[Flightgear-devel] Shaders: Urban Water= conflicting ?

2013-06-14 Thread grtuxhangar team
Hello,

With GUI custom  settings , shaders options:
When i modify the water value there is within the scenery,  an ugly
interference on the Urban effect,  is it just me ?
Anyhow it does not explain the wrong effect of it, at some view positions
( refer to a previous mail  FG Git Master Branch today )

Thank

Ahmad

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Re: [Flightgear-devel] Shaders vs. frame rate;

2011-11-22 Thread thorsten . i . renk
 Spoke too soon. The trees look great, but the frame rate hit makes it
 unusable (from 30-35 to 2-4) even with the other shaders disabled.

 Thank you! I haven't had seen trees in FlightGear for ages (can't run
 with shaders). I didn't realize the trees were supported at all
 without shaders.

Trees are still done with shaders - all that is being discussed is if the
menu option 'material shaders' should deactivate trees as well, or if it
is sufficient to just (de)-activate trees using their own checkbox.

* Thorsten


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Re: [Flightgear-devel] Shaders vs. frame rate;

2011-11-21 Thread HB-GRAL
Am 20.11.11 12:55, schrieb Anders Gidenstam:
 On Sun, 20 Nov 2011, ThorstenB wrote:

 Since some effects may be aircraft specific it might be useful to make the
 advanced dialog dynamic - one way would be to add a checkbox for each
 *-effect property found in /sim/rendering/shaders/ .

 Potentially scenery objects or MP aircraft might load some new effects
 (general or not) so the set of control properties might change (grow) at
 runtime.


 Cheers,

 Anders

Me, personally: +10 for this proposal here from Anders (saying more to 
myself, its not a vote I know).

Hm, getting such a useful menu, I hope this does not shift the impact 
from shaders to the GUI itself. (While designing such a menu in recent 
prehistoric GUI might look like a mission impossible, but I am sure we 
can get it.)

Another question is probably where this inherits-from-system goes at the 
moment. I.e. 737-300 733reflect.eff inherits from reflect effects, but 
sets most values again/new, while i.e. 747-400 744reflect.eff makes 
really use of inheriting, changing only the values that have to be 
changed. I dont know if this could affect performance too, the 737-300 
example ?

737-300 is a good example anyway, it inherits also from clouds. Does 
this mean switching off the cloud shaders switch contrails off too ?

nameEffects/733reflect/name
inherits-fromEffects/reflect/inherits-from

nameEffects/contrail/name
inherits-fromEffects/cloud/inherits-from

nameEffects/contrail2/name
inherits-fromEffects/cloud/inherits-from


Cheers, Yves

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Re: [Flightgear-devel] Shaders vs. frame rate;

2011-11-21 Thread Gary Carvell
Spoke too soon. The trees look great, but the frame rate hit makes it
unusable (from 30-35 to 2-4) even with the other shaders disabled.

On Sun, Nov 20, 2011 at 5:49 PM, Gary Carvell gary.carv...@gmail.com wrote:
 Thank you! I haven't had seen trees in FlightGear for ages (can't run
 with shaders). I didn't realize the trees were supported at all
 without shaders.

 Could that fix be applied automatically so the trees are visible
 whether shaders are on or off?

 Gary

 On Sun, Nov 20, 2011 at 5:52 AM, Gijs de Rooy gijsr...@hotmail.com wrote:
 Hi all!

 Martin wrote:

 Does anyone know how to have the random trees without all this  ?

 In Effects/trees.eff, comment out/remove line 23.
                 !--property/sim/rendering/shader-effects/property--

 If you would like to use the dialog to toggle the trees, you'll also need to
 edit
 gui/dialogs/rendering.xml and comment out line 200 to 202:
                 !--enable
                     property/sim/rendering/shader-effects/property
                 /enable--

 The Material Shaders options was meant (as far as I understand it) to
 disable
 all shader stuff with a single click. When the checkbox is checked, one an
 finetune
 what shaders need to be enabled, via the other checkboxes.

 The problem right now is that some of the shaders (eg. the reflection stuff
 and
 lightmap) only depend on that single Material Shaders property. It would
 be
 better if every single shader can be en/disabled via its own
 property/checkbox.

 But then we might end up with a pretty large rendering dialog...

 Cheers,
 Gijs

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Re: [Flightgear-devel] Shaders vs. frame rate;

2011-11-20 Thread Martin Spott
HB-GRAL wrote:

 We count 33 vertex shader, 31 fragment shaders, 2 geometry shaders and 
 117 effects files using this and that. This probably has a noticable 
 impact.

Does anyone know how to have the random trees without all this  ?

Cheers,
Martin.
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Re: [Flightgear-devel] Shaders vs. frame rate;

2011-11-20 Thread Gijs de Rooy

Hi all!

 Martin wrote:

 Does anyone know how to have the random trees without all this  ?

In Effects/trees.eff, comment out/remove line 23.
!--property/sim/rendering/shader-effects/property--

If you would like to use the dialog to toggle the trees, you'll also need to 
edit
gui/dialogs/rendering.xml and comment out line 200 to 202:
!--enable
property/sim/rendering/shader-effects/property
/enable--

The Material Shaders options was meant (as far as I understand it) to disable
all shader stuff with a single click. When the checkbox is checked, one an 
finetune
what shaders need to be enabled, via the other checkboxes.

The problem right now is that some of the shaders (eg. the reflection stuff and 
lightmap) only depend on that single Material Shaders property. It would be 
better if every single shader can be en/disabled via its own property/checkbox.

But then we might end up with a pretty large rendering dialog...

Cheers,
Gijs
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Re: [Flightgear-devel] Shaders vs. frame rate;

2011-11-20 Thread ThorstenB
On 20.11.2011 11:52, Gijs de Rooy wrote:
 The problem right now is that some of the shaders (eg. the reflection
  stuff and lightmap) only depend on that single Material Shaders
 property. It would be better if every single shader can be
 en/disabled via its own property/checkbox.

 But then we might end up with a pretty large rendering dialog...

I already find the current dialog a bit overloaded. But how about 
creating an advanced, separate dialog which lists all the shaders and 
provides a checkbox for each? And all shaders should be modified to 
check the main switch (/sim/rendering/shader-effects) plus at least one 
additional switch property?

MIght also be a good idea to structure the shader switches a bit and 
move them to a separate place, i.e.
/sim/rendering/shaders/enable (main switch)
/sim/rendering/shaders/forrest-effect
/sim/rendering/shaders/water-effect
/sim/rendering/shaders/reflection-effect
/sim/rendering/shaders/skydome-effect
...

Seems like anyone with an ASCII editor could help on this one. More 
ideas? Volunteers? :)

cheers,
Thorsten

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Re: [Flightgear-devel] Shaders vs. frame rate;

2011-11-20 Thread Gijs de Rooy

 I already find the current dialog a bit overloaded. But how about 
 creating an advanced, separate dialog which lists all the shaders and 
 provides a checkbox for each? And all shaders should be modified to 
 check the main switch (/sim/rendering/shader-effects) plus at least one 
 additional switch property?
 
 MIght also be a good idea to structure the shader switches a bit and 
 move them to a separate place, i.e.
 /sim/rendering/shaders/enable (main switch)
 /sim/rendering/shaders/forrest-effect
 /sim/rendering/shaders/water-effect
 /sim/rendering/shaders/reflection-effect
 /sim/rendering/shaders/skydome-effect
 ...
 
 Seems like anyone with an ASCII editor could help on this one. More 
 ideas? Volunteers? :)

Good idea! I can make a merge request for that, so we can get some feedback
before pushing it up. Will ask Vivian/Emillian on IRC about their 
shader-updates,
as I don't want to interfer with that ;)
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Re: [Flightgear-devel] Shaders vs. frame rate;

2011-11-20 Thread Anders Gidenstam
On Sun, 20 Nov 2011, ThorstenB wrote:

 I already find the current dialog a bit overloaded. But how about
 creating an advanced, separate dialog which lists all the shaders and
 provides a checkbox for each? And all shaders should be modified to
 check the main switch (/sim/rendering/shader-effects) plus at least one
 additional switch property?

 MIght also be a good idea to structure the shader switches a bit and
 move them to a separate place, i.e.
 /sim/rendering/shaders/enable (main switch)
 /sim/rendering/shaders/forrest-effect
 /sim/rendering/shaders/water-effect
 /sim/rendering/shaders/reflection-effect
 /sim/rendering/shaders/skydome-effect
 ...

 Seems like anyone with an ASCII editor could help on this one. More
 ideas? Volunteers? :)

Since some effects may be aircraft specific it might be useful to make the 
advanced dialog dynamic - one way would be to add a checkbox for each 
*-effect property found in /sim/rendering/shaders/ .

Potentially scenery objects or MP aircraft might load some new effects 
(general or not) so the set of control properties might change (grow) at 
runtime.


Cheers,

Anders
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Re: [Flightgear-devel] Shaders vs. frame rate;

2011-11-20 Thread Martin Spott
Hi Gijs, thanks for elaborating the details !

Gijs de Rooy wrote:

 But then we might end up with a pretty large rendering dialog...

Well, having one where most of the available checkboxes are making just
a minor difference compared to the single, big Material shaders
switch isn't much better, I'd say  ;-)

Cheers,

Martin.
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Re: [Flightgear-devel] Shaders vs. frame rate;

2011-11-20 Thread Gijs de Rooy





 Martin wrote:
 Well, having one where most of the available checkboxes are making just
 a minor difference compared to the single, big Material shaders
 switch isn't much better, I'd say  ;-)

Agree. But do note that 3D clouds is also disabled when disabling Material 
shaders.
For me, 3D clouds and trees have much more impact than anything else. Over 
TNCM, 
just enabling 3D clouds and trees (and anything else disabled, apart from 
material 
shaders of course) my FPS jumps down from 175 to 100.

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Re: [Flightgear-devel] Shaders vs. frame rate;

2011-11-20 Thread Alan Teeder


-Original Message- 
From: Martin Spott
Sent: Sunday, November 20, 2011 1:00 PM Newsgroups: list.flightgear-devel
To: flightgear-devel@lists.sourceforge.net
Subject: Re: [Flightgear-devel] Shaders vs. frame rate;

Hi Gijs, thanks for elaborating the details !

Gijs de Rooy wrote:

 But then we might end up with a pretty large rendering dialog...

Well, having one where most of the available checkboxes are making just
a minor difference compared to the single, big Material shaders
switch isn't much better, I'd say  ;-)


---

Could a tree-structure, grouping related textures, for the dialog be used to 
handle this possibility?

Just a thought.

Alan 


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Re: [Flightgear-devel] Shaders vs. frame rate;

2011-11-20 Thread Martin Spott
Gijs de Rooy wrote:
 Martin wrote:

 Well, having one where most of the available checkboxes are making just
 a minor difference compared to the single, big Material shaders
 switch isn't much better, I'd say  ;-)
 
 Agree. But do note that 3D clouds is also disabled when disabling Material 
 shaders.

That's fine with me  ;-)

Martin.
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Re: [Flightgear-devel] Shaders vs. frame rate;

2011-11-20 Thread Gary Carvell
Thank you! I haven't had seen trees in FlightGear for ages (can't run
with shaders). I didn't realize the trees were supported at all
without shaders.

Could that fix be applied automatically so the trees are visible
whether shaders are on or off?

Gary

On Sun, Nov 20, 2011 at 5:52 AM, Gijs de Rooy gijsr...@hotmail.com wrote:
 Hi all!

 Martin wrote:

 Does anyone know how to have the random trees without all this  ?

 In Effects/trees.eff, comment out/remove line 23.
                 !--property/sim/rendering/shader-effects/property--

 If you would like to use the dialog to toggle the trees, you'll also need to
 edit
 gui/dialogs/rendering.xml and comment out line 200 to 202:
                 !--enable
                     property/sim/rendering/shader-effects/property
                 /enable--

 The Material Shaders options was meant (as far as I understand it) to
 disable
 all shader stuff with a single click. When the checkbox is checked, one an
 finetune
 what shaders need to be enabled, via the other checkboxes.

 The problem right now is that some of the shaders (eg. the reflection stuff
 and
 lightmap) only depend on that single Material Shaders property. It would
 be
 better if every single shader can be en/disabled via its own
 property/checkbox.

 But then we might end up with a pretty large rendering dialog...

 Cheers,
 Gijs

 --
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Re: [Flightgear-devel] Shaders vs. frame rate; Was: Fixing fgfs-construct crashes

2011-11-19 Thread HB-GRAL
Am 16.11.11 10:58, schrieb Martin Spott:
 I was annoyed by the fact that the simple act of just enabling
 Material shaders in the Rendering options has a noticeable effect
 on the rendering performance without_any_  of the other features in the
 entire dialogue box enabled.

We count 33 vertex shader, 31 fragment shaders, 2 geometry shaders and 
117 effects files using this and that. This probably has a noticable 
impact. But me, I have no clue what one will enable with this 
checkboxes. I.e. does AI traffic models use shaders too ?

Maybe it will be helpful once to make a human readable list, also for 
future GUI development, and analyze which shader/effect would be 
activated with what step. Must say, really interesting question what is 
enabled with Material shaders.

Cheers, Yves



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[Flightgear-devel] Shaders and ATI Radeon HD 4670

2011-06-25 Thread Jari Häkkinen
Hi all,

I cannot use material shaders on my iMac (late 2009 model) equipped with 
an ATI graphics card (ATI Radeon HD 4670 256 MB VRAM). I only get a few 
fps standing on ground at an isolated airfield. There is almost no 
objects. Every 10 times I get 60 fps in cockpit view with no changes 
except restarting flightgear. Toggling through different view gives 
different frame rates where the tower views always gives around 60 fps 
and the others give 2-5 fps (except the occasional 60 fps I get in the 
cockpit view).

In cases when I get 60 fps in cockpit view my computer maintains 60 fps 
with 3D clouds and skydome scattering turned on. The frame rate is 
stable even flying through the magnificently rendered clouds.

If I turn of material shaders I always get 60 fps in all different 
views. (Is 60 fps a maximum reading, I never seem to get higher readings?)

On my Macbook Pro (early 2008) model, I always get 60 fps staying away 
from the 3D clouds but the frame rate drops to 20 fps when I fly through 
clouds. The MBP has a GeForce 8600M GT 256 MB VRAM.

The test on my iMac was done on yesterdays source from the various 
repositories and everything is compiled with -g -O3 (-O2 gives the same 
numbers). I have also tested a couple of Tat's git snapshots from the 
macflightgear site and they give similar negative shader effect.

I read through many posts on flightgear and shaders on the web but 
nothing has resolved my issue. Is the above a flightgear issues or is it 
my hardware? I haven't noticed anything strange with my iMac and Apples 
extended hardware test does not report anything.


Cheers,

Jari

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Re: [Flightgear-devel] Shaders and ATI Radeon HD 4670

2011-06-25 Thread Vivian Meazza
Jari 
 
 I cannot use material shaders on my iMac (late 2009 model) equipped with
 an ATI graphics card (ATI Radeon HD 4670 256 MB VRAM). I only get a few
 fps standing on ground at an isolated airfield. There is almost no
 objects. Every 10 times I get 60 fps in cockpit view with no changes
 except restarting flightgear. Toggling through different view gives
 different frame rates where the tower views always gives around 60 fps
 and the others give 2-5 fps (except the occasional 60 fps I get in the
 cockpit view).
 
 In cases when I get 60 fps in cockpit view my computer maintains 60 fps
 with 3D clouds and skydome scattering turned on. The frame rate is
 stable even flying through the magnificently rendered clouds.
 
 If I turn of material shaders I always get 60 fps in all different
 views. (Is 60 fps a maximum reading, I never seem to get higher readings?)
 
 On my Macbook Pro (early 2008) model, I always get 60 fps staying away
 from the 3D clouds but the frame rate drops to 20 fps when I fly through
 clouds. The MBP has a GeForce 8600M GT 256 MB VRAM.
 
 The test on my iMac was done on yesterdays source from the various
 repositories and everything is compiled with -g -O3 (-O2 gives the same
 numbers). I have also tested a couple of Tat's git snapshots from the
 macflightgear site and they give similar negative shader effect.
 
 I read through many posts on flightgear and shaders on the web but
 nothing has resolved my issue. Is the above a flightgear issues or is it
 my hardware? I haven't noticed anything strange with my iMac and Apples
 extended hardware test does not report anything.
 

The most _likely_ cause is the ATI Radeon HD 4670/256 MB VRAM. The GeForce
8600M GT is known to be better at handling shaders. 256 Mb VRAM is in both
cases a bit small for FG nowadays. There are other possible contributors to
a low framerate - AI traffic is one. 

60 fps could be a maximum if you are using this option - 

--prop:/sim/frame-rate-throttle-hz=60

It might well be on by default.

Vivian







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Re: [Flightgear-devel] Shaders and ATI Radeon HD 4670

2011-06-25 Thread Gene Buckle
On Sat, 25 Jun 2011, Vivian Meazza wrote:



 The most _likely_ cause is the ATI Radeon HD 4670/256 MB VRAM. The GeForce
 8600M GT is known to be better at handling shaders. 256 Mb VRAM is in both
 cases a bit small for FG nowadays. There are other possible contributors to
 a low framerate - AI traffic is one.

Wow.  That's an incredibly small amount of video RAM for a video card that 
new.  Can you upgrade it to something with more RAM?

g.

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Re: [Flightgear-devel] Shaders and ATI Radeon HD 4670

2011-06-25 Thread Jari Häkkinen
On 2011-06-25 17.34, Gene Buckle wrote:
 On Sat, 25 Jun 2011, Vivian Meazza wrote:

 The most _likely_ cause is the ATI Radeon HD 4670/256 MB VRAM. The GeForce
 8600M GT is known to be better at handling shaders. 256 Mb VRAM is in both
 cases a bit small for FG nowadays. There are other possible contributors to
 a low framerate - AI traffic is one.

 Wow.  That's an incredibly small amount of video RAM for a video card that
 new.  Can you upgrade it to something with more RAM?

Otherworldcomputing.com has two options; ATI Radeon HD 5670/512MB 
(USD180) and ATI Radeon HD 5750/1GB (USD400). 400 is a lot, will the 
cheaper 512MB card make a noticeable difference? And, opening an iMac 
isn't for the faint-hearted.


Jari

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Re: [Flightgear-devel] Shaders and ATI Radeon HD 4670

2011-06-25 Thread Jari Häkkinen
On 2011-06-25 16.06, Vivian Meazza wrote:
 The most _likely_ cause is the ATI Radeon HD 4670/256 MB VRAM. The GeForce
 8600M GT is known to be better at handling shaders. 256 Mb VRAM is in both
 cases a bit small for FG nowadays. There are other possible contributors to
 a low framerate - AI traffic is one.

 60 fps could be a maximum if you are using this option -

 --prop:/sim/frame-rate-throttle-hz=60

 It might well be on by default.

I am not using the frame-rate-throttle option but I tried it with a 
lower limit. This will naturally decrease the frame rate so it seems 
like 60 is a limiting number.

I have to decide if the 3D clouds are worth a graphics card upgrade. 
Thanks for the response.

Jari

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Re: [Flightgear-devel] Shaders and ATI Radeon HD 4670

2011-06-25 Thread HB-GRAL
Am 25.06.11 17:59, schrieb Jari Häkkinen:

 Otherworldcomputing.com has two options; ATI Radeon HD 5670/512MB
 (USD180) and ATI Radeon HD 5750/1GB (USD400). 400 is a lot, will the
 cheaper 512MB card make a noticeable difference? And, opening an iMac
 isn't for the faint-hearted.


 Jari

Hi Jari

I have a ATI Radeon 5750 with 1 GB and the only difference is that 
(still remaining) shader issues on OSX with ATI are rendered faster.

Cheers, Yves

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Re: [Flightgear-devel] Shaders and ATI Radeon HD 4670

2011-06-25 Thread Hal V. Engel
On Saturday, June 25, 2011 09:04:30 AM Jari Häkkinen wrote:
 On 2011-06-25 16.06, Vivian Meazza wrote:
  The most _likely_ cause is the ATI Radeon HD 4670/256 MB VRAM. The
  GeForce 8600M GT is known to be better at handling shaders. 256 Mb VRAM
  is in both cases a bit small for FG nowadays. There are other possible
  contributors to a low framerate - AI traffic is one.
  
  60 fps could be a maximum if you are using this option -
  
  --prop:/sim/frame-rate-throttle-hz=60
  
  It might well be on by default.
 
 I am not using the frame-rate-throttle option but I tried it with a
 lower limit. This will naturally decrease the frame rate so it seems
 like 60 is a limiting number.
 
 I have to decide if the 3D clouds are worth a graphics card upgrade.
 Thanks for the response.
 
 Jari

The 60 FPM limit is probably because the diver is syncing to the vblank signal 
from the monitor.  For most LCD type monitors with will either be 60Hz or 
120Hz.  For the nvidia X11 drivers you can turn sync to vblank on and off.  I 
generally have mine on since there is no reason to have the video card produce 
a frame rate higher than the monitor refresh rate.  I don't know if this is 
configurable in the OS/X video drivers.

Hal


 
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[Flightgear-devel] Shaders: Issue 294 not accepted?

2011-06-23 Thread HB-GRAL
Hi all

For upcoming debugging weeks: Please note that issue #294 and #335 are 
still valid here with OSX 10.6, ATI 5750, OSG2.9.7. I still get

Warning: detected OpenGL error 'invalid operation' at after 
RenderBin::draw(..)

with every plane (i.e. 737-100) where reflect shaders are active.

I don’t know how to get better debugging information with fgfs, and I 
apologize, can someone give me a hint again how I can get human 
readable error output instead of tousands of this lines above, filling 
up my log, pointing to nowhere ?

Now all what I can say is what my shader builder on OSX says for 
reflect and reflect-bum-spec:

---
Validation Failed: Sampler error:
   Samplers of different types use the same texture image unit.
- or -
   A sampler's texture unit is out of range (greater than max allowed or 
negative).
---

Another validation warning with reflect-bump-spec, but this needs only 
some small shader clean up I think ;-)

---
Program link results:
WARNING: vertex shader writes varying 'Normal' which is not active.
---


NONE of the other shaders have problems with passing an external shader 
validation. Please accept the issue #294 for OSX/ATI now and assign it 
to shader core developers if he/she is still around. (I will try to help 
to fix it of course).

btw. using 777-200 (see also issue #335) gives me:

---
FRAGMENT glCompileShader  FAILED
FRAGMENT Shader  infolog:
ERROR: 0:58: '=' :  wrong operand types no operation '=' exists that 
takes a left-hand operand of type 'uniform float' and a right operand of 
type 'const int' (or there is no acceptable conversion)

glLinkProgram  FAILED
Program  infolog:
ERROR: One or more attached shaders not successfully compiled
---

I will vote for removing all the shaders in aircrafts soon :-)

Thanks, Yves


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Re: [Flightgear-devel] Shaders flicker

2011-04-20 Thread Arnt Karlsen
On Wed, 20 Apr 2011 02:39:42 +0200, Robert wrote in message 
BANLkTi=osyhxkaoky-c8pa71sqk1t3p...@mail.gmail.com:

 2011/4/20 Robert dogg...@googlemail.com
 
  here is a screenshot:
 
  http://img251.imageshack.us/i/fgfsscreen077.png/

..hum, bright white nose, external screen shots?

  If you ask me it looks pretty much like z-fighting artefacts.
  Maybe a shader that doesnt account for near and far frustum?
 
 
 I had to fly pretty low to cause this flickering.

..could be it takes a system load to provoke this, try pile
up a bunch of web browser tabs with e.g. flash movies to eat
away resources we normally want to keep for FG and see what
happens.

 Also there is a flickering problem with panel instruments and cockpit
 itself,

..that's easily a 2'nd issue. ;o)

 But in about 300 screenshots I couldn't catch this issue
 because it lasts only a few frames and I don't have the reaction time
 of a machine :)

..piling up loads, helps.

 I think a video would be better to record the
 flickering on the cockpit-panel.

..agreed ;o), url?

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Re: [Flightgear-devel] Shaders flicker

2011-04-19 Thread Arnt Karlsen
On Tue, 19 Apr 2011 04:13:45 +0200, Robert wrote in message 
banlktim5dkxvgxyh5owvjwrcv23odt6...@mail.gmail.com:

 I also have the flickering issue with shaders on. 

..white flickering?

 (ATI/AMD, 

..which ATI/AMD?

 Debian,

..which Debian, Squeeze?

 fglrx) 

..url to screenshots?

..try the radeon and radeonhd too, they may be different 
and I wanna see _how_ they are different.  

 On my system the problem occurs at low framerates (30-35 fps)
 caused by the scenery.
 On lighter airports I get 60-75 fps and the problem seems to be gone.

..a WAG is you run your graphics card too hard, try throttle it at 
e.g. 30fps, so it _has_ time to draw every frame.  I hit that one 
trying to draw 59.something fps of 2048x1536x24bpp on a 9250 (or a
9800?) AFAIR, backing off to 58.8fps with a new modeline, fixed my 
white flickering, it needed a few more milliseconds to color each
frame properly.

 David, maybe someone of us should file a bug report here:
 http://code.google.com/p/flightgear-bugs/issues/list

..done, #264@
 http://code.google.com/p/flightgear-bugs/issues/detail?id=264

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Re: [Flightgear-devel] Shaders flicker

2011-04-19 Thread Robert
 here is a screenshot:

http://img251.imageshack.us/i/fgfsscreen077.png/

If you ask me it looks pretty much like z-fighting artefacts.
Maybe a shader that doesnt account for near and far frustum?
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Re: [Flightgear-devel] Shaders flicker

2011-04-19 Thread Robert
I had to fly pretty low to cause this flickering.
Also there is a flickering problem with panel instruments and cockpit
itself, But in about 300 screenshots I couldn't catch this issue because it
lasts only a few frames and I don't have the reaction time of a machine :)
I think a video would be better to record the flickering on the
cockpit-panel.


2011/4/20 Robert dogg...@googlemail.com

 here is a screenshot:

 http://img251.imageshack.us/i/fgfsscreen077.png/

 If you ask me it looks pretty much like z-fighting artefacts.
 Maybe a shader that doesnt account for near and far frustum?


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[Flightgear-devel] Shaders flicker

2011-04-18 Thread David Glowsky
Hi developers,

I have a new computer, installed FG on it and have a problem with the graphics.

The problem (beside missing runway lights) is that surfaces generated
by a shader will flicker. This applies to terrain and aircraft
instruments, trees and the Crop texture however do not flicker. The
flicker disapears when I switch off Material shaders in the
Rendering menu. It seems not to appear everywhere, but only if
custom scenery is near. When I tested today, it didn't happen at
airports which do not have any buildings.

You find screenshots here:
http://www.flightgear.org/forums/viewtopic.php?f=37t=11686.

I would appreciate any help.

Cheers
David

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Re: [Flightgear-devel] Shaders flicker

2011-04-18 Thread Christian Schmitt
David Glowsky wrote:

 Hi developers,
 
 I have a new computer, installed FG on it and have a problem with the
 graphics.
 
 The problem (beside missing runway lights) is that surfaces generated
 by a shader will flicker. This applies to terrain and aircraft

Moin David,

while I have no solution for the main problem, the following patch (kudos to 
Jester) helps here on my ATI to let runway lights shine as expected:
http://git.overlays.gentoo.org/gitweb/?p=proj/gamerlay.git;a=blob;f=dev-
games/simgear/files/simgear-radeon-fix-runway-
lights.patch;h=a48c4bf62cd52ffe7f1c2c71dbb8f95ac41fbb09;hb=HEAD

Chris

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Re: [Flightgear-devel] Shaders flicker

2011-04-18 Thread Arnt Karlsen
On Mon, 18 Apr 2011 19:56:38 +0200, David wrote in message 
banlktimbxl03ofww5qsvqoygszwybhs...@mail.gmail.com:

 Hi developers,
 
 I have a new computer, installed FG on it and have a problem with the
 graphics.
 
 The problem (beside missing runway lights) is that surfaces generated
 by a shader will flicker. This applies to terrain and aircraft
 instruments, trees and the Crop texture however do not flicker. The
 flicker disapears when I switch off Material shaders in the
 Rendering menu. It seems not to appear everywhere, but only if
 custom scenery is near. When I tested today, it didn't happen at
 airports which do not have any buildings.
 
 You find screenshots here:
 http://www.flightgear.org/forums/viewtopic.php?f=37t=11686.

..first, try take the same screenshots with today's fg-git, 
the shaders _may_ have been fixed since you shot your shots.

 I would appreciate any help.

..I suspect FG shader bugs not properly supporting ATI hardware, 
most if not all FG developers have Nvidea graphics on closed 
source nvidea drivers and noton GPL nouveau, a quick test can 
be done with Knoppix: http://nouveau.freedesktop.org/wiki/ 
http://knopper.net/knoppix/knoppix64-en.html


..I'd like to see what happen when you do exactly the same things 
in FG as you did here, but running your box on Knoppix and installing
the same FG in your Knoppix session.
http://knopper.net/knoppix/index-en.html
http://knopper.net/knoppix/knoppix64-en.html

..if you don't wanna touch your disks, run Knoppix in ramdisk and
install the same version FG into your ramdisk session and then try 
take the same screenshots as you did on Wintendo and ATI's drivers.
(Usb sticks and SD etc flash cards are other possible options.)

..boot it with 'knoppix toram ' and see what happens, if that 
fails to do what we want, try e.g. 'knoppix toram xmodule=ati ',
more ideas to try append to the boot command: 
ftp://ftp.uni-kl.de/pub/linux/knoppix/knoppix-cheatcodes.txt

..xmodule's I'd like to see compared, is radeon, radeonhd,
and ATI's own fglrx, and on Nvidea's, nvidea and nouveau.

..note that you _may_ have to use knoppix64 to boot a 64bit
kernel on a 64bit cpu, and knoppix32 or somesuch to boot a 
32bit kernel on 32bit cpus, I'm not up to date on current
knoppix boot cheatcodes.  _Play_around_. ;o)

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Re: [Flightgear-devel] Shaders flicker

2011-04-18 Thread Robert
I also have the flickering issue with shaders on. (ATI/AMD, Debian, fglrx)
On my system the problem occurs at low framerates (30-35 fps) caused by the
scenery.
On lighter airports I get 60-75 fps and the problem seems to be gone.

David, maybe someone of us should file a bug report here:
http://code.google.com/p/flightgear-bugs/issues/list
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[Flightgear-devel] Shaders

2011-03-21 Thread HB-GRAL
Hi all

Can someone point me to the history of latest changes to the default 
shaders? I am running a ATI 5750 now with 1 GB VRAM and get = 20 fps at 
default KSFO, like the last three years with much older ATI. What 
happened, I can’t believe.

Coming back after some months and looking to the development in the 
shaders I am a bit disappointed, I spent a lot of work last year to get 
the shaders working for ATI/OSX. The quality level takes no effect to 
the framerate, 3d clouds are superb and takes no effect, there must be 
something wrong again with default shaders. What changes have been 
introduced here ? And can someone point me a git header where 
fundamental changes were (re-)made, so I dont have to go thru the whole 
file history ?

Thanks a lot, Yves

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Re: [Flightgear-devel] Shaders

2011-03-21 Thread Erik Hofman
On Mon, 2011-03-21 at 08:50 +0100, HB-GRAL wrote:
 Hi all
 
 Can someone point me to the history of latest changes to the default 
 shaders? I am running a ATI 5750 now with 1 GB VRAM and get = 20 fps at 
 default KSFO, like the last three years with much older ATI. What 
 happened, I can’t believe.
 
 Coming back after some months and looking to the development in the 
 shaders I am a bit disappointed, I spent a lot of work last year to get 
 the shaders working for ATI/OSX. The quality level takes no effect to 
 the framerate, 3d clouds are superb and takes no effect, there must be 
 something wrong again with default shaders. What changes have been 
 introduced here ? And can someone point me a git header where 
 fundamental changes were (re-)made, so I dont have to go thru the whole 
 file history ?

The (new) urban shader brings my system to it's knees and the fallback
option to the old urban shader has no effect (I get plain white areas
instead of an urban shader).

I would start to look there if I where you.

Erik


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Re: [Flightgear-devel] Shaders

2011-03-21 Thread Oliver Thurau
I am running fgfs git a hd5850 on win7...
Did a quick check since I did not fly ksfo for a long time.
With all shaders applied I get around 38 to 60 fps depending on how much mp
players are there. (fair weather)
Enabling or disabling the shaders gives a gain of 3fps.

Oliver  

 -Ursprüngliche Nachricht-
 Von: HB-GRAL [mailto:flightg...@sablonier.ch] 
 Gesendet: Montag, 21. März 2011 08:51
 An: FlightGear developers discussions
 Betreff: [Flightgear-devel] Shaders
 
 Hi all
 
 Can someone point me to the history of latest changes to the 
 default shaders? I am running a ATI 5750 now with 1 GB VRAM 
 and get = 20 fps at default KSFO, like the last three years 
 with much older ATI. What happened, I can’t believe.
 
 Coming back after some months and looking to the development 
 in the shaders I am a bit disappointed, I spent a lot of work 
 last year to get the shaders working for ATI/OSX. The quality 
 level takes no effect to the framerate, 3d clouds are superb 
 and takes no effect, there must be something wrong again with 
 default shaders. What changes have been introduced here ? And 
 can someone point me a git header where fundamental changes 
 were (re-)made, so I dont have to go thru the whole file history ?
 
 Thanks a lot, Yves
 
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Re: [Flightgear-devel] Shaders

2011-03-21 Thread Roland Häder
Hi,

@HB-GRAL: Have you downloaded FGFS or compiled it yourself? If you
compile yourself, please also build a non-debug version which means,
use optimization, maybe -O3 is the trick.

I use these parameters to build FGFS and SG:

export CFLAGS=-g -O3 -fPIC
export CXXFLAGS=-g -O3 -fPIC

Regard,
Roland

On Mon, 2011-03-21 at 23:16 +0100, Oliver Thurau wrote:
 I am running fgfs git a hd5850 on win7...
 Did a quick check since I did not fly ksfo for a long time.
 With all shaders applied I get around 38 to 60 fps depending on how much mp
 players are there. (fair weather)
 Enabling or disabling the shaders gives a gain of 3fps.
 
 Oliver  
 
  -Ursprüngliche Nachricht-
  Von: HB-GRAL [mailto:flightg...@sablonier.ch] 
  Gesendet: Montag, 21. März 2011 08:51
  An: FlightGear developers discussions
  Betreff: [Flightgear-devel] Shaders
  
  Hi all
  
  Can someone point me to the history of latest changes to the 
  default shaders? I am running a ATI 5750 now with 1 GB VRAM 
  and get = 20 fps at default KSFO, like the last three years 
  with much older ATI. What happened, I can’t believe.
  
  Coming back after some months and looking to the development 
  in the shaders I am a bit disappointed, I spent a lot of work 
  last year to get the shaders working for ATI/OSX. The quality 
  level takes no effect to the framerate, 3d clouds are superb 
  and takes no effect, there must be something wrong again with 
  default shaders. What changes have been introduced here ? And 
  can someone point me a git header where fundamental changes 
  were (re-)made, so I dont have to go thru the whole file history ?
  
  Thanks a lot, Yves
  
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Re: [Flightgear-devel] Shaders

2011-03-21 Thread HB-GRAL
Am 21.03.11 23:23, schrieb Roland Häder:
 Hi,

 @HB-GRAL: Have you downloaded FGFS or compiled it yourself? If you
 compile yourself, please also build a non-debug version which means,
 use optimization, maybe -O3 is the trick.

 I use these parameters to build FGFS and SG:

 export CFLAGS=-g -O3 -fPIC
 export CXXFLAGS=-g -O3 -fPIC


Thanks Roland, I use some optimization already. But I did a very bad, 
bad mistake the last two days, I compiled OSG with wrong windowing 
system and other bad things (just in case: it is also working, but you 
will get probably all the issues I posted the last two days). Hmpf! 
Sorry for that.

All my problems have gone now. I got the cursors back, the shaders works 
as expected. I get a frame rate of 40 fps with all shaders enabled and 
quality level 4 at KSFO. Now I need some courage to fly with this rate 
of course.

And beside that I am also trying to build a new version for built-in 
fgfs for my new OSX FlightGear launcher.

Thanks for all the hints and support, Yves


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Re: [Flightgear-devel] Shaders

2011-03-21 Thread Roland Häder
Hi,
 All my problems have gone now. I got the cursors back, the shaders works 
 as expected. I get a frame rate of 40 fps with all shaders enabled and 
 quality level 4 at KSFO. Now I need some courage to fly with this rate 
 of course.
Good to hear that. Also you don't need optimization in e.g. OSG which
would cost you a lot FPS. You only need -O0 if you debug OSG or any
other lib.

In general words: Use -O3 for fgfs/simgear/OSG for best FPS, -g or -fPIC
doesn't hurt your performance but it (-g) helps developers with a nicer
backtrace. If the crash happens with the optimized version of FGFS, try
to reproduce it with an unoptimized (-O0) build (called debug build)
because optimization does optimize out variable values (please ask C/C++
developers for in-depth information) to speed-up things but these
variable values are very often required for devs to pin-down bugs.

So for short:
- Play with optimized builds for best gaming experiences (much higher
FPS)
- If a crash happens fire the debug build up (with all command-line
parameters again) with the GNU debugger and try to reproduce it.
- If you were able to reproduce it, show your findings (e.g. 'bt full')
to this list
- Recommend way to post backtraces is to use pastebins because else they
would make this mailing list unusable

Regards,
Roland

PS: I have no ATI, but a GeForce 9500 GT here, with optimized build I
got FPS ~30-40 at KSGFO and even at EDDF with GlobalObjects installed.

 
 And beside that I am also trying to build a new version for built-in 
 fgfs for my new OSX FlightGear launcher.
 
 Thanks for all the hints and support, Yves
 
 
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Re: [Flightgear-devel] shaders heads up

2010-09-01 Thread HB-GRAL
Am 28.08.10 12:34, schrieb HB-GRAL:
 Am 28.08.10 01:16, schrieb Tim Moore:
 There needs to be some coordinate for the fog. You could try using
 gl_FogFragCoord instead.

 Tim

 Thanks for your answer Tim. And what should happen when I change
 gl_BackColor.a from 0.0 to 1.0 in default.vert? I see here that this
 makes the terrain shaders (or the light) running at least for some older
 ATI cards (and .z/.w is def. not the problem).

 What do I loose with this change? What do I have to check? And could
 this work for terrain also for other cards with gl_BackColor.a = 1.0?

 Thanks, Yves

Ok, I can keep all the new code now with my older ATI. For my card I 
only had to add 'if (gl_BackColor == 0.0) { n = -n; }' again in 
default.frag and that seems finally to work with recent changes. Maybe 
this makes not a lot of sense, but I do not care anymore ;-)

-Yves

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Re: [Flightgear-devel] shaders heads up

2010-08-28 Thread HB-GRAL
Am 28.08.10 01:16, schrieb Tim Moore:
 There needs to be some coordinate for the fog. You could try using
 gl_FogFragCoord instead.

 Tim

Thanks for your answer Tim. And what should happen when I change 
gl_BackColor.a from 0.0 to 1.0 in default.vert? I see here that this 
makes the terrain shaders (or the light) running at least for some older 
ATI cards (and .z/.w is def. not the problem).

What do I loose with this change? What do I have to check? And could 
this work for terrain also for other cards with gl_BackColor.a = 1.0?

Thanks, Yves

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Re: [Flightgear-devel] shaders heads up

2010-08-27 Thread Tim Moore
There needs to be some coordinate for the fog. You could try using
gl_FogFragCoord instead.

Tim

On Wed, Aug 25, 2010 at 1:00 AM, HB-GRAL flightg...@sablonier.ch wrote:

 Am 24.08.10 23:58, schrieb HB-GRAL:
  Am 24.08.10 23:44, schrieb HB-GRAL:
  Am 14.08.10 00:20, schrieb Tim Moore:
  Let
  me know of any new problems.
 
  Tim
 
  A new problem is the last line in default.vert:
  fogCoord = abs(ecPosition.z / ecPosition.w);
 
  For what is this needed exactly?
 
  It kills the light or light direction here with only default shaders
  enabled. Really nobody else encountering such problems? I am wondering.
  I will give my card to a museum once.
 
  Thanks, Yves
 
 
  Just to add: I commented this line out and at least terrain seems to
  work fine.
 
  But the question remains, for what is this needed in the hack? It
  produce a known ATI issue, so I am going from one issue to the next
  (from gl_FrontFacing to .z/.w).
 
  Cheers, Yves

 Sorry, wrong. It does not work fine, it just breaks the terrain-default
 shader, and thats why it looks good and I didn’t see the new problem ;-)
 - Yves


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Re: [Flightgear-devel] shaders heads up

2010-08-24 Thread HB-GRAL
Am 14.08.10 00:20, schrieb Tim Moore:
 Let
 me know of any new problems.

 Tim

A new problem is the last line in default.vert:
fogCoord = abs(ecPosition.z / ecPosition.w);

For what is this needed exactly?

It kills the light or light direction here with only default shaders 
enabled. Really nobody else encountering such problems? I am wondering. 
I will give my card to a museum once.

Thanks, Yves


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Re: [Flightgear-devel] shaders heads up

2010-08-24 Thread Frederic Bouvier

- HB-GRAL flightg...@sablonier.ch a écrit :

 Am 14.08.10 00:20, schrieb Tim Moore:
  Let
  me know of any new problems.
 
  Tim
 
 A new problem is the last line in default.vert:
 fogCoord = abs(ecPosition.z / ecPosition.w);
 
 For what is this needed exactly?
 
 It kills the light or light direction here with only default shaders 
 enabled. Really nobody else encountering such problems? I am
 wondering. 
 I will give my card to a museum once.

Maybe you have ecPosition.w set to zero and the shader won't go past this point 
? Normally, w is set to 1 but other, not null for a point, values are allowed.

-Fred

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Re: [Flightgear-devel] shaders heads up

2010-08-24 Thread HB-GRAL
Am 24.08.10 23:44, schrieb HB-GRAL:
 Am 14.08.10 00:20, schrieb Tim Moore:
 Let
 me know of any new problems.

 Tim

 A new problem is the last line in default.vert:
 fogCoord = abs(ecPosition.z / ecPosition.w);

 For what is this needed exactly?

 It kills the light or light direction here with only default shaders
 enabled. Really nobody else encountering such problems? I am wondering.
 I will give my card to a museum once.

 Thanks, Yves


Just to add: I commented this line out and at least terrain seems to 
work fine.

But the question remains, for what is this needed in the hack? It 
produce a known ATI issue, so I am going from one issue to the next 
(from gl_FrontFacing to .z/.w).

Cheers, Yves



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Re: [Flightgear-devel] shaders heads up

2010-08-24 Thread HB-GRAL
Am 24.08.10 23:58, schrieb HB-GRAL:
 Am 24.08.10 23:44, schrieb HB-GRAL:
 Am 14.08.10 00:20, schrieb Tim Moore:
 Let
 me know of any new problems.

 Tim

 A new problem is the last line in default.vert:
 fogCoord = abs(ecPosition.z / ecPosition.w);

 For what is this needed exactly?

 It kills the light or light direction here with only default shaders
 enabled. Really nobody else encountering such problems? I am wondering.
 I will give my card to a museum once.

 Thanks, Yves


 Just to add: I commented this line out and at least terrain seems to
 work fine.

 But the question remains, for what is this needed in the hack? It
 produce a known ATI issue, so I am going from one issue to the next
 (from gl_FrontFacing to .z/.w).

 Cheers, Yves

Sorry, wrong. It does not work fine, it just breaks the terrain-default 
shader, and thats why it looks good and I didn’t see the new problem ;-)
- Yves

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Re: [Flightgear-devel] Shaders: implicit cast in function parameters causes fatal error

2010-08-23 Thread Frederic Bouvier
Hi Tat,

- Tatsuhiro Nishioka a écrit :

 Hi there, 
 
 First of all, I'm back to FlightGear after a bit longer vacation :-)
 I'm very happy that I released a fg-git for Mac OS, but immediately
 after that, a user gave me a bug report. X-)
 
 The core problem is that an implicit cast (especially from int to
 double or float) in shader code leads some nVidia drivers a fatal
 error:
   (0) : fatal error C: can't find pow function in stdlib
   Cg compiler terminated due to fatal error
 
 In his case, this happened when he was adjusting Performance vs
 Quality slider.
 So I grep pow in Shaders and found that urban.vert has this line:
 
 emission_factor *= 0.5*pow(tc.r+0.8*tc.g+0.2*tc.b, 2) -0.2;
 
 I changed 2 to 2.0 and the error went out.
 
 This, I believe, is a problem in  some of nVidia drivers since it
 doesn't happen on my Macs, but it's safer not to use implicit cast in
 function calls.
 so please check your shader code and eliminate such implicit casts.

This is fixed now. Thanks for reporting

-Fred

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Re: [Flightgear-devel] Shaders: implicit cast in function parameters causes fatal error

2010-08-23 Thread Tatsuhiro Nishioka
Hi Fred,

Thanks for the quick fix. I really appreciate it!

Tat

On Aug 23, 2010, at 3:55 PM, Frederic Bouvier wrote:

 Hi Tat,
 
 - Tatsuhiro Nishioka a écrit :
 
 The core problem is that an implicit cast (especially from int to
 double or float) in shader code leads some nVidia drivers a fatal
 error:
  (0) : fatal error C: can't find pow function in stdlib
  Cg compiler terminated due to fatal error
(snip)
 
 This is fixed now. Thanks for reporting
 
 -Fred


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Re: [Flightgear-devel] Shaders: implicit cast in function parameters causes fatal error

2010-08-23 Thread Frederic Bouvier

- Tatsuhiro Nishioka a écrit : 
 
Hi Fred, 

 
Thanks for the quick fix. I really appreciate it! 

 
Tat 
You're welcome, you did all the diagnostic work. 

-Fred 

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[Flightgear-devel] Shaders: implicit cast in function parameters causes fatal error

2010-08-22 Thread Tatsuhiro Nishioka
Hi there, 

First of all, I'm back to FlightGear after a bit longer vacation :-)
I'm very happy that I released a fg-git for Mac OS, but immediately after that, 
a user gave me a bug report. X-)

The core problem is that an implicit cast (especially from int to double or 
float) in shader code leads some nVidia drivers a fatal error:
  (0) : fatal error C: can't find pow function in stdlib
  Cg compiler terminated due to fatal error

In his case, this happened when he was adjusting Performance vs Quality slider.
So I grep pow in Shaders and found that urban.vert has this line:

emission_factor *= 0.5*pow(tc.r+0.8*tc.g+0.2*tc.b, 2) -0.2;

I changed 2 to 2.0 and the error went out.

This, I believe, is a problem in  some of nVidia drivers since it doesn't 
happen on my Macs, but it's safer not to use implicit cast in function calls.
so please check your shader code and eliminate such implicit casts.

Best,

Tat

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Re: [Flightgear-devel] shaders heads up

2010-08-19 Thread HB-GRAL
HB-GRAL schrieb:
 
 Hi Tim
 
 Maybe I am the only one once again but I have some issues here:
 
 - Without shader it seems terrain works fine ;-)
 - When I activate 'Material Shaders' all the terrain becomes -30% darker
 - When I add 'Landmass shader' some of the terrain becomes normal 
 brightness (where the landmass shader is involved in material.xml)
 - When I add 'Crop Shader' the crop becomes normal brightness
 - There is no snow on terrain where crop effect is activated (or 
 snowlevel is not changed?)
 
 What can I do to get the brighter terrain back here when I activate 
 Material Shaders only?
 
 Thanks, Yves

I got all back with deleting some 'nonsense' (not my words) in 
terrain-default.eff with render-bin numbers (render-bin '-1' brings all 
the darkness here). I promise I do not try to talk about this small 
change, because it seems like it does only affect me, my card and myself.

Cheers, Yves

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Re: [Flightgear-devel] shaders heads up

2010-08-18 Thread Frederic Bouvier
Hi Yves,

- HB-GRAL a écrit :

 Tim Moore schrieb:
  I've checked in some changes to the shaders in attempt to fix bugs
 on some
  platforms and generally optimize them. I've eliminated the use of
  gl_FrontFacing, which seems to give us problems on certain
 Macintosh
  platforms. I've also reworked the way material animations are
 handled. Let
  me know of any new problems.
  
  Tim
  
 
 Hi Tim
 
 Maybe I am the only one once again but I have some issues here:
 
 - Without shader it seems terrain works fine ;-)
 - When I activate 'Material Shaders' all the terrain becomes -30%
 darker
 - When I add 'Landmass shader' some of the terrain becomes normal 
 brightness (where the landmass shader is involved in material.xml)
 - When I add 'Crop Shader' the crop becomes normal brightness
 - There is no snow on terrain where crop effect is activated (or 
 snowlevel is not changed?)
 
 What can I do to get the brighter terrain back here when I activate 
 Material Shaders only?

It means the terrain-default effect has a problem for you. I can't see 
a difference between no shader at all and just the default shader.
The crop shader has its snow level hardwired to 2000m and it is so from the 
beginning.

-Fred

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Re: [Flightgear-devel] shaders heads up

2010-08-18 Thread Erik Hofman
On Wed, 2010-08-18 at 02:10 +0200, HB-GRAL wrote:
 Hi Tim
 
 Maybe I am the only one once again but I have some issues here:
 
 - Without shader it seems terrain works fine ;-)
 - When I activate 'Material Shaders' all the terrain becomes -30% darker
 - When I add 'Landmass shader' some of the terrain becomes normal 
 brightness (where the landmass shader is involved in material.xml)
 - When I add 'Crop Shader' the crop becomes normal brightness
 - There is no snow on terrain where crop effect is activated (or 
 snowlevel is not changed?)
 
 What can I do to get the brighter terrain back here when I activate 
 Material Shaders only?

I get the same and has something to do with the maximum allowed number
of varying parameters supported by the hardware. There is a fix that
didn't seem to affect anything on my side:
http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg27751.html

Erik


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Re: [Flightgear-devel] shaders heads up

2010-08-18 Thread HB-GRAL
Frederic Bouvier schrieb:

 The crop shader has its snow level hardwired to 2000m and it is so from the 
 beginning.
 
 -Fred
 

Hi Fred

What is the reason for this I miss? I mean, this is not so nice having a 
slider to get snow below 2000 meters and then you get it only on parts 
of the terrain. This looks like heated croplands here in case of snow ;-)

Cheers, Yves




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Re: [Flightgear-devel] shaders heads up

2010-08-18 Thread HB-GRAL
Erik Hofman schrieb:
 
 I get the same and has something to do with the maximum allowed number
 of varying parameters supported by the hardware. There is a fix that
 didn't seem to affect anything on my side:
 http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg27751.html
 
 Erik
 

Thanks Erik, but I do not see any varyings I can remove at the moment 
with recent changes.

And I fear the varyings are not the only problem I have here. I get the 
light back everywhere the landmass and the crop shader is used in 
materials.xml. Why does the landmass shader gives me the light back but 
new terrain-nocolor not?

What is the reason to have three overlapping(?) defaults with

- default.frag
- terrain-default.frag
- terrain-nocolor.frag

what actually gives no light on terrain here, and why

- landmass.frag
- crop.frag

gives it back, once activated?

I tried to find the matter yesterday for some hours but the structure of 
the shaders becomes a bit more complicated at the moment.

Thanks again, Yves


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Re: [Flightgear-devel] shaders heads up

2010-08-18 Thread Frederic Bouvier

- HB-GRAL flightg...@sablonier.ch a écrit :

 Frederic Bouvier schrieb:
 
  The crop shader has its snow level hardwired to 2000m and it is so
 from the beginning.
  
  -Fred
  
 
 Hi Fred
 
 What is the reason for this I miss? I mean, this is not so nice having
 a 
 slider to get snow below 2000 meters and then you get it only on parts
 of the terrain. This looks like heated croplands here in case of snow
 ;-)

Why do you think bugs or missing features exist ;-)

-Fred

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Re: [Flightgear-devel] shaders heads up

2010-08-18 Thread HB-GRAL
Frederic Bouvier schrieb:
 - HB-GRAL flightg...@sablonier.ch a écrit :
 
 Frederic Bouvier schrieb:
 The crop shader has its snow level hardwired to 2000m and it is so
 from the beginning.
 -Fred

 Hi Fred

 What is the reason for this I miss? I mean, this is not so nice having
 a 
 slider to get snow below 2000 meters and then you get it only on parts
 of the terrain. This looks like heated croplands here in case of snow
 ;-)
 
 Why do you think bugs or missing features exist ;-)
 
 -Fred
 

I wanted to show you a real image where I have seen exactly such 
'heated' croplands in the winter. Too bad I could not find the picture 
here at the moment. It is a temporary feature I see.

Thanks anyway, Yves

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Re: [Flightgear-devel] shaders heads up

2010-08-18 Thread Frederic Bouvier

- HB-GRAL a écrit :

 Frederic Bouvier schrieb:
  - HB-GRAL flightg...@sablonier.ch a écrit :
 
  Frederic Bouvier schrieb:
  The crop shader has its snow level hardwired to 2000m and it is so
  from the beginning.
  -Fred
 
  Hi Fred
 
  What is the reason for this I miss? I mean, this is not so nice
 having
  a
  slider to get snow below 2000 meters and then you get it only on
 parts
  of the terrain. This looks like heated croplands here in case of
 snow
  ;-)
 
  Why do you think bugs or missing features exist ;-)
 
  -Fred
 
 
 I wanted to show you a real image where I have seen exactly such
 'heated' croplands in the winter. Too bad I could not find the picture
 here at the moment. It is a temporary feature I see.
 
 Thanks anyway, Yves

Fly from LFPN and go south. There is a lot of crops in the Paris area.
BTW: it's not me that designed this shader nor implemented the slider.

-Fred

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Re: [Flightgear-devel] shaders heads up

2010-08-17 Thread HB-GRAL
Tim Moore schrieb:
 I've checked in some changes to the shaders in attempt to fix bugs on some
 platforms and generally optimize them. I've eliminated the use of
 gl_FrontFacing, which seems to give us problems on certain Macintosh
 platforms. I've also reworked the way material animations are handled. Let
 me know of any new problems.
 
 Tim
 

Hi Tim

Maybe I am the only one once again but I have some issues here:

- Without shader it seems terrain works fine ;-)
- When I activate 'Material Shaders' all the terrain becomes -30% darker
- When I add 'Landmass shader' some of the terrain becomes normal 
brightness (where the landmass shader is involved in material.xml)
- When I add 'Crop Shader' the crop becomes normal brightness
- There is no snow on terrain where crop effect is activated (or 
snowlevel is not changed?)

What can I do to get the brighter terrain back here when I activate 
Material Shaders only?

Thanks, Yves


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Re: [Flightgear-devel] shaders heads up

2010-08-15 Thread James Turner

On 13 Aug 2010, at 23:20, Tim Moore wrote:

 I've checked in some changes to the shaders in attempt to fix bugs on some 
 platforms and generally optimize them. I've eliminated the use of 
 gl_FrontFacing, which seems to give us problems on certain Macintosh 
 platforms. I've also reworked the way material animations are handled. Let me 
 know of any new problems.

I already communicated this on IRC, but on Ati+Mac, this is a dramatic 
improvement for me - for scenery (BTG) heavy scenes, my frame-rate nearly 
doubled. At an XML+AC heavy location (eg, Gatwick/EGKK) there was still a nice 
frame-rate boost of 50-70%.

Thanks Tim!

James


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[Flightgear-devel] shaders heads up

2010-08-13 Thread Tim Moore
I've checked in some changes to the shaders in attempt to fix bugs on some
platforms and generally optimize them. I've eliminated the use of
gl_FrontFacing, which seems to give us problems on certain Macintosh
platforms. I've also reworked the way material animations are handled. Let
me know of any new problems.

Tim
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Re: [Flightgear-devel] Shaders and textures

2010-08-09 Thread HB-GRAL
Frederic Bouvier schrieb:
 - HB-GRAL a écrit :
 Is it possible to add (or blend) a texture in the shaders to steep=
 gray instead of calculating a 'simple colour cloud'? In combination with a
 texture it probably looks like all the 'perhaps' and is a very nice
 feature.
 
 You can add the rock texture to the effect file as another texture unit and, 
 in the shader, blend it with the base texture when the steepness criterion is 
 met.
 
 -Fred
 

Thank you Fred and Vivian. I will give this a try soon. I didn’t see the 
steepness criterion yet but I will check for it. Hard job for me, but 
interesting ;-)

-Yves

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Re: [Flightgear-devel] Shaders and textures

2010-08-08 Thread Frederic Bouvier

- HB-GRAL a écrit :
 Is it possible to add (or blend) a texture in the shaders to steep=
 gray instead of calculating a 'simple colour cloud'? In combination with a
 texture it probably looks like all the 'perhaps' and is a very nice
 feature.

You can add the rock texture to the effect file as another texture unit and, in 
the shader, blend it with the base texture when the steepness criterion is met.

-Fred

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Re: [Flightgear-devel] Shaders and textures

2010-08-07 Thread Erik Hofman
On Sat, 2010-08-07 at 01:45 +0200, HB-GRAL wrote:
 Hi all,
 
 I see a lot of improvements with recent shaders. But there comes some 
 renewals I do not how to work with.
 
 - Snow: Activating the landmass shaders gives me some snow. Some 
 material is not covered i.e. glacier. And snow is starting by default at 
 2000 (2000 what?). Is this real i.e. for season 'summer'? And how can I 
 change appearance of this soft-edge 'geometrical' snow fields?

The snow border height (above which the snow shader should render snow)
is controlled using the rendering dialog box. Since the scenery in
FlightGear is using meters I guess it's 2000 meters.

 
 - Mystic gray blobs: When I activate landmass shader everywhere there 
 are some 'random' gray blobs now. What is the goal of this blobs? Is it 
 possible to add a texture to this blobs?

I haven't seen these.. unless this is also the snow shader.

 - Crop shader: This is a very interesting shader of course. But when I 
 activate it- only one crop type is covered by this shader. Is the crop 
 shader thought to have multiple crop effects? How can I work with this 
 shader and different textures to get things like irregular crop and many 
 many other crop types like we have in recent landcover?

As far as I know the crop shader creates it's own appearance. That's why
you can't see any repetitions (which are common when using textures).
It's only one type of cover right now.

Erik


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Re: [Flightgear-devel] Shaders and textures

2010-08-07 Thread HB-GRAL
Erik Hofman schrieb:
 - Mystic gray blobs: When I activate landmass shader everywhere there 
 are some 'random' gray blobs now. What is the goal of this blobs? Is it 
 possible to add a texture to this blobs?
 
 I haven't seen these.. unless this is also the snow shader.

I get this with recent GIT fgdata.

Here is an example from a forum post (picture 1/3/4)
http://www.flightgear.org/forums/viewtopic.php?f=5t=8968p=89056#p89056

Here is what I get in the mountains (with own experimental new texture 
and landmass activated)
http://tinyurl.com/377ol2a

 
 
 As far as I know the crop shader creates it's own appearance. That's why
 you can't see any repetitions (which are common when using textures).
 It's only one type of cover right now.
 
 Erik
 

What stands 'crop.png' in /Textures/Terrain for? Is this ornament not 
used and repeated?

Maybe you can not see the repetition of the texture but from a less 
mathematical view the cropland looks all the same here when I activate 
the crop shader. It covers most of the terrain with the same ornament 
and same colors. From my point of view this is also a bit 'repetitive'.

When I want to have more different croplands how should I go further 
with the crop shader? Building different crop.png’s and cropcolors? How 
can I alter this textures/ornaments for cropland terrain? And is it also 
possible to add a relief/normalmap to crop?

Thanks- gral

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Re: [Flightgear-devel] Shaders and textures

2010-08-07 Thread HB-GRAL
HB-GRAL schrieb:
 
 When I want to have more different croplands how should I go further 
 with the crop shader? Building different crop.png’s and cropcolors? How 
 can I alter this textures/ornaments for cropland terrain? And is it also 
 possible to add a relief/normalmap to crop?
 
 Thanks- gral
 

Sorry for my crop conclusion. I see now how I can change crop texture 
and 'colormap' to get another look with the shader. Here is test example
http://tinyurl.com/2uez5ar

The problem with the random blobs still remains. Also the snow level at 
2000 meters in the summer and that some textures/landclasses are not 
covered by snow (like glacier).

Thanks, Yves

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Re: [Flightgear-devel] Shaders and textures

2010-08-07 Thread HB-GRAL
Vivian Meazza schrieb:
 
 The grey patches are not snow - they denote steep areas; perhaps rock, or a
 rock run. They are generated in crop.frag by:
 
   //steep = gray
   c1 = mix(vec4(n-0.42, n-0.44, n-0.51, 1.0), c1, smoothstep(0.970,
 0.990, abs(normalize(Normal).z)+nvL[2]*1.3));
   //snow
   c1 = mix(c1, clamp(n+nvL[2]*4.1+vec4(0.1, 0.1, nvL[2]*2.2, 1.0),
 0.7, 1.0), smoothstep(snowlevel+300.0, snowlevel+360.0,
 (rawpos.z)+nvL[1]*3000.0));
 
 not a bug but a feature :-)
 
 Vivian
 
 p.s. not my code btw
 

Is it possible to add (or blend) a texture in the shaders to steep= gray 
instead of calculating a 'simple colour cloud'? In combination with a 
texture it probably looks like all the 'perhaps' and is a very nice feature.

Here recent 'steep = gray'-blobs do not look like rock or rock run or 
something else at the moment - sorry for my misunderstanding.

I see that some landmass reliefs are calculated also with snow. So it 
should be possible to add a texture to the 'steep=grays' or not?

Thanks- Yves

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[Flightgear-devel] Shaders and textures

2010-08-06 Thread HB-GRAL
Hi all,

I see a lot of improvements with recent shaders. But there comes some 
renewals I do not how to work with.

- Snow: Activating the landmass shaders gives me some snow. Some 
material is not covered i.e. glacier. And snow is starting by default at 
2000 (2000 what?). Is this real i.e. for season 'summer'? And how can I 
change appearance of this soft-edge 'geometrical' snow fields?

- Mystic gray blobs: When I activate landmass shader everywhere there 
are some 'random' gray blobs now. What is the goal of this blobs? Is it 
possible to add a texture to this blobs?

- Crop shader: This is a very interesting shader of course. But when I 
activate it- only one crop type is covered by this shader. Is the crop 
shader thought to have multiple crop effects? How can I work with this 
shader and different textures to get things like irregular crop and many 
many other crop types like we have in recent landcover?

Thanks for your answer, Yves


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Re: [Flightgear-devel] Shaders experiments

2010-03-19 Thread Frederic Bouvier
Hi Erik,

- Erik Hofman a écrit :
 Frederic Bouvier wrote:
  The relief (you mean the height of the buildings) can be adjusted in
 the effect file. The more important thing to me is to get the right
 horizontal scale.
  Nothing will change until the next scenery release because the scale
 is engraved in the scenery files (as texture coordinates)
 
 As far as I know the texture coordinates are normalized, so changing
 the coverage size in the materials.xml file changes the horizontal scale.
 As can be seen in the latest version of that file.
 
 BTW the heightmap changes accordingly to match the main texture.

looking for coverage in the sources, I can't find something related 
to the texture. As far as I can see, tex coords are computed by 
sgCalcTexCoords, and this function is called at run time only for 
ocean tiles. Otherwise, in is called from Terragear, in 
int TGGenOutput::build( TGConstruct c ) function for terrain except 
airports.


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Re: [Flightgear-devel] Shaders experiments

2010-03-19 Thread Erik Hofman
Frederic Bouvier wrote:
 looking for coverage in the sources, I can't find something related 
 to the texture. As far as I can see, tex coords are computed by 
 sgCalcTexCoords, and this function is called at run time only for 
 ocean tiles. Otherwise, in is called from Terragear, in 
 int TGGenOutput::build( TGConstruct c ) function for terrain except 
 airports.

It's in mat.hxx:
   SGVec2f get_tex_coord_scale() const
   {
 float tex_width = get_xsize();
 float tex_height = get_ysize();

 return SGVec2f((0  tex_width) ? 1000.0f/tex_width : 1.0f,
(0  tex_height) ? 1000.0f/tex_height : 1.0f);
   }


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Re: [Flightgear-devel] Shaders experiments

2010-03-18 Thread Erik Hofman
Frederic Bouvier wrote:
 The relief (you mean the height of the buildings) can be adjusted in the 
 effect file. The more important thing to me is to get the right horizontal 
 scale.
 Nothing will change until the next scenery release because the scale is 
 engraved in the scenery files (as texture coordinates)

As far as I know the texture coordinates are normalized, so changing the 
coverage size in the materials.xml file changes the horizontal scale. As 
can be seen in the latest version of that file.

BTW the heightmap changes accordingly to match the main texture.

Erik

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Re: [Flightgear-devel] Shaders experiments

2010-03-18 Thread Erik Hofman
HB-GRAL wrote:
 Erik Hofman schrieb:
 I've changed the coverage size of the textures from 1024 to 2000 meter. 
 
 Hello Erik
 
 I guess it is better not to change the texture size to 2000 meters(?) in 
 materials.xml. As I can see the size of the textures fits exactly to the 
 relief when it is 1024 at the moment.

I've already changed it in CVS and the relief/height map is still in 
line with the main texture. Otherwise I wouldn't have committed it.

Erik

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Re: [Flightgear-devel] Shaders experiments

2010-03-18 Thread HB-GRAL
Erik Hofman schrieb:
 
 I've already changed it in CVS and the relief/height map is still in 
 line with the main texture. Otherwise I wouldn't have committed it.
 
 Erik
 

Yes, I apologize this is my conclusion with the new effect here. I 
changed the size yesterday in materials.xml to 1024 and I saw that the 
houses/roofs/streets match to the mask I sent to Frederic.

-Yves

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Re: [Flightgear-devel] Shaders experiments

2010-03-18 Thread Torsten Dreyer
 Le 01/03/2010 00:22, Vivian Meazza a écrit :
  I think both effects should be in cvs so that we can do a bit of testing.
  We can then make some informed comment.
 
 The urban shader is in CVS. I find that the houses are too small,
 compared to 3D models, and I would like to crop the texture a bit. What
 do you thing ?
 
 -Fred
First of all: That's a really cool eye candy, good work!

What I noticed from a close up is, that it seems that the floor of the 
buildings is below elevation zero and the roof is at elevation zero. It 
looks somewhat as if the cities were carved out of the landscape instead of 
been built uppon it. This is especially irritating when a waterway is crossing 
an urban area and the water surface is several meters above the ground.

Torsten

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Re: [Flightgear-devel] Shaders experiments

2010-03-17 Thread HB-GRAL
Erik Hofman schrieb:
 I've changed the coverage size of the textures from 1024 to 2000 meter. 

Hello Erik

I guess it is better not to change the texture size to 2000 meters(?) in 
materials.xml. As I can see the size of the textures fits exactly to the 
relief when it is 1024 at the moment.

-Yves

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Re: [Flightgear-devel] Shaders experiments

2010-03-17 Thread Frederic Bouvier

- HB-GRAL flightg...@sablonier.ch a écrit :

 Erik Hofman schrieb:
  I've changed the coverage size of the textures from 1024 to 2000
 meter. 
 
 Hello Erik
 
 I guess it is better not to change the texture size to 2000 meters(?)
 in materials.xml. As I can see the size of the textures fits exactly to
 the relief when it is 1024 at the moment.

The relief (you mean the height of the buildings) can be adjusted in the effect 
file. The more important thing to me is to get the right horizontal scale.
Nothing will change until the next scenery release because the scale is 
engraved in the scenery files (as texture coordinates)

-Fred

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Re: [Flightgear-devel] Shaders experiments

2010-03-13 Thread Erik Hofman
Frederic Bouvier wrote:
 The urban shader is in CVS. I find that the houses are too small,
 compared to 3D models, and I would like to crop the texture a bit. What
 do you thing ?

Impressive!
I've changed the coverage size of the textures from 1024 to 2000 meter. 
I guess someone thought the size should reflect the number of pixels of 
the texture rather that then number of squared meters it covers.

Erik

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Re: [Flightgear-devel] Shaders experiments

2010-03-13 Thread Vivian Meazza
Frederic Bouvier wrote:

 
 Le 01/03/2010 00:22, Vivian Meazza a écrit :
  I think both effects should be in cvs so that we can do a bit of
 testing. We
  can then make some informed comment.
 
 
 The urban shader is in CVS. I find that the houses are too small,
 compared to 3D models, and I would like to crop the texture a bit. What
 do you thing ?
 

I can't help feeling a little disappointed close to - the sugar loaf
houses look a bit peculiar. From a distance, it's all pretty good. The
houses are probably high enough, but a bit small in the other dimensions.
You have probably pushed this technique as far as it will go, but some
further adjustment might be possible.

I think the results with forest top might be even better suited to this
treatment.

Well done: I think this is all a very worthwhile step for FG.

Vivian 



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Re: [Flightgear-devel] Shaders experiments

2010-03-12 Thread Frederic Bouvier
Le 01/03/2010 00:22, Vivian Meazza a écrit :
 I think both effects should be in cvs so that we can do a bit of testing. We
 can then make some informed comment. 
   

The urban shader is in CVS. I find that the houses are too small,
compared to 3D models, and I would like to crop the texture a bit. What
do you thing ?

-Fred


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Re: [Flightgear-devel] Shaders experiments

2010-03-01 Thread Vadym Kukhtin
Thanks you very much Frederic for work with these normalmaps - it was
my dream for a few last years )



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Re: [Flightgear-devel] Shaders experiments

2010-03-01 Thread David Megginson
Wow!


David

On Sun, Feb 28, 2010 at 5:41 PM, Frederic Bouvier fredfgf...@free.fr wrote:
 What do you think of this effect :

 http://www.youtube.com/watch?v=kUyH-4c0-qM
 http://www.youtube.com/watch?v=wYb1Vy-uTS0

 and a screenshot : http://frbouvi.free.fr/flightsim/fgfs-shader-test.jpg

 Regards,
 -Fred


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Re: [Flightgear-devel] Shaders experiments

2010-03-01 Thread evilslut
That looks really cool!! :) personally i think it works nicer on the
city/building area's then on the forest covered mountains.

Kind Regards
Rob / Evil

On 02/28/2010 11:41 PM, Frederic Bouvier wrote:
 What do you think of this effect :

 http://www.youtube.com/watch?v=kUyH-4c0-qM
 http://www.youtube.com/watch?v=wYb1Vy-uTS0

 and a screenshot : http://frbouvi.free.fr/flightsim/fgfs-shader-test.jpg

 Regards,
 -Fred


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Re: [Flightgear-devel] Shaders experiments

2010-03-01 Thread Brant Gipson
Wow!  This can be a great shader feature in FG! :)

On Mon, Mar 1, 2010 at 12:34 PM, evilslut flightg...@evilslut82.com wrote:
 That looks really cool!! :) personally i think it works nicer on the
 city/building area's then on the forest covered mountains.

 Kind Regards
 Rob / Evil

 On 02/28/2010 11:41 PM, Frederic Bouvier wrote:
 What do you think of this effect :

 http://www.youtube.com/watch?v=kUyH-4c0-qM
 http://www.youtube.com/watch?v=wYb1Vy-uTS0

 and a screenshot : http://frbouvi.free.fr/flightsim/fgfs-shader-test.jpg

 Regards,
 -Fred


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Re: [Flightgear-devel] Shaders experiments

2010-03-01 Thread syd adams
The city looks fantastic fr0m a distance ! I dont like the terrain shader as
shown , but looks really promising if the shading could be changed per
material ...
 Great work .
Syd
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[Flightgear-devel] Shaders experiments

2010-02-28 Thread Frederic Bouvier
What do you think of this effect :

http://www.youtube.com/watch?v=kUyH-4c0-qM
http://www.youtube.com/watch?v=wYb1Vy-uTS0

and a screenshot : http://frbouvi.free.fr/flightsim/fgfs-shader-test.jpg

Regards,
-Fred


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Re: [Flightgear-devel] Shaders experiments

2010-02-28 Thread Durk Talsma
On Sunday 28 February 2010 11:41:04 pm Frederic Bouvier wrote:
 and a screenshot : http://frbouvi.free.fr/flightsim/fgfs-shader-test.jpg


Didn't have a chance to look at the video's yet, but the screen shot looks 
magnificant!

Cheers,
Durk

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Re: [Flightgear-devel] Shaders experiments

2010-02-28 Thread Heiko Schulz
Hi,

 What do you think of this effect :
 
 http://www.youtube.com/watch?v=kUyH-4c0-qM
 http://www.youtube.com/watch?v=wYb1Vy-uTS0
 
 and a screenshot : http://frbouvi.free.fr/flightsim/fgfs-shader-test.jpg
 
 Regards,
 -Fred
 
The first one doesn't look very interesting, but the technic behind could be 
used for the rocky textures. 

The second one is more interesing- so you have screenshots from this shader?

Cheers
Heiko

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Re: [Flightgear-devel] Shaders experiments

2010-02-28 Thread James Sleeman
On 01/03/10 11:41, Frederic Bouvier wrote:
 What do you think of this effect :
   
Very nice.  Very nice indeed.  The urban area in video #2 especially is 
a dramatic difference. 

How do the effects look when you get close to the ground?


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Re: [Flightgear-devel] Shaders experiments

2010-02-28 Thread leee
On Sunday 28 Feb 2010, Frederic Bouvier wrote:
 What do you think of this effect :

 http://www.youtube.com/watch?v=kUyH-4c0-qM
 http://www.youtube.com/watch?v=wYb1Vy-uTS0

 and a screenshot :
 http://frbouvi.free.fr/flightsim/fgfs-shader-test.jpg

 Regards,
 -Fred

Overlaying a geometry shader on the FG scenery is pretty cool: is 
there the scope to tune it to the terrain gradient i.e. adapt the 
shader according to the steepness of the terrain slope?

LeeE

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Re: [Flightgear-devel] Shaders experiments

2010-02-28 Thread Frederic Bouvier

- leee a écrit :

 On Sunday 28 Feb 2010, Frederic Bouvier wrote:
  What do you think of this effect :
 
  http://www.youtube.com/watch?v=kUyH-4c0-qM
  http://www.youtube.com/watch?v=wYb1Vy-uTS0
 
  and a screenshot :
  http://frbouvi.free.fr/flightsim/fgfs-shader-test.jpg
 
  Regards,
  -Fred
 
 Overlaying a geometry shader on the FG scenery is pretty cool: is 
 there the scope to tune it to the terrain gradient i.e. adapt the 
 shader according to the steepness of the terrain slope?

This is not a geometry shader, but a relief mapping effect.
I am not fully happy with the result yet, but the relief map (normals + 
heightfield in a RGBA texture) was quickly made.
City from low altitude : http://frbouvi.free.fr/flightsim/fgfs-city-relief.jpg
I'll bet a better artist than me could do a better job.
You can test it if you install the normal map plugin for the GIMP 
(http://registry.gimp.org/node/69)

-Fred

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Re: [Flightgear-devel] Shaders experiments

2010-02-28 Thread Vivian Meazza
Frederic Bouvier wrote

 -Original Message-
 From: [mailto:fredfgf...@free.fr]
 Sent: 28 February 2010 22:41
 To: Flightgear-devel@lists.sourceforge.net
 Subject: [Flightgear-devel] Shaders experiments
 
 What do you think of this effect :
 
 http://www.youtube.com/watch?v=kUyH-4c0-qM
 http://www.youtube.com/watch?v=wYb1Vy-uTS0
 
 and a screenshot : http://frbouvi.free.fr/flightsim/fgfs-shader-test.jpg
 

That's the best forest effect so far. Not quite so sure about the urban
effect, but certainly better than we have atm. 

How does it look close up?

I think both effects should be in cvs so that we can do a bit of testing. We
can then make some informed comment. 

Vivian



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Re: [Flightgear-devel] Shaders experiments

2010-02-28 Thread Christian Buchner
2010/2/28 Frederic Bouvier fredfgf...@free.fr:

 What do you think of this effect :

Wow.

Congratulations, you are starting to beat graphics benchmark set by
Flight Simulator X.

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Re: [Flightgear-devel] Shaders experiments

2010-02-28 Thread Victhor
If anyone here ever played Gran Turismo 5 Prologue/Time Trial
Demo/Whatever knows what a graphics API from 1998 is capable of ;)
 
 On Sun, Feb 28, 2010 at 6:41 PM, Christian Buchner wrote:
 2010/2/28 Frederic Bouvier 
 
  What do you think of this effect :
 
 
 Wow.
 
 Congratulations, you are starting to beat graphics benchmark
 set by
 Flight Simulator X.
  
 No no no no, according to the slashdot comments, we use graphics
 engine from 1998. :-)
 
 
 Great work Fred, these show a *lot* of interesting potential.
 
 
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Re: [Flightgear-devel] Shaders experiments

2010-02-28 Thread Johnathan Van Why
I think these effects look great.

As for the urban map, you could possibly do something with a transition
between this effect and actual models, as this effect obviously looks poor
from close up, while models kill framerate for large areas.

Good job, and I hope to see an improved version of this in CVS soon. This
will definitely beat MSFS's graphics capabilities.
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Re: [Flightgear-devel] Shaders (Mac, nVidia 7300GT, latest CVS)

2009-08-31 Thread till busch
hi james,

this is not at all how it should look like. i believe that either something is 
wrong with lighting values in gl_FrontLightModelProduct / gl_LightSource[0] 
or smoothstep() does not work correctly on your system.

i'm working on improving the shaders. i'll try to make a shader without 
smoothstep for you to check.

the problem could also be mac-specific? did someone else notice strange colors 
with the shaders on os x?

cheers,

- till

On Sunday 30 August 2009, James Turner wrote:
 Can someone familiar with the current state of the shaders/effects
 code inform me if I'm what I'm seeing in the following shots is:
   - intended
   - a known, generic bug (or work in progress)
   - an issue to specific to my setup that I need to supply more
 information about

 Shots: (dusk shot is take with the sun almost directly behind the
 camera)

   http://files.goneabitbursar.com/fg-mac-nv7300-day.png
   http://files.goneabitbursar.com/fg-mac-nv7300-dusk.png

 It seems to me that the lighting model in both cases is a very
 unrealistically bright green (especially for the water, but also the
 fields) , and further that water is not behaving similarly to
 screenshots from other users I've seen in the forums, in terms of
 specular reflections based upon sun position and viewer angle.

 Cheers,
 James


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Re: [Flightgear-devel] Shaders (Mac, nVidia 7300GT, latest CVS)

2009-08-31 Thread Nicolas Quijano
Strange colors on windows with ATI GPU, but here dominating color is red in
the crop shader.
I slightly modified the effects file and rendering gui to be able to enable
them one at a time.
both landmass and crop suffer from that, and it's triggered by camera
movement.

Unrelated comments :
Might want to look in at disabling fixed function lighting when doing per
pixel lighting, and tweak blending and alpha settings, first to avoid
wasting gpu cycles on unneeded settings, like lighting when doing per pixel.
but also to prevent side effects from fixed function state.

Also, I was once told that stuff like a = b = c should be avoided : there is
absolutely no guarantee it will be processed correctly, or in the order you
think it would. GLSL is definitely not C :)
Seems to work, but it's a dangerous slope if you want portability to rely on
C side effects in GLSL.
Common and oft repeated wisdom is if you develop on nvidia, you debug on ATI
(or 3Dlabs) and if it runs there, it should run everywhere : nvidia seems to
be the laxest of the GLSL spec interpretations (they all divert from the
spec where they feel like it, except maybe 3dlabs who, well, created the
specs)

Comments inside code lines are forbidden by the specs (stuff like some_code
/*comment*/; is not compliant, but some_code; /*comment*/ is) : either by
itself on a line, or after all code on a line, after the;

Water shader does work beautifully, albeit the geometry seams are very
visible. I seem to recall that wasn't the case with the first version
committed, I'll have to re-check.

Thanks for all the hard work,
Cheers,
Nic





On Mon, Aug 31, 2009 at 4:42 AM, till busch b...@bux.at wrote:

 hi james,

 this is not at all how it should look like. i believe that either something
 is
 wrong with lighting values in gl_FrontLightModelProduct / gl_LightSource[0]
 or smoothstep() does not work correctly on your system.

 i'm working on improving the shaders. i'll try to make a shader without
 smoothstep for you to check.

 the problem could also be mac-specific? did someone else notice strange
 colors
 with the shaders on os x?

 cheers,

 - till
 mes



 https://lists.sourceforge.net/lists/listinfo/flightgear-devel




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[Flightgear-devel] Shaders (Mac, nVidia 7300GT, latest CVS)

2009-08-30 Thread James Turner
Can someone familiar with the current state of the shaders/effects  
code inform me if I'm what I'm seeing in the following shots is:
- intended
- a known, generic bug (or work in progress)
- an issue to specific to my setup that I need to supply more  
information about

Shots: (dusk shot is take with the sun almost directly behind the  
camera)

http://files.goneabitbursar.com/fg-mac-nv7300-day.png
http://files.goneabitbursar.com/fg-mac-nv7300-dusk.png

It seems to me that the lighting model in both cases is a very  
unrealistically bright green (especially for the water, but also the  
fields) , and further that water is not behaving similarly to  
screenshots from other users I've seen in the forums, in terms of  
specular reflections based upon sun position and viewer angle.

Cheers,
James


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Re: [Flightgear-devel] shaders (was Re: 3D trees)

2007-12-31 Thread Curtis Olson
On Dec 30, 2007 1:23 PM, Heiko Schulz [EMAIL PROTECTED] wrote:

 But back too the forest and trees: are imposters are
 possible way too, to get a good perfomance and
 looking?


I'm not a big expert on imposters, but I'm wondering how well they would
work for trees.  If you cook one tree into each imposter image, then that
becomes a huge amount of effort, although the result would be awsome if the
imposters were updated often enough.  You could get the proper aerial
perspective on the trees, etc.

But for efficiency and sanity, you'd probably need to cook multiple trees
into each imposter, but what surface would you cook that into, and would
there be problems (i.e. z-buffer fighting) since the imposters would be
located very close to the terrain.  How do you handle laying the imposter
shapes over the changing terrain?  Maybe there's a sensible way to do this?
I'm just asking because from my understanding of imposters I don't know that
they would work the best for trees as seen from the perspective and altitude
that you'd typically have in a flight simulator.

It seems like we'd want a situation where *many* smaller models get cooked
into a single image, and then the likelihood of that image changing from
frame to frame would need to be low.  Possibly that's reasonable for trees,
except the imposter surfaces would need to be so close to the terrain that I
imagine that might cause some z-buffer problems?

Regards,

Curt.
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[Flightgear-devel] shaders (was Re: 3D trees)

2007-12-30 Thread Tim Moore
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Christian Mayer wrote:
 Josh Babcock schrieb:
 LeeE wrote:
 On Sunday 30 December 2007 09:47, Detlef Faber wrote:
 Hello,
 Could it be that the overhead of rotating many simple billboard 
 objects accounts for the performance hit over an equivalent number 
 of more complex static models?
That does have significant overhead as it is all done on the CPU
 Probably has more to do with the fact that the billboards are not only 
 UV mapped, but also have an alpha channel. These new ones appear to just 
 be using OGL materials. I wonder, does OSG do vertex painting? That 
 would be a great way to make these look better without adding a texture.
There should be no problem with using textures for the trees on any hardware
manufactured after the early part of this century. In the OSG world we will 
have to
take some care that the trees are not depth-sorted as that will be quite 
expensive with
high tree densities.
 
 I'm a bit out of the current 3D programming that FGFS uses... But
 wouldn't a vertex shader help in this case (for billboarding as well as
 generic trees)?
 
They would help with a lot of things with respect to trees:
* you could do the billboarding in a shader, as you mention;
* there's a trick in OpenGL that is demonstrated in the OSG osgforest demo that 
uses a
shader to create very cheap tree instances that don't incur the cost of matrix
transform for each tree;
* everything else you can do with shaders to make things look good.

I would think that we would punt the billboarding if we can come up with a 
cheap 3D tree
that is convincing from the air.

I changed the subject because we currently have no way to specify shaders other 
than
to hard-code them in the C++ code. In general, the parameters we specify for 
materials
are quite limited. I've been studying the Ogre (www.ogre3d.org) materials 
system for
a while and think that the syntax of their material scripts system, 
www.ogre3d.org/docs/manual/ ,
adapted to XML property lists and FlightGear needs, would be quite excellent.
It seems quite exotic from a FlightGear point of view, but we will soon have 
shadows
and multi-pass lighting (for landing lights) and we will need some way for 
materials
to interact with them.
 CU,
 Christian

Tim
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Re: [Flightgear-devel] shaders (was Re: 3D trees)

2007-12-30 Thread Heiko Schulz
Hi,


--- Tim Moore [EMAIL PROTECTED] schrieb:

 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1
 
 Christian Mayer wrote:
  Josh Babcock schrieb:
  LeeE wrote:
  On Sunday 30 December 2007 09:47, Detlef Faber
 wrote:
  Hello,
  Could it be that the overhead of rotating many
 simple billboard 
  objects accounts for the performance hit over an
 equivalent number 
  of more complex static models?
 That does have significant overhead as it is all
 done on the CPU
  Probably has more to do with the fact that the
 billboards are not only 
  UV mapped, but also have an alpha channel. These
 new ones appear to just 
  be using OGL materials. I wonder, does OSG do
 vertex painting? That 
  would be a great way to make these look better
 without adding a texture.
 There should be no problem with using textures for
 the trees on any hardware
 manufactured after the early part of this century.
 In the OSG world we will have to
 take some care that the trees are not depth-sorted
 as that will be quite expensive with
 high tree densities.
  
  I'm a bit out of the current 3D programming that
 FGFS uses... But
  wouldn't a vertex shader help in this case (for
 billboarding as well as
  generic trees)?
  
 They would help with a lot of things with respect to
 trees:
 * you could do the billboarding in a shader, as you
 mention;
 * there's a trick in OpenGL that is demonstrated in
 the OSG osgforest demo that uses a
 shader to create very cheap tree instances that
 don't incur the cost of matrix
 transform for each tree;
 * everything else you can do with shaders to make
 things look good.
 
 I would think that we would punt the billboarding if
 we can come up with a cheap 3D tree
 that is convincing from the air.
 
 I changed the subject because we currently have no
 way to specify shaders other than
 to hard-code them in the C++ code. In general, the
 parameters we specify for materials
 are quite limited. I've been studying the Ogre
 (www.ogre3d.org) materials system for
 a while and think that the syntax of their material
 scripts system, www.ogre3d.org/docs/manual/ ,
 adapted to XML property lists and FlightGear needs,
 would be quite excellent.
 It seems quite exotic from a FlightGear point of
 view, but we will soon have shadows
 and multi-pass lighting (for landing lights) and we
 will need some way for materials
 to interact with them.
  CU,
  Christian
 
 Tim

your idea sounds good - that would maybe improve other
things in FGFS graphic too: water (ocean...), runways
and of course the objects ( building and airrafts)

But back too the forest and trees: are imposters are
possible way too, to get a good perfomance and
looking?

Regards
HHS

still in work: http://www.hoerbird.net/galerie.html
But already done: http://www.hoerbird.net/reisen.html


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