 
 merry christmas!

Happy new year,
-Fred
http://wiki.flightgear.org/Project_Rembrandt

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Re: [Flightgear-devel] Improving random trees buildings

2011-12-30 Thread Vivian Meazza


 -Original Message-
 From: Mathias Fröhlich [mailto:mathias.froehl...@gmx.net]
 Sent: 29 December 2011 20:04
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Improving random trees  buildings
 
 
 Vivian,
 
 On Thursday, December 29, 2011 17:36:24 Vivian Meazza wrote:
  I don't fully understand the point - we're not using .dds, and fancy
 shaders
  as the default option - what else isn't working with open source
 drivers?
 
 Well, the default f16 does not work anymore for example.
 I have also never tried the new textures, but I assume that these also
 contain
 precompressed data? Also you claimed that the old texture files start to
 bitrot
 comared to the new ones which makes me think that the new standard should
 be
 the dds files. This together makes me think that the dds files should
 replace
 the traditional image files.

Yes - the new textures do contain pre-compressed data. Emilian is the
driving force behind the new .dds terrain textures, and some of the features
he has used cannot (as I understand it) be back-ported to png textures. So
yes, there would be merit in making the dds terrain textures the default,
but since we were aware of at least some of the problems this might cause we
made it a switchable option. 
 
  FlightGear should be working just as it always was. Those unable or
  unwilling to use closed source or fully compliant drivers just don't get
 to
  see some of the fancier eye-candy, but that should be all.
 Well, the drivers are fully compiant. And if compliance would be a problem
 I
 would rather improove the driver than raise this at an application level.
 
 These kind of precompressed images limits their usage to a specific set of
 drivers. And no, due to the patent issues no open source code including
 ours
 is allowed to implement compression/decompression code for these image
 formats. Even if this is easy implementation wise.
 
   So, I think the mipmap generation hangs with the nvidia drivers are a
   serious
   problem. But just limiting everything to the use of exactly this
 driver
   where
   this problem is worst cannot be a valid answer.
 
  I haven't see such a problem - now I will look for it.

The hangs are caused by mipmap generation on the fly by OSG? 

 Ok, for that you might need to understand that the reason for Erik to use
 the
 dds files for the f16 is that they appear to improove the hangs that occur
 with
 ati and nvidias drivers on mipmap computation.

I would expect that. Of course, dds should improve the situation.

 Which means either use the f16 together with the closed source stuff or
 don't
 use the f16.
 
 This is as of today *practically mutually exclusive*.

That isn't the only solution - it is not difficult to provide an F16 with
png texures and one with dds, allowing the user to select which one is most
suitable. Not ideal, but a workaround
 
   I would like to have a flightgear that is by default just running on
   every average system. Having this run faster on a special configured
   system with some
   better configuration options and hand tuned hardware and drivers is
 very
   fine.
   But without tuning it must at least work in an acceptable way.
 
  It should - and I thought it did - I see no problems here with shaders
 off
  and using the default materials.dds - where is the problem?
 
 As long as all is optional, the 'old stuff' is not bitrotting and as long
 as
 the usual model still work, this should not be a huge problem.
 
 I already told, I can tolerate not having the f16 - that would be sad, but
 ok
 - but if the same happens with the majority of our texture files, I would
 object.

The old texture files are static and I would expect them to work into the
future, but the new dds textures will leave them further behind as work
progresses. The only problem in htat is that some users will lose out on
some eyecandy - it will not affect the basic operation of the sim.

 And this is what I try to do now:
 Object against using these patented compression algorithms.
 I do not care for the on disk format of any image file we have. But the
 problem
 is that some kind of precompression that can be stored in these dds files
 cannot be used with other drivers than the closed ati and nvidia ones.
 As long as these patented compression techiques are not used, every OpenGL
 driver can use this and displays this fine.
 
 Think: Intel has the hugest marketshare in graphics today. If I remember
 right, they sell more than ati and nvidia together (*). This kind of
 change in
 effect rules out the majority of users as intel cannot work with these
 files.
 
 (*) There are several statistics out there, this is the intel one that
 counts
 all sold computers. AMD does usually counts the revenue made with graphics
 boards (where ati wins I believe) or nvidia that usually limit statistics
 to
 professional systems (where nvidia wins).
 ... or something along the lines - you get the idea.
 
   I have checked in a change to 

Re: [Flightgear-devel] Live Multiplayer

2011-12-30 Thread Martin Spott
Hi Scott,

Scott wrote:

  If you are looking for a place to host this in gitorious (I'm not sure
 if it should be part of the FG repository???)

Well, I suspect the FlightGear ecosystem is still the best ground for
OpenRadar to develop on, therefore hosting it alongside with FG sounds
like the best idea to me to attract public interest.
I'll ping James   Hi James, what do you think, same procedure as
with getstart, terragear-cs and sceneryweb or do you think the
number of sub-projects is growing too much ?

Cheers,
Martin.
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[Flightgear-devel] High altitude horizon

2011-12-30 Thread thorsten . i . renk

In case there is any lingering doubt that Flightgear can't deal with
horizon curvature at high altitude:

http://www.flightgear.org/forums/viewtopic.php?f=19t=14844

(taking the X-15 to 270.000 ft)

Done with recent Local Weather (which, as I discovered, is fine with Mach
6) and Terrain Haze shader, LOD bare range is 150 km, max. visibility is
limited to 120 km (something culls the terrain when I try to get a bit
more...but I'd probably run out of memory at some point anyway), frame
rate was consistently between 20 and 25.

No cheats or readjustments of the shader parameters - the whole change in
the sky and horizon is seamless from the ground all the way up to 270.000
ft.

* Thorsten


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Re: [Flightgear-devel] High altitude horizon

2011-12-30 Thread Erik Hofman
On Fri, 2011-12-30 at 16:47 +0200, thorsten.i.r...@jyu.fi wrote:
 In case there is any lingering doubt that Flightgear can't deal with
 horizon curvature at high altitude:
 
 http://www.flightgear.org/forums/viewtopic.php?f=19t=14844
 
 (taking the X-15 to 270.000 ft)
 
 Done with recent Local Weather (which, as I discovered, is fine with Mach
 6) and Terrain Haze shader, LOD bare range is 150 km, max. visibility is
 limited to 120 km (something culls the terrain when I try to get a bit
 more...but I'd probably run out of memory at some point anyway), frame
 rate was consistently between 20 and 25.
 
 No cheats or readjustments of the shader parameters - the whole change in
 the sky and horizon is seamless from the ground all the way up to 270.000
 ft.

Impressive!

Erik


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Re: [Flightgear-devel] DDS texures (Was: Improving random trees buildings)

2011-12-30 Thread Gene Buckle

On Fri, 30 Dec 2011, Mathias Fröhlich wrote:


blobs?
We could try to decompress the blobs? --- No, patent infringement!!!


I call shennanigans.  There's no way a process that obvious could be 
patented and if some mouth breathing derp DID patent it, it needs to be 
ignored.


g.

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[Flightgear-devel] Change in telnet string get behavior, or string change?

2011-12-30 Thread Geoff McLane
Hi all...

I am sure this worked before, but now I seem unable to 
get the WHOLE metar string from /environment/metar/data...

This is in a perl script, using IO::Socket - in the past 
it worked perfectly ;=))

In the Debug - Browse Internal Properties I can 'see' 
the whole string like say -
'2011/12/30 17:00\nYSDU 301700Z AUTO 12010KT etc...'

But now my perl script ONLY receives the data before the 
'\n'... using either simple --telnet=, which is slow, 
or say --telnet=foo,bar,20,foo,,bar, which reduces 
the average access time to less than 0.1 seconds, as the 
FG command...

Of course in the script I have tried setting the socket 
handle to binmode $SOCKET, but this does not help...

As I say this worked before - perhaps months ago - probably 
prior 2.4 release... but I do not remember this '\n' being 
in the string...

I have tried testing if (!eof $SOCKET) and doing a 2nd 
read, $val = $SOCKET, but this always blocks! ;=((

It seems either the internal handling of sending of this string 
has changed, and it stops at the '\n', and the balance of the 
string is sent as a 2nd, 3rd, or 4th send, after other 'gets'

That is, if I send 'get /environment/metar/data', receive the 
first part, then follow quickly with some other 'get ...' 
of some other 'properties', it seems the second part 
of the metar is then sent in reply to one of the subsequent 
get requests, which, as you can imagine, can create 
a REAL MESS ;=((

It is simply not predictable in which of the subsequent 'gets' 
where the balance of the string will appear... but it does 
usually appear... and puts all other 'gets' out of order... 

But is 'lost' if I wait several seconds before the next 
get...

And I have no problem with HUNDREDS of other 'gets',
T/F, doubles, strings, provided I do not try to get this 
specific metar string... or if I put a several seconds delay 
after it, before the next get...

Anyway, is this just me, or has the FG telnet code 
changed somehow? Or simply has this '\n' has been added to 
the metar string relatively recently, and telnet 'stumbles' 
on this LF...

Now that I have tried everything I can think of to change 
my perl script handling, setting non-blocking, add delays, etc, 
etc, etc, will also take a look at the FG code, but meantime 
maybe someone can offer some quick pointers...

Help needed...

Regards,
Geoff.

PS: I have added a simple telnet perl script, chopped from 
my larger script, which should demonstrates the problem...
 http://geoffair.org/tmp/simptelnet.txt 
run with a command say 'localhost ', or whatever...

But also maybe perl/telnet experts can point out the error 
in the script ;=() or offer suggestions...



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[Flightgear-devel] How to compile Terragear-cs ?

2011-12-30 Thread Clément de l'Hamaide

Hi all,

I would like to contribute to airports/sceneries. I'm young real pilot and I 
like to remake the airport where I fly in real life.
I've seen that many people have many problem to compile TerraGear. This is why 
I started to create a similar download_and_install script than brisa script 
but for TerraGear.

I need some help from someone who have a better know than me about TerraGear.
I have asked help on IRC but nobody can help me. I have create a thread on US 
forums and at the moment I have no answer.
I've seen some people works with TerraGear (apt850, improve scenery...) if 
these people can help me to finalize my script then I can diffuse it and I'm 
sure many people become contributors with this simple script.

You can see my thread here : 
http://www.flightgear.org/forums/viewtopic.php?f=20t=14849 (include my script 
and my compilation log)

Hoping someone can help me. I think this script will be a good way to 
facilitate people to contribute to airports and sceneries.

Little precision : I have read all wiki page about terragear and all README 
file in each section (README.newmat, README.gpc, README) So please don't 
say me look on wiki ! or read the README file ! ;)

Cheers,
Clément
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Re: [Flightgear-devel] Wiki Spam

2011-12-30 Thread George Patterson
On 31 December 2011 16:15, Ron Jensen w...@jentronics.com wrote:
 http://wiki.flightgear.org/Special:RecentChanges

 Someone is spamming our wiki. Anyone around with admin rights?

 Thanks,
 Ron


I (with the help of the irc user jano, thanks) have undone the edit
that the spammer made to remove the spam links.

Just need someone to either remove the user or change the email
address and password (not sure if wiki spammers bother to request
passwords to be reset or not).


Regards


George gorilla

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