[Flightgear-devel] Seamless noise distributions

2013-01-20 Thread Renk Thorsten

I'd like to ask for a few opinions.

The problem: Vertex shader coordinates are continuous only within a terrain 
tile, so the noise distributions we use show discontinuities across terrain 
tiles - seen most prominently in snow or fog patches.

The solution: Emilian and Fred have figured out a way to transform vertex 
coordinates to global world coordinates - these are contiinuous across tiles, 
so we can use those.

The fine-print: The numerical accuracy of world-coordinates is limited and much 
worse than tile-internal coordinates - which means that, dependent on system 
and implementation details, they can't be used for noise below a 25 m - 5m 
scale, i.e. to generate fine-grained noise we still need the local 
tile-internal coordinates. In addition, there's no set of 2D coordinates which 
doesn't have distortions and covers Earth seamlessly, so noise lookup in world 
coordinates has either other discontinuities (i.e. is valid at startup only and 
noise 'jumps' every 1000 km of flight, or is valid at startup but looks weird 
after 8000 km,...) or it needs to be 3D noise.

Now, 3D noise is quite a bit more costly than 2D noise - if done by texture, 
memory consumption goes resolution ^3 instead of resolution ^2, if done by 
function it's a bit more than double the computational load of 2d noise (2d 
Perlin noise needs 4 random numbers and 3 interpolations, 3d Perlin noise needs 
8 random numbers and 7 interpolations).

The bill: In order to make this work, we'd need an additional varying vec3 to 
transport world coordinates in every shader in addition to the varying vec2 to 
transport local tile coordinates, and convert the low frequency noise to 3D 
computations, doubling their computational load. This has to be in every 
terrain shader to avoid fog discontinuities across different effects.

There's a lot of other eye candy that can be generated for this pricetag. So 
what I'd like to know is - what are the current concerns - performance, the 
seams, something else ...? I think based on my tests I could implement the 
seamless noise scheme as above, but it'd slow things down by probably 25% on 
many systems. Opinions - should we be doing this?

* Thorsten


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[Flightgear-devel] Is it possible to extrat a Independent cockpit module ?

2013-01-20 Thread Lingsen Xie
Hi everyone:

I'm involved in a ship driving simulation project which use many
digital dashboard panels like these in flightgear cockpit.
It is expensive to develop a new digital dashboard module, so i
would like to know if it is possible to extrat a Independent cockpit module
from flightgear for my ship driving simulation project?

Landon
2013.1.20
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Re: [Flightgear-devel] Heads up: release branches are ready,

2013-01-20 Thread Mathias Fröhlich

Hi,

On Thursday, January 17, 2013 20:23:23 Torsten Dreyer wrote:
 Done.
 
 Version 2.10.0 now lives on the release/2.10.0 branches on SimGear,
 FlightGear and FGDATA to be released around the 17th of February.
 
 SimGear and FlightGear next branches as well as FGDATA master branch are
 now on version 2.11.0. These branches are again open for regular
 development. Thank you all for adhering to our feature freeze policy.
 
 Curt, James, ThorstenB and Tat: Please create our first release
 candidate as soon as possible to give many users without source code
 compile expertise the chance to test our new version.
Thanks!

Greetings

Mathias

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Re: [Flightgear-devel] Color-shifts for textures

2013-01-20 Thread Mathias Fröhlich
On Thursday, January 17, 2013 16:31:57 Renk Thorsten wrote:
  For example here on an nvidia 8800GT with 313.09 linux driver I have:
  
  MAX_VERTEX_UNIFORM_COMPONENTS 4096
  MAX_FRAGMENT_UNIFORM_COMPONENTS 2048
 
 Nevertheless, that would make 50 seem a rather harmless number. Especially
 when I'm going to assume that no one with a much older card will be able to
 run a shader with 6 overlay textures in anything resembling a usable
 framerate anyway.
 
 So I will for the time being consider a number of below 100 uniforms
 harmless, and we can change strategy once actual problems crop up. Any
 objections?
Yes. Any uniform needs to be handled by the driver. And any of them takes cpu 
cycles to load. I think having lots of them is one factor that accounts for 
the long draw times I see here. Looking at profiles the function collecting 
them and putting it into a buffer for use in the gpu is always in the top 5 
functions on the cpu where exactly this takes a lot of cpu time.
So, just putting a lot of uniforms somewere because the maximum allowed number 
is so far away is not a good idea.
Mathias

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Re: [Flightgear-devel] Slave flightgear as external view to monitor traffic

2013-01-20 Thread Mathias Fröhlich

Hi,

On Saturday, January 12, 2013 12:03:07 Wolfram Wagner wrote:
 We have the idea to use flightgear to display the external view onto the
 airport for OpenRadar. (OpenRadar Version 2)
 
 This is something that would add a necessary grade of realism and would
 make ATCing more attractive.
 
 As it is possible to use flightgear as view slave for another fg
 instance, this seems to be possible.
 
 I think I need an invisible airplane, position it a the tower position
 and tell it, where to look to. Is there a documentation that helps me?
 I guess there is a protocol that I have to use, once I have started the
 flightgear instance.
As of today, you can send some udp messages and run flightgear with the 
external fdm. That's a pretty simple packet format.
Details better looked up into the code.

I believe Erik has at some time added a more flexible packet format that is 
also able to set some properties and freely configurable. Details from him.

And finally fgviewer is not at the point where this is already usable as the 
viewer is not complete and the code I am talking about is not yet in a usable 
state. But If you have just a single configured viewpoint this already works by 
adding the apropriate hla objects and attaching the viewer to them.
In the long term this is probably the viewer to use as it is designed to be 
used in an environment like this.

Greetings

Mathias

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Re: [Flightgear-devel] 2.10.0 Changelog - help required

2013-01-20 Thread Mathias Fröhlich

Hi Stuart,

On Friday, January 18, 2013 00:04:35 Stuart Buchanan wrote:
 1) Are there any significant features/enhancements that have been
 missed?  (Matthias: what HLA enhancements have been made, and can you
 provide a couple of suitable sentences describing them?  I'm happy to
 wordsmith any text)
Well, nothing user visible I think.
There is a lot of private code pushed into the repositry, and at some point 
this tied together will make a lot of sense I think. But up to now just a lot 
of loose ends.
What is there is a sketch of an AI module working on top of hla objects, this 
sketch also shows how you can roll on ground - at least for solid ground.
Also fgviewer gained a lot of unfinished hla code that enables fgviewer to sit 
on a hla configured view - more or less. At least a python script that I 
regularily use for development providing this works fine.
Together with fgviewer there is also some work done on the scenegraph that is 
used there. fgviewer is since some time just able to display a whole world 
paged model that has the stg/btg files in the leafs. With this work there is 
also some level of detail work done in the leaf nodes that is used by the 
usual fgfs scene. On my setups here these changes accounted for some 
performance gains which are also partly visible with fgfs.
So not sure if this is worth to be mentioned as there is nothing finally useful 
for an end user there.

Greetings and thanks for collecting this.

Mathias

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Re: [Flightgear-devel] Color-shifts for textures

2013-01-20 Thread Renk Thorsten
 Yes. Any uniform needs to be handled by the driver. And any of them  
 takes cpu
 cycles to load. I think having lots of them is one factor that accounts  
 for
 the long draw times I see here. Looking at profiles the function  
 collecting
 them and putting it into a buffer for use in the gpu is always in the  
 top 5
 functions on the cpu where exactly this takes a lot of cpu time.
 So, just putting a lot of uniforms somewere because the maximum allowed  
 number
 is so far away is not a good idea.

Well, that wasn't quite the question. I know that having lots of uniforms is 
more expensive than not having lots of uniforms. But if I want to have 10 
different hues of rock - is it preferable to create 10 different rock textures 
and manage those, or is it better to have one rock texture and a uniform vec3 
for each?

Likewise, if I have to decide between running 5 different shaders or one shader 
taking two uniforms to configure its action - what is more efficient (leaving 
aside the fact that just having one is vastly more maintenance-friendly).

* Thorsten
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[Flightgear-devel] Bucket change

2013-01-20 Thread Mathias Fröhlich

Hi,

like already negotiated with the scenery guys, I have now pushed a change to 
the bucket tiling at the poles. The current scenery does not handle these 
cases well anyway, the tiles there look very much broken.
So, there is not much lost in the current state by this change.

The scenery guys promised me that the next scenery build is nearing, so the 
hope is that they will pick up this change and we get by that a whole world 
scenery without holes, even including the 2 degrees around the poles.

In any case this is at the very beginning of the development cycle so that 
problems arising from this change should have enough time to be iterated out 
before the next release.

Greetings

Mathias

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Re: [Flightgear-devel] Color-shifts for textures

2013-01-20 Thread Mathias Fröhlich
On Sunday, January 20, 2013 14:44:17 Renk Thorsten wrote:
  Yes. Any uniform needs to be handled by the driver. And any of them
  takes cpu
  cycles to load. I think having lots of them is one factor that accounts
  for
  the long draw times I see here. Looking at profiles the function
  collecting
  them and putting it into a buffer for use in the gpu is always in the
  top 5
  functions on the cpu where exactly this takes a lot of cpu time.
  So, just putting a lot of uniforms somewere because the maximum allowed
  number
  is so far away is not a good idea.
 
 Well, that wasn't quite the question. I know that having lots of uniforms is
 more expensive than not having lots of uniforms. But if I want to have 10
 different hues of rock - is it preferable to create 10 different rock
 textures and manage those, or is it better to have one rock texture and a
 uniform vec3 for each?
 
 Likewise, if I have to decide between running 5 different shaders or one
 shader taking two uniforms to configure its action - what is more efficient
 (leaving aside the fact that just having one is vastly more
 maintenance-friendly).

Well, if you ask in that way, then the question is:
Do we need 10 different flavours of rock?

If your question means: if procedural textures are good or not.
I think that this is worthwhile to have and make a lot of sense. But I expect 
that for a very long time this will probably just look like bad chewing gum as 
realistic materials are a lot of work to make them look good. It's normal that 
this takes time and that it looks wierd in the first place.

As always if this is optional I am fine with that. I still think that a 
traditional fixed function renderer has its applications in certain areas. We 
had a sufficiently good lookin one there and if this would have been preserved 
this would still be applicable where it was sufficient.

And please finally teach your mailer not to drop the reply reference!
... if you write just one less of these lenghty mails you should be able to 
find that knob.
Thanks!

Mathias

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[Flightgear-devel] Joystick THRUSTMASTER Hotas X: I have a problem of installation

2013-01-20 Thread SteMP
Good morning,

 

I have installed 3 months ago FLIGHTGEAR Version 2.8.0.5, and it works very
well. I usually  play with keyboard and mouse.

Now I bought the joystick THRUSTMASTER Hotas X (joystick + throttle), but I
have a problem to use it with FLIGHTGEAR.

The joystick is correctly recognized by my system (Microsoft VISTA), and I
can see in the Control Panel of VISTA that it works well. 

The joystick is also correctly recognized when I start FLIGHTGEAR : in
Help-Joystick informations, the name and model of the Joystick is
correct, and if I move the joystick (the joke or the throttle), the value
displayed of the correspondent axis changes according with the movement.

 

The problem is the point of view: when I start FLIGHTGEAR, and I select
the cockpit view, the point of view is not steady forward, but it
immediately rotates to the extreme left (almost to the back of the
aircraft). All the movements of the joystick are transmitted correctly to
FLIGHTGEAR (joke up and down, left and right, throttle up and down  and so
on), but I can't drive the aircraft. 

The point of view returns forward in the cockpit only if I push the big red
button on the joystick, but in this way I have the brake on!

 

I tried to push other buttons on the joystick, but I can't get over the
problem.

 

Anyone can help me?

 

Thanks in advance, and best regards

 

Stefano Piccoli

 

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Re: [Flightgear-devel] Color-shifts for textures

2013-01-20 Thread Renk Thorsten
 Well, if you ask in that way, then the question is:
 Do we need 10 different flavours of rock?

If we want to look a scene roughly as it would in the location, the answer is 
yes - volcanic rock on Hawaii looks very different from Alpine rock in France. 
Rock in Iran looks very different again.

If we're happy with one recognizable generic fast-rendering look for 
Flightgear, the answer is no.

Personally I'm in the first camp.

The problem is that there's always somebody unhappy. People are unhappy because 
the base package download size is large, so we'd not want any more textures. 
People are unhappy because FG doesn't look like FSX, so we'd want better 
texturing. People are unhappy because framerates are bad, so we'd want less GPU 
load. People are unhappy because insert name of game here has grass moving in 
the wind and FG has not, so we'd want more fancy effects.

I'm trying to sort the reasonable from the unreasonable here and to identify 
genuine problems before they occur. The point is - less uniforms, more distinct 
textures render faster. Any rendering load can even be optional. What can not 
be optional is the size of your base package once I start adding textures to 
it. So it's a question of pain because a scene looks bad vs. pain because of 
large download vs. pain because of high performance needs. 

 And please finally teach your mailer not to drop the reply reference!
 ... if you write just one less of these lenghty mails you should be able  
 to find that knob.

This goes via a webmail interface that is managed by my University's beloved IT 
department - please don't ask me any more, or I would tell a few really good 
stories... Suffice to say, it doesn't seem possible to do. In the overall 
scheme of things, this is a minor annoyance...

* Thorsten
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[Flightgear-devel] CI server

2013-01-20 Thread ys
Hi

Sorry for that and I don't want to shout loud about anything (mostly), but 
after some months ... is it possible to get the images back somehow on the 
official CI server? I mean, with all respect for whatever console, but I need 
to note that this server is some kind of a flag for some less well-off 
developers and users probably too, and beside of that ... I stop know, but 
really, is it possible? At least during a pre-release and release cycle? ;-)

-Yves




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Re: [Flightgear-devel] Bucket change

2013-01-20 Thread ys
Hi Mathias

Does this also solve the NSZP problem, the south-pole-crossing-runway-problem 
now? Good news ... A lot of contemporary geodesic software has problems with 
this, good to hear that flightgear is walking through the last two degrees. I 
do not ask how this is done, this is far from whatever I could understand with 
such. But great!

Yves




Am 20.01.2013 um 15:49 schrieb Mathias Fröhlich mathias.froehl...@gmx.net:

 
 Hi,
 
 like already negotiated with the scenery guys, I have now pushed a change to 
 the bucket tiling at the poles. The current scenery does not handle these 
 cases well anyway, the tiles there look very much broken.
 So, there is not much lost in the current state by this change.
 
 The scenery guys promised me that the next scenery build is nearing, so the 
 hope is that they will pick up this change and we get by that a whole world 
 scenery without holes, even including the 2 degrees around the poles.
 
 In any case this is at the very beginning of the development cycle so that 
 problems arising from this change should have enough time to be iterated out 
 before the next release.
 
 Greetings
 
 Mathias
 
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Re: [Flightgear-devel] 2.10.0 Changelog - help required

2013-01-20 Thread Stuart Buchanan
Hi All,

I've taken a quick pass through the git logs from the last 6 months
and added a selection of new/updated aircraft.  I've used a somewhat
arbitrary judgement about what to include, and it's likely I've missed
some, particularly if there was a major update made in a single commit
with an innocuous commit message :).

I'd also like to have a set of images/videos illustrating the specific
new features where possible.  I'm thinking of something different from
the screenshot contest that we usually run (Gijs - are you intending
to run that again this release?),  more of a gallery that goes through
the various features with an image illustrating each in turn.

So, if anyone has particular images to highlight their favourite new
features, please get in touch.

-Stuart

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Re: [Flightgear-devel] 2.10.0 Changelog - help required

2013-01-20 Thread Gijs de Rooy
Hi,

 I'm thinking of something different from the screenshot contest that we 
 usually run

Usually Curt just asks for images and then Durk, I and a few others send in 
some shots. Last year's screenshot contest was really a special case, to 
celebrate FlightGear's 15th birthday.

I didn't plan to run a contest for this release and as I don't have much time 
this week, it'd would've been to late to organize something anyway.

I think the usual approach of just collecting a few shots highlighting specific 
new features works well. Do note that we'd like to have all shots in the same 
aspect ratio, so they can be put together nicely. I don't remember the exact 
number, but I believe it was something like 3:2. For banners, (forum, facebook, 
Google+) we also need a few wide images, or images that can be easily cut to a 
landscape size, without cutting the subject in half.

Cheers,

Gijs
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[Flightgear-devel] Settings and Profiles

2013-01-20 Thread Pedro Morgan
hello  developers, developers developers...

And one thing Tonite I realise is that we need to some get more of a grip
on the launch settings for FG..

As were running an Aeronautical Simulation company we have a problem.
And these problems are manfest with some .fgrc setting here and an ini
there or whatever..
and mac issues..

And then an end user crashed on start and etc etc..

So being a fanboy, launch on linux and its works etc and launch on WindosxP
Not and alike...

So what I really want is to
1) have a some neutral terrority where we cansutall user fined things and
incontrol of end user.. whatever the age..

We need to basically make all the hack visible and the config u want..


2) We need a common format.. and for that we use the lowest common
DENOMITER..
and these are thousand and millions of thise files on windows machines..

BUT main decision we take here is to make it ini.. works done tested et
all.. (yaml awaits in the utf8 wing)

This is would be cool..
Even an ini file in /foo.bar.skel.inican make sense..

BUT I hasten to AADD.. These are settings and INI and initialiaton and
config
Havive to windows == 80% of market and by value decreasting..

3) UP the Scale..
We need to share this stuff..
Aand somehow work out and REMOVE all the inricasiez of a platfrom etc..

What is the orginal orde for example.. Suerly a command setting of viz can
be overriden by a metar etc..

Dark runway in Wales..
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[Flightgear-devel] Flightgear Multiplayer jitter using Matlab/Simulink

2013-01-20 Thread Yingcai Bi
Hi all,
I am a starter here.I'm doing a university project. I need to control two
aircrafts for close formation with two Simulink at the same time.
I do as vbnhu's post in
viewtopic.php?f=4t=3165p=174710#p174710http://www.flightgear.org/forums/viewtopic.php?f=4t=3165p=174710#p174710,
and met the same jitter problem. One plane flies well and another jitters.

fgfs --aircraft=c172p --fdm=network,localhost,5501,5502,5503
--multiplay=in,25,localhost,5701 --multiplay=out,25,localhost,5702
fgfs --aircraft=c172p --fdm=network,localhost,5507,5508,5509
--multiplay=in,25,localhost,5702 --multiplay=out,25,localhost,5701


Then, I tried the LAN fgms, There are two computers for two simulink
controlled fgfs, one computer as the fgms. There is still the jitter
problem.
Now, I find the implementation of network control with simulink in
viewtopic.php?f=36t=16200http://www.flightgear.org/forums/viewtopic.php?f=36t=16200
.

I wonder if I must implement the multiplayer protocol in simulink and if
the jitter problem can be avoided. Any suggestion from anybody? Thank
you,all.
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