[Flightgear-devel] Shader menu structure

2012-06-19 Thread Renk Thorsten
 Anyway, just reporting what I see, but I am sure other
 users must get VERY confused by such strange - it works,
 then it does not work - behavior... but I suppose when
 it is all documented the sun will shine, and shadows
 cast...

Indeed. Forum reports suggest that users do get confused. So what do we do?

The problem: A shader for object X isn't an independent entity which you can 
switch on and off at your leisure independent of what else is going on - it 
needs to share the fogging and lighting scheme of the rest of the scene, 
otherwise it creates visual artefacts. At the moment, we have three such 
schemes:

a) default in which the light is always the sunlight and the fog is always 
exp(-(const * length/vis)**2)

b) Rembrandt in which the light can come from multiple sources and sunlight may 
be blocked by a shadow, fog remains as is

c) Lightfields in which the sunlight is the only light source but at dusk or 
dawn becomes a function of position in the scene and in which the fog has a 
more complicated 2 component structure

Each of the schemes has a justification to be there in terms of features vs. 
performance. Making a shader of one scheme work in a different scheme is a 
non-trivial exercise, in the case of water reflection shader into lightfields 
it cost me about half a week of really good coding time (kids with 
grandparents). So we simply don't have all shaders in all schemes, and I don't 
even know if all would run with enough fps in all schemes.

How to present it to the user?

I don't know off-hand how Rembrandt handles non-Rembrandt shaders. In the 
lightfield scheme, the first solution was to let the user do the configuration, 
i.e. when the main selector (skydome/atmospheric scattering) was checked, all 
other special shaders continued to work, leading to really bad visual artefacts 
and a couple of bug reports. No good.

The current solution involves overrides - the lightfield scheme declares before 
the default scheme, and as a result when lightfields are on, the shader 
configuration menu in essence changes function and switches higher detail 
shaders on only if implemented, whereas sliders do nothing if the corresponding 
shader isn't implemented. That's a good solution insofar as it largely prevents 
users from creating visual mismatches between schemes, but leads to complaints 
that 'shader X doesn't work when atmospheric light scattering is on'. So, still 
not good enough and creating confusion.

*The* solution is of course to make all shaders work in all schemes. Certainly 
not for 2.8, that would be my 3.0 idea as stated elsewhere.

In the meantime, what would be the best way to make it clear in the GUI that 
Rembrandt and lightfields are genuinely different lighting schemes and come 
with their own set of shaders? Should there simply be text in the GUI? Should 
there be an on-screen message printed? Should the GUI change in some way and 
present only the actually existing options dependent on scheme?

Please give some feedback - how can we communicate better what is happening and 
why there are limitations?

* Thorsten
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[Flightgear-devel] www.whenthunderrolled.com

2012-06-19 Thread Vic Marriott
Hi All,
I received this today. It is a commercial venture, so I don't feel inclined to 
contribute directly. Has anyone else been contacted by them?

This bit  keep between us of course  made me feel like a child being 
groomed for nefarious reasons.

Cheers,
Vic

Hi Vic,

We know it might be a long shot, but figured why not at least reach out.  
Please keep between us of course, but would you ever have an interest in 
supporting/contributing some of your models to this historical project designed 
to replicate the experiences of a decorated fighter pilot?  We have partnered 
with other individuals from the FlightGear community already and it has been a 
great experience.  Let me know your thoughts when you can and you can read more 
about the project at...

Read more here:  www.whenthunderrolled.com

Thanks for your time and consideration.

Regards,
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Re: [Flightgear-devel] www.whenthunderrolled.com

2012-06-19 Thread Björn Kesten
Do you want to contribute your free models to our commercial product?

Seems there *is* a reason for my NCGC* license after all...

*(Non-commercial use only; give credit where due)


*Shakes head*

B.

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Re: [Flightgear-devel] Shader menu structure

2012-06-19 Thread Gijs de Rooy
Hi Thorsten,

As of my last rendering dialog update, atmospheric scattering shader options 
are invisible when Rembrandt is enabled. We could apply that same scheme to 
all the other effects...

But I sort of lost track of what effects do work and what do not. The water 
shader for example looked better than ever with Rembrandt enabled, until Fred 
told me it wasn't supposed to and I found out that it only looks okay at 
certain times of day...

So.if.someone.could.setup.a list of effect(combination)s that don't work, I can 
try to construct something.

Cheers,
Gijs

 From: thorsten.i.r...@jyu.fi
 To: flightgear-devel@lists.sourceforge.net
 Date: Tue, 19 Jun 2012 09:23:09 +
 Subject: [Flightgear-devel] Shader menu structure
 
  Anyway, just reporting what I see, but I am sure other
  users must get VERY confused by such strange - it works,
  then it does not work - behavior... but I suppose when
  it is all documented the sun will shine, and shadows
  cast...
 
 Indeed. Forum reports suggest that users do get confused. So what do we do?
 
 The problem: A shader for object X isn't an independent entity which you can 
 switch on and off at your leisure independent of what else is going on - it 
 needs to share the fogging and lighting scheme of the rest of the scene, 
 otherwise it creates visual artefacts. At the moment, we have three such 
 schemes:
 
 a) default in which the light is always the sunlight and the fog is always 
 exp(-(const * length/vis)**2)
 
 b) Rembrandt in which the light can come from multiple sources and sunlight 
 may be blocked by a shadow, fog remains as is
 
 c) Lightfields in which the sunlight is the only light source but at dusk or 
 dawn becomes a function of position in the scene and in which the fog has a 
 more complicated 2 component structure
 
 Each of the schemes has a justification to be there in terms of features vs. 
 performance. Making a shader of one scheme work in a different scheme is a 
 non-trivial exercise, in the case of water reflection shader into lightfields 
 it cost me about half a week of really good coding time (kids with 
 grandparents). So we simply don't have all shaders in all schemes, and I 
 don't even know if all would run with enough fps in all schemes.
 
 How to present it to the user?
 
 I don't know off-hand how Rembrandt handles non-Rembrandt shaders. In the 
 lightfield scheme, the first solution was to let the user do the 
 configuration, i.e. when the main selector (skydome/atmospheric scattering) 
 was checked, all other special shaders continued to work, leading to really 
 bad visual artefacts and a couple of bug reports. No good.
 
 The current solution involves overrides - the lightfield scheme declares 
 before the default scheme, and as a result when lightfields are on, the 
 shader configuration menu in essence changes function and switches higher 
 detail shaders on only if implemented, whereas sliders do nothing if the 
 corresponding shader isn't implemented. That's a good solution insofar as it 
 largely prevents users from creating visual mismatches between schemes, but 
 leads to complaints that 'shader X doesn't work when atmospheric light 
 scattering is on'. So, still not good enough and creating confusion.
 
 *The* solution is of course to make all shaders work in all schemes. 
 Certainly not for 2.8, that would be my 3.0 idea as stated elsewhere.
 
 In the meantime, what would be the best way to make it clear in the GUI that 
 Rembrandt and lightfields are genuinely different lighting schemes and come 
 with their own set of shaders? Should there simply be text in the GUI? Should 
 there be an on-screen message printed? Should the GUI change in some way and 
 present only the actually existing options dependent on scheme?
 
 Please give some feedback - how can we communicate better what is happening 
 and why there are limitations?
 
 * Thorsten
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Re: [Flightgear-devel] Shader menu structure

2012-06-19 Thread Renk Thorsten
 So.if.someone.could.setup.a list of effect(combination)s that don't  
 work, I can try to construct something.

From my side:

Lightfields currently support

- of the detailed shader config dialog:  water reflection (water slider) and 
snow/dust (currently on landmass slider), all other sliders are ignored
- of other shader-generated stuff: 3d-clouds, Stuart's random buildings, random 
vegetation is unsupported

* Thorsten
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Re: [Flightgear-devel] A plan for a 3.0 release?

2012-06-19 Thread Emilian Huminiuc
On Wednesday 13 June 2012 12:05:42 Renk Thorsten wrote:
 
 Now, random vegetation seems to increase vertex count a lot, and this may
 well be not doable by just taking the code and applying it to the
 vegetation (it didn't work with clouds either).  So it probably needs a
 dedicated approximation scheme making use of the fact that vegetation is
 drawn relatively close to the position and not 100 km distant to run at
 all.
 
 Given my framerate when switching on lightfields and random vegetation
 without lightfield shading, I'm not too optimistic :-( But worth a try.
 
 * Thorsten

There is a simple solution to that. Move the work in the fragment shader. You 
won't be scene complexity bound, and you'll also have the correct depth 
available as:

float fragmentDepth = gl_ProjectionMatrix[3].z/(gl_FragCoord.z * -2.0 + 1.0 - 
gl_ProjectionMatrix[2].z);
 
(Currently, if taking depth info in the vertex shader for the trees, you need 
to do some ugly hacks to get the right depth, hacks that fail to work most of 
the times. )

As for performance concerns, yes, fragment operations might be slower than 
vertex ones for the same complex task, but they are generaly done on a limited 
amount of fragments that varies only with camera position/orientation and 
isn't adversely affected by high vertex count scenes. And the trend is for 
vertex count increase.

Regards,
Emilian

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Re: [Flightgear-devel] A plan for a 3.0 release?

2012-06-19 Thread Renk Thorsten
 There is a simple solution to that. Move the work in the fragment  
 shader. You
 won't be scene complexity bound, and you'll also have the correct depth
 available as (...)

Right... but I need the projection of the vertex position into the sun 
direction in the horizon plane to compute light - that's the part which doesn't 
go easily into the fragment shader. Maybe we have enough varying to pass all 
raw vectors involved right through the vertex shader - then everything can be 
done in the fragment part?

The problem might also be that similar to clouds, tree textures are transparent 
in places, and so the fragment part may be slower than expected (for clouds, 
moving too much into the fragment shader gets very slow for that reason).

Thanks for the suggestion in any case - plenty of things need to be tried...

* Thorsten
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Re: [Flightgear-devel] A plan for a 3.0 release?

2012-06-19 Thread Emilian Huminiuc
On Tuesday 19 June 2012 12:29:34 Renk Thorsten wrote:
  There is a simple solution to that. Move the work in the fragment
  shader. You
  won't be scene complexity bound, and you'll also have the correct depth
  available as (...)
 
 Right... but I need the projection of the vertex position into the sun
 direction in the horizon plane to compute light - that's the part which
 doesn't go easily into the fragment shader. Maybe we have enough varying to
 pass all raw vectors involved right through the vertex shader - then
 everything can be done in the fragment part?
 
 The problem might also be that similar to clouds, tree textures are
 transparent in places, and so the fragment part may be slower than expected
 (for clouds, moving too much into the fragment shader gets very slow for
 that reason).
 
 Thanks for the suggestion in any case - plenty of things need to be tried...
 
 * Thorsten

Just look in the tree shader, there's a line there dropping the fragment if it 
hits the transparent part, so no there won't be any penalty incurred for the 
transparent bits in the trees.
You can have the position, properly interpolated, in the fragment shader. You 
already have it in most shaders. And if you don't you just replace the current 
varying holding the result of your work in the vertex shader with a varying 
passing the position/ecPosition depending on what you need.

Regards,
Emilian

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Re: [Flightgear-devel] Shader menu structure

2012-06-19 Thread Gijs de Rooy

Please try https://gitorious.org/fg/fgdata/merge_requests/163

We basically open a special shader dialog when the lightfield renderer is 
enabled; a dialog 
without all the shaders that are not supported. Also moved the atmospheric 
sliders to that
dialog, as those are advanced options.

I did not disable the random vegetation, as people (including myself) might 
prefer to have 
badly fogged trees over no trees at all. Fog is the only issue, right?

Comments are welcome.

Gijs
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Re: [Flightgear-devel] www.whenthunderrolled.com

2012-06-19 Thread Arnt Karlsen
On Tue, 19 Jun 2012 12:04:48 +0200, Björn wrote in message 
cadxdtfju8rs3btbhrksc_x5psh_vwayhw4vq+y4scao-umm...@mail.gmail.com:

 Do you want to contribute your free models to our commercial
 product?

..they ask nicely, and it _sounds_ (to me) like they want to
dual-license their commercial product.

..in my opinion, they should launch their product the way Red Hat 
launched their distro business in the 1990ies, a set of binaries 
for money, and the source for free, and both under the GPL. :o)

 Seems there *is* a reason for my NCGC* license after all...
 
 *(Non-commercial use only; give credit where due)

..your NCGC license is not compatible with the GPL, because 
of your 2 additional requirements.  
You can of course dual-license your own work as you see fit.

 *Shakes head*

..no conflict with the GPL. ;o)

-- 
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...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.

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[Flightgear-devel] ..subtle FG AR inspirational video, was: Volunteer required in Edinburgh, Scotland

2012-06-19 Thread Arnt Karlsen
On Mon, 18 Jun 2012 20:50:10 +0100, Stuart wrote in message 
CAP3ntytK3WkTKdaJ2ojAApoBghScjsS=M9E=k_s_y9g+hcs...@mail.gmail.com:

 There's a rather dull picture here showing the setup of a single
 projector and a joystick:
 http://wiki.flightgear.org/File:FlightGear_demo_at_museum.jpg


..20 more minutes of subtle FG AR inspiration, 
from rocket science to the 8'th mass medium :o)
http://www.youtube.com/watch?v=EvyfHuKZGXU

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Re: [Flightgear-devel] www.whenthunderrolled.com

2012-06-19 Thread Curtis Olson
For whatever it's worth, my reading of their site suggested that they are
basing their commercial product off some other software/simulation engine
and are looking for content.  If they are proceeding with permission of the
content authors and in compliance with licensing then I wish them all the
best.  And I think it's worth noting that these guys are generally creating
content and scenarios; they are building stuff; adding to what's already
there and rolling in the experience of a real combat pilot.  This is a ton
of time and effort (they aren't simply copying someone else's work and
trying to spam the internet with it like some of our less favorite friends
are known to do.)

Curt.


On Tue, Jun 19, 2012 at 10:09 AM, Arnt Karlsen wrote:

 On Tue, 19 Jun 2012 12:04:48 +0200, Björn wrote in message
 cadxdtfju8rs3btbhrksc_x5psh_vwayhw4vq+y4scao-umm...@mail.gmail.com:

  Do you want to contribute your free models to our commercial
  product?

 ..they ask nicely, and it _sounds_ (to me) like they want to
 dual-license their commercial product.

 ..in my opinion, they should launch their product the way Red Hat
 launched their distro business in the 1990ies, a set of binaries
 for money, and the source for free, and both under the GPL. :o)

  Seems there *is* a reason for my NCGC* license after all...
 
  *(Non-commercial use only; give credit where due)

 ..your NCGC license is not compatible with the GPL, because
 of your 2 additional requirements.
 You can of course dual-license your own work as you see fit.

  *Shakes head*

 ..no conflict with the GPL. ;o)

 --
 ..med vennlig hilsen = with Kind Regards from Arnt Karlsen
 ...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three:
  best case, worst case, and just in case.


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Re: [Flightgear-devel] www.whenthunderrolled.com

2012-06-19 Thread Arnt Karlsen
On Tue, 19 Jun 2012 10:21:33 -0500, Curtis wrote in message 
cahtsj_dni0cdegbx0stxwjwh9j5vfxf2aderk5jpde40n1s...@mail.gmail.com:

 For whatever it's worth, my reading of their site suggested that they
 are basing their commercial product off some other
 software/simulation engine and are looking for content.  If they are
 proceeding with permission of the content authors and in compliance
 with licensing then I wish them all the best.  And I think it's worth
 noting that these guys are generally creating content and scenarios;
 they are building stuff; adding to what's already there and rolling
 in the experience of a real combat pilot.  This is a ton of time and
 effort (they aren't simply copying someone else's work and trying to
 spam the internet with it like some of our less favorite friends are
 known to do.)
 
 Curt.
 
 
 On Tue, Jun 19, 2012 at 10:09 AM, Arnt Karlsen wrote:
 
  On Tue, 19 Jun 2012 12:04:48 +0200, Björn wrote in message
  cadxdtfju8rs3btbhrksc_x5psh_vwayhw4vq+y4scao-umm...@mail.gmail.com:
 
   Do you want to contribute your free models to our commercial
   product?
 
  ..they ask nicely, and it _sounds_ (to me) like they want to
  dual-license their commercial product.

..I got too triggerhappy here, I _meant_ to say: they ask nicely, 
and it _sounds_ (to me) like they want to dual-license your code, 
art etc GPL work, for use in their commercial product.

  ..in my opinion, they should launch their product the way Red Hat
  launched their distro business in the 1990ies, a set of binaries
  for money, and the source for free, and both under the GPL. :o)
 
   Seems there *is* a reason for my NCGC* license after all...
  
   *(Non-commercial use only; give credit where due)
 
  ..your NCGC license is not compatible with the GPL, because
  of your 2 additional requirements.
  You can of course dual-license your own work as you see fit.
 
   *Shakes head*
 
  ..no conflict with the GPL. ;o)


-- 
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...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.

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Re: [Flightgear-devel] www.whenthunderrolled.com

2012-06-19 Thread Alexis Bory
Le 19/06/2012 11:49, Vic Marriott a écrit :
 Hi All,
 I received this today. It is a commercial venture, so I don't feel 
 inclined to contribute directly. Has anyone else been contacted by them?

Yes, I think so. I've been contacted privately around October 2010 by 
Steve (Swanbast ?) who was very kindly asking permission to use some of 
my models suitable for Vietnam war era. As all the models were already 
licensed under the GPL and also as Steve was asking with a lot of 
attention, I said him okay for the models I had 100% authorship (namely 
the A-6 Intruder and a few hangars).

I'm happy to see that his project is going well along.

Alexis

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[Flightgear-devel] mpserver02 mpserver07

2012-06-19 Thread Curtis Olson
Hi,

Can anyone tell me definitively (or close to definitively, or even
speculatively) what the status of mpserver02.flightgear.org and
mpserver07.flightgear.org are?  I can't ping them at the moment.  Host
names are cheap (maybe even cheaper than version numbers) but if these
hosts are long gone, we might as well recycle an old number in sequence
rather than creating a new host name and leaving dead gaps in the sequence.

Thanks,

Curt.
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Re: [Flightgear-devel] A plan for a 3.0 release?

2012-06-19 Thread Chris Forbes
Fragment discard isn't anywhere near as free or beneficial as you
think it is. It's pretty crippling on a lot of older hardware.

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Re: [Flightgear-devel] Slow frame rates

2012-06-19 Thread Mathias Fröhlich

Hi,

On Sunday, June 17, 2012 13:00:15 castle...@comcast.net wrote:
 This email rekindled an idea from a while back. Last year while working on
 the 747 sim with multiple projectors and a quad core CPU I experimented
 with setting up three instances of fgfs - one for each cpu, graphics card,
 and projector. The improvement in the frame rate was quite dramatic; from
 around 20-22 fps to over 55 fps for each instance. The down side was that
 all the dynamic features (3d clouds, AI objects, random stuff, etc) all ran
 in their own graphics context. so while all the static scenery sync'd
 across the projectors, the dynamic objects ended at the display
 boundaries.
 
 Multi-core machines have been around for some time now. Perhaps it is time
 to think beyond running Flighgear as a monolithic process in a single CPU
 configuration.
 
 It is my understanding that all three platforms ( MS, Mac, Linux) support
 some form of shared memory IPCs. I use shared memory in the 737/747 cockpit
 software to great advantage with a global section for all common data and
 sharing data between the Captian, FO, and MCDUs processes.
 
 In Linux creating a shared memory segment is simple and straight forward.
 The master fgfs would create the shared segment and compute the graphical
 objects, in this case clouds and AI, and the fgfs slaves would simply
 access the shared segment for the data required to create their visual
 scene.
 
 Hopefully, I'll have some time in the fall to pursue this idea further. In
 the mean time, the floor is open to anyone who would like to comment or
 pursue this idea on their own.

Well, that's about what I am about to do with the HLA stuff.

The nice thing is that the ipc is hidden behind something that is also able to 
distribute this across multiple machines. A local network connect is mostly 
sufficient. But doing the same by an infniband connect is possible too. 
Experimenting with shared memory did not bring notable improovements over a 
system local network connect. At least not on linux...

In any case I think this could be fast enough to do this stuff.

Also this stuff is based on a standard that is probably enables us to be a 
little more connective in the end. At least this is a slight hope from me.

John, by this way, I did send you some mails regarding the unwrapping, but did 
never get an answer - did you recieve them?

Mathias


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