[Flightgear-devel] Low visibility issues

2013-02-20 Thread Renk Thorsten
Vivian wrote a while ago:

 I've only tested Atmospheric Light Scattering for about 10 mins - and so  
 far  I've discovered that the Cat III scenario looks decidedly odd with a  
 clear circle around my aircraft on the ground and black skies.

I've taken  a few hours to look into low visibility scenarios, and it's... 
complicated. It's not complicated to make a low visibility scenario, but it's 
complicated to make one which blends smoothly into the rest. So I would like to 
put this up for discussion as a list of options and get some feedback, with 
hopefully a decent picture of what we should do for 3.0.

Status: Atmospheric Light Scattering is in my tests good to a visibility of 
~1000 m - below one starts running into a number of increasingly severe isses - 
Vivian has encountered a few of them, but there are more.

One option is - we can leave things as they are, with no additional 
complication and framerate cost. That's not unprecedented, the default 
rendering scheme doesn't deliver good results at high altitude, so if you fly 
Concorde, SR-71 Blackbird, X-15 or Vostok-1 you don't get to see correct earth 
curvature or the atmosphere below. We accept that the scheme simply can't 
handle this and trust that users which want to see plausible visuals at high 
altitude switch rendering scheme. Similarly, we could accept that anyone who 
wants to deal with visibility much below 1000 m would have to switch rendering 
scheme (and even make the Cat II and Cat III shown only optional dependent on 
what rendering scheme is selected for instance). 

Failing that, here's a list of issues which need to be addressed, options to 
fix them and projected costs:

1) Black skies: This may either be skydome unloading which I can't reproduce 
(but we should have a property preventing that, I don't know if it's set only 
by Advanced Weather, if not then this is a Basic Weather problem, not a shader 
issue) or actually the correct behaviour - if you have 50 m visibility in a 300 
m thick fog layer, you're 6 attenuation length down, so the amount of light 
reaching the ground is just exp(-6) ~ 2 permille of that reaches the top of the 
layer. Which gives you a pretty dark sky. If dense fog is to appear white, it 
can't be a very thick layer.

Options: a) If the skydome really unloads in Basic Weather, set the property 
correctly to prevent that.
- no bad side effects

2) Clear circle around the plane: A while ago, I presented the problem that fog 
computations are done for the cockpit as well since they run over the same 
model shader as anything else, so we waste a lot of GPU time on something that 
is physically wrong (the cabin interior is not fogged) and results in a 
close-to-zero result in most cases. The advice I got was to use a distance cut 
to prevent these computations, so I used 40 m which is supposed to prevent the 
cabin interior in passenger planes from being affected. Of course, once the 
visibility gets just low enough, you see this distance cut as the circle Vivian 
describes.

Options:

a) We change this against a sliding distance cut not fogging for the closest 5% 
of the distance with some smoothing. This doesn't fix the issue but makes it a 
bit more subtle. 
- there may appear fogging computations on the cockpit, costing extra 
framerate, the cabin interior can still be fogged

b) We fix it properly by using a different effect for all aircraft interior 
surfaces which never does fog computations (easy to do shader-side by passing a 
flag)
- every aircraft needs to be modified and declare surfaces as interior or 
exterior for this to work 

3) Terrain unloads: Currently the terrain manager unloads all terrain not in 
the visible range. This means that for 100 m visibility, hardly any terrain is 
loaded. This is bad in a number of ways: 
* terrain radar code (which'd be especially useful in low visibility 
conditions) breaks as it can't probe terrain elevations ahead
* Advanced Weather can't get terrain elevation info and is unable to assemble a 
reasonable picture of the surrounding terrain
* the light scattering shader does not longer know what color the fog should be 
when looking down, as the skydome representing the terrain does not have an 
altitude - so there appear mismatches between skydome standing for terrain and 
residual actual terrain (yes, terrain altitude and slope matters even if you 
can't see it - a completely fogged mountain can still block light!) 
* when passing a low visibility region (say a cloud with 100 m, as defined to 
make the cloudbase of thermals more realistic), there is no terrain left when 
coming out, and you see it re-loading which looks a bit silly

Options:

a) From a performance point of view, it makes no sense to massively unload 
terrain when the visibility drops over a short time - re-loading is far too 
expensive than just keeping it. So one could simply change the terrain manager 
to never unload terrain if it's closer than 20 km  - this would basically 

Re: [Flightgear-devel] Low visibility issues

2013-02-20 Thread James Turner

On 20 Feb 2013, at 08:44, Renk Thorsten thorsten.i.r...@jyu.fi wrote:

 2) Clear circle around the plane: A while ago, I presented the problem that 
 fog computations are done for the cockpit as well since they run over the 
 same model shader as anything else, so we waste a lot of GPU time on 
 something that is physically wrong (the cabin interior is not fogged) and 
 results in a close-to-zero result in most cases. The advice I got was to use 
 a distance cut to prevent these computations, so I used 40 m which is 
 supposed to prevent the cabin interior in passenger planes from being 
 affected. Of course, once the visibility gets just low enough, you see this 
 distance cut as the circle Vivian describes.
 
 Options:
 
 a) We change this against a sliding distance cut not fogging for the closest 
 5% of the distance with some smoothing. This doesn't fix the issue but makes 
 it a bit more subtle. 
 - there may appear fogging computations on the cockpit, costing extra 
 framerate, the cabin interior can still be fogged
 
 b) We fix it properly by using a different effect for all aircraft interior 
 surfaces which never does fog computations (easy to do shader-side by passing 
 a flag)
 - every aircraft needs to be modified and declare surfaces as interior or 
 exterior for this to work 

I would push for b) because it would also enable some other good things in the 
future; much easier to auto-hide internal features in exterior views, more 
potential to do a an early pass with internal geometry to fill Z, etc.

 
 3) Terrain unloads: Currently the terrain manager unloads all terrain not in 
 the visible range. This means that for 100 m visibility, hardly any terrain 
 is loaded. This is bad in a number of ways: 
 * terrain radar code (which'd be especially useful in low visibility 
 conditions) breaks as it can't probe terrain elevations ahead
 * Advanced Weather can't get terrain elevation info and is unable to assemble 
 a reasonable picture of the surrounding terrain
 * the light scattering shader does not longer know what color the fog should 
 be when looking down, as the skydome representing the terrain does not have 
 an altitude - so there appear mismatches between skydome standing for terrain 
 and residual actual terrain (yes, terrain altitude and slope matters even if 
 you can't see it - a completely fogged mountain can still block light!) 
 * when passing a low visibility region (say a cloud with 100 m, as defined to 
 make the cloudbase of thermals more realistic), there is no terrain left when 
 coming out, and you see it re-loading which looks a bit silly
 
 Options:
 
 a) From a performance point of view, it makes no sense to massively unload 
 terrain when the visibility drops over a short time - re-loading is far too 
 expensive than just keeping it. So one could simply change the terrain 
 manager to never unload terrain if it's closer than 20 km  - this would 
 basically fix all problems
 - someone needs to do it
 
 b) It would barely seem possible to adapt the terrain sampling routines to 
 the visibility and to spend some extra performance to try to fix the color 
 mismatches between skydome and real terrain - I don't know if it could be 
 done, it's difficult to guess what altitude the terrain should have where it 
 isn't
 - not a proper solution, just a bad fix

a) is a trivial fix in the tile-manager, I think, and seems reasonable to me. 
The only issue will be setting a sensible minimum size, since I assume some 
people are brining the visibility down to reduce number of tiles loaded, and 
hence RAM use / frame-rate. 

James
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Re: [Flightgear-devel] Low visibility issues

2013-02-20 Thread James Turner

On 20 Feb 2013, at 09:14, James Turner zakal...@mac.com wrote:

 I would push for b) because it would also enable some other good things in 
 the future; much easier to auto-hide internal features in exterior views, 
 more potential to do a an early pass with internal geometry to fill Z, etc.

(Possibly including in-cockpit precipitation….)
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Re: [Flightgear-devel] Website update request

2013-02-20 Thread YOSHIMATSU Toshihide
Hi Curt,

Thanks for updating the website.

I checked some pages more precisely for Japanese translation, and found 
many other *minor* issues.

When you have a time, please check below.

1. http://www.flightgear.org/

Under the Find us on Facebook window, unintentional character string of
[gpluspb id=111978238381658236898 size=badge]
is displayed.

2. http://www.flightgear.org/download/aircraft-2-10-filterable/

W3C link checker says:
  Lines: 62, 209 
 http://www.flightgear.org/download/aircraft-2-10-filterable/ajax-loader.gif
  Status: 404 Not Found
, whose lines are:
  62 link rel=image_src href=ajax-loader.gif /
  209 div id=loadingbr/Aircraft are being loaded#8230; img 
src=ajax-loader.gif style=box-shadow: none;//div

3. http://www.flightgear.org/about/features/

3-1. JSBSim links to
http://www.jsbsim.org/
which jumps to
http://jsbsim.sourceforge.net/
So,
http://jsbsim.sourceforge.net/
would be a better link for now.

3-2. LaRCsim links to
http://techreports.larc.nasa.gov/ltrs/PDF/NASA-95-tm110164.pdf
which has been disappeared.
I guess this link should be deleted.

3-3. Multiple Displays section only shows its section name, and 
doesn't include any contents.

4. http://www.flightgear.org/download/

In Download Older Versions of FlightGear section, Mac OS version would 
be better to write something like:
  - v2.8 and later for Mac OS X: [Mirror1] [Mirror2] [Mirror3]
  - v2.6 and before for Mac OS: http://macflightgear.sf.net

5. http://www.flightgear.org/download/scenery/

Via BitTorrent links to
http://terasaur.org/item/show/flightgear-v2-8-0/6584
Correct link would be
http://terasaur.org/item/show/flightgear-v2-10/6663

6. http://www.flightgear.org/download/mirror/

Some mirrors seem to be a little bit old.

6-1. http://flight.webersiedlung.at/
may need to be deleted from the list.

6-2. http://ftp.icm.edu.pl/packages/flightgear/
may need to be added to the list.

7. http://www.flightgear.org/download/main-program/

7-1. Does FlightGear supports Windows 8?
If so, a section of Windows (XP, Vista, 7) would be better to write as 
Windows (XP, Vista, 7, 8).

7-2. In The Attic section, many broken links are found:
  [Mirror1] [Mirror2] [Mirror3] for Fedora.
  http://pardus.org.tr/eng/index.html
  http://paketler.pardus.org.tr/pardus-2007/flightgear-0.9.10-3-4.pisi
 
http://paketler.pardus.org.tr/pardus-2007/flightgear-data-base-0.9.10-2-2.pisi
 
http://www.mechanics.citg.tudelft.nl/~everdij/nekoware/current/neko_flightgear-0.9.9.tardist

Cheers,
Toshi

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Re: [Flightgear-devel] FlightGear 2.10.0 release on Ubuntu

2013-02-20 Thread Pedro Morgan
its works now.. thanks ;-

pete
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Re: [Flightgear-devel] Low visibility issues

2013-02-20 Thread Vivian Meazza
Thorsten wrote

 -Original Message-
 From: Renk Thorsten [mailto:thorsten.i.r...@jyu.fi]
 Sent: 20 February 2013 08:44
 To: FlightGear developers discussions
 Subject: [Flightgear-devel] Low visibility issues
 
 Vivian wrote a while ago:
 
  I've only tested Atmospheric Light Scattering for about 10 mins - and
  so far  I've discovered that the Cat III scenario looks decidedly odd
  with a clear circle around my aircraft on the ground and black skies.
 
 I've taken  a few hours to look into low visibility scenarios, and it's...
 complicated. It's not complicated to make a low visibility scenario, but
it's
 complicated to make one which blends smoothly into the rest. So I would
like
 to put this up for discussion as a list of options and get some feedback,
with
 hopefully a decent picture of what we should do for 3.0.
 
 Status: Atmospheric Light Scattering is in my tests good to a visibility
of ~1000
 m - below one starts running into a number of increasingly severe isses -
 Vivian has encountered a few of them, but there are more.
 
 One option is - we can leave things as they are, with no additional
 complication and framerate cost. That's not unprecedented, the default
 rendering scheme doesn't deliver good results at high altitude, so if you
fly
 Concorde, SR-71 Blackbird, X-15 or Vostok-1 you don't get to see correct
 earth curvature or the atmosphere below. We accept that the scheme simply
 can't handle this and trust that users which want to see plausible visuals
at
 high altitude switch rendering scheme. Similarly, we could accept that
 anyone who wants to deal with visibility much below 1000 m would have to
 switch rendering scheme (and even make the Cat II and Cat III shown only
 optional dependent on what rendering scheme is selected for instance).

At the minimum we need to avoid FG just looking broken, so making the Cat II
 III dependent on rendering scheme would work. Better to fix it properly
though
 
 Failing that, here's a list of issues which need to be addressed, options
to fix
 them and projected costs:
 
 1) Black skies: This may either be skydome unloading which I can't
reproduce
 (but we should have a property preventing that, I don't know if it's set
only
 by Advanced Weather, if not then this is a Basic Weather problem, not a
 shader issue) or actually the correct behaviour - if you have 50 m
visibility in a
 300 m thick fog layer, you're 6 attenuation length down, so the amount of
 light reaching the ground is just exp(-6) ~ 2 permille of that reaches the
top
 of the layer. Which gives you a pretty dark sky. If dense fog is to appear
 white, it can't be a very thick layer.
 
 Options: a) If the skydome really unloads in Basic Weather, set the
property
 correctly to prevent that.
 - no bad side effects
 
 2) Clear circle around the plane: A while ago, I presented the problem
that
 fog computations are done for the cockpit as well since they run over the
 same model shader as anything else, so we waste a lot of GPU time on
 something that is physically wrong (the cabin interior is not fogged) and
 results in a close-to-zero result in most cases. The advice I got was to
use a
 distance cut to prevent these computations, so I used 40 m which is
 supposed to prevent the cabin interior in passenger planes from being
 affected. Of course, once the visibility gets just low enough, you see
this
 distance cut as the circle Vivian describes.
 
 Options:
 
 a) We change this against a sliding distance cut not fogging for the
closest 5%
 of the distance with some smoothing. This doesn't fix the issue but makes
it a
 bit more subtle.
 - there may appear fogging computations on the cockpit, costing extra
 - framerate, the cabin interior can still be fogged 

This would be acceptable - I think it's the hard demarcation which catches
the eye and looks unrealistic. 

 b) We fix it properly by using a different effect for all aircraft
interior surfaces
 which never does fog computations (easy to do shader-side by passing a
flag)
 - every aircraft needs to be modified and declare surfaces as interior
 - or exterior for this to work

This would be nice - I went go to great lengths to hide exterior surfaces in
interior views to improve frame rates when these were a big issue. I think
they might be culled anyway nowadays. However, there might be other
advantages in doing this. I'd be happy to modify my handful of ac to
accommodate this, others with a shed load might not be so happy.

 
 3) Terrain unloads: Currently the terrain manager unloads all terrain not
in
 the visible range. This means that for 100 m visibility, hardly any
terrain is
 loaded. This is bad in a number of ways:
 * terrain radar code (which'd be especially useful in low visibility
conditions)
 breaks as it can't probe terrain elevations ahead
 * Advanced Weather can't get terrain elevation info and is unable to
 assemble a reasonable picture of the surrounding terrain
 * the light scattering shader does not longer know what 

[Flightgear-devel] Issues with windows build crashing on startup.

2013-02-20 Thread Chris Calef
Hey everybody,

Thanks for all of your great work!  I'm new to this project, but very
impressed so far!

My issue is on my Windows 7 box... I downloaded all the git sources over
the weekend and got it building and running just fine on my Ubuntu machine
(12.10) but I'm having issues running my build in Windows. I got everything
to compile (finally) but when it came to run time I realized I did not have
any of the dlls that should live next to the executable, so I tried
grabbing them all from my flightgear 2.8.0.5 binary install.

Of course, it turned out those were all outdated, so I grabbed all new ones
out of the OSG and libsvn projects.  That covered almost all of the dlls in
use, with the exceptions of iconv.dll, gettextlib.dll, gettextsrc.dll, the
msvcr  msvcp dlls, and the PocoFoundation and PocoNet dlls.  (I think
that's all of them anyway.)

The really weird thing is I built it in debug, and when it crashed it was
in msvcr90.dll... I have two versions of msvcr in my game directory
actually, but they are msvcr71 and msvcr100.  I searched around and found
several copies of msvcr90 in my windows system folders, but they seemed to
be mostly in archive folders, while in my system32 and system64 folders I
have only msvcr100 and 110 versions.

Does anyone know why or where windows would be finding msvcr90.dll instead
of the one sitting right next to the program or in the system32  64
folders?  Also, would there happen to be any kind of official stockpile of
dlls to grab from when the base project updates one of its dependencies?
Any advice would be much appreciated.

Chris Calef
BrokeAss Games, LLC
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Re: [Flightgear-devel] Low visibility issues

2013-02-20 Thread Renk Thorsten
Vivian:

 There seem to be significant issues with the loading of terrain. If we  
 load too much, the frame rate drops, if we load too little it looks poor, and 
  
 AG radar doesn't work. Actually. We don't load enough for AG radar to work
 realistically in any case. We probably need something between 50 and 100  
 k for this , and we're unlikely to accommodate the memory requirements of
 this, at least for 32 bit systems.

James:

 a) is a trivial fix in the tile-manager, I think, and seems reasonable  
 to me. The only issue will be setting a sensible minimum size, since I  
 assume some people are brining the visibility down to reduce number of  
 tiles loaded, and hence RAM use / frame-rate.

Okay, here are some experimental facts on my old 32bit system. I had a GeForce 
8600M and 4 GB of memory with a 32bit Linux installation. With this setup, 
without using random vegetation and random buildings, I could render terrain 
with 250 km visibility range (I patched the binary for that purpose, otherwise 
it gets clipped at 120 km) without any problems in default scenery. I could 
easily do 120  km in custom scenery, and even with vegetation and buildings on 
55 km were quite safe in custom scenery. So it's not true that fixing a minimum 
visibility of 20 km we'd run into 32bi memory issues. 

As for framerate, I'd guess that GPUs which are so old that they have real 
issues processing the vertex count of 20 km scenery fast enough are hit also 
hard by the fragment shader - but fragment shader load is independent of the 
visibility range. 

There are lots of forum users who have issues with low framerate - about 
anything (no random vegetation, no shaders, no random buildings, no complex 
planes, no AI traffic, no 3d clouds...) seems to help more than to get 
visibility down. I'm not aware of any single user who uses less than 20 km 
visibility because the framerate is not acceptable otherwise, and I have never 
seen anyone suggest this to users. Since vertex count goes quadratically in 
visibility, it matters a lot if you use 50 or 120 km, but not so much if you 
use 10 or 20.

Nevertheless, at some point my suggestion would be to create a 
commandline-enabled legacy mode for really old hardware which gives you access 
to a minimal setup in which terrain radars, Advanced Weather  Co are disabled, 
but define the default setup of FG in such a way that terrain interaction based 
stuff can make assumption about how much terrain is loaded. For a halfway 
decent system, 20 km should not be any problem if I could run 250 km on a 
5-year old laptop, and I think we can at some point make that default 
assumption and have a fallback option in case it doesn't work.

* Thorsten
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[Flightgear-devel] Regional texturing project - Cntrl. Alt. Click

2013-02-20 Thread Lachlan Bruce
Hey guys, I have been trying to work on some textures for NZ, but I cannot
find the land-class via cntrl.alt.click.
I have tried multiple aircraft, can anyone help?

Spitfirebruce21.
Lachlan.
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Re: [Flightgear-devel] Regional texturing project - Cntrl. Alt. Click

2013-02-20 Thread Renk Thorsten
 Hey guys, I have been trying to work on some textures for NZ, but I  
 cannot
 find the land-class via cntrl.alt.click.
 I have tried multiple aircraft, can anyone help?

It's an ufo feature...

* Thorsten
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Re: [Flightgear-devel] Regional texturing project - Cntrl. Alt. Click

2013-02-20 Thread Lachlan Bruce
Hey thorsten, located the problem, I had an old version of the UFO, but
Which part do I use to put in the materials...
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