Re: [Flightgear-devel] DDS texures (Was: Improving random trees

2012-01-19 Thread Jacob Burbach
On Thu, Jan 19, 2012 at 1:31 AM, Mathias Fröhlich
mathias.froehl...@gmx.net wrote:
 Yes, the usual user might ask 'what should I do?'

 What about:
 Image ...
 uses compressed textures which cannot be supported on some systems.
 Please decompress this texture for improved portability.

How about something along the lines of this?

Image PATH TO IMAGE uses compression which may not be supported on
some systems/drivers. Please consider using uncompressed textures
instead for increased portability. Please see INSERT LINK TO MORE
DETAILED INFORMATION ON THE ISSUE AND THE PROS / CONS OF USING THIS
TYPE OF IMAGERY/COMPRESSION SO PEOPLE CAN MAKE INFORMED DECISION for
more information.

Polite, informative, and provides link to information about what the
deal is and what they can do about it (or not).

cheers
--Jacob

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Re: [Flightgear-devel] DDS texures (Was: Improving random trees

2012-01-18 Thread Mathias Fröhlich

Hi Vivian,

Sorry for the long delay, also in face of the pending release.
Thanks for the suggestions.

On Sunday, January 15, 2012 19:08:17 Vivian Meazza wrote:
 On the other hand, if you are trying to tell aircraft modelers not to use
 these forms (.dds .ivs) of compression, then:
 
 Image D:/Git_New/my_fgdata/Textures/Terrain/sand6.dds uses compressed
 textures which may be unsupported some systems. To remove this alert,
 decompress this texture.
 
 My concern with the latter form is that it only applies to very limited
 number of aircraft models and developers, while it is at best meaningless to
 the user, and may lead to confusion.
Yes, the usual user might ask 'what should I do?'

What about:
Image ...
uses compressed textures which cannot be supported on some systems.
Please decompress this texture for improved portability.

So, instead of waiting for a reply now I just commit this now as I do want 
that change in the release also.
So, that I just committed this so far does *not* mean that I don't care for 
the answer!

Also I will commit a lowered warning level for the *release branch* only.

Thanks

Mathias


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Re: [Flightgear-devel] DDS texures (Was: Improving random trees

2012-01-15 Thread Vivian Meazza
Martin Spott

 Gijs de Rooy wrote:
 
  How about moving these messages to --log-level=warn or the like?
 
 I strongly object: People are willfully committing proprietary stuff
 into FlightGear.  As long as we can't stop this, writing a warning is
 one of the best things we (The FlightGear Project) can do.
 

While not taking any position on the need or level for this alert, could it
please be meaningful! 

Image D:/Git_New/my_fgdata/Textures/Terrain/sand6.dds contains non
portable co
mpressed textures.
Usage of these textures depend on an extension that is not guaranteed to be
pres
ent.

Just what is the user meant understand or to do about it?

Vivian



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Re: [Flightgear-devel] DDS texures (Was: Improving random trees

2012-01-15 Thread Mathias Fröhlich

Hi,

On Saturday, January 14, 2012 20:17:22 Gijs de Rooy wrote:
  is there an easy way to disable this message?
  since i'm using dds texture, it's flooding the console...
 
 +1
 
 Every single texture of --material=materials-dds.xml seems gives an error...
 How about moving these messages to --log-level=warn or the like?

Well, I hope that we can get rid of the compression.
Can somebody with the apropriate tools convert the compressed textures to non 
compressed ones? That could still be dds, but dds without these compressions 
that produce the warning. So no problem with cubemaps in dds as long as the 
compression is not there.
Then *everybody* is again able to use this stuff.

So, I am not entirly against moving this to an other log level, but at first I 
think it is good to tell that this will only work for a few people. And I 
think it's good to see this *immediately*.

Mathias

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Re: [Flightgear-devel] DDS texures (Was: Improving random trees

2012-01-15 Thread Mathias Fröhlich

Hi,

On Sunday, January 15, 2012 10:56:14 Vivian Meazza wrote:
 Just what is the user meant understand or to do about it?
What do you want to read?

Mathias

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Re: [Flightgear-devel] DDS texures (Was: Improving random trees

2012-01-15 Thread Vivian Meazza
Mathias

 
 Hi,
 
 On Sunday, January 15, 2012 10:56:14 Vivian Meazza wrote:
  Just what is the user meant understand or to do about it?
 What do you want to read?

I would suggest 

Image D:/Git_New/my_fgdata/Textures/Terrain/sand6.dds uses compressed DDS
textures which may be unsupported by your video driver and not display
properly.

Vivian



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Re: [Flightgear-devel] DDS texures (Was: Improving random trees

2012-01-15 Thread Mathias Fröhlich

Vivian,

On Sunday, January 15, 2012 12:08:14 Vivian Meazza wrote:
 I would suggest
 
 Image D:/Git_New/my_fgdata/Textures/Terrain/sand6.dds uses compressed DDS
 textures which may be unsupported by your video driver and not display
 properly.

Ok,
Can you help me further:

It's not limited to dds. If you use osgconv xxx.dds xxx.ivs you will probably 
have the same effect. So I think simply ommitting DDS is ok?

Also, much more important, the comment is not about 'your video driver'. It is 
in your (Vivian) case even wrong. Your driver will display this fine.
So, in the end I do not care if it is 'your particular video driver' that does 
not like this. You will just see this in the best case as the models look 
wrong, and in the worst case fgfs just crashes the driver if these textures 
are used.
What I really care about is that these files are expected not to work on a huge 
amount of graphics boards out there. The point is to tell people doing 
textures that they should omit compression so that this message disapears.
Ideas how to write this?

Thanks!!!

An other thing:
On unix I usually get the gzip plugin installed by osg (osgdb_gz.so). Is this 
also the case for the default win32 case? Is there a osgdb_gz.dll or something 
along the lines in the directory containing the plugins?

If yes, we can already tackle the size problem of the uncompressed dds files on 
disk by just gzip compressing these makging a xxx.dds.gz from a xxx.dds and 
just refering to xxx.dds.gz instead of xxx.dds. At least this works fine here. 
And I assume that this works fine for all unix like operating systems including 
mac?!
James?

Mathias

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Re: [Flightgear-devel] DDS texures (Was: Improving random trees

2012-01-15 Thread Emilian Huminiuc
On Sunday 15 January 2012 12:34:43 Mathias Fröhlich wrote:

 Well, I hope that we can get rid of the compression.
 Can somebody with the apropriate tools convert the compressed textures to
 non compressed ones? That could still be dds, but dds without these
 compressions that produce the warning. So no problem with cubemaps in dds
 as long as the compression is not there.
 Then *everybody* is again able to use this stuff.

There are a couple of isue with that though. Biggest one is it will increase  
disk/RAM usage by at least 4 times, if not 8 depending on texture/compression 
method used. That basicaly negates all the advantages of the dds format, 
except for the embeded mipmaps.

Is that acceptable? I remember some complaints about base package size 
increase, and also repository size increase.

btw: Tools for dealing with any of the dds compression formats, and access to 
them is freely available under the MIT licence.
http://code.google.com/p/nvidia-texture-tools/

 
 So, I am not entirly against moving this to an other log level, but at first
 I think it is good to tell that this will only work for a few people. And I
 think it's good to see this *immediately*.
 
 Mathias
 

I believe the numbers are a bit reversed here, and the vast majority of users 
has no issues with displaying these textures. But I agree there's an issue 
with (un)available support for these extensions in the OSS drivers (be they 
nvidia/intel/ati).

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Re: [Flightgear-devel] DDS texures (Was: Improving random trees

2012-01-15 Thread Martin Spott
Vivian Meazza wrote:

 Image D:/Git_New/my_fgdata/Textures/Terrain/sand6.dds uses compressed DDS
 textures which may be unsupported by your video driver and not display
 properly.

Well, the stumbling block here is proprietary, patented !! compression
which therefore is unsupported in OpenSource land - the ecosystem in
which FlightGear has developed.  I think this fact should not be
clouded by such a nebulous wording.

Cheers,
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Re: [Flightgear-devel] DDS texures (Was: Improving random trees

2012-01-15 Thread Mathias Fröhlich

Hi Emilian,

On Sunday, January 15, 2012 14:33:40 Emilian Huminiuc wrote:
 There are a couple of isue with that though. Biggest one is it will increase
 disk/RAM usage by at least 4 times, if not 8 depending on
 texture/compression method used. That basicaly negates all the advantages
 of the dds format, except for the embeded mipmaps.
 
 Is that acceptable? I remember some complaints about base package size
 increase, and also repository size increase.
 
 btw: Tools for dealing with any of the dds compression formats, and access
 to them is freely available under the MIT licence.
 http://code.google.com/p/nvidia-texture-tools/
[...]
 I believe the numbers are a bit reversed here, and the vast majority of
 users has no issues with displaying these textures. But I agree there's an
 issue with (un)available support for these extensions in the OSS drivers
 (be they nvidia/intel/ati).

Counting the developers machines this is probably true. And exactly this is 
the reason for the message. If your machine would refuse to display this you, 
developing that, would probably just say 'nice try, but it does not work' 
before you check in something. In the case it displays fine, you probably say 
'it works here, so I assume it works also for others, lets do'.
And the message tells you, 'despite of just seeing this working on this 
current machine, it does not work for others'.

Seriously, I think plenty people not being on this list today and probably 
never will be in touch with anybody here, will run into this issue.
People here are those few guys from the power users that want to develop this 
stuff.

I am not going to discuss the patent stuff. Please search the mesa-dev archives 
for the discussion and see there why they think that the nvidia tools and 
other stuff out there cannot be used. Really - it is not that the code for that 
is too dificult or unavailable. I am not a lawyer and I cannot change this 
world - even if I would like to in this regard.

I agree that techically for drivers/gpus supporting these compression formats 
it would be best to use these precompressed files.

Doing that differently will provide some overhead that could be kept at a 
minimum I think:
For the disk usage, I think gzip compressing these will work sufficiently fine.
Ram usage of the images should not hurt too much. Sure the images are bigger 
in memory. But fgfs is not just about images - far from that.
On the GPU, you can still use compression for the textures as the internal 
format. This is what flightgear tries to do if the extension is supported 
(checked by osg).

The major point is that there are several ways that use slightly more 
resources to get around this problem.
But once the patented compression is on disk, there is *no* way back for 
people not having this feature.

If you have better ideas that do not rule out intel and the oss drivers, you 
are welcome!

Greetings

Mathias


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Re: [Flightgear-devel] DDS texures (Was: Improving random trees

2012-01-15 Thread Vivian Meazza
Mathias

 
 On Sunday, January 15, 2012 12:08:14 Vivian Meazza wrote:
  I would suggest
 
  Image D:/Git_New/my_fgdata/Textures/Terrain/sand6.dds uses compressed
 DDS
  textures which may be unsupported by your video driver and not display
  properly.
 
 Ok,
 Can you help me further:
 
 It's not limited to dds. If you use osgconv xxx.dds xxx.ivs you will
 probably
 have the same effect. So I think simply ommitting DDS is ok?
 
 Also, much more important, the comment is not about 'your video driver'.
 It is
 in your (Vivian) case even wrong. Your driver will display this fine.
 So, in the end I do not care if it is 'your particular video driver' that
 does
 not like this. You will just see this in the best case as the models look
 wrong, and in the worst case fgfs just crashes the driver if these
 textures
 are used.
 What I really care about is that these files are expected not to work on a
 huge
 amount of graphics boards out there. The point is to tell people doing
 textures that they should omit compression so that this message disapears.
 Ideas how to write this?
 

If what we want to do is to alert users, we could use this: 

Image D:/Git_New/my_fgdata/Textures/Terrain/sand6.dds uses compressed
textures which may be unsupported by your system and may not display
properly. 

 Such a message could be displayed on the splash screen of individual models
rather then as alert, on the assumption that the many users never see the
console which is hidden behind the fgrun window.

On the other hand, if you are trying to tell aircraft modelers not to use
these forms (.dds .ivs) of compression, then:

Image D:/Git_New/my_fgdata/Textures/Terrain/sand6.dds uses compressed
textures which may be unsupported some systems. To remove this alert,
decompress this texture.

My concern with the latter form is that it only applies to very limited
number of aircraft models and developers, while it is at best meaningless to
the user, and may lead to confusion.

Vivian






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Re: [Flightgear-devel] DDS texures (Was: Improving random trees

2012-01-14 Thread Gijs de Rooy

 is there an easy way to disable this message?
 since i'm using dds texture, it's flooding the console...

+1

Every single texture of --material=materials-dds.xml seems gives an error...
How about moving these messages to --log-level=warn or the like?
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Re: [Flightgear-devel] DDS texures (Was: Improving random trees

2012-01-14 Thread Martin Spott
Gijs de Rooy wrote:

 How about moving these messages to --log-level=warn or the like?

I strongly object: People are willfully committing proprietary stuff
into FlightGear.  As long as we can't stop this, writing a warning is
one of the best things we (The FlightGear Project) can do.

Cheers,
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Re: [Flightgear-devel] DDS texures (Was: Improving random trees

2012-01-13 Thread jean pellotier
Le 11/01/2012 18:59, Mathias Fröhlich a écrit :
 Hi,

 On Sunday, January 01, 2012 11:41:22 Mathias Fröhlich wrote:
 I think then, computing mipmaps for any texture file on the CPU in the
 loader thread should globally improove the situation.
 Also avoiding the compression already in the files should help every use
 case. Except that the on disk memory consumption is higher.
 Well and except that the database loader has more work to do on the CPU.
 Ok, checked in is a log message that checks for image formats that depend on
 OpenGL extensions not required to be present.
 That should at least help people running drivers providing those extensions to
 see when they use texture files that do not work fo all.

 Greetings
 Mathias


is there an easy way to disable this message?
since i'm using dds texture, it's flooding the console...

jano

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Re: [Flightgear-devel] DDS texures (Was: Improving random trees

2012-01-11 Thread Mathias Fröhlich

Hi,

On Sunday, January 01, 2012 11:41:22 Mathias Fröhlich wrote:
 I think then, computing mipmaps for any texture file on the CPU in the
 loader thread should globally improove the situation.
 Also avoiding the compression already in the files should help every use
 case. Except that the on disk memory consumption is higher.
 Well and except that the database loader has more work to do on the CPU.

Ok, checked in is a log message that checks for image formats that depend on 
OpenGL extensions not required to be present.
That should at least help people running drivers providing those extensions to 
see when they use texture files that do not work fo all.

Greetings
Mathias

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Re: [Flightgear-devel] DDS texures (Was: Improving random trees buildings)

2012-01-01 Thread Mathias Fröhlich

Hi,

On Friday, December 30, 2011 11:11:39 Frederic Bouvier wrote:
  * If it's just the mipmaps. May be we can precompute the mipmaps using
  the cpu in the database loader thread. This would help all textures not
  only the ones that could be converted. May be this is the most generic
  solution.
 I implemented a mipmap control and generation tool in effects when I last
 updated the urban shader. For the moment, it relies on hardware when the
 average operator is used for all texture channels but it could easily be
 modified to compute all mipmap on the CPU. look the mipmap-control effect
 option and mipmap.[ch]xx in SG material lib
Thanks, I will look into that!

Greetings

Mathias

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Re: [Flightgear-devel] DDS texures (Was: Improving random trees

2012-01-01 Thread Mathias Fröhlich

Hi Erik,

On Friday, December 30, 2011 11:39:37 Erik Hofman wrote:
 On Fri, 2011-12-30 at 10:42 +0100, Mathias Fröhlich wrote:
  * If it's just the mipmaps. May be we can precompute the mipmaps using
  the cpu in the database loader thread. This would help all textures not
  only the ones that could be converted. May be this is the most generic
  solution.
 Ok I'm quite convinced it's a mipmap problem.
 I tested uncompressed dds textures with pre generated mipmaps with
 different compression techniques but none of them improve the situation
 much. Switching to uncompressed DDS textures with mimaps however speeds
 things up roughly three times (just onder 3 sec. instead of around 10
 sec to switch).
Great to know! Thanks for testing.

I think then, computing mipmaps for any texture file on the CPU in the loader 
thread should globally improove the situation.
Also avoiding the compression already in the files should help every use case. 
Except that the on disk memory consumption is higher.
Well and except that the database loader has more work to do on the CPU.

Mathias

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[Flightgear-devel] DDS texures (Was: Improving random trees buildings)

2011-12-30 Thread Mathias Fröhlich

Hi,

On Friday, December 30, 2011 00:09:20 Csaba Halász wrote:
 I wonder if there is an open standard counterpart that can do the same
 as the dds compression? Or is the whole idea patented? (Eww, too broad
 software patents are the work of the devil).

No, Sadly.

It is all about an OpenGL extension that could be exposed or not. If it is 
exposed you are allowed to provide texture images in the precompressed format. 
If this is not exposed you are not allowed and the implementation may behave 
undefined. This is perfectly legal for an OpenGL implementation -  the usual 
extension behaviour. By providing these precompressed data blobs without 
checking for this extension is an applications fault.
Ok, what to do if we detect that we cannot feed the implementation with these 
blobs?
We could try to decompress the blobs? --- No, patent infringement!!!
Just feed the blobs? --- No, the driver may behave undefined - at least it 
does not work as expected.

So, what can we do?
I can see several approaches:

* Just do not use the patented compression stuff. The precomputed mipmaps could 
probably do the job of avoiding the hangs (hopefully? to be checked?). May be 
we could lower disk space usage by providing a dds.gz or similar wrapper?

* If it's just the mipmaps. May be we can precompute the mipmaps using the cpu 
in the database loader thread. This would help all textures not only the ones 
that could be converted. May be this is the most generic solution.

* Implement some kind of image lookup order that knows if the compressed files 
could be handled or not. On loading an image in case of available compression 
first try to find a dds file with the same name of the original one. That 
involves some 'magic' which often leads to problems but that could at least 
work.

Other ideas? Also may be creative ones?

Next step is to make sure that compression is not required to avoid the hangs.
My favorite bet would be that then the new configure option regarding texture 
compression needs to be set to none.

Greetings

Mathias

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Re: [Flightgear-devel] DDS texures (Was: Improving random trees buildings)

2011-12-30 Thread Frederic Bouvier
Hi,

 De: Mathias Fröhlich

 * If it's just the mipmaps. May be we can precompute the mipmaps using the cpu
 in the database loader thread. This would help all textures not only the ones
 that could be converted. May be this is the most generic solution.

I implemented a mipmap control and generation tool in effects when I last 
updated
the urban shader. For the moment, it relies on hardware when the average 
operator 
is used for all texture channels but it could easily be modified to compute 
all mipmap on the CPU. look the mipmap-control effect option and 
mipmap.[ch]xx in SG material lib

Regards,
-Fred

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Re: [Flightgear-devel] DDS texures (Was: Improving random trees

2011-12-30 Thread Erik Hofman
On Fri, 2011-12-30 at 10:42 +0100, Mathias Fröhlich wrote:

 * If it's just the mipmaps. May be we can precompute the mipmaps using the 
 cpu 
 in the database loader thread. This would help all textures not only the ones 
 that could be converted. May be this is the most generic solution.

Ok I'm quite convinced it's a mipmap problem.
I tested uncompressed dds textures with pre generated mipmaps with
different compression techniques but none of them improve the situation
much. Switching to uncompressed DDS textures with mimaps however speeds
things up roughly three times (just onder 3 sec. instead of around 10
sec to switch).

Erik


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Re: [Flightgear-devel] DDS texures (Was: Improving random trees buildings)

2011-12-30 Thread Gene Buckle

On Fri, 30 Dec 2011, Mathias Fröhlich wrote:


blobs?
We could try to decompress the blobs? --- No, patent infringement!!!


I call shennanigans.  There's no way a process that obvious could be 
patented and if some mouth breathing derp DID patent it, it needs to be 
ignored.


g.

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[Flightgear-devel] DDS texures (Was: Improving random trees buildings)

2011-12-29 Thread Erik Hofman
On Thu, 2011-12-29 at 14:37 +0100, Erik Hofman wrote:
 On Thu, 2011-12-29 at 14:16 +0100, Mathias Fröhlich wrote:
 
  Could we do dds files without compression but with precomputed mipmaps?
  
  So at next, can you try out which combination of compression/provided 
  mipmaps/forced simgear compression still work fine?
 
 Good Idea, I will try that.

Ouch, compressed: 5.3Mb, uncompressed: 16Mb ..

Erik


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