Re: [Flightgear-devel] Local Weather menu structure

2012-02-11 Thread Torsten Dreyer
Am 22.01.2012 21:27, schrieb Stuart Buchanan:
 On Sun, Jan 22, 2012 at 5:34 PM, Torsten Dreyer wrote:
 And I just pushed that to FGDATA. Global Weather and Local Weather
 is dead. Long live Basic Weather and Advanced Weather :-)

 Thanks Torsten. That looks great.

 BTW, if this change is merged into the 2.6.0 branch, we should also include
 commit a38820828c5343dbcb77d97a65597d736c845ff4, which removes
 a now-redundant reference to the local_weather_tiles menu item.

 I've also made the co-requisite change to The Manual
 (773db8825336521c42fd4d0edb22ca2d1bcc06ea) that should also
 be merged.

I have just cherry-picked the Basic/Advanced Weather patches into 
release/2.6.0 - including Stuarts change to local_weather.nas.

We don't have release branches for the getstart repository (The Manual), 
so there is nothing to merge/pick there.

Torsten

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Re: [Flightgear-devel] Local Weather menu structure: Wind settings

2012-01-30 Thread thorsten . i . renk
 I just faild to set the wind speed and direction in the new weather menue
 structure (up to date next-branch). My intention was to set the wind
 profile
 from ground up to 3000ft.
 Hence I used the Basic Weather menue and set the desired values in the
 table.
 But I found that I got the wind speed and direction from the Advanced
 Weather
 Menue instead. Is this a bug/feature or am I simply to stupid to set the
 values correctly?

Not sure what exactly you were trying to do. When you run Advanced
Weather, it always uses its own wind model - it can't know what you
entered in the Basic Weather config dialog and it doesn't care - we're not
so far along the road to a merged weather system (if you were running
Basic weather and it was ignoring its own config, that'd be a bug though).

Advanced Weather has a few wind modes - constant (wind is the same
everywhere), constant in tile (wind is the same in each chunk of 40x40 km,
but may change between tiles), aloft interpolated (wind is interpolated
based on the values entered in the wind dialog which is visible when you
press 'show winds' and aloft waypoints (wind is interpolated based on a
set of vectors both in altitude and in position - this is *very*
cumbersome to enter manually and intended to run with online weather).

Even the aloft interpolated modes don't allow you to select an arbitrary
wind profile though, the low altitude interpolation altitude values are
always 0, 5000 ft and 1 ft (this choice made following advice from
TorstenD who had plans to get online aloft winds automatically in this
format, something which isn't implemented yet), so you can only have a
linear profile between these altitudes.

The system doesn't allow you to specify wind conditions in the boundary
layer, because it wants to compute them itself. You get a boundary layer
which adapts to terrain roughness and local elevation, for instance there
is no boundary layer slowdown of winds at mountaintops, and significantly
less on upper mountain slopes than on the ground (which is somewhat
important for ridge lift to work properly), boundary layer slowdown is far
less pronounced over open water than in mountain terrain,... I suspect you
were interested in specifying especially this region? In case you  want to
do something to the boundary layer computation, you'd have to dig into the
code, this can't be done from config.



Hope that helps.

 BTW:
 I'm totally impressed by the capabilities of the weather system,
 especially
 for glider pilots. I must admit that the weather system is a big
 motivation
 for me to keep up the development of a hangglider for FlightGear. Up to
 now the results are very promising. Soaring feels very realistic!

Thanks.

There's a lot of real life glider flying experience behind the convective
cloud system and the thermals :-) If I find the time (which doesn't happen
too often) I enjoy going cross-country with the ASK-13 very much. Like in
real life, there are all sorts of surprises which can happen, and I always
find mountain-soaring very exciting. Still need to implement that wave
lift model at some point...

Cheers,

* Thorsten


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Re: [Flightgear-devel] Local Weather menu structure

2012-01-24 Thread thorsten . i . renk
 The change is releatively small but I'd feel better if ThorstenR tested
 it before it gets picked.

The menu structure works like a charm - I think the switching button is a
very elegant solution. I did a couple of tests yesterday, and I didn't run
into any problems here.

I've also had a look at the impostor code. I tried a benchmark situation
with some thin, detailed (= many cloudlets) and hence framerate-expensive
layers to gauge the effect. It didn't really even work to set up the
benchmark properly.

* in sunrise/sunset conditions, I could see the impostors. They don't
inherit the lighting from the shader, so they were showing up with the
wrong colors which didn't look very natural, but at least there was
something visible

* in noon conditions, I couldn't even really see the impostors, as they
were so faint and the sudden change in layer properties from visible to
faint clouds was rather drastic

* using the basic weather clouds, the differences where not quite as
drastic and I could see the impostors, but I could still see quite well
where the impostors started

* under no conditions was I able to detect any significant framerate gain
- just maybe something like 32 fps vs 30 fps, but that may have been
driven by other factors - I think that agrees pretty well with Stuart's
findings.

So, I think that's functionality which is better left optional - it
doesn't seem to do an equally good job for all cloud types, and the
framerate gain doesn't seem to be there for everyone.

Cheers,

* Thorsten


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Re: [Flightgear-devel] Local Weather menu structure

2012-01-23 Thread thorsten . i . renk
 I am hesitating from picking this into the release branch as one could
 argue if that was a bug fix. But if it's general consensus  that this a
 an improvement that should make it into the release, we should do it.
 The change is releatively small but I'd feel better if ThorstenR tested
 it before it gets picked.

Since the sunrise work is finished, I will catch up with master today and
test a few things (I rather suspect that the water shader/environment
interface may be rendered non-functional by some recent developments...).

I'll also give the impostors a good try.

 BTW, if this change is merged into the 2.6.0 branch, we should also include
 commit a38820828c5343dbcb77d97a65597d736c845ff4, which removes
 a now-redundant reference to the local_weather_tiles menu item.

I'm hoping this is local_weather_config.xml... local_weather_tiles.xml is
actually the relevant menu :-) If nobody sees any issues, I would argue
for deleting the menu itm also in the release branch, because a
non-functioning menu can be considered a bug in my book.

I also plan to make a list of by now obsolete files and textures. I'm too
late for the release (I had this in mind a while ago, but the 6 weeks
without computer really threw my schedule off the track), but I think it's
useful to do some housekeeping.


* Thorsten


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Re: [Flightgear-devel] Local Weather menu structure

2012-01-23 Thread Stuart Buchanan
On Mon, Jan 23, 2012 at 8:08 AM, Thorsten Renk wrote:
 Stuart Buchanan wrote:
 BTW, if this change is merged into the 2.6.0 branch, we should also include
 commit a38820828c5343dbcb77d97a65597d736c845ff4, which removes
 a now-redundant reference to the local_weather_tiles menu item.

 I'm hoping this is local_weather_config.xml... local_weather_tiles.xml is
 actually the relevant menu :-)

local_weather_tiles.xml is the dialog, which remains, and is referenced from the
new Weather menu item.

There used to be a menu item called local_weather_tiles (which also
referred to the
local_weather_tiles.xml dialog), which is no-longer used and was being
enabled/disabled.

The menu item local_weather_config has also been removed.

-Stuart

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Re: [Flightgear-devel] Local Weather menu structure

2012-01-22 Thread Torsten Dreyer
 So, let's add a Advanced-- button to the global weather dialog which
 closes the global-weather dialog, enabled local weather and opens the
 local weather dialog. In return, the local-weather dialog gets a
 Basic-- button which disables local weather, closes the
 local-weather-dialog and opens the global-weather-dialog.

 This sounds very convincing to me - I'm in favour of this solution. And
 we'd like to go that road further anyway :-)

And I just pushed that to FGDATA. Global Weather and Local Weather 
is dead. Long live Basic Weather and Advanced Weather :-)

Torsten


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Re: [Flightgear-devel] Local Weather menu structure

2012-01-22 Thread Stuart Buchanan
On Sun, Jan 22, 2012 at 5:34 PM, Torsten Dreyer wrote:
 And I just pushed that to FGDATA. Global Weather and Local Weather
 is dead. Long live Basic Weather and Advanced Weather :-)

Thanks Torsten. That looks great.

BTW, if this change is merged into the 2.6.0 branch, we should also include
commit a38820828c5343dbcb77d97a65597d736c845ff4, which removes
a now-redundant reference to the local_weather_tiles menu item.

I've also made the co-requisite change to The Manual
(773db8825336521c42fd4d0edb22ca2d1bcc06ea) that should also
be merged.

-Stuart

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Re: [Flightgear-devel] Local Weather menu structure

2012-01-22 Thread Torsten Dreyer
Am 22.01.2012 21:27, schrieb Stuart Buchanan:
 On Sun, Jan 22, 2012 at 5:34 PM, Torsten Dreyer wrote:
 And I just pushed that to FGDATA. Global Weather and Local Weather
 is dead. Long live Basic Weather and Advanced Weather :-)

 Thanks Torsten. That looks great.

 BTW, if this change is merged into the 2.6.0 branch, we should also include
 commit a38820828c5343dbcb77d97a65597d736c845ff4, which removes
 a now-redundant reference to the local_weather_tiles menu item.

 I've also made the co-requisite change to The Manual
 (773db8825336521c42fd4d0edb22ca2d1bcc06ea) that should also
 be merged.

Ah - thanks. I wasn't aware of that line of code. We should make sure, 
ThorstenR has backported that into his codebase when commiting a new 
version from him.

I am hesitating from picking this into the release branch as one could 
argue if that was a bug fix. But if it's general consensus  that this a 
an improvement that should make it into the release, we should do it. 
The change is releatively small but I'd feel better if ThorstenR tested 
it before it gets picked.

Torsten

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Re: [Flightgear-devel] Local Weather menu structure

2012-01-21 Thread thorsten . i . renk
 Just an idea: as global and local weather are mutually exclusive, what
 about having just one single weather menu item and add button in each,
 global and local weather dialog causing the current dialog disappear and
 open the other dialog.
 While we are at it, I'd like to rename global and local weather to basic
 and advanced weather.

 So, let's add a Advanced-- button to the global weather dialog which
 closes the global-weather dialog, enabled local weather and opens the
 local weather dialog. In return, the local-weather dialog gets a
 Basic-- button which disables local weather, closes the
 local-weather-dialog and opens the global-weather-dialog.

This sounds very convincing to me - I'm in favour of this solution. And
we'd like to go that road further anyway :-)

* Thorsten


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Re: [Flightgear-devel] Local Weather menu structure

2012-01-20 Thread Stuart Buchanan
On Fri, Jan 20, 2012 at 9:59 AM, Thorsten Renk wrote:

 My GIT is now a week old, but in all likelihood this hasn't changed and is
 in the release branch:

 In reaction to concerns about a confusing menu structure, I moved all
 relevant configurations to

 /gui/dialogs/local_weather_tiles.xml

 (insofar as they are not controlled by the rendering dialog, which now
 affects e.g. cloud visibility range).

 This means that the second dialog

 /gui/dialogs/local_weather_config.xml

 contains only obsolete options - with one important exception, which is
 the checkbox determining if the Local Weather Nasal module is loaded.

 This cannot simply be moved to the other menu, because it also
 de-activates the 'Local Weather' menu item, so if it is deactivated, the
 only option (short of the property browser) to activate the menu would be
 on the deactivated dialog.

 I don't know what the solution should be, but I don't think the current
 state of offering a configuration dialog which doesn't affect anything is
 very good for a release. On the other hand, it should be clearly
 recognizable that the Nasal module has to be loaded before the system
 becomes functional.

 If anyone of those who originally suggested that the config menu is
 removed could please take care of this?

It's not clear from your mail whether the local_weather_config dialog in the
release branch can be removed once this checkbox issues is resolved.
Can you confirm?

Also, I noticed that there's another local_weather.xml dialog under gui/dialogs
that appears to be obsolete. Can you confirm that it can be deleted?

I'd suggest moving the /nasal/local_weather/enabled checkbox to the top of
the tiles dialog, and disabling the rest of the dialog when this is not set.
That way the dialog can be available at all times, while users will not be able
to set any local weather config without enabling it. Does that sound like a good
solution to you?

I'm happy to take a look at making this change later today.
It should be very straightforward.

I don't know whether this change should be in the release or not. It's
pretty late in the day.

-Stuart

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Re: [Flightgear-devel] Local Weather menu structure

2012-01-20 Thread Stuart Buchanan
On Fri, Jan 20, 2012 at 12:21 PM, Stuart Buchanan wrote:
 Also, I noticed that there's another local_weather.xml dialog under 
 gui/dialogs
 that appears to be obsolete. Can you confirm that it can be deleted?

Scratch that - I've just noticed this is used in the Debug menu.

-Stuart

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Re: [Flightgear-devel] Local Weather menu structure

2012-01-20 Thread thorsten . i . renk
 It's not clear from your mail whether the local_weather_config dialog in
 the
 release branch can be removed once this checkbox issues is resolved.
 Can you confirm?

I haven't actually tried if removing it causes an error somewhere, but
it's not needed any more - all functions are either shifted to the other
menu or don't affect anything any more. So my recommendation is indeed to
remove it.

 I'd suggest moving the /nasal/local_weather/enabled checkbox to the top
 of
 the tiles dialog, and disabling the rest of the dialog when this is not
 set.
 That way the dialog can be available at all times, while users will not
 be able
 to set any local weather config without enabling it. Does that sound
 like a good
 solution to you?

Would work fine, except that for me a checkbox to (de-)activate a dialog
that way always caused errors (I tried at some point it to block
inconsistent options on the GUI level, and I always ended up with garbage)
- maybe I did it wrongly though.



Cheers,

* Thorsten


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Re: [Flightgear-devel] Local Weather menu structure

2012-01-20 Thread Torsten Dreyer
 I don't know what the solution should be, but I don't think the current
 state of offering a configuration dialog which doesn't affect anything is
 very good for a release. On the other hand, it should be clearly
 recognizable that the Nasal module has to be loaded before the system
 becomes functional.

 If anyone of those who originally suggested that the config menu is
 removed could please take care of this?

Just an idea: as global and local weather are mutually exclusive, what 
about having just one single weather menu item and add button in each, 
global and local weather dialog causing the current dialog disappear and 
open the other dialog.
While we are at it, I'd like to rename global and local weather to basic 
and advanced weather.

So, let's add a Advanced-- button to the global weather dialog which 
closes the global-weather dialog, enabled local weather and opens the 
local weather dialog. In return, the local-weather dialog gets a 
Basic-- button which disables local weather, closes the 
local-weather-dialog and opens the global-weather-dialog.

Our first simple step into a unified weather ;-)

Torsten

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Re: [Flightgear-devel] Local Weather 1.4

2012-01-03 Thread thorsten . i . renk
 I've just committed to origin/next a better fix for the LoD range that
 adjusts
 based on the view distance, and also attempts to account for the possible
 size of the cloud itself.

Thanks - working fine here!

Does this contain the impostor functionality already or not?

Cheers,

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Re: [Flightgear-devel] Local Weather 1.4

2012-01-03 Thread Stuart Buchanan
On Tue, Jan 3, 2012 at 4:44 PM,  Thorsten Renk wrote:
 Does this contain the impostor functionality already or not?

No - the Impostor function will be committed after the 2.6.0 release.

-Stuart

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Re: [Flightgear-devel] Local Weather 1.4

2012-01-02 Thread Stuart Buchanan
On Wed, Dec 28, 2011 at 3:45 PM, Stuart Buchanan wrote:
 On Wed, Dec 28, 2011 at 3:04 PM,  thorsten.i.renk wrote:
 4) Clouds now appear to be loaded in discrete lumps when they come into
 visual range rather than gradually be faded in via transparency which
 looks a bit ugly from high altitude - Stuart, is this intentional and a
 performance-related issue? I have verified that the corresponding tile is
 already loaded, so it's not something my part of the system does.

 With GIT pulled just before Xmas, I still see a hard-coded limit of ~20 km
 cloud visibility range which makes impossible for me to test layers
 appearance from above properly. This is very annoying, I hope the
 underlying problem is identified and fixed soon.

 The LoD is currently hardcoded to 20km, so if visibility  20km, it kicks in
 before the transparency effect.

 I have a good fix that takes into account the current visibility as part of
  the Impostors work, but that won't be available until after the release.

 In the meantime, I can increase the LoD range to (say) 40km. However,
 there will probably be some performance penalty.

I've just committed to origin/next a better fix for the LoD range that adjusts
based on the view distance, and also attempts to account for the possible
size of the cloud itself.

The clouds will now be rendered further out than before, so there will be an
apparent perf hit, and users may need to use a shorter cloud visibility range
than before. However, that is because the slide now has the correct effect
on the LoD nodes, so I will claim that it was merely wrong before. *

Let me know if you still see issues.

-Stuart

* Yes, that sounds _just_ like Apple's handling of the iPhone 4
antenna issues :)

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Re: [Flightgear-devel] Local Weather 1.4

2011-12-30 Thread Torsten Dreyer

 It's actually surprisingly intricate. For instance, Local Weather allows
 for boundary layer gusty winds. For some problems (the wave pattern) you'd
 like to have the base (mean) wind at the surface, for others (windsock)
 rather the actual wind that the aircraft is feeling.

 I am now internally storing the interpolated wind (wind at aircraft
 location and altitude based on all available 3d interpolation points), the
 current wind (interpolated wind after local boundary layer correction and
 gust effects), the interpolated surface wind at current location and the
 current surface wind at current location.

 May I suggest a subfolder /environment/surface (and possible subfolders
 /environment/location[i] in case a location other than aircraft position
 is needed?

 /environment/surface/ could then contain

 surface-base-wind-speed-kt
 surface-base-wind-direction-deg
 surface-actual-wind-speed-kt (for gusts)
 surface-actual-wind-direction-deg (for variable winds)

 In addition we could maybe use

 effective-cloud-coverage-octas (how much is covered by the sum of all
 relavant layers)
 wetness-flag (boolean - in case we want to use wetness-dependent textures)
 snow-level-ft
I have to postpone all this for a few weeks, but I have starred this 
mail. Please ping me, if I don't wake up after the release ;-)
 I hope we find a way to integrate global weather and local weather
 into just weather one day which provides the full range, from simple
 ..
 I wouldn't have any problems with that.
Hehe - you will! That will most likely require some restructuring of 
code from both, the local weather and the fg core.
 It's just difficult for me to
 imagine how it would look like, as the philosophy is rather different.
 Although the boundaries become more and more blurry since now both systems
 refer to the same set of cloud textures and to the same rendering system.
 If anyone has a vision how the finished product should look like, please
 let me know :-)
FSweekend and LinuxTag are excellent places for a brainstorming ;-)

 By the way, Torsten, could you clarify the status of

 --prop:/environment/terrain/area[0]/enabled=1

 to start the terrainsampler in 2.6 - will this be needed at startup (i.e.
 should I re-activate the check at startup if this is on), or will the
 sampler be available automatically, i.e. can I assume that the system will
 be available?
The property /environment/terrain/area[0]/enables is set to a boolean 
value of false on startup. This ensures the sampler is instantiated but 
not running. You should set it to true when you enable local weather and 
reset it to false when you disable local weather. Also, make sure to set 
/environment/terrain/area[0]/input/use-aircraft-position to true if want 
to sample the area around the aircraft's position.
So, No: the --prop switch will no longer be needed at startup, the 
sampler is there but disabled, you can assume the system will be available.

HTH, Torsten

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Re: [Flightgear-devel] Local Weather 1.4

2011-12-29 Thread thorsten . i . renk

 The LoD is currently hardcoded to 20km, so if visibility  20km, it
 kicks in
 before the transparency effect.

 I have a good fix that takes into account the current visibility as part
 of
  the Impostors work, but that won't be available until after the release.

 In the meantime, I can increase the LoD range to (say) 40km. However,
 there will probably be some performance penalty.

 What's the maximum visibility that the Local Weather package uses?


We used to have 45 km range out to which clouds were shown. With the new 
more efficient system, I have made tests with 75 km (which is enough for a
good impression even from airliner cruise altitude), see here:

http://www.phy.duke.edu/~trenk/pics/local-weather-next05.jpg

The penalty for having this is not so severe as compared with other
goodies (it's cheaper than the terrain haze for instance).

Technically, tile generation is tied to actual visibility. The max.
visibility the system generates at high altitude is 140 km or a
user-specified maximum, whichever is lower, so cloud positions are
computed at most out to 80 km or so.

Clouds are shown out to the same distance as normal 3d clouds since they
are subject to the same distance slider.

If you hard-code some lower number for the release, please let me know
where to change it so that I can go back to my extended layer testing.

* Thorsten


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Re: [Flightgear-devel] Local Weather 1.4

2011-12-29 Thread joacher
Hi Curt!

Curtis Olson curtol...@gmail.com wrote:

 Hi Joe, actually the FlightGear scenery is round -- technically oblate
 ellipsoid based on a wgs-84 coordinate model.  If you stitched enough
 tiles together you will see the earth curvature start to form.

I must have missed the implementation of this capability totally. I
assumed a comparatively small cut-out of the ellipsoid was projected on
a plane/disc.

But, hey, thats great news to me! Thanks for clarification!


Joe

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Re: [Flightgear-devel] Local Weather 1.4

2011-12-29 Thread Curtis Olson
Hi Joe, actually the FlightGear scenery is round -- technically oblate
ellipsoid based on a wgs-84 coordinate model.  If you stitched enough tiles
together you will see the earth curvature start to form.

The FlightGear world model lets you fly accurate great circle routes, and
enables all the chart intersections to be at the correct location with the
correct radials from all the relevant navaids.

This also allows for correct relative placement of the sun, moon, stars,
planets, correct phase of the moon (by just shading the moon from the
position of the sun like in real life.)  This ties into correct
sunrise/sunset times, correct seasonal amounts of light and position of the
sun, etc.

Best regards,

Curt.


On Thu, Dec 29, 2011 at 7:29 AM, wrote:

 On Thu, 29 Dec 2011 10:37:44 +0200 (EET)
 thorsten.i.r...@jyu.fi wrote:

  http://www.phy.duke.edu/~trenk/pics/local-weather-next05.jpg
 

 Impressive!

  Technically, tile generation is tied to actual visibility. The max.
  visibility the system generates at high altitude is 140 km or a
  user-specified maximum, whichever is lower, so cloud positions are
  computed at most out to 80 km or so.

 At view distances  100 km it becomes more and more apparent that the
 flightgear scenery is flat and not a sphere, doesn't it?

 I think a realistic horizon is impossible as long as scenery/world is
 a disc. This applies even to low altitudes. In reality you can see that
 the clouds wrap our planet.

 Joe


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Re: [Flightgear-devel] Local Weather 1.4

2011-12-29 Thread joacher
On Thu, 29 Dec 2011 10:37:44 +0200 (EET)
thorsten.i.r...@jyu.fi wrote:

 http://www.phy.duke.edu/~trenk/pics/local-weather-next05.jpg
 

Impressive!

 Technically, tile generation is tied to actual visibility. The max.
 visibility the system generates at high altitude is 140 km or a
 user-specified maximum, whichever is lower, so cloud positions are
 computed at most out to 80 km or so.

At view distances  100 km it becomes more and more apparent that the
flightgear scenery is flat and not a sphere, doesn't it?

I think a realistic horizon is impossible as long as scenery/world is
a disc. This applies even to low altitudes. In reality you can see that
the clouds wrap our planet.

Joe

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Re: [Flightgear-devel] Local Weather 1.4

2011-12-29 Thread thorsten . i . renk
 At view distances  100 km it becomes more and more apparent that the
 flightgear scenery is flat and not a sphere, doesn't it?

 I think a realistic horizon is impossible as long as scenery/world is
 a disc.

What's more important from high altitude is what happens beyond view
distance where no terrain is loaded. What you see then is the skydome, and
the skydome shader for instance knows about the Earth radius and gives you
(approximately) the right behaviour. A postcard from 85.000 ft is here:

http://www.flightgear.org/wp-content/uploads/2011/09/fgfs-blackbird05.jpg

(this is still from some early work where I didn't have the terrain haze
shader yet - by now the seam between skydome and terrain is completely
gone. I would redo these pictures except... I can't draw clouds to more
than 20 km, and from 85.000 ft that means clouds aren't drawn at all
because you are more than 20 km above them)

 This applies even to low altitudes. In reality you can see that
 the clouds wrap our planet.

They do - Stuart spent a lot of time reacting to my complaints that clouds
were placed in a flat layer initially :-) It's difficult to spot the
curvature though, I can't (even conceptually) draw clouds to 140 km
without changing the code in a major way.

* Thorsten


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Re: [Flightgear-devel] Local Weather 1.4

2011-12-29 Thread Curtis Olson
On Thu, Dec 29, 2011 at 8:44 AM,wrote:

 I must have missed the implementation of this capability totally. I
 assumed a comparatively small cut-out of the ellipsoid was projected on
 a plane/disc.

 But, hey, thats great news to me! Thanks for clarification!


Each tile is a square shape, and when you push the visibility out far, it's
possible to see the square edges of the tiles -- especially against the sky
dome if it's not blended together properly.  Then also there is a far clip
plane that can also be seen in extremely high vis scenarios -- so it's
really hard to see the earth curvature in flightgear, but you see the side
effects of everything being in the right place relative to each other with
proper headings and directions and intersections for everything.

Curt.
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Re: [Flightgear-devel] Local Weather 1.4

2011-12-29 Thread thorsten . i . renk
 We should agree on a common place to publish actual surface wind (for
 one or many given locations?) in the property tree. /environment/config
 is definitely not the best place to use but due to historical reasons,
 many objects rely on these properties (windsock, chimneys/smoke, many
 more). Someday, we also might want to have winds aloft data for one to
 many locations and altitudes, so it might be worth to think

It's actually surprisingly intricate. For instance, Local Weather allows
for boundary layer gusty winds. For some problems (the wave pattern) you'd
like to have the base (mean) wind at the surface, for others (windsock)
rather the actual wind that the aircraft is feeling.

I am now internally storing the interpolated wind (wind at aircraft
location and altitude based on all available 3d interpolation points), the
current wind (interpolated wind after local boundary layer correction and
gust effects), the interpolated surface wind at current location and the
current surface wind at current location.

May I suggest a subfolder /environment/surface (and possible subfolders
/environment/location[i] in case a location other than aircraft position
is needed?

/environment/surface/ could then contain

surface-base-wind-speed-kt
surface-base-wind-direction-deg
surface-actual-wind-speed-kt (for gusts)
surface-actual-wind-direction-deg (for variable winds)

In addition we could maybe use

effective-cloud-coverage-octas (how much is covered by the sum of all
relavant layers)
wetness-flag (boolean - in case we want to use wetness-dependent textures)
snow-level-ft
...? What would shader people like to use?

 I hope we find a way to integrate global weather and local weather
 into just weather one day which provides the full range, from simple
 2d-layered clouds without shaders to the full-sized weather model in
 just one system. Hopefully not with a plain Nasal implementation, but by
 using existing and new FlightGear systems and Nasal.

I wouldn't have any problems with that. It's just difficult for me to
imagine how it would look like, as the philosophy is rather different.
Although the boundaries become more and more blurry since now both systems
refer to the same set of cloud textures and to the same rendering system.
If anyone has a vision how the finished product should look like, please
let me know :-)

By the way, Torsten, could you clarify the status of

--prop:/environment/terrain/area[0]/enabled=1

to start the terrainsampler in 2.6 - will this be needed at startup (i.e.
should I re-activate the check at startup if this is on), or will the
sampler be available automatically, i.e. can I assume that the system will
be available?

* Thorsten


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Re: [Flightgear-devel] Local Weather 1.4

2011-12-28 Thread Stuart Buchanan
On Wed, Dec 28, 2011 at 3:04 PM,  thorsten.i.renk wrote:

 Local Weather is now (almost) in the shape I would like to see in the
 release, and I've worked quite a bit through the list of issues:

Great!

 4) Clouds now appear to be loaded in discrete lumps when they come into
 visual range rather than gradually be faded in via transparency which
 looks a bit ugly from high altitude - Stuart, is this intentional and a
 performance-related issue? I have verified that the corresponding tile is
 already loaded, so it's not something my part of the system does.

 With GIT pulled just before Xmas, I still see a hard-coded limit of ~20 km
 cloud visibility range which makes impossible for me to test layers
 appearance from above properly. This is very annoying, I hope the
 underlying problem is identified and fixed soon.

The LoD is currently hardcoded to 20km, so if visibility  20km, it kicks in
before the transparency effect.

I have a good fix that takes into account the current visibility as part of
 the Impostors work, but that won't be available until after the release.

In the meantime, I can increase the LoD range to (say) 40km. However,
there will probably be some performance penalty.

What's the maximum visibility that the Local Weather package uses?

-Stuart

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Re: [Flightgear-devel] Local Weather 1.4

2011-12-28 Thread Torsten Dreyer
Am 28.12.2011 16:04, schrieb thorsten.i.r...@jyu.fi:
 8) Local Weather has no precipitation rendering. This is due to the fact
 that the system uses its own layer altitude definition and a 3d
 definition
 ..
 Still to be fixed. I tried a workaround using negative cloud altitudes
 with respect to a very high layer, but Stuart's system doesn't accept
 that, so I really can't fix this myself.
That should be easy to do - I'll have a look after the release if nobody 
is faster.

 9) Water shader (very impressive!!!) doesn't react to wind/overcast in
 ..
 The current implementation works by writing into the Global Weather config
 which does the trick. Let me know as soon as a different interface is in
 place and I'll change the code accordingly.
We should agree on a common place to publish actual surface wind (for 
one or many given locations?) in the property tree. /environment/config 
is definitely not the best place to use but due to historical reasons, 
many objects rely on these properties (windsock, chimneys/smoke, many 
more). Someday, we also might want to have winds aloft data for one to 
many locations and altitudes, so it might be worth to think about a good 
concept for that (but also, after the release ;-)
 Recent version of Local Weather (still lacks updated documentation),
 please test:

13215 lines of Nasal code. Wow, this is probably our all-time record for 
a Nasal based system ;-)

I hope we find a way to integrate global weather and local weather 
into just weather one day which provides the full range, from simple 
2d-layered clouds without shaders to the full-sized weather model in 
just one system. Hopefully not with a plain Nasal implementation, but by 
using existing and new FlightGear systems and Nasal.

Together with fred's shadows, this should be a good reason for a version 
number of 3.0.0!

Voi hyvin

Torsten

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Re: [Flightgear-devel] Local weather stopped working

2011-10-31 Thread thorsten . i . renk

Hi,

 I know that Thorsten Renk is having to deal with
 some hardware problems, so that he may not be around for sometime.
 Nevertheless, we have been promoting the local weather stuff quite
 exensively, so I would really like to demonstrate it at FSWeekend.

The problem here is that still the 'old' gui is on GIT while the new
rendering system is active, so there is a mismatch.

You have dynamical weather on, and what the system is prepared to do is to
create information for a quadtree structure for a new cloud which doesn't
need or have that structure, so the parameter isn't defined. This doesn't
have a proper fix yet because the problem will disappear on its own when
the option 'dynamical weather' is gone from the gui - in the new system
clouds move with the wind anyway, so there is no need for the opion any
more

I have just started on the new gui, and he first sketch is in my
forum-posted snapshot of the terrain haze shader.

But (as you observed), unfortunately my laptop seems to be gone for good -
apparently the motherboard is dead and can't be fixed locally, so while I
don't really have data loss, it seems I need either a new computer or send
it in, both of which may take a while. Currently I'm sitting on my 8 year
old spare laptop, which is good for emails, but doesn't have either
performance or harddisk space for a Flightgear development environment.

If there are serious problems with Local Weather till I have a new setup,
I can probably comment on many issues without running the code, but I
can't actually maintain or debug the code :-(

Cheers,

* Thorsten


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Re: [Flightgear-devel] Local weather stopped working

2011-10-31 Thread Durk Talsma
Hi Thorsten,
 
 I have just started on the new gui, and he first sketch is in my
 forum-posted snapshot of the terrain haze shader.

Thanks for the explanation. Emilian had already pointed me to the corresponding 
forum thread. I do have the terrain haze shader in a local branch of fgdata, 
and did notice your new gui: I just hadn't realized that the key to getting 
local whether was there. Both the local weather and the terrain haze threads 
are the ones I follow quite closely, but I missed the part about the dynamic 
weather option I'll try it tonight. 

 
 But (as you observed), unfortunately my laptop seems to be gone for good -
 apparently the motherboard is dead and can't be fixed locally, so while I
 don't really have data loss, it seems I need either a new computer or send
 it in, both of which may take a while. Currently I'm sitting on my 8 year
 old spare laptop, which is good for emails, but doesn't have either
 performance or harddisk space for a Flightgear development environment.

Good luck! 

Cheers,
Durk


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Re: [Flightgear-devel] Local weather stopped working

2011-10-30 Thread Curtis Olson
Hi Durk,

It seems to be working for me here, although I haven't pushed it very hard.
 What options are you setting up?  Maybe I haven't hit the same code path
here?

Thanks,

Curt.

On Sun, Oct 30, 2011 at 4:20 PM, Durk Talsma durkt...@gmail.com wrote:

 Hi,

 Okay, last bug report for the day. When I'm trying to run local weather, I
 am seeing an error on the console (writing off the top of my head):

 Nasal runtime error in Nasal/local_weather/local_weather.nas:line 1480, no
 such symbol 'c'. The offending line is:

 local_weather.cloudassembly.rel_alt = c.alt - c.mean_alt

 Keeping FSWeekend in mind: Does anybody have a clue what the problem is
 and how I could fix it. I know that Thorsten Renk is having to deal with
 some hardware problems, so that he may not be around for sometime.
 Nevertheless, we have been promoting the local weather stuff quite
 exensively, so I would really like to demonstrate it at FSWeekend.

 Cheers,
 Durk

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Re: [Flightgear-devel] Local weather stopped working

2011-10-30 Thread Csaba Halász
On Sun, Oct 30, 2011 at 10:20 PM, Durk Talsma durkt...@gmail.com wrote:

 Nasal runtime error in Nasal/local_weather/local_weather.nas:line 1480, no 
 such symbol 'c'. The offending line is:

 local_weather.cloudassembly.rel_alt = c.alt - c.mean_alt

The variable c is indeed not defined anywhere I can see. My *guess* is
the line should read:

local_weather.cloudAssembly.rel_alt = alt - cloud_mean_altitude;

That should make nasal happy, but whether it does what was originally
intended, I do not know.

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Re: [Flightgear-devel] Local weather stopped working

2011-10-30 Thread Emilian Huminiuc
On Sunday 30 October 2011 23:33:22 Durk Talsma wrote:
 Hi Czaba,
 
 On 30 Oct 2011, at 23:18, Csaba Halász wrote:
  That should make nasal happy, but whether it does what was originally
  intended, I do not know.
 
 Yes, that brings the clouds back. Whether the cloud patterns *look* sensible
 is something I'll check tomorrow, and whether the fix is physically correct
 is something that I hope Thorsten can answer.
 
 Thanks!
 Durk
Hi Durk
This might help:
http://flightgear.org/forums/viewtopic.php?p=137492#p137492


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Re: [Flightgear-devel] Local weather, apt.dat 8.5 and scenery textures

2011-09-12 Thread thorsten . i . renk
 for inspecting the upcoming Swiss airports, I obviously needed to zoom
 out (see my posts in the forum's hardware and scenery
 section)

After looking through the Forum - I guess what you mean is that you want a
viewpoint from high above (outer space)?

As established in lengthy discussions with vitos which you can read up at
your leisure, Flightgear isn't designed to show the planet from outer
space.

 Apt.dat 8.5 will be a great move forward but local weather is ugly.

You're not forced to use it... It obviously will not work for a view from
outer space (there's a reason it's called 'Local Weather' rather than
'Planetary Weather System Simulation').

 Only  one tile seems to be rendered, everything outside
 is black.

That sounds like using the skydome shader and badly configured
visibility/bare LOD distance.

 And yea scenery textures...sigh...I've no idea on how to
 implement for ex. google textures (which I've
 downloaded once for x-plane' Switzerland area) Any hints?

There's aerial photograph texture around Brest available where you can see
how it is done.

 Also throughout 3D clouds would be a very nice addition.

No idea what you mean. We now have most cloud types in 3d, expept those
which *really* *don't* *work* in 3d (very structured Cirrus).

Cheers,

* Thorsten




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Re: [Flightgear-devel] Local weather, apt.dat 8.5 and scenery textures

2011-09-12 Thread Michael Sgier
Thanks I'll search for Brest.See some screens. Default before and after using 
local weather. both with high z

http://www.bilder-space.de/show_img.php?img=0c3153-1315821982.jpgsize=original

http://www.bilder-space.de/show_img.php?img=460878-1315821939.jpgsize=original



--- On Mon, 9/12/11, thorsten.i.r...@jyu.fi thorsten.i.r...@jyu.fi wrote:

From: thorsten.i.r...@jyu.fi thorsten.i.r...@jyu.fi
Subject: Re: [Flightgear-devel] Local weather, apt.dat 8.5 and scenery textures
To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net
Date: Monday, September 12, 2011, 9:22 AM

 for inspecting the upcoming Swiss airports, I obviously needed to zoom
 out (see my posts in the forum's hardware and scenery
 section)

After looking through the Forum - I guess what you mean is that you want a
viewpoint from high above (outer space)?

As established in lengthy discussions with vitos which you can read up at
your leisure, Flightgear isn't designed to show the planet from outer
space.

 Apt.dat 8.5 will be a great move forward but local weather is ugly.

You're not forced to use it... It obviously will not work for a view from
outer space (there's a reason it's called 'Local Weather' rather than
'Planetary Weather System Simulation').

 Only  one tile seems to be rendered, everything outside
 is black.

That sounds like using the skydome shader and badly configured
visibility/bare LOD distance.

 And yea scenery textures...sigh...I've no idea on how to
 implement for ex. google textures (which I've
 downloaded once for x-plane' Switzerland area) Any hints?

There's aerial photograph texture around Brest available where you can see
how it is done.

 Also throughout 3D clouds would be a very nice addition.

No idea what you mean. We now have most cloud types in 3d, expept those
which *really* *don't* *work* in 3d (very structured Cirrus).

Cheers,

* Thorsten




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Re: [Flightgear-devel] Local weather, apt.dat 8.5 and scenery textures

2011-09-12 Thread thorsten . i . renk
 See some screens. Default before and after
 using local weather. both with high z

Yes, just shows that you haven't understood the issue.

Fact 1: The Scattering Skydome shader doesn't work for low visibility
(100 km) because the haze it creates (the yellow-black stuff) doesn't
blend with the terrain haze. It works for large visibility because then
the terrain covers the yellow-black stuff all the way to the horizon

Fact 2: Local Weather has its own vertical visibility model which
determines what you get to see, so you can press 'z' all day long and it
won't do anything. In particular, for performance reason Local Weather
usually restricts the visibility to less than 50 km.

Consequence: You go from a situation at high altitude where visibility is
maxed out and the scattering shader works to a situation where visibility
is quite restricted and the scattering shader's problems are not hidden
any more.

This has *nothing* to do with Local Weather, it's only related to the
value of /environment/visibility-m at your position. If you use a low
value with Global Weather, you'll see the same black stuff coming up, if
you instruct Local Weather to display a large aloft visibility, you get
this:

http://www.flightgear.org/forums/viewtopic.php?f=17t=13339start=15#p135799

Future advice: First: Understand issues involved. Then: start bitching if
necessary. Not the other way round.

Cheers,

* Thorsten


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Re: [Flightgear-devel] Local weather, apt.dat 8.5 and scenery textures

2011-09-12 Thread Michael Sgier
no definitely not not even your explanations...so i have to live with such as 
local weather is not capable of doing
such? ok no problem



--- On Mon, 9/12/11, thorsten.i.r...@jyu.fi thorsten.i.r...@jyu.fi wrote:

From: thorsten.i.r...@jyu.fi thorsten.i.r...@jyu.fi
Subject: Re: [Flightgear-devel] Local weather, apt.dat 8.5 and scenery textures
To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net
Date: Monday, September 12, 2011, 12:24 PM

 See some screens. Default before and after
 using local weather. both with high z

Yes, just shows that you haven't understood the issue.

Fact 1: The Scattering Skydome shader doesn't work for low visibility
(100 km) because the haze it creates (the yellow-black stuff) doesn't
blend with the terrain haze. It works for large visibility because then
the terrain covers the yellow-black stuff all the way to the horizon

Fact 2: Local Weather has its own vertical visibility model which
determines what you get to see, so you can press 'z' all day long and it
won't do anything. In particular, for performance reason Local Weather
usually restricts the visibility to less than 50 km.

Consequence: You go from a situation at high altitude where visibility is
maxed out and the scattering shader works to a situation where visibility
is quite restricted and the scattering shader's problems are not hidden
any more.

This has *nothing* to do with Local Weather, it's only related to the
value of /environment/visibility-m at your position. If you use a low
value with Global Weather, you'll see the same black stuff coming up, if
you instruct Local Weather to display a large aloft visibility, you get
this:

http://www.flightgear.org/forums/viewtopic.php?f=17t=13339start=15#p135799

Future advice: First: Understand issues involved. Then: start bitching if
necessary. Not the other way round.

Cheers,

* Thorsten


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Re: [Flightgear-devel] Local weather, apt.dat 8.5 and scenery textures

2011-09-12 Thread thorsten . i . renk
 no definitely not not even your explanations...so i have to live with
 such as local weather is not capable of doing
 such? ok no problem

Quoting myself:

 This has *nothing* to do with Local Weather, it's only related to the
 value of /environment/visibility-m at your position.

What in these two lines is difficult to understand?

* Thorsten


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Re: [Flightgear-devel] Local Weather - backward compatibility

2011-08-04 Thread Vivian Meazza
Thorsten wrote

 -Original Message-
 From:.i.r...@jyu.fi [mailto:thorsten.i.r...@jyu.fi]
 Sent: 04 August 2011 07:57
 To: FlightGear developers discussions
 Subject: [Flightgear-devel] Local Weather - backward compatibility
 
  Please note, the check for
  features.can_disable_environment == 1 is gone now. It doesn't make any
  sense there.
 
 In a current GIT, none of the checks make any sense, because current GIT
 always has all the features. On the other hand, the purpose of the
 compat_layer.nas is to provide compatibility of the weather to the last
 stable release - so when 2.4 is out, I will remove all compatibility
 checks, but as time goes on new ones will be added - which again allow you
 to run later versions on 2.4, but give GIT users all the new shining
 features.
 
 I can't really maintain two separate versions for last stable and current
 GIT - but I can maintain one version which works for both with the help of
 the compat layer. I fear that it'd just gets a mess if you start removing
 feature checks in the compat layer on GIT while I don't do it in my
 version intended also for distribution through the Forums.
 
 May I suggest to remove all the feature checks for the intended release
 branch (if simply to get rid of the messages) and set all features to 1
 there, but to leave the management of feature checks in the development
 branch to me? I think that's least likely to create chaos.
 

We don't normally maintain 2 versions: we leave the last stable as is, and
only work on the Git version. If it's too much work, or too confusing I
would suggest you abandon the version intended to be distributed via Forums,
since that is not how we usually conduct our business.

Vivian



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Re: [Flightgear-devel] Local Weather - backward compatibility

2011-08-04 Thread thorsten . i . renk
 We don't normally maintain 2 versions: we leave the last stable as is,
 and
 only work on the Git version. If it's too much work, or too confusing I
 would suggest you abandon the version intended to be distributed via
 Forums, since that is not how we usually conduct our business.

That's precisely my point - at the expense of a few lines Nasal, it can be
one version working with both last stable and current devel - which is why
the code I distribute is as it is.

This setup works fine until someone else doesn't commit the code as I
prepared it but alters it before committing to GIT to get rid of the 40 or
so extra lines which are only needed for compatibility with last stable.
Then my code and the committed code are different, and I can't reasonably
maintain that.

I'm not suggesting how you should conduct your business, I'm telling about
what I do and warning that if someone removes the compatibility lines
before committing to GIT, he'll have to do it every time I update the
code, because for the reasons given above my version will not have the
lines removed.

If you read the forums, you quite often come across disappointed users
who'd like to test a new aircraft/feature/... shown there, but it doesn't
run with last stable, although often a fix is often trivial (a single
property with different name,...) - I don't see why we can't make things
backward compatible as long as that's just such trivial issues, I prefer a
happy userbase if it costs me nothing :-)

Cheers,

* Thorsten


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Re: [Flightgear-devel] Local Weather - backward compatibility

2011-08-04 Thread Torsten Dreyer
Am 04.08.2011 08:57, schrieb thorsten.i.r...@jyu.fi:
 Please note, the check for
 features.can_disable_environment == 1 is gone now. It doesn't make any
 sense there.

 In a current GIT, none of the checks make any sense, because current GIT
 always has all the features. On the other hand, the purpose of the
 compat_layer.nas is to provide compatibility of the weather to the last
 stable release - so when 2.4 is out, I will remove all compatibility
 checks, but as time goes on new ones will be added - which again allow you
 to run later versions on 2.4, but give GIT users all the new shining
 features.

Sorry, I was unclear.
The computation of wind-from-down-fps can not be disabled at all, it is 
independent of the feature can_disable_environment.

In the code before September 2010, this property was computed in the C++ 
core and was updated at frame-rate.
 From September 2010 up to a few days ago, this property was set only 
from within the local-weather code and from nowhere else (which was a bug).
Today that property gets computed by a property rule (xml-based 
computation) and gets updated at frame rate. It is the sum of three 
properties(ridge, AI and local weather lift), the local weather code 
computes one of those three. It can do so whenever it wants to do and 
this does not depend on any feature.

That's why I removed the condition check. Id did not make any sense in a 
past version, it did not while there was a bug and it does not today.

I suggest to adjust your original version and adapt this change.

Torsten

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Re: [Flightgear-devel] Local Weather - backward compatibility

2011-08-04 Thread thorsten . i . renk
 Sorry, I was unclear.
 The computation of wind-from-down-fps can not be disabled at all, it is
 independent of the feature can_disable_environment.

Thanks for clarifying - that makes sense. Sorry for the confusion then.

* Thorsten


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Re: [Flightgear-devel] Local Weather: Clouds culled and redrawn

2011-03-28 Thread thorsten . i . renk

Hi Cathy,

 Let me know if you'd like some performance tests.

 My system is relatively old and slow.  Without local weather on, no
 shadows, no 3D clouds, and no material shaders, I typically get frame
 rates around 20.  With no local weather, shadows on, 3D clouds on,
 material shaders on, I get 2 - 4 fps.  Material shaders and 3D clouds
 both cause big hits to frame rate.

Hm, it'd be interested if you can run light cloud configurations at all
with decent framerates.

I'm fairly certain that some multilayer overcast cloud configs will mean
instand death for your system, but the ones with relatively low cloud
count (say, higher pressure, morning flights to keep convective clouds
down or island hopping, relatively low visible range ~15 - 20 km, maybe
also no detailed clouds) might be easier on your system than the standard
layers.

Cheers,

* Thorsten


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Re: [Flightgear-devel] Local Weather: Clouds culled and redrawn

2011-03-26 Thread thorsten . i . renk
 How about using plain old textured plane crosses for clouds at bigger
 distances? (the way trees are done, only with a (or several) horizontal
 plane(s) added)
 These might work better for bigger structures like cumulonimbus, and
 such,
 too, as you can control the shape a bit. (no fancy shader needed ;) )

I don't think that works.

Issue 1: I have never been able to work out a geometry for a static,
believable cloud. I have tried plane crosses, intersecting spheres and
ellipsoides, stacks of curved sheets, bubble foam geometries,... no joy,
all looked quite bad even from some distance. I have tried for a month, no
success. However, you are one of the best 3d modellers around here - so
maybe you can pull it off.

Issue 2: Shading - if faraway clouds are not shaded, they look unrealistic
if nearby clouds are shaded away from the sun. If they are shaded, I don't
see how the shading of any static geometry will be able to mimick the
shading of the rotated sheets - especially plane crosses look very
different when shaded.

Issue 3: Transitions approaching the cloud: Nearby clouds are created as
random stacks of different cloudlets - so there's no way one could know in
advance how the detailed version of the cloud will look. Therefore, the
faraway proxy and the nearby realistic cloud will almost certainly look
differently, and this will give you a rather ugly transition.

Issue 4: Transitions leaving the cloud: Nearly as bad - once in the
scenery, I make no distinction of what a cloud is, individual textures are
on their own - in principle a cloud can partially decay, merge with a
different one, merge with a layer, separate itself from a layer,... That
goes along with nature where 'cloud' is also not a well-defined object. So
in going from a multi-texture stack to a single static model, you'd
somehow group clouds again and make a decision which of your textured
surfaces are supposed to represented by the placeholder. Consider an
undulatus pattern - what is it you'd replace - the whole layer, one strand
of clouds, parts of a strand where it is disconnected? How do you group
technically - you'd somehow probe the whole geometry and match it to some
predefined pattern. You also can't store the info what a cloud is supposed
to be at creation time, because clouds are allowed to evolve and to
change.

So, looking into the details, it's really far from trivial how to use
placeholders, and that is why I haven't been able to work out a viable
scheme.

 I'll have a go at retexturing, redimensioning and choping this weekend if
 that's ok with you.

Yes, certainly. I suggest that we pack your /Models/Weather/ then into a
tarball and I host that for the time being as a dds texture patch to Local
Weather so that people can test what works better for them. Once we know
how this affects different systems, we can decide what to do and which
version should go into GIT.

Based on the Electra responses in the forum, dds doesn't seem to run for
everyone without problems...

* Thorsten


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Re: [Flightgear-devel] Local Weather: Clouds culled and redrawn

2011-03-26 Thread Emilian Huminiuc
On Saturday 26 March 2011 10:16:47 thorsten.i.r...@jyu.fi wrote:

 Yes, certainly. I suggest that we pack your /Models/Weather/ then into a
 tarball and I host that for the time being as a dds texture patch to Local
 Weather so that people can test what works better for them. Once we know
 how this affects different systems, we can decide what to do and which
 version should go into GIT.
 

I'll probably put them up on a project at gitorious.org, with versions of the 
.ac's referencing both .dds and .png (for easy switching between the two).

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Re: [Flightgear-devel] Local Weather: Clouds culled and redrawn

2011-03-26 Thread Catherine James
Yes, certainly. I suggest that we pack your /Models/Weather/ then into a
tarball and I host that for the time being as a dds texture patch to Local
Weather so that people can test what works better for them. Once we know
how this affects different systems, we can decide what to do and which
version should go into GIT.

Is this an area where you are looking for performance tests on different 
systems?  I have FG 2.0 and the git-master build installed, and I'm in the 
process of setting up to build and run git-next.  I have a version of local 
weather installed and I've been playing with it, but I'm sure it's not the 
latest.

Let me know if you'd like some performance tests.

My system is relatively old and slow.  Without local weather on, no shadows, no 
3D clouds, and no material shaders, I typically get frame rates around 20.  
With no local weather, shadows on, 3D clouds on, material shaders on, I get 2 - 
4 fps.  Material shaders and 3D clouds both cause big hits to frame rate.

Video card is a GEForce FX 5500.  System memory (not video card memory) is 1 G. 
Processor is AMD Athlon(TM) XP 2500+, 1.8GHz.  If this is too fossilized a 
system to be useful to you, just let me know. :-)

--Cathy


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Re: [Flightgear-devel] Local Weather: Clouds culled and redrawn

2011-03-25 Thread Emilian Huminiuc
On Friday 25 March 2011 10:01:33 thorsten.i.r...@jyu.fi wrote:
  The main thing that bugs me with the system is that the view frustum
  culling
  around the edges of the screen is visible, so you continuously see the
  clouds being created and disappearing at the edges of the screen as you
  turn
  or change views.  If it was once in a while I could live with it, but
  it's continuous and perpetual and distracts from the
  overall experience. :-(
 
 Hm, from the description this could be one of two things:
 

 
 2) A while ago a video was posted here
 
 http://www.easy-share.com/1912919971/Clouds03.mpg
 
 which showed a view from the front window with many clouds. When the view
 changed to the side window, for a second empty sky was visible, which then
 rapidly filled with reloading cloud models.
 
 What you describe here sound pretty much like that, and that is very
 annoying.
 
 It's not something I have ever seen on my computer, for me clouds behave
 just as the default clouds, i.e. they are already there when I turn my
 view, there is no culling and redrawing happening. For the case in the
 video, I have verified that the effect doesn't come from within Local
 Weather (I asked to switch off all Nasal loops which load and unload
 clouds, and the effect remained unchanged).
 
 My suspicion is that it is generic at least for Nasal-spawned models, i.e.
 if you would place 1000 objects with the ufo around you and turn the view
 rapidly, you would see the same thing.
 
 I have never been to observe it in either 2.0.0 or any of my GIT pulls and
 with no version of OSG I've ever compiled against. In short I have no clue
 what it is, but I know that the problem lies outside the Local Weather
 package.
 
 * Thorsten
 
This happens here as well (nVidia 8600GT (256MB VRAM) on linux). Now that I 
think of it it looks and behaves like graphics card memory bandwidth issue, 
maybe it is cured with the image cache set with CACHE_ALL? as by adding some 
more sistem RAM things haven't improved here.


At one point I thought it was because of your code, as I remember something 
about a custom culling thing in there (maybe I remember wrong, or understood 
something wrong).

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Re: [Flightgear-devel] Local Weather: Clouds culled and redrawn

2011-03-25 Thread thorsten . i . renk
 This happens here as well (nVidia 8600GT (256MB VRAM) on linux). Now
 that I
 think of it it looks and behaves like graphics card memory bandwidth
 issue,
 maybe it is cured with the image cache set with CACHE_ALL? as by adding
 some
 more sistem RAM things haven't improved here.

Hm, I'm running an nVidia GeForce 8600M GT from linux - unless the mobile
version makes all the difference, that would argue against a graphics card
issue (or maybe I'm missing something, I'm not a hardware specialist
either...).


 At one point I thought it was because of your code, as I remember
 something
 about a custom culling thing in there (maybe I remember wrong, or
 understood something wrong).

The code has an option 'asymmetric buffering' which does remove clouds
from the scenery to improve performance. However, there are several
reasons to think that this has nothing to do with what is observed:

1) 'asymmetric buffering' removes clouds in the backward hemisphere of the
airplane, not of the view axis, i.e. you can turn the view to look into
the rear of the plane and see the gap in the clouds. If the effect depends
on the view axis, it must be something else.

2) 'asymmetric buffering' is off by default, it doesn't (ot at least it
shouldn't) do anything unless you activate it

3) the effect of clouds (dis-)appearing when the view changes persists if
all running Nasal code of Local Weather is terminated

4) the effect is somehow system dependent - I have never ever seen it,
others never got rid of it.

So unless there is a fairly developed conspiracy of bugs which somehow
mixes plane orientation and view axis, improperly reads out options and
keeps loops running despite a termination signal, it can't be related.

* Thorsten


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Re: [Flightgear-devel] Local weather: menu structure

2011-03-25 Thread Stuart Buchanan
On Fri, Mar 25, 2011 at 7:44 AM,  Thorsten Renk wrote:
 The local weather menu option is first before the other local weather
 options.  This does open up a dialog box where you do have to create
 clouds
 1-by-1.  Looking at this, it appears that the intent of this is more for
 debugging.  Maybe it would make sense to move this option over to the
 debugging menu if that is the case?

 That's actually a good point and I was about to ask a similar thing for
 the release version.

 The main use of the 'Local Weather' menu item is development. I use it
 when I introduce a new texture to test which cloud spacing, which degree
 of randomness and such things a layer composed of these clouds needs to
 look natural - once I have the parameters, I code a Nasal call to the same
 effect. It's also useful for benchmark tests because it allows to create a
 well-defined configuration of clouds. Finally, at some point Patrice Poly
 used it when he did some experiments with hires textures as an easy way to
 test how the extracted textures look in the scenery.

 It doesn't really have user applications or debug value. So my original
 suggestion would have been to rename 'Local Weather Tiles' to 'Local
 Weather' and to comment out the current 'Local Weather' in the
 menubar.xml. The small number of people who may actually need it for
 development can then simply edit menubar.xml and have it again, the rest
 doesn't need to see it, because it is confusing.

 However, if someone sees value in having it in the debug section or
 somewhere else, then I suggest to move it.

I prefer the idea of renaming and moving, rather than commenting out
in the menubar.xml file.

I think there is value in retaining the dialog for those interested
in creating new cloud layers in the future, so having it in the Debug menu
makes sense (though perhaps Debug should be renamed Development).

The Debug menu is not used by most users, and is not documented in the
manual, so I don't see any problem in adding it there, even if it won't be used
regularly.

-Stuart

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Re: [Flightgear-devel] Local Weather: Clouds culled and redrawn

2011-03-25 Thread Emilian Huminiuc
On Friday 25 March 2011 11:31:57 thorsten.i.r...@jyu.fi wrote:
 Hm, I'm running an nVidia GeForce 8600M GT from linux - unless the mobile
 version makes all the difference, that would argue against a graphics card
 issue (or maybe I'm missing something, I'm not a hardware specialist
 either...).
 
 * Thorsten

If the card is sharing system RAM, it might not run out of bandwidth, but 
would certainly draw things slower afterwards. Since in the default config each 
cloud drawn requests a new copy of the texture, and that happens for a lot of 
them at once (since if an object is culled, I understand that it's texture 
might get flushed from the VRAM), it might be reaching the hardware limits.

If your card is sharing system ram, if this happens it will throttle the 
card's output, as the whole frame draw is slower. On cards that don't share 
system ram, I'm guessing the card just draws what's available, and loads the 
other object later...

I'm not a hardware specialist either, just guessing and throwing ideas into 
the mix.

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Re: [Flightgear-devel] Local Weather: Clouds culled and redrawn

2011-03-25 Thread Emilian Huminiuc
Or maybe the mobile card's design is a bit different, or a bit newer and might 
have better memory specs.(bandwidth, timings, size etc...)

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Re: [Flightgear-devel] Local Weather: Clouds culled and redrawn

2011-03-25 Thread Emilian Huminiuc
Hmm, I'm gonna do a compile with the changed CACHE_OFF to CACHE_ALL, and see 
if that makes a difference.

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Re: [Flightgear-devel] Local Weather: Clouds culled and redrawn

2011-03-25 Thread Emilian Huminiuc
On Friday 25 March 2011 11:57:38 Emilian Huminiuc wrote:
 Hmm, I'm gonna do a compile with the changed CACHE_OFF to CACHE_ALL, and
 see if that makes a difference.

Yep things improve, noticeably. And I'm more convinced it's a lack of gpu 
memory issue (as in it gets filled up pretty quick with the clouds), as I 
caught a glimpse of scenery getting redrawn too.
(this with a warmfront over tncm, before I couldn't change the view direction 
at all, as that would cause massive redraws in the clouds, and fps woud drop 
dramaticaly)
So cache-ing helps somewhat. 
I guess it's hitting the limit of my gpu memory, at least here...

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Re: [Flightgear-devel] Local Weather: Clouds culled and redrawn

2011-03-25 Thread thorsten . i . renk
 Yep things improve, noticeably. And I'm more convinced it's a lack of gpu
 memory issue (as in it gets filled up pretty quick with the clouds), as I
 caught a glimpse of scenery getting redrawn too.

You may be right - I looked up the specs of my computer, and it seems I
have 512 MB VRAM, so that's a difference.

What would then reduce memory consumption to see if the problem goes away?
Using lowres textures? Using fewer clouds? Can you play with the Local
Weather cloud generation menu to see if there's a number beyond which
problems start?

Or simply reduce the view range in the config menu to see if the problem
goes away?

* Thorsten


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Re: [Flightgear-devel] Local Weather: Clouds culled and redrawn

2011-03-25 Thread Emilian Huminiuc
On Friday 25 March 2011 12:52:58 thorsten.i.r...@jyu.fi wrote:
  Yep things improve, noticeably. And I'm more convinced it's a lack of gpu
  memory issue (as in it gets filled up pretty quick with the clouds), as I
  caught a glimpse of scenery getting redrawn too.
 
 You may be right - I looked up the specs of my computer, and it seems I
 have 512 MB VRAM, so that's a difference.
 
 What would then reduce memory consumption to see if the problem goes away?
 Using lowres textures? Using fewer clouds? Can you play with the Local
 Weather cloud generation menu to see if there's a number beyond which
 problems start?
 
 Or simply reduce the view range in the config menu to see if the problem
 goes away?
 
 * Thorsten

Quick and easy way out, compressed textures for the clouds as in .dds textures 
:D
(sorry about that, couldn't help myself :P)

I've played around a bit with the config settings, the greatest effect was 
noticed with the visible range slider, and max clouds in loop.
The most efficient way seems to have everything else maxed out, and selected.
Visible range hits really hard 25 km here. (this is the biggest hitter, I 
guess it's to be expected since this increases the area drawn)
Max clouds in loop  0.3-0.4 of the slider (I'd guess about 200 km ?) (too bad 
the sliders don't display the actual value somewhere :( )
(with the visible range to the minimum: max clouds in loop has very mild 
adverse effects when increased)

Also massive effects where noticed when disabling any of the buffering options, 
or lowering their value. (I guess system ram helps here)

Back to the efficiency thingy, clouds further out (20 km ?) should really be 
big boxes, as it's not worth it do draw them one by one, don't know how to 
solve this but I guess we could come up with an idea that's both visually 
pleasing and efficient to draw.
One thing i'm thinking, is that the range animation drawback can be overcome 
by doing it in your code, like selecting the big box version for clouds that 
are a certain range out from the POV? (iterations in the nasal code seem to 
work pretty fast, it's just the gpu cannot keep up with them)


HTH

Emilian

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Re: [Flightgear-devel] Local Weather: Clouds culled and redrawn

2011-03-25 Thread Emilian Huminiuc
On Friday 25 March 2011 13:38:38 Emilian Huminiuc wrote:
 On Friday 25 March 2011 12:52:58 thorsten.i.r...@jyu.fi wrote:
   Yep things improve, noticeably. And I'm more convinced it's a lack of
   gpu memory issue (as in it gets filled up pretty quick with the
   clouds), as I caught a glimpse of scenery getting redrawn too.
  
  You may be right - I looked up the specs of my computer, and it seems I
  have 512 MB VRAM, so that's a difference.
  
  What would then reduce memory consumption to see if the problem goes
  away? Using lowres textures? Using fewer clouds? Can you play with the
  Local Weather cloud generation menu to see if there's a number beyond
  which problems start?
  
  Or simply reduce the view range in the config menu to see if the problem
  goes away?
  
  * Thorsten
 
 Quick and easy way out, compressed textures for the clouds as in .dds
 textures

that is, small textures, 1/cloud model.

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Re: [Flightgear-devel] Local Weather: Clouds culled and redrawn

2011-03-25 Thread Emilian Huminiuc
On Friday 25 March 2011 14:00:20 thorsten.i.r...@jyu.fi wrote:

  The most efficient way seems to have everything else maxed out, and
  selected.
 
 Not always. Asymmetric buffering is good if you fly straight, but very bad
 if you circle - for soaring it's completely unsuitable as you'd constantly
 shuffle things in and out of the buffer. With CACHE_ALL it's probably more
 efficient than it used to be...

Well I was up at 50k ft, with the ufo, looking around, max fov, and it isn't 
as bad (sure there's some redrawing visible at the edges) but it certainly was 
worse with any decrease in any of the buffering options.

  Visible range hits really hard 25 km here. (this is the biggest hitter,
  I
  guess it's to be expected since this increases the area drawn)
  Max clouds in loop  0.3-0.4 of the slider (I'd guess about 200 km ?)
  (too bad
  the sliders don't display the actual value somewhere :( )
 
 The slider really represents an number (from 100-400) - the range is
 derived from that number dependent on the density of clouds.

mdap, typo on my part (was thinking about the range at wich clouds shoud 
become boxes, hence the km ;) )

 I've been thinking about the problem for a year now (my rational was that
 layered clouds from 30.000 ft should be visible for much more than 55 km,
 and the only way to do that is using sheets. I haven't been able to come
 up with a viable solution :-( So if you have one, let me know... it's a
 much harder problem than one would assume naively.
 
 Cheers,
 
 * Thorsten
How about using plain old textured plane crosses for clouds at bigger 
distances? (the way trees are done, only with a (or several) horizontal 
plane(s) added)
These might work better for bigger structures like cumulonimbus, and such, 
too, as you can control the shape a bit. (no fancy shader needed ;) )


BTW: 
A question for our more knowledgeable graphics coders: I don't know if and how 
this is affecting the VRAM usage, or gpu performance, shouldn't we have the 
default wrapping mode for textures on models (not terrain) set to clamp, not 
repeat (as most usualy use parts of one bigger texture, or it's extents), and 
use repeat only where that's needed? 
(that is if that's what the wrap-s/ wrap-t/ tags control in the texture 
definiton inside the effect files)


Emilian

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Re: [Flightgear-devel] Local Weather: Clouds culled and redrawn

2011-03-25 Thread Emilian Huminiuc
On Friday 25 March 2011 14:00:20 thorsten.i.r...@jyu.fi wrote:
  Quick and easy way out, compressed textures for the clouds as in .dds
  textures
  
  :D
  
  (sorry about that, couldn't help myself :P)
 
 I doubt it's a general solution since I get 30% framerate reduction for
 dds textures. But you can do it for yourself and see if it helps your case
 - all models and texture sheets are in Models/Weather/.
 
 Cheers,
 
 * Thorsten

Well, sorry to dissapoint ;) you, but with everything converted to .dds 
(with pregenerated mipmaps), there's a HUGE improvement in performance. Now I 
can have everything maxed out, sure you see some redraw, but there's a very 
small performance hit when that happens.

With conservative settings, once evrything is loaded there's almost no 
noticeable impact when rotating the view anymore.

Almost same conditions as before. Almost, because I've done the tests with the 
lowpressure tile, and not with creating a custom setting in the Local weather 
dialogue.

conversion done with :
nvcompress -alpha -bc3 -repeat file.png file.dds

(I'm thinking you have to specify -alpha if the source has an alpha channel, 
maybe there's some optimisation at work there, also pregenerated mipmaps help)
size of all rgb textures is 43.5 MB
size of all dds textures is 38.8 MB , 
so size on disk is a nonissue.. sure in some cases it might increase 
dramatically, but here it isn't the case.

Off to fly the electra in some tropical thunderstorm :P.

Emilian.

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Re: [Flightgear-devel] Local Weather: Clouds culled and redrawn

2011-03-25 Thread Emilian Huminiuc
Nice white-out or rather gray-out when entering the rainy bit :) . (Not 
recommended with a plane that has no interior :P )

As for texture sizes, I think that those that are 6-9/sheet can be converted 
to 6-9 textures of 256x256, for the rest I think it depends on their shape, 
and of course actual cloud model dimensions. This way I think we save some 
memory from all those unused transparent areas in each of those sheets. Also 
elongated shapes should be stretched, to minimize the amount of complete 
transparent areas in the textures (if the models are textured corectly, then 
the correct shape of the cloud should be restored at runtime).

I'll have a go at retexturing, redimensioning and choping this weekend if 
that's ok with you.

Greetings,

Emilian






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Re: [Flightgear-devel] Local weather ??????

2011-03-24 Thread thorsten . i . renk
 however just try to modify the wind kt within the local weather tile gui,
 iget nasal error

After some reflection and a similar problem discussed in the forum, I
think I start to see a potential misunderstanding here.

In an integrated weather system, there's no way to 'just modify the wind'
because everything is tied with everything else.

Take the case of a weather front: That's an airmass moving against another
airmass with different properties, since air movement is the wind, the
front is roughly perpendicular to the wind, i.e. you can see by looking at
a cloud photograph how the large-scale air movement is even without
observing movement of individual clouds. Thus, if you see a weather front
and want to change the wind by 60 degrees, you're not asking for the
windfield to be changed only, you are asking for the whole visible cloud
configuration to be rotated by 60 degrees.

You could think of using a rotation matrix, recompute all coordinates in
local Cartesian approximation and be done. Unfortunately, weather feels
terrain. So you might rotate clouds from a low region into a high region
and vice versa, thus creating implausible layer altitudes above ground -
which you don't want. Therefore you need to recompute the terrain
elevation and correct the altitude of every cloud you rotate.

Unfortunately you're still not done, because for convective clouds you may
change the whole distribution pattern - you may rotate clouds from a city
(where many convective clouds are expected) to open water (where only few
can occur) - thus you have to recompute the whole interaction of the
system of thermals and convective clouds with the terrain.

So now we have to recompute essentially all cloud positions in potentially
120x120 km area just because we changed the wind. If you have dynamical
weather on, in addition you need to rotate a lot of plane, wind and view
co-moving coordinate systems, internal weather and windfield interpolation
points and a lot of other important technical, though invisible stuff.

Basically, you need to recompute almost everything.

Which is why Local Weather Tiles is a launcher gui, not a runtime
configurable thing. I guess it's the same reason that Flightgear doesn't
allow to change the plane at runtime. If you want different weather, you
need to end the running system and start a new one. The gui is actually
supposed to tell you that, but that may not happen in every instance.

I suspect that you have tried to use the gui as if it would allow runtime
changes, have discovered a way that doesn't trigger the warning, and that
then leads to errors.

Cheers,

* Thorsten


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Re: [Flightgear-devel] Local weather ??????

2011-03-24 Thread henri orange
That's was  my conclusion a potential misunderstanding here.
Your system is more a simulator dedicated to meteorologist engineer.

To fly within Flightgear we have a lot of ready made aircraft model , we are
not obliged to make the aircraft.
With your local weather system we must build the weather., we don't have any
ready weather,  but to go to the Global weather with the real Metar.
Why don't you offer some very good scenari. ?

thanks.

2011/3/24 thorsten.i.r...@jyu.fi

  however just try to modify the wind kt within the local weather tile gui,
  iget nasal error

 After some reflection and a similar problem discussed in the forum, I
 think I start to see a potential misunderstanding here.

 In an integrated weather system, there's no way to 'just modify the wind'
 because everything is tied with everything else.

 Take the case of a weather front: That's an airmass moving against another
 airmass with different properties, since air movement is the wind, the
 front is roughly perpendicular to the wind, i.e. you can see by looking at
 a cloud photograph how the large-scale air movement is even without
 observing movement of individual clouds. Thus, if you see a weather front
 and want to change the wind by 60 degrees, you're not asking for the
 windfield to be changed only, you are asking for the whole visible cloud
 configuration to be rotated by 60 degrees.

 You could think of using a rotation matrix, recompute all coordinates in
 local Cartesian approximation and be done. Unfortunately, weather feels
 terrain. So you might rotate clouds from a low region into a high region
 and vice versa, thus creating implausible layer altitudes above ground -
 which you don't want. Therefore you need to recompute the terrain
 elevation and correct the altitude of every cloud you rotate.

 Unfortunately you're still not done, because for convective clouds you may
 change the whole distribution pattern - you may rotate clouds from a city
 (where many convective clouds are expected) to open water (where only few
 can occur) - thus you have to recompute the whole interaction of the
 system of thermals and convective clouds with the terrain.

 So now we have to recompute essentially all cloud positions in potentially
 120x120 km area just because we changed the wind. If you have dynamical
 weather on, in addition you need to rotate a lot of plane, wind and view
 co-moving coordinate systems, internal weather and windfield interpolation
 points and a lot of other important technical, though invisible stuff.

 Basically, you need to recompute almost everything.

 Which is why Local Weather Tiles is a launcher gui, not a runtime
 configurable thing. I guess it's the same reason that Flightgear doesn't
 allow to change the plane at runtime. If you want different weather, you
 need to end the running system and start a new one. The gui is actually
 supposed to tell you that, but that may not happen in every instance.

 I suspect that you have tried to use the gui as if it would allow runtime
 changes, have discovered a way that doesn't trigger the warning, and that
 then leads to errors.

 Cheers,

 * Thorsten



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Re: [Flightgear-devel] Local weather ??????

2011-03-24 Thread thorsten . i . renk
 To fly within Flightgear we have a lot of ready made aircraft model , we
 are
 not obliged to make the aircraft.
 With your local weather system we must build the weather.,

No, you certainly don't have to build the weather. Your problem appears to
be in fact the exact opposite - you were trying to build (or micro-manage)
the weather where you could not actually do so.

I gave you an explanation what the system internally does and what it
doesn't to make you understand a few things - not what the user has to do.

If you want to build a weather pattern, you have to code it in Nasal. But
no one is asking you to do that.

 we don't have any
 ready weather,  but to go to the Global weather with the real Metar.
 Why don't you offer some very good scenari. ?

Local weather tiles offers both the option to use live METAR data as well
as a complete offline weather system. What exactly is it you are missing?

I think this is the moment where perhaps you should really read the
documentation

http://www.phy.duke.edu/~trenk/files/README.local_weather.html

Cheers,

* Thorsten


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Re: [Flightgear-devel] Local weather ??????

2011-03-24 Thread Curtis Olson
Here is a suggestion:

The local weather menu option is first before the other local weather
options.  This does open up a dialog box where you do have to create clouds
1-by-1.  Looking at this, it appears that the intent of this is more for
debugging.  Maybe it would make sense to move this option over to the
debugging menu if that is the case?  This being the first local weather
option ... it threw me for a long time ... I wasn't about to sit around and
create individual clouds ...

That leaves two other local weather menu options that I believe are the ones
that most people would use regularly?  I need to go read the documentation
at some point ... probably even should have done that before making comments
on the mailing list. :-)

The main thing that bugs me with the system is that the view frustum culling
around the edges of the screen is visible, so you continuously see the
clouds being created and disappearing at the edges of the screen as you turn
or change views.  If it was once in a while I could live with it, but it's
continuous and perpetual and distracts from the overall experience. :-(

But I do think the system shows a lot of promise and is really interesting.
 Clouds are hard, some of the global weather cloud layers look aweful, and
I think it's critically important that we have people working to make cloud
rendering better.  So I'm *very* glad to see Thorsten continually improving
his system.

Best regards,

Curt.


On Thu, Mar 24, 2011 at 8:28 AM, thorsten.i.r...@jyu.fi wrote:

  To fly within Flightgear we have a lot of ready made aircraft model , we
  are
  not obliged to make the aircraft.
  With your local weather system we must build the weather.,

 No, you certainly don't have to build the weather. Your problem appears to
 be in fact the exact opposite - you were trying to build (or micro-manage)
 the weather where you could not actually do so.

 I gave you an explanation what the system internally does and what it
 doesn't to make you understand a few things - not what the user has to do.

 If you want to build a weather pattern, you have to code it in Nasal. But
 no one is asking you to do that.

  we don't have any
  ready weather,  but to go to the Global weather with the real Metar.
  Why don't you offer some very good scenari. ?

 Local weather tiles offers both the option to use live METAR data as well
 as a complete offline weather system. What exactly is it you are missing?

 I think this is the moment where perhaps you should really read the
 documentation

 http://www.phy.duke.edu/~trenk/files/README.local_weather.html

 Cheers,

 * Thorsten



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Re: [Flightgear-devel] Local weather ??????

2011-03-22 Thread henri orange
Sorry what do you mean with
 (= tick the option box).  ?

however just try to modify the wind kt within the local weather tile gui,
iget nasal error

Cheers

2011/3/21 thorsten.i.r...@jyu.fi

  when playing with the Local weather menu, i get the following message
 
  Nasal runtime error: setprop() value is not string or number
at /../data/Nasal/weather_tile_management.nas, line
  189
called from:
  /../data/Nasal/local_weather.nas,
  line 2964
called from:
  /../data/Nasal/local_weather.nas,
  line 3780
called from: /./data/Nasal/globals.nas,
  line
  100
 
  Is it a Bug ? , Is it just me. ?

 I'm unable to understand what caused the error just by the message - I
 need to know what the nature of your 'playing around' was and I need the
 log output of Local Weather itself (= tick the option box).

 I haven't pulled all the files back from GIT yet, but my local development
 copy of the Nasal files which is almost identical to the one I packaged
 don't show an obvious problem.

 * Thorsten



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Re: [Flightgear-devel] Local weather ??????

2011-03-22 Thread thorsten . i . renk

 Sorry what do you mean with
  (= tick the option box).  ?


The menu 'local weather tiles' has an option called 'debug output', if
that is ticked, a log is written to the console.


 however just try to modify the wind kt within the local weather tile gui,
 iget nasal error

I don't.

So in order to understand why you get one, I would need the sequence of
buttons you press in order to get the error, in addition to the log
output. The gui is at this point not hardened against meaningless user
input, it sort of assumes you have read the documentation. So I want to
know if you create an error by using the system in a way it's not meant to
be used (i.e. if I need to harden the gui) or if you have a bug.

I doubt you get the error when you change the number before you press a
button for instance. If the number is parsed also depends on what wind
model you have selected. Thus, I need this kind of info to understand what
is happening.

* Thorsten




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Re: [Flightgear-devel] Local weather ??????

2011-03-21 Thread thorsten . i . renk
 when playing with the Local weather menu, i get the following message

 Nasal runtime error: setprop() value is not string or number
   at /../data/Nasal/weather_tile_management.nas, line
 189
   called from:
 /../data/Nasal/local_weather.nas,
 line 2964
   called from:
 /../data/Nasal/local_weather.nas,
 line 3780
   called from: /./data/Nasal/globals.nas,
 line
 100

 Is it a Bug ? , Is it just me. ?

I'm unable to understand what caused the error just by the message - I
need to know what the nature of your 'playing around' was and I need the
log output of Local Weather itself (= tick the option box).

I haven't pulled all the files back from GIT yet, but my local development
copy of the Nasal files which is almost identical to the one I packaged
don't show an obvious problem.

* Thorsten


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Re: [Flightgear-devel] Local weather: Clouds redrawn

2010-11-11 Thread Arnt Karlsen
On Thu, 11 Nov 2010 07:58:08 +0100, fiers...@zonnet.nl wrote in message 
4cdb9400.1090...@zonnet.nl:

 I limited the frame rate to 30, used a smaller window. No difference.

..any change when you play with X Window frame rates and X desktop
size?  _They_ are still drawn at your full X Window xorg.conf
Modeline controlled speeds, even when you play with FG frame rates 
and FG window sizes, and both X and FG are drawn by the same iron.  
Also check that you use the same color space for these 2.

 However, I noticed that with fewer clouds the effect disappeared.
 There seems to be a relation with cloud density.

..very possible, and at least a symptom. 

 Another thing I noticed:
 While I am changing the viewing angle, the log window show errors.
 First a lot of Warning: TangentSpaceGenerator: unknown primitive
 mode 9 followed by  several lines of Unknown Chunk: ***UNKNOWN***
 (0xA08A)
 
 I assume this has something to do with the scenery.

..guess so, dunno the details, obivously when you zoom out, 
FG sees more scenery, zooming in, less, and with more detail, 
if you have _and_ load high detail models.

 Could it be related?

..dunno really, in my case I saw random texture holes flicker 
white, and I was at the card's 250MHz bandwidth limit trying 
to push 2048x1536x32|24@59Hz into the screen wire, it went 
beyond the FG window and all over the X desktop, I believe it 
was when I put my first Radeon 9250 into my Athlon XP 3000+ 
box, it's been a coupla years since it got my Radeon 9800Pro.
(Or was that when FG messed up X diagonally on it?)

 m
 
 
 Op 10-11-10 19:01, Arnt Karlsen schreef:
 
  ..test ideas; cap your FG at 40fps, or back off a wee bit
  on your X framerate.  X and FG window sizes?


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Re: [Flightgear-devel] Local weather: Clouds redrawn

2010-11-11 Thread Tim Moore
On Thu, Nov 11, 2010 at 6:16 PM, Arnt Karlsen a...@c2i.net wrote:

 On Thu, 11 Nov 2010 07:58:08 +0100, fiers...@zonnet.nl wrote in message
 4cdb9400.1090...@zonnet.nl:

  I limited the frame rate to 30, used a smaller window. No difference.

 ..any change when you play with X Window frame rates and X desktop
 size?  _They_ are still drawn at your full X Window xorg.conf
 Modeline controlled speeds, even when you play with FG frame rates
 and FG window sizes, and both X and FG are drawn by the same iron.
 Also check that you use the same color space for these 2.

Uh, what?

Tim
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Re: [Flightgear-devel] Local weather: Clouds redrawn

2010-11-11 Thread Arnt Karlsen
On Thu, 11 Nov 2010 19:26:04 +0100, Tim wrote in message 
aanlktikrympzsrjy8ontu7vq8lv-o2tjr+rqqax4o...@mail.gmail.com:

 On Thu, Nov 11, 2010 at 6:16 PM, Arnt Karlsen a...@c2i.net wrote:
 
  On Thu, 11 Nov 2010 07:58:08 +0100, fiers...@zonnet.nl wrote in
  message 4cdb9400.1090...@zonnet.nl:
 
   I limited the frame rate to 30, used a smaller window. No
   difference.
 
  ..any change when you play with X Window frame rates and X desktop
  size?  _They_ are still drawn at your full X Window xorg.conf
  Modeline controlled speeds, even when you play with FG frame rates
  and FG window sizes, and both X and FG are drawn by the same iron.
  Also check that you use the same color space for these 2.
 
 Uh, what?

..last time I ran FG, I found ut it ran 16 bit colors on 
my 24|32 bit X, I didn't add the --bpp=depth  Specify
the bits per pixel, and on ATI cards it used to matter.

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Re: [Flightgear-devel] Local weather: Clouds redrawn

2010-11-10 Thread thorsten . i . renk
 Thorsten asked me to switch off xxx-loop-flags in /local-weather/ to
 rule out Nasal.

 Set to zero:

 buffer-loop-flag = '0' (double)
 convective-loop-flag = '0' (double)
 dynamics-loop-flag = '0' (double)
 effect-loop-flag = '0' (double)
 housekeeping-loop-flag = '0' (double)
 interpolation-loop-flag = '0' (double)
 lift-loop-flag = '0' (double)
 tile-loop-flag = '0' (double)
 timing-loop-flag = '0' (double)
 wave-loop-flag = '0' (double)


To make that point very clearly: These loop flags determine if particular
Nasal code of local weather runs and does administrative tasks. There is
within local weather a subsystem which does similar things to what is seen
in the video, asymmetric buffering, i.e. it removes clouds not currently
in the visual field and some distance away from the scenery and re-inserts
them if the view angle changes. My initial suspicion was that this
subsystem is running wild - but setting the flags to zero and thus ending
the Nasal loops (in particular buffer and housekeeping) would have
'frozen' the cloud configuration, i.e. it should have left clouds in an
angular wedge visible and clouds everywhere else invisible with no
loading/removing going on (I have checked that on my system that is indeed
what happens).

So since the effect persists even in the absence of any running
weather-related Nasal code, I deduced it must be something else.

Also, I am unable to reproduce the problem on either today's GIT or my old
2.0.0 binary. Maybe someone else has a bright idea...

* Thorsten


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Re: [Flightgear-devel] Local weather: Clouds redrawn

2010-11-10 Thread Arnt Karlsen
On Wed, 10 Nov 2010 14:00:02 +0100, fiers...@zonnet.nl wrote in message 
4cda9752.3020...@zonnet.nl:

 Hi All,
 
 I have been in an exchange of messages with Thorsten 
 (http://www.flightgear.org/forums/viewtopic.php?f=5t=7358p=101746#p101746 
 http://www.flightgear.org/forums/viewtopic.php?f=5t=7358p=101746#p101746) 
 about a problem that I have with the local weather in GIT versions
 (all GIT versions lately in fact).
 
 Clouds are drawn and I can wait for that initially. But when I change 
 the angle of view, clouds are drawn for the new angle of view. When I 
 'turn my head'back to the previous angle, the clouds that were
 already drawn are gone and get redrawn. The same clouds in the same
 place.
 
 In this video, you can see for yourself what I mean:
 http://www.easy-share.com/1912919971/Clouds03.mpg
 
 Needless to say this is bad for realism.
 
 My FPS is not a problem. The effect occurs when the frame rate is
 above 40 fps.

..test ideas; cap your FG at 40fps, or back off a wee bit 
on your X framerate.  X and FG window sizes?

 My machine is a 4 core (8 threads) 12GB ram machine running 64b Linux 
 and an nVidea9800 graphics card. FGFS is run in mulithreading mode. I
 am flying as I type this. No processor is 100% busy and memory
 consumption is only 2.2GB (of which 1GB for fgfs) in total. I have 59
 fps at this moment.

..it _could_ be your video card is the bottleneck here, I had 
a similar problem (angular white texture holes) that I cured
easing my X framerate down from 59Hz to 58.8Hz.


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Re: [Flightgear-devel] Local weather: Clouds redrawn

2010-11-10 Thread Thorsten Renk



 Thorsten asked me to switch off xxx-loop-flags in /local-weather/ to
 rule out Nasal.

 Set to zero:

 buffer-loop-flag = '0' (double)
 convective-loop-flag = '0' (double)
 dynamics-loop-flag = '0' (double)
 effect-loop-flag = '0' (double)
 housekeeping-loop-flag = '0' (double)
 interpolation-loop-flag = '0' (double)
 lift-loop-flag = '0' (double)
 tile-loop-flag = '0' (double)
 timing-loop-flag = '0' (double)
 wave-loop-flag = '0' (double)


To make that point very clearly: These loop flags determine if particular  
Nasal code of local weather runs and does administrative tasks. There is  
within local weather a subsystem which does similar things to what is seen  
in the video, asymmetric buffering, i.e. it removes clouds not currently  
in the visual field and some distance away from the scenery and re-inserts  
them if the view angle changes. My initial suspicion was that this  
subsystem is running wild - but setting the flags to zero and thus ending  
the Nasal loops (in particular buffer and housekeeping) would have  
'frozen' the cloud configuration, i.e. it should have left clouds in an  
angular wedge visible and clouds everywhere else invisible with no  
loading/removing going on (I have checked that on my system that is indeed  
what happens).

So since the effect persists even in the absence of any running  
weather-related Nasal code, I deduced it must be something else.

Also, I am unable to reproduce the problem on either today's GIT or my old  
2.0.0 binary. Maybe someone else has a bright idea...

* Thorsten

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Re: [Flightgear-devel] Local weather: Clouds redrawn

2010-11-10 Thread fierst42
I limited the frame rate to 30, used a smaller window. No difference.
However, I noticed that with fewer clouds the effect disappeared. There 
seems to be a relation with cloud density.

Another thing I noticed:
While I am changing the viewing angle, the log window show errors.
First a lot of Warning: TangentSpaceGenerator: unknown primitive mode 9
followed by  several lines of Unknown Chunk: ***UNKNOWN*** (0xA08A)

I assume this has something to do with the scenery. Could it be related?

m


Op 10-11-10 19:01, Arnt Karlsen schreef:

 ..test ideas; cap your FG at 40fps, or back off a wee bit
 on your X framerate.  X and FG window sizes?




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Re: [Flightgear-devel] Local weather: Clouds redrawn

2010-11-10 Thread fierst42
Ah. The warnings and errors in the log window are related to local 
weather. They do not appear until I use local weather.

Op 11-11-10 07:58, fiers...@zonnet.nl schreef:
 Another thing I noticed:
 While I am changing the viewing angle, the log window show errors.
 First a lot of Warning: TangentSpaceGenerator: unknown primitive mode 9
 followed by  several lines of Unknown Chunk: ***UNKNOWN*** (0xA08A)




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