Re: [Flightgear-devel] sound questions

2012-03-24 Thread ThorstenB
On 24.03.2012 00:29, syd adams wrote:
 I,ve noticed for awhile that sounds seem to cut off at the
 reference-distance rather than max-dist.
 Is there a new way to do the sound files that Ive missed or is this a bug ?
 It is nice that sounds actually stop now , but I must be doing
 something wrong .I've been attempting to fix all my sound files but
 things aren't working as expected.

Erik should be able to give authoritative answers on sound, but AFAIK 
we're using the inverse distance clamped model for attenuation of all 
sounds. There's a graph showing how gain vs distance works in this 
mode - see this OpenAL spec (section 3.4.2):
http://connect.creativelabs.com/openal/Documentation/OpenAL%201.1%20Specification.pdf

Additionally, FG 2.6 introduced a new range check to free sound 
resources completely above maximum distance. That's a check that FG is 
doing itself - not done by openAL (so not shown in the openAL spec).

So, how it should work altogether for FG is:
Volume is clamped to a maximum below reference distance.
Volume is attenuated above reference distance.
Sounds are completely cut off above maximum distance (since 2.6).

If you think it's not behaving as described, it's probably best if you 
gave an example.

cheers,
Thorsten

--
This SF email is sponsosred by:
Try Windows Azure free for 90 days Click Here 
http://p.sf.net/sfu/sfd2d-msazure
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] scenery loading cleanup

2012-03-24 Thread Mathias Fröhlich

Hi,

I had a busy week, so sorry for the delay.

On Saturday, March 17, 2012 10:07:07 Anders Gidenstam wrote:
 I have not had time to consider the proposal carefully, but I agree that
 the ocean tiles are problematic in the old (old) scheme if you have
 object directories with overlapping objects rather than jaust additional
 objects. I have not tested the new changes at all yet.
At first, is the current state something you can currently work with?
It should stop opening stg files once a base object is hit.

 While the (old) new behaviour is as Martin expects it is not what most
 that has read Docs/README.scenery would expect (I'd think). However, I
 would not consider Docs/README.scenery a normative source (i.e. not how
 it should be but rather how it was) - but Martin's expectation (as far as
 I know about it) is also not the behaviour I'd like or want.
I agree with that. The aim to clean up technically the scenegraph lead me to 
this area and looking at the implementation I found plenty of stuff that was 
dangling from the osg switch I think - so the old source could not considerred 
normative either. I feared that it did much more than it should do. So, I was 
looking for documentation and somebody who knows about that.
What I did at first sounded plausible somehow but missed your needs for your 
workflow.

IOW I can well see the need for reading from more than one directory for your 
workflow.

 In the old old scheme entries in the path could point to just terrain or
 just object trees in addition to full scenery directories containing
 both Terrain, Objects and (more recently) Airports and Models
 subdirectories. Both those options are useless with the stop-at-once
 behaviour (you get either terrain and no objects or just objects).
 
 Could a working middle way be to merge objects from path entries
 containing only the Objects (and maybe Models) tree encountered before the
 first full scenery directory for the tile in question?
 
 That way an ocean tile in a full scenery directory would terminate the
 search. (How to decide that a scenery directory is full, that is,
 considered to contain both terrain and objects for a particular tile,
 may need more thinking).
Yes, all boils down to this question.
So currently full means 'I have found a BASE_OBJECT'.
Which is something that will not happen for sea tiles.

So one of the proposals was to be able to explicitly generate sea tiles by 
putting them into the BASE_OBJECT line. That does not mean that every sea tile 
must be explicitly triggered, but a sea tile *could* in this model be 
explicitly triggered to get a propper termination point. This can happen by a 
id.seatile metafile or an other keyword in the stg file for example.

 Similar questions most likely arise for the files in the Airports and
 Models directories, and for terrain only scenery directories (but there
 soft links to the desired Objects, Models and Airports directories may help
 to turn a terrain only directory into a full scenery directory).
 
 E.g. for ground net development I would like to be able to have a local
 Airports directory (containing just the files I'm working on) that would
 be searched before the one in the full (e.g. terrasync) scenery
 directory.

I don't know exactly what happens currently for the Airports directory. But 
yes I see. This must work the same than the scenery object search as the 
stg/btg files need to match with the taxiway descriptions.

But that means that finding the matching groundnetwork files must also follow 
the same complex stg file algorithm. Or even more, this one also needs to look 
*into* the stg files to scan for an OBJECT_BASE line and take the files from 
the 
matching Airports directory beside?

Do you think it is possible to define 'full' scenery by the plain presence of a 
Terrain/id1/id2/id3.stg file in the Terrain subdirectory?
This would at least reduce the need to look *into* the stg files to barely 
looking for the existence of an stg file to see where to stop?
For the sea tiles this would mean that those tiles with object need a 
terminating Terrain/... file, sea tiles without dont need anything as it is 
today.

This question is motivated by the scenegraph structure we currently generate. 
I can imagine improovements to scenery paging with this kind of change. What I 
want to try is not put individual model files into own level of detail nodes or 
paged nodes, but put all models in one tile into a single paged osg node. This 
node is then paged in later/paged out earlier than the bare Terrain node that 
we need even for far tiles.
If I try to do the same with the current semantics, I need to execute the same 
search sequence by opening the stg files multiple times. Not sure yet I gain 
something here, but willing to ask if this is at least possible.
Ideas? Comments?

Thanks

Mathias

--
This SF email is sponsosred by:
Try Windows Azure free for 90 

Re: [Flightgear-devel] scenery loading cleanup

2012-03-24 Thread James Turner

On 24 Mar 2012, at 08:54, Mathias Fröhlich wrote:

 This question is motivated by the scenegraph structure we currently generate. 
 I can imagine improovements to scenery paging with this kind of change. What 
 I 
 want to try is not put individual model files into own level of detail nodes 
 or 
 paged nodes, but put all models in one tile into a single paged osg node. 
 This 
 node is then paged in later/paged out earlier than the bare Terrain node that 
 we need even for far tiles.

Tangental, but, yes please!

This and a few other similar options, like generating a low-detail terrain node 
'automatically' for distant tiles, were some ideas I considered last year to 
allow further draw distances.

James


--
This SF email is sponsosred by:
Try Windows Azure free for 90 days Click Here 
http://p.sf.net/sfu/sfd2d-msazure
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Earthview - Orbital terrain rendering in FG

2012-03-24 Thread Mathias Fröhlich

Hi,

On Wednesday, March 21, 2012 13:29:52 Renk Thorsten wrote:
 Mathias, maybe it's just me - but I have a serious problem understanding
 what you write. I have greatest respect for what you do, and I've seen some
 amazing things like the factor 50 speed increase of the geodinfo() call,
 but most of the time I have no idea what you're talking about. The above is
 symptomatic.

I agree that I am mostly very short. But this really is due to the lack of 
time to do all step by step. Where I start explaning at that point where I 
believe that it starts to get non trivial for others. So obviously I do not 
hit that point ...

 Martin mentions you trying to integrate space-view into Flightgear. I've
 tried to google space view, but that returns mainly image collections and
 some company websites. So I have no idea what it is. As a result, I ask you
 to comment, because I want to know what you're trying to do and how it
 compares with what I do.
 
 Your anwers starts with reference to how to do scattering integrals outside
 the atmosphere. It assumes I know all the rest (how Earth is modelled, how
 scattering integrals are done inside the atmosphere, ...)  and would just
 be interested in the technical detail how to do it from space. You then
 continue under the assumption that I had asked a highly technical question,
 detailing rendering with fog and scattering separated into the last step.

So what am I doing: I load a scenegraph model of the whole earth that, using 
apropriate osg methods, aims toward a scalable scenegraph that is still able 
to display high level of details once you are close to ground. This is just a 
scenegraph object that is rendered. There is a whole lot of stuff contained 
there to make that scalable, but for rendering this could just be considered 
seperately then.
Take this and combine it with some technique that simplifies the skydome which 
is only used today as a proxy geometry to get rendered pixels for the sky 
shaders. And as such a way to high real existing dome/sphere that needs to be 
rescaled and repositioned. You need to take care of this geometry for the 
near/far clipping planes. All that could just be replaced by a simple fixed 
screen aligned quad that has way less geometry and provides the same effect of 
providing fragments for the scattering/sky shaders.
Once you have realised that scattering/sky is just the same than fog for 
objects, it is clear that you want to do both in the same way/code. Which 
simply leads to what I am talking about: Put that into a compositing step 
where you combine the stuff that you get from rendered objects with the 
scattering integrals. When you do this in a compsiting step, you get a lot of 
possibilities to implement say shafts in the atmosphere where scattering 
happens differently in directly lit areas than in inderectly lit ones.
Appart from that being a technology enabler for really nice visuals, you can 
then omit ugly fog computations from the models. You can seperate different 
stuff into different modules and untangle dependencies, which is good in its 
own.
This is to a high degree really what Fred is working on, just with a different 
detail in its usage. And in an other sense not that sophisticated than freds 
approach for the material properties of the objects.

That's all you need.

I typically prepare a lot of things that are usually sensible and helpful for 
its own but with such a final goal in mind. Once all is set up in place I just 
need to grab into the black hat and pull out a white rabbit - in this case 
this could be space flight. Totally independent of your request, but only 
realizing stuff that is helpfull for its own and fitting together into some 
bigger picture.

Does this help?

Mathias--
This SF email is sponsosred by:
Try Windows Azure free for 90 days Click Here 
http://p.sf.net/sfu/sfd2d-msazure___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] scenery loading cleanup

2012-03-24 Thread Mathias Fröhlich

Hi,

On Saturday, March 24, 2012 09:29:41 James Turner wrote:
 Tangental, but, yes please!
 
 This and a few other similar options, like generating a low-detail terrain
 node 'automatically' for distant tiles, were some ideas I considered last
 year to allow further draw distances.
Yes, the spt loader does this currently. but the lower level of details still 
lacks altitude information. And the basic texture is just the croase whole 
world texture even in the mid lod case.

That's what I currently use for developing a seperate hla viewer that can be 
attached to any hla object. I can currently safely sit on top of the ogel 
generated on the sphere in san diego flying over LOWI. Works fine here :)

So, short, I have never described the spt loader, but it is able to provide a 
scalable whole world paged scenery. This is similar to google earth or osg's 
marble or the like. The scenegraph is done with a quadtree/octree structure 
that in the end fits our tile structure of stg files. That should be fast to 
cull. We have currently three levels of detail one of which with the recently 
added earth texture and croaser tiles. One in between that still uses the same 
texture but should use a set of higher detailed ones in the future. and the 
third level then contains the stg files.

So what needs to be done here is provide a set of earth textures for the mid 
level of detail together with may be associated altitude textures for both 
lod's. Then extend the croase ground tile implementation either in a vertex 
shader or in static load time geometry generation to make use of the altitude 
information. This could in a next step replace the high detailed btg/stg tiles 
for far away tiles. And this should build the ground work for seriously enable 
using really high detailed btg files but still being scalable.

All that would then need a lot of tuning and improovements the high detail 
scenery so that paging happens smooth.

Well, I for myself do not plan to work on this in the near future but this 
could just be a sketch of how this could be extended probably somehow easy.
Whoever wants to work on that please stay in touch with me, as I already have 
a lot of hooks in place.

Greetings

Mathias


--
This SF email is sponsosred by:
Try Windows Azure free for 90 days Click Here 
http://p.sf.net/sfu/sfd2d-msazure
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


[Flightgear-devel] 2D panel breakage

2012-03-24 Thread James Turner
As part of some work on cleaning up picking and mouse-interaction in the OSG 
scene, I recently converted 2D and 2.5D panels to be picked via the 'normal' 
hit-testing mechanism. Unfortunately this has broken some panels, due to some 
latent bad behaviour:

http://files.goneabitbursar.com/fg/concorde-panels.png

The cyan rectangle is the panel's official boundary (of the 'logical' 1024x768 
panel) - as you can see, panel authors have placed actions and layers outside 
this area, presumably because it 'just worked'.

I've broken it 'just working', but will code up a fix in the next couple of 
days. I'll also commit the code to show the 2.5D panel boundaries in 'hotspots' 
mode, not that it really matters.

In the meantime, if you find other aircraft (besides the Concorde) where 2.5 
panel hotspots aren't working, let me know so I can test them.

Regards,
James


--
This SF email is sponsosred by:
Try Windows Azure free for 90 days Click Here 
http://p.sf.net/sfu/sfd2d-msazure
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] sound questions

2012-03-24 Thread syd adams
Thanks for the explanation , that helped. I thought the volume was
reduced to half at reference-distance , but after more experiments
discovered that the volume IS cutting off at max-dist , but the
reference distances were excessive , so it turns out to be my
misunderstanding and old sound configurations.
Thanks !
Syd

--
This SF email is sponsosred by:
Try Windows Azure free for 90 days Click Here 
http://p.sf.net/sfu/sfd2d-msazure
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] sound questions

2012-03-24 Thread ThorstenB
Am 24.03.2012 15:39, schrieb syd adams:
 I thought the volume was
 reduced to half at reference-distance

That's actually what README.xmlsound still says - but I don't think 
that's right (it's not halved, but clamped at it's maximum at ref-dist). 
Maybe the description matched a pre-OpenAL implementation of our sound 
module and needs an update? Erik?

cheers,
Thorsten


--
This SF email is sponsosred by:
Try Windows Azure free for 90 days Click Here 
http://p.sf.net/sfu/sfd2d-msazure
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Terrain Rendering Failure

2012-03-24 Thread Keita Yokoyama
Good afternoon,

I recently downloaded FG2.6.0.1, and tried to start it up on a Vista SP1
that was able to run all previous versions and a developer's snapshot from
last November without problems.
However, I tried to fly the UFO with 2.6, and the terrain appears to be
corrupt.
Please refer to the YouTube video I uploaded at
youtube.com/watch?v=BPPRn265IoUhttp://www.youtube.com/watch?v=BPPRn265IoUfeature=player_embedded
to
see what I mean.

I tried to look for precedents in the Forums and posted a topic on this,
but I haven't been able to get any answers.
Could I get some advice or redirection to try fixing this problem?

Thank you.
--
This SF email is sponsosred by:
Try Windows Azure free for 90 days Click Here 
http://p.sf.net/sfu/sfd2d-msazure___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


[Flightgear-devel] Next Meeting #fg_scenery

2012-03-24 Thread Christian Schmitt
Hi,

the next meeting is planned for Monday, 26.3. at 16:00 UTC or 4 
PM UTC.
Don't forget about the DST starting tonight in many countries :)

Hope to see many of you.

Chris

--
This SF email is sponsosred by:
Try Windows Azure free for 90 days Click Here 
http://p.sf.net/sfu/sfd2d-msazure
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


[Flightgear-devel] Change in failures.nas

2012-03-24 Thread Eugenio Mondini
Hi everyone. Thanks for the awesome sim you all make.
I'd like to understand something that seems to affect only me.
As you can see in the forum [0] after a recent fgdata update I couldn't use 
one plane because it checked against a property in failure-manager part of the 
tree, that was not appering for me. Once I understood more or less what was 
happening I reverted a part of the commit [1] only in the failures.nas file 
and it worked again.
This is what I reverted manually in my install:

--
diff --git a/Nasal/failures.nas b/Nasal/failures.nas
index ccf6f79..23cb738 100644
--- a/Nasal/failures.nas
+++ b/Nasal/failures.nas
@@ -177,12 +177,12 @@ var setAllMCBF = func(mcbf) {
 }
 }
 
-
 # Initialization, called once Nasal and the FDM are loaded properly.
-_setlistener(/sim/signals/fdm-initialized, func {
+var fdm_init_listener = _setlistener(/sim/signals/fdm-initialized-once, 
func {
+removelistener(fdm_init_listener); # uninstall, so we're only called once
 srand();
 
-# Engines are added dynamically because there may be an arbritary number
+# Engines are added dynamically because there may be an arbitrary number
 var i = 1;
 foreach (var e; props.globals.getNode(/engines).getChildren(engine)) 
{
 breakHash[e.getPath()] = { type: type.MTBF, failure: fail.ENGINE, 
desc : Engine  ~ i };
--

What could be the problem?
Thanks, Eugenio.

[0] 
http://www.flightgear.org/forums/viewtopic.php?f=4t=13296p=153965#p153945
[1] 
https://gitorious.org/fg/fgdata/commit/f1e4c6503643587a933e742fcfc15cb5af127802

--
This SF email is sponsosred by:
Try Windows Azure free for 90 days Click Here 
http://p.sf.net/sfu/sfd2d-msazure
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel