Re: [Flightgear-devel] Compute ground elevation dynamically for STG format

2012-08-26 Thread Clement de l'Hamaide

Hi,

I changed my technical solution in order to use the technical solution proposed 
by Mathias.
I hope this git diff is more adapted : http://pastebin.com/30GD4ksE

As you can see the parser is ready, I have tested with modified STG file and it 
works. Now I just need to implement the ground elevation calculator.
I have just a doubt about the variable elev I'm not sure that's is a good 
idea to send it as parameter since send change it in the function.
Let me know what is wrong, how to improve this little change code.

About the ground elevation calculator I think you are more able to create it 
because you know how to do. Personally I don't see how to adapt you fgelev 
because he is create for standalone program. In this way I think it's not 
really possible to adapt it for runtime program. Let me know if you accept to 
create this calculator.

Thanks in advance,

Cheers,
Clément
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Re: [Flightgear-devel] Compute ground elevation dynamically for STG format

2012-08-26 Thread Mathias Fröhlich

Hi,

On Sunday, August 26, 2012 11:20:38 Clement de l'Hamaide wrote:
 I changed my technical solution in order to use the technical solution
 proposed by Mathias. I hope this git diff is more adapted :
 http://pastebin.com/30GD4ksE
This looks much better. And I think you agree that it is much simpler and 
probably less error prone.

 As you can see the parser is ready, I have tested with modified STG file and
 it works. Now I just need to implement the ground elevation calculator. I
 have just a doubt about the variable elev I'm not sure that's is a good
 idea to send it as parameter since send change it in the function. Let me
 know what is wrong, how to improve this little change code.
 
 About the ground elevation calculator I think you are more able to create
 it because you know how to do. Personally I don't see how to adapt you
 fgelev because he is create for standalone program. In this way I think
 it's not really possible to adapt it for runtime program. Let me know if
 you accept to create this calculator.
Ok, I hope that nobody really picks that feature up except may be a few people 
having their home grown stg files.

Especially I would strongly advise the scenery people doing the 'official 
scenery' - whatever this means currently - not to use the agl based objects 
for placement and instead precompute the mean sea level elevations instead.

The next advise would have been to look into osgUtil::IntersectionVisitor and 
osgUtil::LineSegmentIntersector and run this on top of the already loaded base 
nodes.

I have some pending changes in this file here, so please forgive me if I 
introduce a huger conflict with your local changes.
So the upside of this is that I really already implemented but not tested the 
changes on top of what I had pending yesterday and provide agl based objects 
with the next push.

BUT: Never complain that scenery loading takes a long time in ground level 
computations! You have been warned!

Greetings

Mathias

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Re: [Flightgear-devel] Compute ground elevation dynamically for STG format

2012-08-26 Thread Clement de l'Hamaide

Yes of course your solution is more easier ;) As said I'm not a great 
programmer but at least I try to do something. I'm not a simple asker who say 
 Please do it for me 
I try to involve myself with my little and insufficient skills but at least I 
do something.

I saw that you commited the feature ! With a lot of other changes (the style 
is completely changed)
I have tested with 15 OBJECT_STATIC_AGL and I don't noticed difference of 
loading time. 

As soon as possible I hope to have the possibility to make test with a lot of 
object/large scenery in order to have a concrete evaluation of the possible 
impact. And I will report this test here.

Thanks you for your help,
Cheers,
Clément


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[Flightgear-devel] FW: Compute ground elevation dynamically for STG format

2012-08-26 Thread Clement de l'Hamaide

I have done some test. Here is the result :

Nb of objectWithout _AGLWith _AGL
 0  20.4s  
20.4s
 500  21.4s  
21.4s
  5 000  21.6s  
23.4s
15 000  24.0s  29.9s
30 000  27.2s  39.1s
  100 000  52.1s  95.6s

For information, TerraSync has 1 100 000 thus when I try to load 15 000 object 
I tried to load 1% of the entire TerraSync database in at once. And with 100 
000 it's 10% of the entire TerraSync database.
Of course it's not realist since objects are placed everywhere in the world in 
this way 1 STG file can't contains 1% of the entire TerraSync database.

For example if the whole LOWI region (less than 4000 objects) was transformed 
with _AGL the loading time will increase of less than 2 seconds. As LOWI is one 
of the most advanced scenery it's a good comparison.

With these test I can conclude that the _AGL tag can increase the loading time 
(and it's normal) but it's insignificant because FG doesn't load more than 5000 
objects at once since tiles are loaded step by step.

Cheers,
Clément

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[Flightgear-devel] (no subject)

2012-08-26 Thread Madaliso Soko
hey there
i hve got a problem with my in built flight gear map, it does not show data 
navaids even when i click on the data check boxany help will be 
appreciated .

am using windows by the way
  
regards madaliso
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[Flightgear-devel] Rembrandt Compatibility and Triple Monitor Configuration: Hardware Recommendations?

2012-08-26 Thread Durk Talsma
Hi Everybody,

As some of you probably know, FSWeekend 2012, Europe's largest Flight 
Simulation Event is approaching. As in previous year's I've committed myself 
again to organize (or help organizing) a booth. I've been keeping a fairly low 
profile recently, and consequently I'm a little out of the loop concerning the 
latest development, so I apologize up front if I ask something stupid. But, I 
obviously would like to showcase the latest developments in graphics, then 
project rembrand (and also canvas) come(s) to mind. In the past I've been 
running FlightGear on a triple monitor or even a four-monitor config at 
FSWeekend) configuration. Is this currently already possible with Rembrandt (or 
would it be possible by early November), and if so, what kind of hardware 
configuration would it require to run. 

FWIW, I currently have an intel Quad core (Intel (R) Core (TM)2 Quad Q6600 @ 
2.40 Gh) to be precise), with 4 Gigs of RAM, and two GeForce 9800 GT cards. My 
preference would be to just upgrade the video cards, but I'd be interested in 
hearing about other's experiences. Is if going to be possible at all to run in 
Rembrandt mode using multiple monitors / video cards? 

Cheers,
Durk
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Re: [Flightgear-devel] FW: Compute ground elevation dynamically for STG format

2012-08-26 Thread Mathias Fröhlich
On Sunday, August 26, 2012 21:04:53 Clement de l'Hamaide wrote:
 I have done some test. Here is the result :
 
 Nb of objectWithout _AGLWith _AGL
  0  20.4s   
   20.4s 500  21.4s 
 21.4s 5 000  21.6s 
 23.4s 15 000  24.0s
  29.9s 30 000  27.2s   
   39.1s 100 000  52.1s 
 95.6s
 
 For information, TerraSync has 1 100 000 thus when I try to load 15 000
 object I tried to load 1% of the entire TerraSync database in at once. And
 with 100 000 it's 10% of the entire TerraSync database. Of course it's not
 realist since objects are placed everywhere in the world in this way 1 STG
 file can't contains 1% of the entire TerraSync database.
 
 For example if the whole LOWI region (less than 4000 objects) was
 transformed with _AGL the loading time will increase of less than 2
 seconds. As LOWI is one of the most advanced scenery it's a good
 comparison.
 
 With these test I can conclude that the _AGL tag can increase the loading
 time (and it's normal) but it's insignificant because FG doesn't load more
 than 5000 objects at once since tiles are loaded step by step.

That's what I was trying to say to you.
It might be the case that you do not see a huge problem today, but given you 
will see some changes in future scenery this will come up.
To me, for that argument I just no not care at all what todays scenery just do 
by accident. Where accident I mean in this particular case that we have 
currently few triangles in the scene - which is good for many reasons 
including the one you are talking about. But it's clear to me that it's just a 
matter of time until we have something more finegrained. Then this will be more 
of an issue.
Really, think about how such an algorithm works that you need to implement 
this feature, what computational compexity is sitting behind this and under 
which curcumstances this hurts. So not to be harsh, but to really judge about 
if this will be a problem or not I expect you to understand the above *in* 
*detail*. Then once you understood that, think about what is probably happeing 
next to the scenery. Then think about how people typically act in this kind of 
projects and see how the probability is that we will in the not so far future 
get scenery where it will be way more of a problem.
How these claims all affect each other is left as an exercise ...

Also you will find that today convenient to give agl numbers. But Trust me, 
there are plenty of people out there who do not care at all about your 
convenience. They want the scenery and they think about why this is taking 
longer when you use this feature widely. And the only answer is in the end: 
for no sensible reason - we can equally well precompute these elevations.

And given your numbers I am surprised very bad how huge the impact already is 
with the current scenery.

If you personally want to wait longer - I personally don't care.

But please, in any officially published scenery, do *not* use this agl numbers 
and instead precompute the elevations!

Thanks for reporting that it works so far.

Mathias

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