Re: [Flightgear-devel] Now Rembrandt here...

2012-04-12 Thread Renk Thorsten
 I think that is what we have for now.  You can do better by increasing  
 your shadow map size to 8192 or 16384, but at the 16384 resolution my
 performance goes into the tank, and at 8192, there are still many shadow
 artifacts due to lack of resolution.  (clearly blocky/xelated/aliasing
 edges, something that looks like z-buffer fighting for objects further  
 way, etc.)  Hopefully this will improve with future tuning. 

Okay, just to be sure, I've now also compared what I see to the IAR-80 on 
Vinson video by Fred and to the Cub flying around Kufstein video by HHS. I'm 
seeing a number of issues:

1) The shadows around the aircraft have a ragged egde. That I understand is a 
function of the shadow map size. I can't go beyond 4096, I get an error on the 
console trying to go higher - but 4096 works fine with acceptable framerates, 
the edge is just a limit of my GPU and that is okay.

2) I see shadows flickering (I tried the Cub cockpit for comparison) when I'm 
in level flight where they shouldn't move - the effect is a bit like a shadow 
cast by a candle flickering in the wind. In Heiko's video that is sometimes 
visible (he doesn't fly straight much, and when the shadows actually move the 
effect is masked). I've never seen it in Fred's videos - is it not there, or 
just not in the video? Personally, I find that flickering maddening - I've 
ended my test flight after 5 minutes because I was starting to get a headache.

3) On my box, all three panels in the screen edges show the same image - not so 
on Fred's videos - is this the intended behaviour?

4) Fred's IAR-80 video has the camera circling around an IAR-80 parked on the 
Vinson. I tried to do this as well, but for me the effect comes out very 
differently. The amount of shadow I see depends on the angle of the view axis 
with the sunlight direction - under some angles I see dark shadows, under some 
angles I see no shadows at all whereas in the video the shadows behave as 
expected, i.e. they stay the same independent of view angle. Under some angles 
(sun in my back) I also get a whiteout of bright textures. I haven't seen this 
issue in any of the videos, but it likewise looks very unrealistic - I watch an 
object, and as I overfly it, the shadow goes away... 

(Needless to say, I've switched any lightfield rendering scheme which would 
interfere off... Also, most tests I've done with FGData master rather than my 
customized branch)

As I said earlier, I respect the amount of work which has gone into that very 
much and I'm also aware that this is brand new technology with some quirks to 
be sorted out. But at least I can't really work with it or fly the state which 
is on my system. So - since it's not working here - can I help in any way to 
pin down the issues and so help you fixing them?

Cheers,

* Thorsten
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Re: [Flightgear-devel] airport list

2012-04-12 Thread James Turner

On 11 Apr 2012, at 20:48, gap...@gapalp.net wrote:

 pos = SGGeod::fromDeg(lonn-getDoubleValue(), latn-getDoubleValue());
 apt = FGAirport::findClosest(pos, maxRange, filter);
 string id = apt-ident();
 
 The above results in id being the single nearest ICAO. Throw this in a loop 
 and iterate the pos lonn/lat the amount of the loop iterator, put the results 
 in an array, then choose a random ICAO from the array using rand(). Then you 
 have a list of ICAOs N, S, E, and W from your current location. The longer 
 the loop or the greater the iterator, the further away the ICAOs go. For 
 example:

Uh, the findClosest (and related FGPositioned functions) use the spatial index, 
which is probably not what you want - since they're a bit slower.

What exactly *do* you want? The current query functions support querying by 
position or by ident (possibly a partial ident).

If you're looking for a flat list of all the airport IDs, that may not actually 
be exposed right now in C++, but would be trivial to add.

James


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Re: [Flightgear-devel] Now Rembrandt here...

2012-04-12 Thread James Turner

On 12 Apr 2012, at 08:24, Renk Thorsten wrote:

 3) On my box, all three panels in the screen edges show the same image - not 
 so on Fred's videos - is this the intended behaviour?

This is the important one - it means the multiple render targets isn't working, 
so you have no chance of seeing anything sensible with Rembrandt. (As I 
understand it)

James


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Re: [Flightgear-devel] Now Rembrandt here...

2012-04-12 Thread Vivian Meazza
Thorsten wrote:

  I think that is what we have for now.  You can do better by increasing
  your shadow map size to 8192 or 16384, but at the 16384 resolution my
  performance goes into the tank, and at 8192, there are still many
  shadow artifacts due to lack of resolution.  (clearly
  blocky/xelated/aliasing edges, something that looks like z-buffer
  fighting for objects further way, etc.)  Hopefully this will improve
with
 future tuning.
 
 Okay, just to be sure, I've now also compared what I see to the IAR-80 on
 Vinson video by Fred and to the Cub flying around Kufstein video by HHS.
I'm
 seeing a number of issues:
 
 1) The shadows around the aircraft have a ragged egde. That I understand
is
 a function of the shadow map size. I can't go beyond 4096, I get an error
on
 the console trying to go higher - but 4096 works fine with acceptable
 framerates, the edge is just a limit of my GPU and that is okay.
 
 2) I see shadows flickering (I tried the Cub cockpit for comparison) when
I'm
 in level flight where they shouldn't move - the effect is a bit like a
shadow
 cast by a candle flickering in the wind. In Heiko's video that is
sometimes
 visible (he doesn't fly straight much, and when the shadows actually move
 the effect is masked). I've never seen it in Fred's videos - is it not
there, or
 just not in the video? Personally, I find that flickering maddening - I've
ended
 my test flight after 5 minutes because I was starting to get a headache.
 
 3) On my box, all three panels in the screen edges show the same image -
 not so on Fred's videos - is this the intended behaviour?
 
 4) Fred's IAR-80 video has the camera circling around an IAR-80 parked on
the
 Vinson. I tried to do this as well, but for me the effect comes out very
 differently. The amount of shadow I see depends on the angle of the view
 axis with the sunlight direction - under some angles I see dark shadows,
 under some angles I see no shadows at all whereas in the video the shadows
 behave as expected, i.e. they stay the same independent of view angle.
 Under some angles (sun in my back) I also get a whiteout of bright
textures. I
 haven't seen this issue in any of the videos, but it likewise looks very
 unrealistic - I watch an object, and as I overfly it, the shadow goes
away...
 

The disappearing shadow was caused by the sun camera and range animation and
was fixed a while back - can you confirm that you are using the very latest
fg/sg/fgdata? And it's probably worth checking that you have the very latest
nVidia drivers. It looks to me as if you are pushing the very limits of your
GPU; I think you might have to accept that you are not going to be able to
use the added facilities provided by Rembrandt.


Vivian

Vivian



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Re: [Flightgear-devel] Now Rembrandt here...

2012-04-12 Thread Erik Hofman
On Thu, 2012-04-12 at 09:01 +0100, James Turner wrote:
 On 12 Apr 2012, at 08:24, Renk Thorsten wrote:
 
  3) On my box, all three panels in the screen edges show the same image - 
  not so on Fred's videos - is this the intended behaviour?
 
 This is the important one - it means the multiple render targets isn't 
 working, so you have no chance of seeing anything sensible with Rembrandt. 
 (As I understand it)

Also I see that --prop:/sim/rendering/no-16bit-buffer=true falls back to
8-but normal buffers. That might be just a bit to low for normal
buffers.

Erik


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Re: [Flightgear-devel] Now Rembrandt here...

2012-04-12 Thread Erik Hofman
On Thu, 2012-04-12 at 10:29 +0200, Erik Hofman wrote:
 On Thu, 2012-04-12 at 09:01 +0100, James Turner wrote:
  On 12 Apr 2012, at 08:24, Renk Thorsten wrote:
  
   3) On my box, all three panels in the screen edges show the same image - 
   not so on Fred's videos - is this the intended behaviour?
  
  This is the important one - it means the multiple render targets isn't 
  working, so you have no chance of seeing anything sensible with Rembrandt. 
  (As I understand it)
 
 Also I see that --prop:/sim/rendering/no-16bit-buffer=true falls back to
 8-but normal buffers. That might be just a bit to low for normal
 buffers.

And it looks that way, Replacing GL_RGBA8 with GL_RGBA16 removes the
flickering and still got me a working system.

Erik


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Re: [Flightgear-devel] Now Rembrandt here...

2012-04-12 Thread Renk Thorsten
 The disappearing shadow was caused by the sun camera and range animation  
 and was fixed a while back - can you confirm that you are using the very  
 latest fg/sg/fgdata? And it's probably worth checking that you have the very  
 latest nVidia drivers. 

FG, SG and FGData are pulled and compiled as of yesterday noon, should be 
recent enough.

The driver is somewhat older - as with anything which works fine on my 
computer, I'm reluctant to fiddle with it because on past occasions I have 
found myself struggling for a few days just to restore the previous state of 
the system when an update went wrong, and I simply don't have the time.

 It looks to me as if you are pushing the very limits of  
 your GPU; I think you might have to accept that you are not going to be able  
 to use the added facilities provided by Rembrandt.

I have no problem with that (modulo the concerns I expressed yesterday) - I'm 
just trying to determine how my time is best spent. If there's a consensus that 
my GPU isn't up to the job, then I'll extend my atmosphere rendering framework 
for non-Rembrandt rendering and if anyone wants it in Rembrandt someone else 
has to port it because I can't develop something when I can't see the results.  
If Rembrandt can be made to work on my machine, then I can write stuff within 
the Rembrandt framework at some point. That's all there is to it.

Cheers,

* Thorsten
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Re: [Flightgear-devel] Now Rembrandt here...

2012-04-12 Thread Erik Hofman
On Thu, 2012-04-12 at 10:35 +0200, Erik Hofman wrote:
 On Thu, 2012-04-12 at 10:29 +0200, Erik Hofman wrote:
  On Thu, 2012-04-12 at 09:01 +0100, James Turner wrote:
   On 12 Apr 2012, at 08:24, Renk Thorsten wrote:
   
3) On my box, all three panels in the screen edges show the same image 
- not so on Fred's videos - is this the intended behaviour?
   
   This is the important one - it means the multiple render targets isn't 
   working, so you have no chance of seeing anything sensible with 
   Rembrandt. (As I understand it)
  
  Also I see that --prop:/sim/rendering/no-16bit-buffer=true falls back to
  8-but normal buffers. That might be just a bit to low for normal
  buffers.
 
 And it looks that way, Replacing GL_RGBA8 with GL_RGBA16 removes the
 flickering and still got me a working system.

even GL_RGB16 works.

Erik


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Re: [Flightgear-devel] updates to nav.dat.gz

2012-04-12 Thread Arnt Karlsen
On Wed, 11 Apr 2012 10:48:46 +0200, Christian wrote in message 
20120411084846.02ffa1456...@mail.sigmos.de:

 Xplane's WorldEditor (WED), an opensource program,

..under the GPL like FlightGear?  In that case we can simply
shanghai it into the FG tool suite. :o)

 BTW, is perfectly
 able to create airport layouts, signs and taxiway routes. All of this
 is read and written back to apt.dat. So our general question should
 be how to handle this situation in the most optimal way. Should we
 continue implementing our own xml versions of the apt.dat entries or
 should we rather try to read as many properties as possible directly
 from an apt.dat file? And how do we secure the exchange of data
 between stg and apt.dat?
 
 This topic is very complex and I'm sure i forgot many other important 
 aspects, but this is just what i'm currently thinking about.
 
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Re: [Flightgear-devel] Now Rembrandt here...

2012-04-12 Thread Frederic Bouvier
 De: James Turner
 
 On 12 Apr 2012, at 08:24, Renk Thorsten wrote:
 
  3) On my box, all three panels in the screen edges show the same
  image - not so on Fred's videos - is this the intended behaviour?
 
 This is the important one - it means the multiple render targets
 isn't working, so you have no chance of seeing anything sensible
 with Rembrandt. (As I understand it)

Glad to see someone else if able to make the correct diagnosis :)
If the internal buffer are not correct, lighting equations done 
in the ambient, sunlight and fog pass will work on bogus inputs.

I'll add that you get that either if an effect not converted to 
Rembrandt is used, or if the default shader has a build error and 
OSG fallback to fixed functions. So if the lightfield or the skydome
is not enabled, check the console for a shader build error.

Regards,
-Fred

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Re: [Flightgear-devel] Now Rembrandt here...

2012-04-12 Thread Frederic Bouvier
 De: Erik Hofman e...@ehofman.com
 
 On Thu, 2012-04-12 at 10:35 +0200, Erik Hofman wrote:
  On Thu, 2012-04-12 at 10:29 +0200, Erik Hofman wrote:
   On Thu, 2012-04-12 at 09:01 +0100, James Turner wrote:
On 12 Apr 2012, at 08:24, Renk Thorsten wrote:

 3) On my box, all three panels in the screen edges show the
 same image - not so on Fred's videos - is this the intended
 behaviour?

This is the important one - it means the multiple render
targets isn't working, so you have no chance of seeing
anything sensible with Rembrandt. (As I understand it)
   
   Also I see that --prop:/sim/rendering/no-16bit-buffer=true falls
   back to
   8-but normal buffers. That might be just a bit to low for normal
   buffers.
  
  And it looks that way, Replacing GL_RGBA8 with GL_RGBA16 removes
  the flickering and still got me a working system.
 
 even GL_RGB16 works.

For all the buffers or only the normal buffer ?

You're not supposed to have multiple render target of different element
size. RGBA8 = 32bits, as well as RG16. What is your card brand and model ?

I came across a blog post that compares multiple ways to compress the 
normals in an 8bit texture and I will try that shortly.

Regards,
-Fred

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Re: [Flightgear-devel] Now Rembrandt here...

2012-04-12 Thread Erik Hofman
On Thu, 2012-04-12 at 10:43 +0200, Erik Hofman wrote:
 even GL_RGB16 works.

And therefore I propose this patch.

Erik
diff --git a/src/Main/renderer.cxx b/src/Main/renderer.cxx
index 1c6e77b..1c5ea0a 100644
--- a/src/Main/renderer.cxx
+++ b/src/Main/renderer.cxx
@@ -65,6 +65,7 @@
 #include osgViewer/Renderer
 
 #include simgear/math/SGMath.hxx
+#include simgear/screen/extensions.hxx
 #include simgear/scene/material/matlib.hxx
 #include simgear/scene/material/EffectCullVisitor.hxx
 #include simgear/scene/material/Effect.hxx
@@ -735,7 +736,7 @@ void buildDeferredBuffers( flightgear::CameraInfo* info, int shadowMapSize, bool
 if (normal16)
 info-addBuffer(flightgear::RenderBufferInfo::NORMAL_BUFFER, buildDeferredBuffer( 0x822C /*GL_RG16*/, 0x8227 /*GL_RG*/, GL_UNSIGNED_SHORT, osg::Texture::CLAMP_TO_BORDER) );
 else
-info-addBuffer(flightgear::RenderBufferInfo::NORMAL_BUFFER, buildDeferredBuffer( GL_RGBA8, GL_RGBA, GL_UNSIGNED_SHORT, osg::Texture::CLAMP_TO_BORDER) );
+info-addBuffer(flightgear::RenderBufferInfo::NORMAL_BUFFER, buildDeferredBuffer( GL_RGB16, GL_RGB, GL_UNSIGNED_SHORT, osg::Texture::CLAMP_TO_BORDER) );
 
 info-addBuffer(flightgear::RenderBufferInfo::DIFFUSE_BUFFER, buildDeferredBuffer( GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, osg::Texture::CLAMP_TO_BORDER) );
 info-addBuffer(flightgear::RenderBufferInfo::SPEC_EMIS_BUFFER, buildDeferredBuffer( GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, osg::Texture::CLAMP_TO_BORDER) );
@@ -1356,7 +1357,10 @@ FGRenderer::buildDeferredPipeline(flightgear::CameraGroup* cgroup, unsigned flag
 osg::GraphicsContext* gc)
 {
 CameraInfo* info = new CameraInfo(flags);
-	buildDeferredBuffers( info, _shadowMapSize, !fgGetBool(/sim/rendering/no-16bit-buffer, false ) );
+
+bool gl_ext_texture_rg = SGIsOpenGLExtensionSupported(GL_ARB_texture_rg) 
+   !fgGetBool(/sim/rendering/no-16bit-buffer, false );
+	buildDeferredBuffers( info, _shadowMapSize, gl_ext_texture_rg );
 
 osg::Camera* geometryCamera = buildDeferredGeometryCamera( info, gc );
 cgroup-getViewer()-addSlave(geometryCamera, false);
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Re: [Flightgear-devel] Now Rembrandt here...

2012-04-12 Thread Erik Hofman
On Thu, 2012-04-12 at 11:02 +0200, Frederic Bouvier wrote:
  De: Erik Hofman e...@ehofman.com
  even GL_RGB16 works.
 
 For all the buffers or only the normal buffer ?

I only tested the normal buffer.

 You're not supposed to have multiple render target of different element
 size. RGBA8 = 32bits, as well as RG16. What is your card brand and model ?

It's a NVidia GeForce 9600GT

 I came across a blog post that compares multiple ways to compress the 
 normals in an 8bit texture and I will try that shortly.

That might be a good idea, at least to save texture memory.

Erik


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Re: [Flightgear-devel] Now Rembrandt here...

2012-04-12 Thread Frederic Bouvier
 De: Erik Hofman e...@ehofman.com
 On Thu, 2012-04-12 at 11:02 +0200, Frederic Bouvier wrote:
 
  What is your card brand and model ?
 
 It's a NVidia GeForce 9600GT

I think Emilian has the same card and I don't think he had these
problems. Maybe it's a good idea to collect user experience with
Rembrandt on a Wiki page ?

Regards,
-Fred

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Re: [Flightgear-devel] Now Rembrandt here...

2012-04-12 Thread Frederic Bouvier
 The driver is somewhat older - as with anything which works fine on
 my computer, I'm reluctant to fiddle with it because on past
 occasions I have found myself struggling for a few days just to
 restore the previous state of the system when an update went wrong,
 and I simply don't have the time.

I don't think it will change anything as NVidia is not making driver 
updates for this model of GPU for a long time.

Regards,
-Fred

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Re: [Flightgear-devel] Now Rembrandt here...

2012-04-12 Thread Erik Hofman
On Thu, 2012-04-12 at 11:24 +0200, Frederic Bouvier wrote:
  De: Erik Hofman e...@ehofman.com
  On Thu, 2012-04-12 at 11:02 +0200, Frederic Bouvier wrote:
  
   What is your card brand and model ?
  
  It's a NVidia GeForce 9600GT
 
 I think Emilian has the same card and I don't think he had these
 problems. Maybe it's a good idea to collect user experience with
 Rembrandt on a Wiki page ?

I'm using Linux, maybe that's the difference?
BTW today there was a driver update but that didn't change anything
regarding this 'problem'.

Erik


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Re: [Flightgear-devel] Now Rembrandt here...

2012-04-12 Thread Frederic Bouvier
 De: Erik Hofman
 
 On Thu, 2012-04-12 at 11:24 +0200, Frederic Bouvier wrote:
   De: Erik Hofman e...@ehofman.com
   On Thu, 2012-04-12 at 11:02 +0200, Frederic Bouvier wrote:
   
What is your card brand and model ?
   
   It's a NVidia GeForce 9600GT
  
  I think Emilian has the same card and I don't think he had these
  problems. Maybe it's a good idea to collect user experience with
  Rembrandt on a Wiki page ?
 
 I'm using Linux, maybe that's the difference?
 BTW today there was a driver update but that didn't change anything
 regarding this 'problem'.

Updates are now for newer cards

-Fred

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Re: [Flightgear-devel] Now Rembrandt here...

2012-04-12 Thread Erik Hofman
On Thu, 2012-04-12 at 11:35 +0200, Frederic Bouvier wrote:
  De: Erik Hofman
  
  On Thu, 2012-04-12 at 11:24 +0200, Frederic Bouvier wrote:
De: Erik Hofman e...@ehofman.com
On Thu, 2012-04-12 at 11:02 +0200, Frederic Bouvier wrote:

 What is your card brand and model ?

It's a NVidia GeForce 9600GT

 Updates are now for newer cards

Hm, according to this site the 195.36.24 driver does support
GL_ARB_texture_rg for Linux:
http://feedback.wildfiregames.com/report/opengl/device/GeForce%209600%
20GT

But I still have version 173.14.22

Erik


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Re: [Flightgear-devel] Now Rembrandt here...

2012-04-12 Thread Erik Hofman
On Thu, 2012-04-12 at 11:31 +0200, Erik Hofman wrote:
 On Thu, 2012-04-12 at 11:24 +0200, Frederic Bouvier wrote:
   De: Erik Hofman e...@ehofman.com
   On Thu, 2012-04-12 at 11:02 +0200, Frederic Bouvier wrote:
   
What is your card brand and model ?
   
   It's a NVidia GeForce 9600GT
  
  I think Emilian has the same card and I don't think he had these
  problems. Maybe it's a good idea to collect user experience with
  Rembrandt on a Wiki page ?
 
 I'm using Linux, maybe that's the difference?

Ah the 32-bit drivers don't support this extension while the 64-bit
drivers do.

Erik


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Re: [Flightgear-devel] FGbuild for MS Windows

2012-04-12 Thread Geoff McLane
Hi John,

 zconf.h is taken care off,

Ok, that is good, but could you please 
shared what you did. I think you mentioned 
finding something about editing zconf.h...

Found what, where... what edits did you do?

This is to just HELP the NEXT person that 
stumbles over this...

And may even get one of the 'maintainer' to 
put a more permanent 'fix' online so there is 
no next time ;=))

 pui vs. pu

In MY 3rdparty\lib directory they are -
pu.lib and pu_d.lib, and
puaux.lib and puaux_d.lib
for Release and Debug respectively...

In unix/linux they are libplibpu.a and 
libplibpuaux.a...

But I guess pui.lib is also possible...

 puaux vs.puAux,  is that significant?

I hope you know normally the windows system 
does NOT care about CaSe ;=)) so these are the 
same...

 there is no pu.lib or puaux.lib.

Rubbish! But as you sort of point out, that 
could be pui.lib and puiaux.lib in your 
environment...

If msvc can not find a library then it will 
say that!

It didn't, so it found somethings, but it just 
missing a function link - puaList()... And when 
it misses one library function like this it 
will usually report a LONG list of 'missing'...

As to finding it/them have you tried in -
 3rdparty\lib  dir pu*.lib /s

If not, even  dir c:\pu*.lib /s ;=)) will take 
a little longer, but will get you there... unless 
it is on another logical drive...

 wasn't able to track down the log file, 
 where would you find it...

Again, in the 'build' directory you have 
chosen in CMake do -
  dir *.log /s
should get you there...

In my case, my build directory is -
C:\FG\10\flightgear\build
and it is found in -
 ...build\src\Main\fgfs.dir\Debug
and
 ...build\src\Main\fgfs.dir\Release

You need to find it so you can CHECK exactly 
what plib libraries msvc link.exe is using 
when building fgfs.exe...

Also, as a suggestion, I would not bother yet 
about building the Debug configuration, and 
concentrate on building the Release 
configuration...

Now when you get the pu*.lib story straight,
you can manually modify CMakeCache.txt 
before loading the CMAke GUI, or fix them 
directly in the GUI... [configure] then 
[generate], then back into msvc...

HTH.

Regards,
Geoff.



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Re: [Flightgear-devel] Now Rembrandt here...

2012-04-12 Thread Frederic Bouvier
  I came across a blog post that compares multiple ways to compress
  the normals in an 8bit texture and I will try that shortly.
 
 That might be a good idea, at least to save texture memory.

This blog entry is now cited as reference in the Rembrandt wiki page.

-Fred

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Re: [Flightgear-devel] Now Rembrandt here...

2012-04-12 Thread Emilian Huminiuc
On Thursday 12 April 2012 11:24:23 Frederic Bouvier wrote:
  De: Erik Hofman e...@ehofman.com
  
  On Thu, 2012-04-12 at 11:02 +0200, Frederic Bouvier wrote:
   What is your card brand and model ?
  
  It's a NVidia GeForce 9600GT
 
 I think Emilian has the same card and I don't think he had these
 problems. Maybe it's a good idea to collect user experience with
 Rembrandt on a Wiki page ?
 
 Regards,
 -Fred
 
 
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I've got an 8600GT non mobile, and it works just fine(minus the perf hit with 
shadows on, due to the huge vertex number in the suncamera scene). I'm using 
the latest driver 253.40 as of yesterday. Might be a good idea to update the 
drivers.
On Linux they support any cards from the 6xxx series up with this branch of 
drivers, while fx and older are supposed to use the older driver series.

HTH,
Emilian

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Re: [Flightgear-devel] FGbuild for MS Windows

2012-04-12 Thread castle . 64

Hi Geoff, 

Hi Geoff, 

A quick reply on the zconf.h fix 

At line 287 change #ifdef 1  to #ifdef 0;  info from tutorial on building FG 
with MSVC 10 Express describes the change. 

Bunch of todo's need my attention today, probably won't get back to this until 
late this evening or tomorrow to digest your entire email. 


From: Geoff McLane ubu...@geoffair.info 
To: FlightGear developers discussions 
flightgear-devel@lists.sourceforge.net 
Sent: Thursday, April 12, 2012 4:09:59 AM 
Subject: Re: [Flightgear-devel] FGbuild for MS Windows 

Hi John, 

 zconf.h is taken care off, 

Ok, that is good, but could you please 
shared what you did. I think you mentioned 
finding something about editing zconf.h... 

Found what, where... what edits did you do? 

This is to just HELP the NEXT person that 
stumbles over this... 

And may even get one of the 'maintainer' to 
put a more permanent 'fix' online so there is 
no next time ;=)) 

Thanks for the detailed discussion 
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Re: [Flightgear-devel] airport list

2012-04-12 Thread gapalp
I did note the results were slow. It can take up to 5 - 10 seconds to generate the list.

I am looking for a list of ICAOs that branch out from one's current airport withina radius. The below method returns what I want, albeit a bit slow. A listing of ICAOs would be OK, but generating a job with a destination 5000 miles away wouldn't make much sense for most user's amount of time they have to spend in a flying session without being able to save their progress. So I am thinking more of regional jobs that could be completed in 30 minutes to a few hours dependent on the aircraft. Thus the concept of using a list of all ICAOs within x radius of the airport one is grounded at to use with the generation of the random job. Of course it could all be configurable by the user too.

I entertained using the apt.dat file or a custom xml file but wanted to try some of the built-in functions first.

gapalp
gap...@gapalp.net



 Original Message Subject: Re: [Flightgear-devel] airport listFrom: James Turner zakal...@mac.comDate: Thu, April 12, 2012 3:59 amTo: FlightGear developers discussionsflightgear-devel@lists.sourceforge.netOn 11 Apr 2012, at 20:48, gap...@gapalp.net wrote: pos = SGGeod::fromDeg(lonn-getDoubleValue(), latn-getDoubleValue()); apt = FGAirport::findClosest(pos, maxRange, filter); string id = apt-ident();  The above results in id being the single nearest ICAO. Throw this in a loop and iterate the pos lonn/lat the amount of the loop iterator, put the results in an array, then choose a random ICAO from the array using rand(). Then you have a list of ICAOs N, S, E, and W from your current location. The longer the loop or the greater the iterator, the further away the ICAOs go. For example:Uh, the findClosest (and related FGPositioned functions) use the spatial index, which is probably not what you want - since they're a bit slower.What exactly *do* you want? The current query functions support querying by position or by ident (possibly a partial ident).If you're looking for a flat list of all the airport IDs, that may not actually be exposed right now in C++, but would be trivial to add.James--For Developers, A Lot Can Happen In A Second.Boundary is the first to Know...and Tell You.Monitor Your Applications in Ultra-Fine Resolution. Try it FREE!http://p.sf.net/sfu/Boundary-d2dvs2___Flightgear-devel mailing listFlightgear-devel@lists.sourceforge.nethttps://lists.sourceforge.net/lists/listinfo/flightgear-devel

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Re: [Flightgear-devel] airport list

2012-04-12 Thread James Turner

On 12 Apr 2012, at 14:54, gap...@gapalp.net wrote:

 I did note the results were slow. It can take up to 5 - 10 seconds to 
 generate the list. 
  
 I am looking for a list of ICAOs that branch out from one's current airport 
 within a radius. The below method returns what I want, albeit a bit slow. A 
 listing of ICAOs would be OK, but generating a job with a destination 5000 
 miles away wouldn't make much sense for most user's amount of time they have 
 to spend in a flying session without being able to save their progress. So I 
 am thinking more of regional jobs that could be completed in 30 minutes to a 
 few hours dependent on the aircraft. Thus the concept of using a list of all 
 ICAOs within x radius of the airport one is grounded at to use with the 
 generation of the random job. Of course it could all be configurable by the 
 user too.
  
 I entertained using the apt.dat file or a custom xml file but wanted to try 
 some of the built-in functions first.

Aha. So what you actually want it all *sensible* airports within a certain NM 
cut-off. Where sensible means, likely to generate cargo - no grass/gravel 
strips, or, well, maybe, depending on the kind of cargo you're modelling - 
northern Canadian or remote Australian supply runs?

You can generate what you need in a single call, possibly creating a new 
AirportFilter subclass to implement the size criteria. The call you need is:

FGPositioned::findWithinRange

Passing in your desired cutoff in *nautical miles*, and a suitable filter 
object. For a filter object, subclass FGAirport::AirportFilter or 
FGAirport::HardSurfaceFilter, and extend it to reject / pass airports you deem 
unsuitable for your cargo traffic. For examples of subclassing these, look at 
MapAirportFilter, MetarAirportFilter or AirportInfoFilter.

Note that 'findWithinRange' is generally used in the simulator for ranges 
*less* than 1000nm, at which point the performance is 'fast enough' - if you 
start to increase the range to 2000nm, I don't know how it will perform - let 
me know!

Any other questions, just ask.

James


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[Flightgear-devel] another segfault

2012-04-12 Thread syd adams
Hi folks,
 I've been updating the CitationX , and suddenly Im getting this error
and the program segfaults.

calc_bearing is not a finite number : Speed nanpos : nan, nanwaypoint
43.8071, 11.2006
waypoint name rotateSegmentation fault

I've been trying for days to figure out what I changed to cause this
but not even close yet.
I can start any other aircraft with no errors , only the CitationX.
I've been adding the NavDisplay , but I've also added this to the
Bravo with no errors .
Has anyone else seen this ?
The error message comes from /AIModel/AIAircraft.cxx , but that hasn't
helped me solve the problem .
Syd

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Re: [Flightgear-devel] airport list

2012-04-12 Thread gapalp
Great! I will work with FGPositioned::findWithinRange to see what I can come up with that's hopefully more efficient.

gapalp
gap...@gapalp.net



 Original Message Subject: Re: [Flightgear-devel] airport listFrom: James Turner zakal...@mac.comDate: Thu, April 12, 2012 10:08 amTo: FlightGear developers discussionsflightgear-devel@lists.sourceforge.netOn 12 Apr 2012, at 14:54, gap...@gapalp.net wrote: I did note the results were slow. It can take up to 5 - 10 seconds to generate the list.   I am looking for a list of ICAOs that branch out from one's current airport within a radius. The below method returns what I want, albeit a bit slow. A listing of ICAOs would be OK, but generating a job with a destination 5000 miles away wouldn't make much sense for most user's amount of time they have to spend in a flying session without being able to save their progress. So I am thinking more of regional jobs that could be completed in 30 minutes to a few hours dependent on the aircraft. Thus the concept of using a list of all ICAOs within x radius of the airport one is grounded at to use with the generation of the random job. Of course it could all be configurable by the user too.  I entertained using the apt.dat file or a custom xml file but wanted to try some of the built-in functions first.Aha. So what you actually want it all *sensible* airports within a certain NM cut-off. Where sensible means, likely to generate cargo - no grass/gravel strips, or, well, maybe, depending on the kind of cargo you're modelling - northern Canadian or remote Australian supply runs?You can generate what you need in a single call, possibly creating a new AirportFilter subclass to implement the size criteria. The call you need is:FGPositioned::findWithinRangePassing in your desired cutoff in *nautical miles*, and a suitable filter object. For a filter object, subclass FGAirport::AirportFilter or FGAirport::HardSurfaceFilter, and extend it to reject / pass airports you deem unsuitable for your cargo traffic. For examples of subclassing these, look at MapAirportFilter, MetarAirportFilter or AirportInfoFilter.Note that 'findWithinRange' is generally used in the simulator for ranges *less* than 1000nm, at which point the performance is 'fast enough' - if you start to increase the range to 2000nm, I don't know how it will perform - let me know!Any other questions, just ask.James--For Developers, A Lot Can Happen In A Second.Boundary is the first to Know...and Tell You.Monitor Your Applications in Ultra-Fine Resolution. Try it FREE!http://p.sf.net/sfu/Boundary-d2dvs2___Flightgear-devel mailing listFlightgear-devel@lists.sourceforge.nethttps://lists.sourceforge.net/lists/listinfo/flightgear-devel

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[Flightgear-devel] Now Rembrandt here...

2012-04-12 Thread Clement de l'Hamaide

 The amount of shadow I see depends on the angle of the view axis 

 with the sunlight direction - under some angles I see dark 
 shadows, under some 
angles I see no shadows at all

Hi Thorsten,
I have the same bug when the skydome scattering shader is enable.
Are you sure you have disable skydome scattering shader ?

Cheers,
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Re: [Flightgear-devel] another segfault

2012-04-12 Thread ThorstenB
Am 12.04.2012 16:50, schrieb syd adams:
   I've been updating the CitationX , and suddenly Im getting this error
 and the program segfaults.

 calc_bearing is not a finite number : Speed nanpos : nan, nanwaypoint
 43.8071, 11.2006
 waypoint name rotateSegmentation fault

The segfault should be gone with latest Git. Just the result of the 
AIAircraft calling a hard exit - which isn't a good idea for a number 
of reasons. Now, you'll probably only get a bunch of error messages in 
the console (or another segfault somewhere else :) ).

But the question for the root cause triggering the error message 
remains. Seems like some AI aircraft is missing a way point. Disabling 
AI traffic might avoid the issue. But if it really depends on some 
aircraft modification (like introducing the NavDisplay), then it could 
be the result of an ugly memory issue.

If you can reproduce this, it's probably best if you provided your 
modified aircraft files (here or in the bug tracker) and someone starts 
digging with a debugger...

cheers,
Thorsten


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Re: [Flightgear-devel] FGbuild for MS Windows

2012-04-12 Thread Olaf Flebbe
Hi,

 Really ? Do you manage to build 64bit executables with VS Express ?

Yes.

 Does it come with a 64bit compiler ?
 
No. But the Windows SDK 7.1 for 64Bit comes with the VS 2010 64 Bit compiler 
and integrates with the VS Express environment.

I just downloaded your 64Bit 3rdParty for VS2010 and compiled osg, simgear and 
flightgear with it. Works.

Best regards,
  Olaf
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Re: [Flightgear-devel] Now Rembrandt here...

2012-04-12 Thread Frederic Bouvier
Thorsten,

 I'll add that you get that either if an effect not converted to
 Rembrandt is used, or if the default shader has a build error and
 OSG fallback to fixed functions. So if the lightfield or the skydome
 is not enabled, check the console for a shader build error.

Another possibility is that an extension check fails for you :

   extension-supportedGL_ARB_texture_rg/extension-supported

Try to locate that line in Effects/model-default.eff and 
Effects/terrain-default.eff and remove it or comment it out

Regards,
-Fred

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Re: [Flightgear-devel] Now Rembrandt here...

2012-04-12 Thread Frederic Bouvier
 1) The shadows around the aircraft have a ragged egde. That I
 understand is a function of the shadow map size. I can't go beyond
 4096, I get an error on the console trying to go higher - but 4096
 works fine with acceptable framerates, the edge is just a limit of
 my GPU and that is okay.
 
 2) I see shadows flickering (I tried the Cub cockpit for comparison)
 when I'm in level flight where they shouldn't move - the effect is a
 bit like a shadow cast by a candle flickering in the wind. In
 Heiko's video that is sometimes visible (he doesn't fly straight
 much, and when the shadows actually move the effect is masked). I've
 never seen it in Fred's videos - is it not there, or just not in the
 video? Personally, I find that flickering maddening - I've ended my
 test flight after 5 minutes because I was starting to get a
 headache.

Here is a video with a steady view to see shadow stability.

http://youtu.be/JtEXIn2yL94

I also added 3 different sequences with different levels of filtering. 
Filtering is not yet configurable but is selectable in the 
sunlight shader with simple code modification.

Regards,
-Fred

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Re: [Flightgear-devel] airport list

2012-04-12 Thread gapalp
Wow, this works better, is simpler code, and is much faster! Plus it will be easy to allow the user to pass configurations such as range and airport type as mentioned, to suit GA planes or heavies. AirportInfoFilter filter; double maxRange = 300.0; FGPositioned::List results = FGPositioned::findWithinRange(globals-get_aircraft_position(), range, filter); FGPositioned::sortByRange(results, globals-get_aircraft_position()); string dest[results.size()]; for (unsigned int i=0; i  results.size(); i++) { dest[i] = results[i]-ident(); }gapalpgap...@gapalp.net


 Original Message 
Subject: Re: [Flightgear-devel] airport list
From: gap...@gapalp.net
Date: Thu, April 12, 2012 1:09 pm
To: "FlightGear developers discussions"
flightgear-devel@lists.sourceforge.net

Great! I will work with FGPositioned::findWithinRange to see what I can come up with that's hopefully more efficient.  gapalp gap...@gapalp.net Original Message Subject: Re: [Flightgear-devel] airport listFrom: James Turner zakal...@mac.comDate: Thu, April 12, 2012 10:08 amTo: FlightGear developers discussionsflightgear-devel@lists.sourceforge.netOn 12 Apr 2012, at 14:54, gap...@gapalp.net wrote: I did note the results were slow. It can take up to 5 - 10 seconds to generate the list.   I am looking for a list of ICAOs that branch out from one's current airport within a radius. The below method returns what I want, albeit a bit slow. A listing of ICAOs would be OK, but generating a job with a destination 5000 miles away wouldn't make much sense for most user's amount of time they have to spend in a flying session without being able to save their progress. So I am thinking more of regional jobs that could be completed in 30 minutes to a few hours dependent on the aircraft. Thus the concept of using a list of all ICAOs within x radius of the airport one is grounded at to use with the generation of the random job. Of course it could all be configurable by the user too.  I entertained using the apt.dat file or a custom xml file but wanted to try some of the built-in functions first.Aha. So what you actually want it all *sensible* airports within a certain NM cut-off. Where sensible means, likely to generate cargo - no grass/gravel strips, or, well, maybe, depending on the kind of cargo you're modelling - northern Canadian or remote Australian supply runs?You can generate what you need in a single call, possibly creating a new AirportFilter subclass to implement the size criteria. The call you need is:FGPositioned::findWithinRangePassing in your desired cutoff in *nautical miles*, and a suitable filter object. For a filter object, subclass FGAirport::AirportFilter or FGAirport::HardSurfaceFilter, and extend it to reject / pass airports you deem unsuitable for your cargo traffic. For examples of subclassing these, look at MapAirportFilter, MetarAirportFilter or AirportInfoFilter.Note that 'findWithinRange' is generally used in the simulator for ranges *less* than 1000nm, at which point the performance is 'fast enough' - if you start to increase the range to 2000nm, I don't know how it will perform - let me know!Any other questions, just ask.James--For Developers, A Lot Can Happen In A Second.Boundary is the first to Know...and Tell You.Monitor Your Applications in Ultra-Fine Resolution. Try it FREE!http://p.sf.net/sfu/Boundary-d2dvs2___Flightgear-devel mailing listFlightgear-devel@lists.sourceforge.nethttps://lists.sourceforge.net/lists/listinfo/flightgear-devel --
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