[Flightgear-devel] Failed to select the language for Flightgear

2012-04-18 Thread 刘先生








Failed to select the language


Hi !
I'm confusing that when I use the 
FGrun,every time I select language from the Advanced Options(e.g. ,I input fr 
for French),the language of the FlightGear remains English.It remains the same 
Even when I use the command line to select the language(I input the command as 
fgfs --language=fr,the FG rans but the menu is still English).
My operation 
system is Windows xp,and the version of the Flightgear is 2.6.0.
Could you please tell me anything about the reason?


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Re: [Flightgear-devel] Failed to select the language for Flightgear

2012-04-18 Thread ThorstenB
On 18.04.2012 07:03, 刘先生 wrote:
 I'm confusing that when I use the FGrun,every time I select language
 from the Advanced Options(e.g. ,I input fr for French),the language of
 the FlightGear remains English.It remains the same Even when I use the
 command line to select the language(I input the command as fgfs
 --language=fr,the FG rans but the menu is still English).
 Could you please tell me anything about the reason?

See http://code.google.com/p/flightgear-bugs/issues/detail?id=263
It's broken for a long time. Right now, only the language for the 
command-line help can be switched, not the language for the menu.

cheers,
Thorsten

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[Flightgear-devel] Terrain mesh

2012-04-18 Thread Michael Sgier
Hi
I only wanted to throw in that x-plane is using an opensource terrain mesh...
So maybe we could use/integrate some of that? We could also get compatibility 
with photoscenery etc.
Cheers Michael



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Re: [Flightgear-devel] Failed to select the language for Flightgear

2012-04-18 Thread Gijs de Rooy

Hi 刘先生,

already replied to your forum topic an hour ago ;-)
http://www.flightgear.org/forums/viewtopic.php?f=35t=16071

 Thorsten wrote:
 Right now, only the language for the command-line help can be switched

And even that appears broken now... Or is it just me and some fault in my 
home-built FG?

Cheers,
Gijs
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Re: [Flightgear-devel] An empassioned plea

2012-04-18 Thread Vic Marriott
  It's probably not so much about memory consuming but more about resource
 consuming. But be assured that most new options are easily turned off. 

Sorry, but I think the point is being missed here.

Where is the sense in making very impressive advancements to FG, if the average 
user has to turn most of them off in order to get a usable fps.

Vic
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Re: [Flightgear-devel] Failed to select the language for Flightgear

2012-04-18 Thread ThorstenB
On 18.04.2012 10:34, Gijs de Rooy wrote:
   Right now, only the language for the command-line help can be switched
 And even that appears broken now... Or is it just me and some fault in
 my home-built FG?

Indeed. It got broken when the evaluation of command-line options was 
restructured. I'm adding this to the bug report...

cheers,
Thorsten

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Re: [Flightgear-devel] An empassioned plea

2012-04-18 Thread Chris Forbes
What *is* the baseline hardware fg ought to be aiming at?
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Re: [Flightgear-devel] Failed to select the language for Flightgear

2012-04-18 Thread James Turner

On 18 Apr 2012, at 10:00, ThorstenB wrote:

 Indeed. It got broken when the evaluation of command-line options was 
 restructured. I'm adding this to the bug report...

Whoops, my bad.

Will take a look.

James

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[Flightgear-devel] Random Buildings

2012-04-18 Thread Stuart Buchanan
Hi All,

A while back I initiated a discussion about improving our random
buildings, and got lots of very useful feedback and suggestions.  The
first part of this (masking of random object and vegetation placement
to match the underlying terrain texture) has been in git for some
time.

I have finally got around to implementing the second part - generating
(efficient) random buildings.

Before and after screenshots:
Before - http://www.nanjika.co.uk/flightgear/buildings-old.jpg
After - http://www.nanjika.co.uk/flightgear/buildings.jpg

At a functional level, there are three different size of buildings
(small, medium, large), with slightly different constraints (small and
medium buildings are never deeper than they are wide, small buildings
may have pitched roofs).  Various parameters can be set in the
materials.xml file, such as the proportion of each building size, the
texture file (which is shared across all buildings),  and the range of
sizes of each building.   The actual buildings are then generated by
FG itself directly as OSG primitives.

Obviously, this would be pointless if frame-rates were hit to the same
extent as they are with a similar number of normal models.  The good
news is that on my system there is _no_ fps drop from the random
buildings.  I get the same frame-rate whether or not the random
buildings are generated or not.  The same applies whether or not I'm
running with Rembrandt.

Of particular note - I get significantly better frame-rates with this
rather than the urban shader.

For those interested, the technical background is as follows:
- a Quadtree is used to ensure very fast culling of the buildings -
based on the work that Tim Moore did for the forests.
- a single 1024x1024 texture is used for all the buildings, minimizing
the number of state changes on the GPU
- all the buildings at the leaf of the quadtree are part of the same
geometry, so the GPU can churn through it very quickly without having
to change state.

There are still some bugs to be worked out before this can be pushed
to git,  but I'm hoping to get it checked in over the weekend.

If someone is interested in spending some time creating a better
default texture, please get in touch.

-Stuart

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Re: [Flightgear-devel] Random Buildings

2012-04-18 Thread James Turner

On 18 Apr 2012, at 10:25, Stuart Buchanan wrote:

 There are still some bugs to be worked out before this can be pushed
 to git,  but I'm hoping to get it checked in over the weekend.

Fantastic.

And, the performance numbers confirm many discussions here - the batched 
geometry with no state changes is very efficient, it's nodes, transforms and 
state changes that are killing us.

Could you make the density controllable? If the hit is really 'almost zero', I 
think about double the density in your screenshot would look even better.

James

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Re: [Flightgear-devel] An empassioned plea

2012-04-18 Thread Erik Hofman
On Wed, 2012-04-18 at 09:46 +0100, Vic Marriott wrote:
   It's probably not so much about memory consuming but more about resource
  consuming. But be assured that most new options are easily turned off. 
 
 Sorry, but I think the point is being missed here.
 
 Where is the sense in making very impressive advancements to FG, if the 
 average user has to turn most of them off in order to get a usable fps.

Why does anybody always expect the most imressive results on their old
Intel 486DX?

Advances in quality always requires more resources. Period. If your
hardware doesn't support it, bad for you but be grateful FlightGear at
least provides an option to turn to less nifty rendering.

Erik


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Re: [Flightgear-devel] Random Buildings

2012-04-18 Thread Renk Thorsten
 Before and after screenshots:
 Before - http://www.nanjika.co.uk/flightgear/buildings-old.jpg
 After - http://www.nanjika.co.uk/flightgear/buildings.jpg

Wow, this looks pretty good! Why are there buildings on the street though - 
isn't that a different landclass?

Does this have to an US-style rectangular street grid, or can we come up with 
an algorithm to draw more European-style street patterns (I think an adaption 
of the Markov chains I've been using for the undulatus cloud patterns might do 
the trick)?

 And, the performance numbers confirm many discussions here - 
 the batched geometry with no state changes is very efficient, it's 
 nodes, transforms and state changes that are killing us.

I don't know... might be lack of transparency and low vertex count as well. The 
buildings are more or less cubes, if there are 1000 visible it's ~8000 
vertices, usually I see performance deteriorating when I go from ~400.000 
vertices to 800.000 vertices, if you throw 10.000 more in or not is just lost 
in the variations in scenery vertex count. I thought a lot of the resource 
drain comes from models with an xml-wrapper.

Well, I'm looking forward to this!

Cheers,

* Thorsten

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Re: [Flightgear-devel] Random Buildings

2012-04-18 Thread Stuart Buchanan
On Wed, Apr 18, 2012 at 10:30 AM, James Turner wrote:
 Could you make the density controllable? If the hit is really 'almost zero',
 I think about double the density in your screenshot would look even better.

Yes, the density is controllable in the same way as the random vegetation
density (i.e. requires a scenery reload to take effect).

However, one of the issues I'm hitting right now is that I have to
avoid overlapping
buildings by binning buildings that are too close to other buildings.
As density
increases you get more overlapping, and spend more time binning
points, so scenery
loading starts taking longer.

One of the things I'm looking at before checking this in is making that process
more efficient, as well as dealing with non-random objects.

-Stuart

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Re: [Flightgear-devel] Random Buildings

2012-04-18 Thread Renk Thorsten
 However, one of the issues I'm hitting right now is that I have to
 avoid overlapping
 buildings by binning buildings that are too close to other buildings.
 As density
 increases you get more overlapping, and spend more time binning
 points, so scenery loading starts taking longer.

Create a grid with a (density-dependent) cell size up-front and roll a dice for 
every cell once if there's a building in or not - this avoids dealing with 
overlap issues. You might even save some random number generation...

* Thorsten
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Re: [Flightgear-devel] Random Buildings

2012-04-18 Thread Stuart Buchanan
On Wed, Apr 18, 2012 at 10:45 AM, Renk Thorsten wrote:
 Wow, this looks pretty good! Why are there buildings on the street though - 
 isn't that a different landclass?

That's a bug in the placement algorithm - the buildings shouldn't
extend past the edges of the city landclass.
I'm planning to fix that before checking it into git.

 Does this have to an US-style rectangular street grid, or can we come up with 
 an algorithm to draw
 more European-style street patterns (I think an adaption of the Markov chains 
 I've been using for the
 undulatus cloud patterns might do the trick)?

The current city textures are US-style rectangular street grids.
Placement and rotation of the buildings
uses the terrain-masking, where a second texture is used as a mask for
placement and rotation.

If you have a more European city texture, it would take ~1hr to create
a suitable mask (the difficult bit is
mentally converting the rotation in degrees into a 0-256 colour value!).

Note also that changes I made to the materials.xml loading a couple of
months ago so that any
condition tags on the material definition are evaluation at tile
loading time, and the directory
structure would make it very easy to apply such a texture/mask to just
European cities.

-Stuart

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Re: [Flightgear-devel] An empassioned plea

2012-04-18 Thread Renk Thorsten
 What *is* the baseline hardware fg ought to be aiming at?

I guess in practice every developer works such that stuff runs well on his own 
system. What else can we do? I'm not buying a second computer just to test how 
it would run on a Mac.

 Advances in quality always requires more resources. Period. If your
 hardware doesn't support it, bad for you but be grateful FlightGear at
 least provides an option to turn to less nifty rendering.

Actually, as Stuart or Mathias have demonstrated here, that's not always true. 
We seem to be getting more random buildings for less framerate impact for 
instance. Same was true with the clouds or with the geodinfo() which suddenly 
was a factor 50 faster.

There are sometimes clever ways of doing a task much faster, and one has to 
spot them.

More often, there are clever ways to do a task a bit faster. Taking a week to 
streamline shader code, I have typically gained 10-20% improvement in the past, 
at the expense of making the code difficult to understand. Not much, but I 
notice it, especially summing up several such effects. I didn't get the 
impression we usually make things as efficient as they could be. Many 
slow-changing quantities are determined per frame, or when it's clear that 
they're not needed for instance. An example is ridge lift which is updated per 
frame at agl altitudes of 20.000 ft when its value is ~1e-5 and it's clear that 
there can't be any real lift. Many distance calculations in Nasal scripts in 
the visible scene use spherical geometry while they could be in local Cartesian 
geometry which is about a factor 5 faster to compute.

The problem with making things efficient is that you have to understand well 
what you're doing. If you approximate an expression by something that works 
faster with the same accuracy in most cases, you need to take care of the case 
when it doesn't work. It's a weakness of the modular structure of the 
Flightgear project that there's hardly anyone with the 'big picture' who knows 
enough to realize where computations are repeated and how we could streamline 
the whole.

So, I think we can agree that spending performance on improvements, optionally 
implemented, is reasonable and desirable, burning performance in inefficient 
code is not desirable, but how to translate this into practical consequences 
isn't as easy to see. People are trying as a rule.

Cheers,

* Thorsten
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Re: [Flightgear-devel] Random Buildings

2012-04-18 Thread Björn Kesten
Wow, this is beyond awesome! And even better than the buggy shader!


I'd take a look at the texture(s) used and see what I can do.


B.

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Re: [Flightgear-devel] An empassioned plea

2012-04-18 Thread Vivian Meazza
Vic wrote:

 
   It's probably not so much about memory consuming but more about
   resource
  consuming. But be assured that most new options are easily turned off.
  
 
 Sorry, but I think the point is being missed here.
 
 Where is the sense in making very impressive advancements to FG, if the
 average user has to turn most of them off in order to get a usable fps.
 

The point is that those have  halfway decent hardware can use the new
features, and those who haven't can't. If we want to make the effort - well
that's free.  If we could find a way of doing shadows etc. which could run
on older hardware then we would. Perhaps as development continues we will be
able to optimise the system to find more framerate.

By the way - just how old is the hardware you are using? The hardware needed
to run this stuff can be picked up on eBay for peanuts.

Vivian 



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Re: [Flightgear-devel] An empassioned plea

2012-04-18 Thread Erik Hofman
On Wed, 2012-04-18 at 10:33 +, Renk Thorsten wrote:
  What *is* the baseline hardware fg ought to be aiming at?
 
 I guess in practice every developer works such that stuff runs well on his 
 own system. What else can we do? I'm not buying a second computer just to 
 test how it would run on a Mac.
 
  Advances in quality always requires more resources. Period. If your
  hardware doesn't support it, bad for you but be grateful FlightGear at
  least provides an option to turn to less nifty rendering.
 
 Actually, as Stuart or Mathias have demonstrated here, that's not always 
 true. We seem to be getting more random buildings for less framerate impact 
 for instance. Same was true with the clouds or with the geodinfo() which 
 suddenly was a factor 50 faster.

There could sometimes be room for improvement but that is only because
of slightly less optimal use of resources in the current implementation.
But in general the argument sticks.

Don't get me wrong; every improvement is great (and welcome) but it is
silly to expect (or almost demand) Rembrandt to run on older hardware.

Erik


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Re: [Flightgear-devel] An empassioned plea

2012-04-18 Thread EViLSLT - Rob
Hi All!

The new rembrandt project is really cool, it seems to be the eyecandy that's 
currently missing. I check for new and watch the youtube updates quite 
regularly, mostly clips of fred etc. (wish there we some more hehe)

However,I'm not that happy with performance (FPS) with or without rembrandt and 
in my humble opinion my hardware is not outdated,

My machine:
Core i7 920 2.8 ghz
24 Gbyte ram
ocz vertex 2 and sandforce SSD storage
4x 1 tbyte SATA
ATI 5870
Asus Xonar d2x soundcard 

I often choose to fly in areas with very little or non exciting scenery, 
basically because when i do my frames per second either fluctuate too heavily, 
and gameplay stutters  which is quite annoying and setting max fps to the 
lowest stable number isn't really a preferred option as the lowest value is 
simply to low for smooth simulation/gameplay. Or simply because i find 
performance too low (e.g. 20 - 30 fps), e.g. KSFO, EHAM the more 'advanced' 
scenery. When i do fly in those areas i basically disable all the eyecandy you 
want on, random vegetation, buildings (has been improved indeed) and 3d clouds, 
things that make the world look more real just to have that bit of extra 
performance to keep things running as smooth as possible.

Though as many of the people that have this comment in regards of the frames 
per second performance, my programming skills and knowledge of the internal 
workings of FG, OSG, SimGear are lacking quite a bit, and investigation and 
testing of this would go dramatically slow and bad if this was up to me.

Though i do have a question in relation to this:

Is there a benchmarking tool/setup for flightgear? For example a 
preconfigured/prerecorded flight with fixed variables (weather, time, fov, 
etc), fixed nr of frames. Basically everything fixed except rendering options 
and that it measures how long it takes to render/run and calculate the average 
FPS? People would be able to compare this value, and one would not be comparing 
apples with pears. Everybody ran the same benchmark/flight. It would be very 
helpful in determining if some change brought improvement or made performance 
worse by a proper measuring instead of staring at the FPS counter in the bottom 
of the screen during gameplay and 'estimating' if things improved or not.

And a more simple second question, what do the developers accept as proper 
performance (value) in regards of frames per second. Perhaps i demand/expect 
too much, but 20 - 30 fps i find rather disappointing, flight is far from 
smooth at such numbers, but others might find that (more then) ideal. 
(rembrandt though not really the focus of my email cuts my performance 
generally in 2, 8 - 15 fps at EHAM when lucky).

This was my penny 

Kindest Regards and happy flying
Rob - EViLSLT

- Original Message -
From: Erik Hofman e...@ehofman.com
To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net
Sent: Wednesday, April 18, 2012 1:12:36 PM
Subject: Re: [Flightgear-devel] An empassioned plea

On Wed, 2012-04-18 at 10:33 +, Renk Thorsten wrote:
  What *is* the baseline hardware fg ought to be aiming at?
 
 I guess in practice every developer works such that stuff runs well on his 
 own system. What else can we do? I'm not buying a second computer just to 
 test how it would run on a Mac.
 
  Advances in quality always requires more resources. Period. If your
  hardware doesn't support it, bad for you but be grateful FlightGear at
  least provides an option to turn to less nifty rendering.
 
 Actually, as Stuart or Mathias have demonstrated here, that's not always 
 true. We seem to be getting more random buildings for less framerate impact 
 for instance. Same was true with the clouds or with the geodinfo() which 
 suddenly was a factor 50 faster.

There could sometimes be room for improvement but that is only because
of slightly less optimal use of resources in the current implementation.
But in general the argument sticks.

Don't get me wrong; every improvement is great (and welcome) but it is
silly to expect (or almost demand) Rembrandt to run on older hardware.

Erik


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Re: [Flightgear-devel] Random Buildings

2012-04-18 Thread Mathias Fröhlich

Hi,

On Wednesday, April 18, 2012 10:25:55 Stuart Buchanan wrote:
 For those interested, the technical background is as follows:
 - a Quadtree is used to ensure very fast culling of the buildings -
 based on the work that Tim Moore did for the forests.
 - a single 1024x1024 texture is used for all the buildings, minimizing
 the number of state changes on the GPU
 - all the buildings at the leaf of the quadtree are part of the same
 geometry, so the GPU can churn through it very quickly without having
 to change state.
That sounds like we are heading in the right direction.
Thanks!

Let me be somehow picky:
You are talking about having the houses in the same geometry, that's already 
fine.
The next thing to care for is that they are also in a minimum amount of 
osg::PrimitiveSet instances. That's about minimizing the amount of draw calls 
that happen underneath. The best thing would be to have one single 
*DrawElements instance doing the whole geometry in a single draw call.

Greetings

Mathias

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Re: [Flightgear-devel] Random Buildings

2012-04-18 Thread Stuart Buchanan
2012/4/18 Mathias Fröhlich wrote:
 Let me be somehow picky:
 You are talking about having the houses in the same geometry, that's already
 fine.
 The next thing to care for is that they are also in a minimum amount of
 osg::PrimitiveSet instances. That's about minimizing the amount of draw calls
 that happen underneath. The best thing would be to have one single
 *DrawElements instance doing the whole geometry in a single draw call.

I think I've already got that covered. I'm using a single osg::PrimitiveSet, and
a single list of QUADS/vertices/normals/colors/textureCoords at the leaf of
each Quadtree.

-Stuart

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Re: [Flightgear-devel] Random Buildings

2012-04-18 Thread Mathias Fröhlich

Hi,

On Wednesday, April 18, 2012 17:21:56 Stuart Buchanan wrote:
 I think I've already got that covered. I'm using a single osg::PrimitiveSet,
 and a single list of QUADS/vertices/normals/colors/textureCoords at the
 leaf of each Quadtree.
Great!
Thanks!

Mathias

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Re: [Flightgear-devel] An empassioned plea

2012-04-18 Thread Patrick Callahan
On Sun, 15 Apr 2012 18:44:26 +0200
Gijs de Rooy gijsr...@hotmail.com wrote:

 
  Pat wrote:
  
  Would having a dialog to set options for various PC capabilities help?
 
 What's wrong with View  Rendering Options?
  
For a novice user, would they know that performance could be affected by view 
rendering settings? which ones would they set, and at what levels?
  
The idea would be to have sets of option settings pre-configured to fit common 
hardware limitations at various levels.  

While doing this I would not want to make it a default, just give the user the 
option.

Then again, maybe I'll just get a better graphics card. I've done that once 
already, just for flightgear but it didn't increase my framerate much.

-Pat

Core2 8400
4Gig
Nvidia 420
 
P.S. I've got an old 386 laptop with 80 meg of memory and a 2 gig hard drive 
somewhere around here.  Perfect for running flightgear on the go!

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