Re: [Flightgear-devel] Workaround: c172p on MacBook Pro with Intel HD3000

2012-04-14 Thread Olaf Flebbe
Hi,

I had a texture-size limiter for flightgear in the past. I have to dig it out 
first. 

But please have a look at these textures. I doubt that it makes sense to have a 
bump normal map twice the size of the livery it is applied to.

Olaf


 Presumably you could just ask osg or the gl to discard the top mip level(s) 
 rather than altering the source art to work around apple's driver bugs?
 


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Re: [Flightgear-devel] Workaround: c172p on MacBook Pro with Intel HD3000

2012-04-14 Thread James Turner

On 13 Apr 2012, at 23:28, Chris Forbes wrote:

 Presumably you could just ask osg or the gl to discard the top mip level(s) 
 rather than altering the source art to work around apple's driver bugs?

Yeah, unfortunately I think people want the high-res art for a reason - this 
needs a runtime test for the Intel chipset (on Mac only?) and something to 
reduce the size. Unfortunately that's a lot more work, and might require OSG 
changes since OSG loads the textures :(

James


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Re: [Flightgear-devel] Workaround: c172p on MacBook Pro with Intel HD3000

2012-04-14 Thread Mathias Fröhlich

Hi,

On Saturday, April 14, 2012 09:49:18 James Turner wrote:
 On 13 Apr 2012, at 23:28, Chris Forbes wrote:
  Presumably you could just ask osg or the gl to discard the top mip
  level(s) rather than altering the source art to work around apple's
  driver bugs?
 Yeah, unfortunately I think people want the high-res art for a reason - this
 needs a runtime test for the Intel chipset (on Mac only?) and something to
 reduce the size. Unfortunately that's a lot more work, and might require
 OSG changes since OSG loads the textures :(

But every image goes through our hands. We can just rescale this under certain 
conditions. At least the uncompressed textures are unproblematic.
I would introduce some property that is evaluated in the image load callback 
than. Today the chain of readerwriter options should in any case provide a 
simgear options object that contains the property tree that could be queried 
then.

Mathias

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

2012-04-14 Thread Frederic Bouvier
 Gene Buckle
 
 On Thu, 12 Apr 2012, Frederic Bouvier wrote:
 
 
  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.
 
 Fred, is there a reason the shadows on the instrument faces are so
 jumpy?

Probably :) one reason is the moving sun that few other games have
(not speaking of flight simulators, of course)

-Fred

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Re: [Flightgear-devel] Workaround: c172p on MacBook Pro with Intel HD3000

2012-04-14 Thread James Turner

On 14 Apr 2012, at 10:10, Mathias Fröhlich wrote:

 But every image goes through our hands. We can just rescale this under 
 certain 
 conditions. At least the uncompressed textures are unproblematic.
 I would introduce some property that is evaluated in the image load callback 
 than. Today the chain of readerwriter options should in any case provide a 
 simgear options object that contains the property tree that could be queried 
 then.

Ah, I thought many textures only when through osgDB, and we didn't have any 
callback or place to make such changes. If we do, then it's easy to add a 
property as you suggest.

James


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Re: [Flightgear-devel] Workaround: c172p on MacBook Pro with Intel HD3000

2012-04-14 Thread James Turner

On 14 Apr 2012, at 09:48, Olaf Flebbe wrote:

 I had a texture-size limiter for flightgear in the past. I have to dig it out 
 first. 

Okay, I think it would be a good thing to have anyway, since people have wildly 
varying amounts of GPU ram

 
 But please have a look at these textures. I doubt that it makes sense to have 
 a bump normal map twice the size of the livery it is applied to.

Ah, sorry, I agree this is unlikely :)

Unless people are counting each rivet head ... maybe they are!

James


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Re: [Flightgear-devel] Workaround: c172p on MacBook Pro with Intel HD3000

2012-04-14 Thread Mathias Fröhlich

Hi,

On Saturday, April 14, 2012 11:05:10 James Turner wrote:
 On 14 Apr 2012, at 10:10, Mathias Fröhlich wrote:
  But every image goes through our hands. We can just rescale this under
  certain conditions. At least the uncompressed textures are unproblematic.
  I would introduce some property that is evaluated in the image load
  callback than. Today the chain of readerwriter options should in any case
  provide a simgear options object that contains the property tree that
  could be queried then.
 
 Ah, I thought many textures only when through osgDB, and we didn't have any
 callback or place to make such changes. If we do, then it's easy to add a
 property as you suggest.


That's in

ModelRegistry::readImage()

Alternatively we could traverse the scenegraph of a loaded model and look for 
textures. That shouold work also. 

But the model registry thing sounds at first more plausible to me.

Greetings

Mathias

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Re: [Flightgear-devel] Workaround: c172p on MacBook Pro with Intel HD3000

2012-04-14 Thread Stuart Buchanan


-Stuart

On 14 Apr 2012, at 11:06, James Turner wrote:

 On 14 Apr 2012, at 09:48, Olaf Flebbe wrote:
 But please have a look at these textures. I doubt that it makes sense to 
 have a bump normal map twice the size of the livery it is applied to.
 
 Ah, sorry, I agree this is unlikely :)
 
 Unless people are counting each rivet head ... maybe they are!

The reason for having such a large normal map was to provide sufficient 
resolution that the rivets are visible. Any smaller and they appear as a raised 
line instead IIRC. 

I like the idea of resizing textures at model loading time a lot. 

The other option would be to switch the shader off. Presumably that would not 
load the normal map into the GPU. 

Stuart 
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Re: [Flightgear-devel] Adding Airports

2012-04-14 Thread Gijs de Rooy

 John wrote:
 How can I append the .tpj files to apt.dat? 

You can export to .dat via File  Export apt.dat (IIRC). You can then merge 
that output into apt.dat. 
Or feed this single-airport .dat directly into TerraGear's genapts to build a 
single airport. Or even combine
all your Ugandesian (?) airports in one .dat file.

 Also what's the best way to get these airports submitted to the database, is 
 the answer still Robin Peel?

Hard one. Robin doesn't accept 810 edits any more (AFAIK). Martin used to 
collect FlightGear edits, but I'm
not sure if he still does. And current developments of TerraGear are made 
towards the 850 format, so 810 
is slowly dying...

Cheers,
Gijs
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Re: [Flightgear-devel] Workaround: c172p on MacBook Pro with Intel HD3000

2012-04-14 Thread ThorstenB
On 14.04.2012 13:08, Stuart Buchanan wrote:
 I like the idea of resizing textures at model loading time a lot.

 The other option would be to switch the shader off. Presumably that
 would not load the normal map into the GPU.

Shader textures are loaded unconditionally, at least into main memory. 
Hopefully GPU loading is optional - but I'm not sure.

If someone was looking into improving the effect/texture loading code: 
it would be great if loading shader textures could be made optional, 
i.e. defer loading them until first access.

As a hard work-around, we could also introduce a new command-line option 
to disable shaders support completely (enabling shaders at run-time via 
the dialog wouldn't work then). This would help those with weak GPUs/old 
systems - and reduce loading times and memory consumption.

cheers,
Thorsten

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Re: [Flightgear-devel] Workaround: c172p on MacBook Pro with Intel HD3000

2012-04-14 Thread Olaf Flebbe

Am 14.04.2012 um 13:08 schrieb Stuart Buchanan:

 
 
 -Stuart
 
 On 14 Apr 2012, at 11:06, James Turner wrote:
 
 On 14 Apr 2012, at 09:48, Olaf Flebbe wrote:
 But please have a look at these textures. I doubt that it makes sense to 
 have a bump normal map twice the size of the livery it is applied to.
 
 Ah, sorry, I agree this is unlikely :)
 
 Unless people are counting each rivet head ... maybe they are!
 
 The reason for having such a large normal map was to provide sufficient 
 resolution that the rivets are visible. Any smaller and they appear as a 
 raised line instead IIRC. 

Maybe I didn't know where to look at. IMHO the rivets display perfectly even 
for texture size 2048. I will try to provide screen shots for comparison.

Olaf


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Re: [Flightgear-devel] Workaround: c172p on MacBook Pro with Intel HD3000

2012-04-14 Thread Olaf Flebbe
Hi,

Here are my screen shots, please compare:

4096x4096  Texture 
http://dl.dropbox.com/u/17221087/fgfs-screen-003.png

2048x2048 Texture 
http://dl.dropbox.com/u/17221087/fgfs-screen-005.png

BTW:  Are there really no rivets on the left side of the aircraft at the same 
position?

Greetings,
   Olaf
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Re: [Flightgear-devel] Water shader issues

2012-04-14 Thread Renk Thorsten
 I don't think your analysis can be correct; 

I don't particulary care. In my version of the shader, the problem is fixed for 
good and performance is improved, I've posted the code which does it, if you 
prefer your version of the code for whatever reason, be my guest. Likewise, if 
you and Emilian think computing normals to 0.1 deg accuracy is worth the 
effort, be my guest. I'm not touching your version of the shader, I'm just 
letting you know what I found out.

 The intention is to set the
 reflection colour as white if cover = 1.5 else set it to grey. AFAIK it
 works that way as well. 

It does, and it creates the tiling artefacts which we falsely attributed to 
reflection issues on the way. And as I said, loading two texture sheets to 
determine if a color is white or grey seems like a complete overkill to me.

 It's all an attempt to emulate the cloud cover over the sea and stop it
 being a lovely blue in the middle of a storm. I don't see that your
 modification honours this intent.

Look again. This

// de-saturate for reduced light
refl.rgb = mix(refl.rgb,  vec3 (0.248, 0.248, 0.248), 1.0 - smoothstep(0.4, 
1.0, scattering)); 

turns the base sea color smoothly into (0.248, 0.248, 0.248) (grey) dependent 
on the value of scattering which is a one-parameter measure of the light 
intensity reduction due to cloud cover (I have the screenshots to prove that 
this works, but I just don't see the point).

 Proximity of land is only a very rough guide to depth of water. You can  
 go a long way from shore in the North Sea without finding deep water, but the 
  
 sea gets very deep very fast off the Azores. If we can represent all this
 better, then I'm all for it.

We cannot get the exact base water color without introducing water classes or 
something like that into the scenery database. But we can make a moderately 
complex model for sea colors by having a Nasal script interpolate values from a 
table based on geography and using land proximity info, dump that value into 
the property tree and use it in the shader. It seems to me that a rough model 
is preferable to one constant sea color all over the place. Anyway, I think I 
will just implement it that way, and you do what you think is best.

Cheers,

* Thorsten
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Re: [Flightgear-devel] Workaround: c172p on MacBook Pro with Intel HD3000

2012-04-14 Thread Mathias Fröhlich

Hi,

On Saturday, April 14, 2012 13:51:33 ThorstenB wrote:
 On 14.04.2012 13:08, Stuart Buchanan wrote:
  I like the idea of resizing textures at model loading time a lot.
  
  The other option would be to switch the shader off. Presumably that
  would not load the normal map into the GPU.
 
 Shader textures are loaded unconditionally, at least into main memory.
 Hopefully GPU loading is optional - but I'm not sure.

Textures are loaded in main memory when the model that references them is 
loaded. Handing textures over to OpenGL is done once they are rendered the 
first time. Then the driver decides when to put the buffers in which area of 
the 
gpu/cpu memory. You cant control this then. And I think you should not try to 
control this last part mostly since this highly interacts with paging, uses of 
the GPU by other applications and so on. So this really belongs hidden into 
the driver and interacting with the system.

 If someone was looking into improving the effect/texture loading code:
 it would be great if loading shader textures could be made optional,
 i.e. defer loading them until first access.
Well, what do you mean with 'first access'?

 As a hard work-around, we could also introduce a new command-line option
 to disable shaders support completely (enabling shaders at run-time via
 the dialog wouldn't work then). This would help those with weak GPUs/old
 systems - and reduce loading times and memory consumption.

That's actually something I consider having. Also for different reasons. All 
the shader stuff is really nice but there are really use cases out there where 
it does not matter if the chrome is glossy or not. For them it's really most 
important that you get stable 60hz in *any* case. Which is still easier to get 
using the fixed function pipeline.
So again still having that available would be good IMO.

Greetings

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Re: [Flightgear-devel] Workaround: c172p on MacBook Pro with Intel HD3000

2012-04-14 Thread ThorstenB
On 14.04.2012 15:18, Mathias Fröhlich wrote:
   Shader textures are loaded unconditionally, at least into main memory.
   Hopefully GPU loading is optional - but I'm not sure.

 Textures are loaded in main memory when the model that references them
 is loaded. Handing textures over to OpenGL is done once they are

Right. But some of the global shaders always seem to be loaded. For 
example, start at LOWI. Doesn't matter whether shaders are enabled or 
disabled - you still get the warnings about the proprietary 
sea_foam.dds textures being loaded. Not sure whether it's really 
referenced by the scenery there - the sea should be really far away ;-).

   If someone was looking into improving the effect/texture loading code:
   it would be great if loading shader textures could be made optional,
   i.e. defer loading them until first access.
 Well, what do you mean with 'first access'?

To somehow create the effect object when the model references it, but 
to defer loading the texture until the effect condition becomes true for 
the very first time - which is the moment when the texture is actually 
needed/accessed for the first time. This would keep the feature of being 
able to enable shaders at run-time, while avoiding to waste memory/CPU 
performance on loading unnecessary textures.

   As a hard work-around, we could also introduce a new command-line option
   to disable shaders support completely (enabling shaders at run-time via
   the dialog wouldn't work then). This would help those with weak GPUs/old
   systems - and reduce loading times and memory consumption.
 That's actually something I consider having. Also for different reasons.
 All the shader stuff is really nice but there are really use cases out
 there where it does not matter if the chrome is glossy or not. For them
 it's really most important that you get stable 60hz in *any* case. Which
 is still easier to get using the fixed function pipeline.

 So again still having that available would be good IMO.

+1

cheers,
Thorsten

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

2012-04-14 Thread Gene Buckle
On Sat, 14 Apr 2012, Frederic Bouvier wrote:


 Fred, is there a reason the shadows on the instrument faces are so
 jumpy?

 Probably :) one reason is the moving sun that few other games have
 (not speaking of flight simulators, of course)

Ok. :)  I noticed the Anteworld demo of Outerra has the same issue when I 
was fiddling with it yesterday.  The heavy filtering does help quite a 
bit, but there should be some way to eliminate that jitter.  It's a shame 
we can't just slow the planet down. :D

g.


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Re: [Flightgear-devel] Workaround: c172p on MacBook Pro with Intel HD3000

2012-04-14 Thread Mathias Fröhlich

Hi,

On Saturday, April 14, 2012 17:16:52 ThorstenB wrote:
 On 14.04.2012 15:18, Mathias Fröhlich wrote:
Shader textures are loaded unconditionally, at least into main memory.
Hopefully GPU loading is optional - but I'm not sure.
  
  Textures are loaded in main memory when the model that references them
  is loaded. Handing textures over to OpenGL is done once they are
 
 Right. But some of the global shaders always seem to be loaded. For
 example, start at LOWI. Doesn't matter whether shaders are enabled or
 disabled - you still get the warnings about the proprietary
 sea_foam.dds textures being loaded. Not sure whether it's really
 referenced by the scenery there - the sea should be really far away ;-).
Ah, thats probably everything that is referenced by the materials.
Yes, this could be done on demand when the materials are really accessed.

Is this worth? Try it out ...

The material states could be loaded by an other meta loader that registers 
statically at the loader registry. The simgear internal part of the materials 
would be created once the xml file is loaded but tha state sets can be done on 
demand by a readObject() method in this loader. Look into the SPT Loaders 
state sets and world texture state how this could be done. When you do this 
take care that this happens probably more concurrent than it happens now.

If someone was looking into improving the effect/texture loading code:
it would be great if loading shader textures could be made optional,
i.e. defer loading them until first access.
  
  Well, what do you mean with 'first access'?
 
 To somehow create the effect object when the model references it, but
 to defer loading the texture until the effect condition becomes true for
 the very first time - which is the moment when the texture is actually
 needed/accessed for the first time. This would keep the feature of being
 able to enable shaders at run-time, while avoiding to waste memory/CPU
 performance on loading unnecessary textures.

Hmm, ok.
You will then need to introduce this kind of paging into osg. I see already 
hooks for something like that, but I never saw this finished. So I would prefer 
to not do this with a huge amount of adaptions at our osg integration just 
because of some effect textures being loaded.
If it's easy to do and does not require just an other addition to the cull 
visitor ok.

Anyway, one method that is always on top of flightgear profiles is the effect 
drawables interaction with the cull visitor. And in the far term I would 
prefer to move away from that decision about the effect being used at *every* 
time that drawable is being culled. IMO this should be done in advance with a 
set of extensions that is determined at context creation on viewer startup. 
And with this static decision within a single program run, instantiate the 
effects. for multiple contexts use the subset of extensions that is available 
in all contexts. Practically this should not introduce additional restrictions 
as usually all graphics boards in a single viewer are the same. And If you 
have different ones you are probably more interrested in a consistent look 
across the whole view than in a maximum feature special view because of a 
single different graphics board.

Given that, you should at load time know about the required subset of the 
effect textures, which make the above thought less important.

And much more important, I expect some improvment in the cull times with that 
kind of change.

If you still want to change the effects being used on runtime, you need to walk 
the sceneraph models one time and switch the effects being used. Or may be 
reload the scenery or something like that. But It makes no sense to pessimize 
the code path that is really important and happening on every frame because of 
something that you mostly only do when you install flightgear and you try out 
if the shaders are worth being enabled or not for your use.

  That's actually something I consider having. Also for different reasons.
  All the shader stuff is really nice but there are really use cases out
  there where it does not matter if the chrome is glossy or not. For them
  it's really most important that you get stable 60hz in *any* case. Which
  is still easier to get using the fixed function pipeline.
  
  So again still having that available would be good IMO.
 
 +1

Ok.

Greetings

Mathias


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Re: [Flightgear-devel] Workaround: c172p on MacBook Pro with Intel HD3000

2012-04-14 Thread Stuart Buchanan
On Sat, Apr 14, 2012 at 1:47 PM, Olaf Flebbe wrote:
 Hi,

 Here are my screen shots, please compare:

 4096x4096  Texture
 http://dl.dropbox.com/u/17221087/fgfs-screen-003.png

 2048x2048 Texture
 http://dl.dropbox.com/u/17221087/fgfs-screen-005.png

I can see a difference - the 4096 rivets look more round and have
fewer rendering artefacts.

 BTW:  Are there really no rivets on the left side of the aircraft at the same 
 position?

That'll be a bug. I'll look into it.

-Stuart

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Re: [Flightgear-devel] Workaround: c172p on MacBook Pro with Intel HD3000

2012-04-14 Thread Gene Buckle
On Sat, 14 Apr 2012, Stuart Buchanan wrote:


 I can see a difference - the 4096 rivets look more round and have
 fewer rendering artefacts.

Looks nicer too! :)

Is there a way to increase the resolutin of the texture used for the 
aircraft paint?  Right now it looks like some kid has been after it with 
a spray can...

g.

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Re: [Flightgear-devel] Workaround: c172p on MacBook Pro with Intel HD3000

2012-04-14 Thread Detlef Faber
Am 14.04.2012 12:06, schrieb James Turner:
 On 14 Apr 2012, at 09:48, Olaf Flebbe wrote:

 I had a texture-size limiter for flightgear in the past. I have to dig it 
 out first.
 Okay, I think it would be a good thing to have anyway, since people have 
 wildly varying amounts of GPU ram

 But please have a look at these textures. I doubt that it makes sense to 
 have a bump normal map twice the size of the livery it is applied to.
 Ah, sorry, I agree this is unlikely :)

 Unless people are counting each rivet head ... maybe they are!
Yes we are :-)

Using bumpmaps of 1024x1024 or 2048x2048 give ugly edgy craters rather 
than fine details. It's no use doing Rivet rows in 1 pixel, this doesn't 
look good.
A large bumpmap images with details gives another advantage as the 
livery texture file can be a smaller resolution, which helps with MP 
loading time or livery switching.

Greetings

D. Faber


 James


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