Re: [Flightgear-devel] Random Buildings - memory consumption

2012-05-27 Thread Stuart Buchanan
On Sat, May 26, 2012 at 7:18 AM, Mathias Fröhlich wrote:

 Good morning,

 On Friday, May 25, 2012 19:48:32 Stuart Buchanan wrote:
 Thanks for taking a look.

 I think that the SGBuildingBin destructor will be called when I call
 the list clear()
 method on the SGBuldingBinList (SGBuildingBin.cxx line 654).  That in
 turn calls clear()
 I have no current code update, since I am on travel, but I think that the
 SGBuldingBinList is a list of pointers. Then, on clear of that list, the
 pointees are not cleared.

I think I've got that covered - I delete each of the pointers within
the BOOST_FOREACH
loop (SGBuildingBin.cxx line 651).

-Stuart

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Re: [Flightgear-devel] Random Buildings - memory consumption

2012-05-26 Thread Mathias Fröhlich

Good morning,

On Friday, May 25, 2012 19:48:32 Stuart Buchanan wrote:
 Thanks for taking a look.
 
 I think that the SGBuildingBin destructor will be called when I call
 the list clear()
 method on the SGBuldingBinList (SGBuildingBin.cxx line 654).  That in
 turn calls clear()
I have no current code update, since I am on travel, but I think that the 
SGBuldingBinList is a list of pointers. Then, on clear of that list, the 
pointees are not cleared.

Either store the objects itself in the list, which should copy a lot more in 
the way you do this, or use SGReferenced together with a list of SGSharedPtr 
values. Just to give two simple solutions.

In both of which, the clear can be completely omitted, that happens anyway on 
the destructor of any stl container.

 on the BuildingList (SGBuildingBin.hxx line 105), which is a simple
 struct of basic
 types, so shouldn't need a destructor.
That's right.

Mathias

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Re: [Flightgear-devel] Random Buildings - memory consumption

2012-05-25 Thread Stuart Buchanan
On Thu, May 24, 2012 at 7:07 AM, Mathias Fröhlich wrote:
 I may be false since I really only spent *very* little time on that. But I
 believe you never free the content of the building bin list. That means the
 pointers stored in the list are gone, but the building bins - the pointees -
 are still alive.

Hi Mathias,

Thanks for taking a look.

I think that the SGBuildingBin destructor will be called when I call
the list clear()
method on the SGBuldingBinList (SGBuildingBin.cxx line 654).  That in
turn calls clear()
on the BuildingList (SGBuildingBin.hxx line 105), which is a simple
struct of basic
types, so shouldn't need a destructor.

-Stuart

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Re: [Flightgear-devel] Random Buildings - memory consumption

2012-05-25 Thread Stuart Buchanan
On Wed, May 23, 2012 at 1:41 PM, Emilian Huminiuc wrote:
 All this ignores the fact that Stuart was actualy using the live weather hence
 we don't actualy know the visibility/ number of tiles loaded, that we don't
 know which way he was facing, the fact that in reality just 1/6 of the surface
 loaded at startup is dense urban area, while the rest is residential, and wide
 spaced commercial/business area, etc.

I've just committed a change that adds a debug level log to output the total
number of random buildings that have been created.  You can switch the log
on and grep it on Linux by running

fgfs --log-level=debug --log-class=terrain 21 | grep Total random buildings

-Stuart

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Re: [Flightgear-devel] Random Buildings - memory consumption

2012-05-24 Thread Mathias Fröhlich

Hi,

On Wednesday, May 23, 2012 10:37:00 Stuart Buchanan wrote:
 So
 - Does anyone have any bright ideas on what I can do to reduce the
 base memory occupancy?  One option might be to not generate the
 basement if the terrain is level.
 - Could a fresh pair of eyes take a look at the obj.cxx, mat.cxx and
 SGBuildingBin.[ch]xx code to see if I've missed something obvious.

I may be false since I really only spent *very* little time on that. But I 
believe you never free the content of the building bin list. That means the 
pointers stored in the list are gone, but the building bins - the pointees - 
are still alive.

Greetings

Mathias

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Re: [Flightgear-devel] Random Buildings - memory consumption

2012-05-24 Thread scosu
Hi,

I don't have any clue of the opengl and simgear based stuff, so I looked only 
at the struct Building and how to optimize that.
In the attachment you can find 3 structs representing the data.
The original is yours.
'small' is a very small optimization that doesn't require you to map floats to 
discrete values. The flags variable holds bool pitched and the building type. I 
assumed floors not to be bigger than 65k, so I reduced it to 16 bit ;).
In 'aggressive' I replaced the floats which I think doesn't require the full 4 
byte precision of a float. However the mapping from float-int int-float can 
take much time depending on the translation function you use. If normal float 
division/multiplication is too slow, you could write some functions to directly 
accessing the float (shifting the fraction depending on the exponent) 
(http://en.wikipedia.org/wiki/Single_precision ).
However just ideas on that struct. Sizes in bytes:
original: 44
small: 36
aggressive: 28

Regards,

scosu


On 23.05.2012 11:37, Stuart Buchanan wrote:
 Hi All,

 Emilian and Vivian have pointed out a problem with the random
 buildings - they gobble memory.  I'd like to get some advice on
 whether there's any solution, and also to ask someone with more C++
 knowledge than myself to take a look at the code and check I'm not
 doing something stupid.

 The specific problem scenario is starting a KLAX (Los Angeles) which
 is in the middle of a massive urban area.

 Using the default random building density,  the tiles that are loaded
 initially when sitting on the runway generates ~ 340k random
 buildings. Each building consists of between 9 and 12 quads (we have a
 basement at the bottom to handle slopes, 4 walls, and a roof which
 may be pitched).  In turn, each quad has 4 corners, each of which has
 a position (vec3), a normal (vec3) and a texture coordinate (vec2).

 So, the absolute minimum memory occupancy of the data for the random
 buildings is 340k * 10 * 4 * 8 = 108MB.  On top of that will be some
 OSG overhead and the building texture itself.

 Once you start flying more tiles are loaded (presumably well before
 any old tiles are unloaded?) so memory occupancy rapidly increases.
 Flying east from KLAX is particularly bad.

 Using a higher building density makes the problem much worse, as you
 need 4X the number of buildings to get double the linear density.  I
 ran out of memory on a 4GB system pretty quickly (and tile loading
 takes an age - something I need to look at again).

 So
 - Does anyone have any bright ideas on what I can do to reduce the
 base memory occupancy?  One option might be to not generate the
 basement if the terrain is level.
 - Could a fresh pair of eyes take a look at the obj.cxx, mat.cxx and
 SGBuildingBin.[ch]xx code to see if I've missed something obvious.

 Thanks,

 -Stuart

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#include stdint.h
#include stdio.h

enum BuildingType {
	SMALL = 0,
	MEDIUM,
	LARGE
};

struct building_original {
	enum BuildingType type;
	float position[3];
	float width;
	float depth;
	float height;
	int floors;
	float rotation;
	bool pitched;
	float radius;
};

#define BUILDING_FLAGS_SMALL 0x01
#define BUILDING_FLAGS_MEDIUM 0x02
#define BUILDING_FLAGS_LARGE 0x04
#define BUILDING_FLAGS_PITCHED 0x08

struct building_small {
	uint16_t flags;
	uint16_t floors;
	float position[3];
	float width;
	float depth;
	float height;
	float rotation;
	float radius;
};

#pragma pack(push,1)
struct building_aggressive {

	float position[3];
	uint16_t width;
	uint16_t depth;

	uint16_t height;
	uint16_t rotation;

	uint16_t floors;
	uint8_t alignment_no_data; // to get better access times for variable radius
	uint8_t flags;

	uint32_t radius;
};
#pragma pack(pop)


int main(void) {
	printf(original: %lu\n, sizeof(struct building_original));
	printf(small: %lu\n, sizeof(struct building_small));
	printf(aggressive: %lu\n, sizeof(struct building_aggressive));
}

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Re: [Flightgear-devel] Random Buildings - memory consumption

2012-05-23 Thread Renk Thorsten
 Using the default random building density,  the tiles that are loaded
 initially when sitting on the runway generates ~ 340k random
 buildings.

We might be generating too many buildings then?

The greater Los Angeles area has between 13 and 16 million inhabitants 
(dependent on what you count).

Assuming you haven't changed the visibility range from the startup default of 
~16 km yet, checking with satellite images you should get about 1/12 of the 
greater LA urban area at startup, that means you generate 340k * 12 = 4 M 
houses in the greater LA area. The average number of people per household in 
the LA area was about 2.9 in 2006, so we have just populated Greater LA with 
~12 million inhabitants - seems okay.

Here's the catch:

That's just assuming that the number of households per house is really 1 - but 
I think this assumption doesn't hold in dense urban areas, you can easily have 
10 parties living in a larger building (even while I was living in Durham, NC 
we had 14 households in one building - and Durham NC had plenty of space to 
spare). Assuming for the sake of the argument that we might have on average 5 
households per building in a dense urban area,  we'd be overestimating the 
actual population by a factor 4.5.

= use less, but somewhat larger buildings.

Cheers,

* Thorsten
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Re: [Flightgear-devel] Random Buildings - memory consumption

2012-05-23 Thread Emilian Huminiuc
On Wednesday 23 May 2012 10:23:12 Renk Thorsten wrote:
  Using the default random building density,  the tiles that are loaded
  initially when sitting on the runway generates ~ 340k random
  buildings.
 
 We might be generating too many buildings then?
 
 The greater Los Angeles area has between 13 and 16 million inhabitants
 (dependent on what you count).
 
 Assuming you haven't changed the visibility range from the startup default
 of ~16 km yet, checking with satellite images you should get about 1/12 of
 the greater LA urban area at startup, that means you generate 340k * 12 = 4
 M houses in the greater LA area. The average number of people per household
 in the LA area was about 2.9 in 2006, so we have just populated Greater LA
 with ~12 million inhabitants - seems okay.

Besides being totally off topic, you can't do that direct comparison. First 
off, our default scenery lacks a lot of detail in the urban area boundaries in 
that area thus marking a far larger area as being urban - a far larger area 
on which to generate buildings;  second,  the generated random buildings are a 
mixed set of residential and comercial/office buildings, so the math is a bit 
off there.

 
 Here's the catch:
 
 That's just assuming that the number of households per house is really 1 -
 but I think this assumption doesn't hold in dense urban areas, you can
 easily have 10 parties living in a larger building (even while I was living
 in Durham, NC we had 14 households in one building - and Durham NC had
 plenty of space to spare). Assuming for the sake of the argument that we
 might have on average 5 households per building in a dense urban area, 
 we'd be overestimating the actual population by a factor 4.5.
 
 = use less, but somewhat larger buildings.

Actualy the Geater LA + Inland Empire area should use more somewhat small 
buildings, as the overwhelming majority of the residential buildings in that 
area are individual houses, all the way  E to San Bernardino.

 
 Cheers,
 
 * Thorsten

Emilian


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Re: [Flightgear-devel] Random Buildings - memory consumption

2012-05-23 Thread Stuart Buchanan
On Wed, May 23, 2012 at 11:54 AM, Emilian Huminiuc wrote:
 Besides being totally off topic, you can't do that direct comparison.

I don't think it's off-topic.  The parameters I've used for generating random
buildings are somewhat a guess based on the densly populated regions of
the UK

 First
 off, our default scenery lacks a lot of detail in the urban area boundaries in
 that area thus marking a far larger area as being urban - a far larger area
 on which to generate buildings;  second,  the generated random buildings are a
 mixed set of residential and comercial/office buildings, so the math is a bit
 off there.

This is all parameterizable and controlled from the materials.xml file.  One can
easily change materials.xml to generate more commercial/office
buildings if that's
the right way forward.

At the moment, we generate mainly office/commercial/apartment blocks for Urban,
and lower office blocks and houses in Suburban/Town.

 Here's the catch:

 That's just assuming that the number of households per house is really 1 -
 but I think this assumption doesn't hold in dense urban areas, you can
 easily have 10 parties living in a larger building (even while I was living
 in Durham, NC we had 14 households in one building - and Durham NC had
 plenty of space to spare). Assuming for the sake of the argument that we
 might have on average 5 households per building in a dense urban area,
 we'd be overestimating the actual population by a factor 4.5.

 = use less, but somewhat larger buildings.

 Actualy the Geater LA + Inland Empire area should use more somewhat small
 buildings, as the overwhelming majority of the residential buildings in that
 area are individual houses, all the way  E to San Bernardino.

So, are these areas defined as Urban, or Suburban/Town in our global scenery?

-Stuart

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Re: [Flightgear-devel] Random Buildings - memory consumption

2012-05-23 Thread Stuart Buchanan
On Wed, May 23, 2012 at 11:23 AM, Renk Thorsten wrote:
 Using the default random building density,  the tiles that are loaded
 initially when sitting on the runway generates ~ 340k random
 buildings.

 We might be generating too many buildings then?

 The greater Los Angeles area has between 13 and 16 million inhabitants 
 (dependent on what you count).

 Assuming you haven't changed the visibility range from the startup default of 
 ~16 km yet, checking with satellite images you should get about 1/12 of the 
 greater LA urban area at startup, that means you generate 340k * 12 = 4 M 
 houses in the greater LA area. The average number of people per household in 
 the LA area was about 2.9 in 2006, so we have just populated Greater LA with 
 ~12 million inhabitants - seems okay.

It was using METAR so I don't recall the actual visibility. The 340k
number is the total number of buildings generated after sitting on the
runway for 5 minutes. I don't know how many tiles are initially
loaded, and therefore how much scenery is generated.

-Stuart

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Re: [Flightgear-devel] Random Buildings - memory consumption

2012-05-23 Thread Emilian Huminiuc
On Wednesday 23 May 2012 12:10:16 Stuart Buchanan wrote:
  
  Actualy the Geater LA + Inland Empire area should use more somewhat small
  buildings, as the overwhelming majority of the residential buildings in
  that area are individual houses, all the way  E to San Bernardino.
 
 So, are these areas defined as Urban, or Suburban/Town in our global
 scenery?
 
 -Stuart

Just by looking at how the terrain is textured in FG, I can say they are 
defined as Urban.

Emilian.


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Re: [Flightgear-devel] Random Buildings - memory consumption

2012-05-23 Thread Renk Thorsten
 Besides being totally off topic, you can't do that direct comparison.  
 First off, our default scenery lacks a lot of detail in the urban area  
 boundaries in
 that area thus marking a far larger area as being urban - a far larger  
 area on which to generate buildings

That'd makes my point actually stronger, no? if you overestimate the area, you 
overestimate population even worse :-)

  second,  the generated random buildings  
 are a mixed set of residential and comercial/office buildings, so the math is 
  
 a bit off there.

Is it indeed? (No, the math is of course not off  - if anything the assumption 
that the number of households per house is five might be off, all else is basic 
arithmetics and actual numbers). The math is an order of magnitude estimate, 
not some exact computation. You want to hit the right order of magnitude, not 
get it within 20% accuracy. For the record, I see all the pitfalls of the 
approach right lined up (holiday homes, unoccupied homes currently for rent or 
sale, mobile home trailer parks, official buildings, commercial buildings,...).

So you think that I'm off and the number of households per house in US cities 
is in fact unity? Doesn't fit my recollections of New York, San Francisco, 
Denver, ... admittedly I've never been to LA. It seems terribly difficult to 
get an actual number for the quantity, I haven't been able to google anything.

 Actualy the Geater LA + Inland Empire area should use more somewhat small
 buildings, as the overwhelming majority of the residential buildings in  
 that area are individual houses, all the way  E to San Bernardino.

We're not talking a regionalized building placement concept here... we're doing 
an order of magnitude case study for our average US-themed city.

* Thorsten
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Re: [Flightgear-devel] Random Buildings - memory consumption

2012-05-23 Thread Emilian Huminiuc
On Wednesday 23 May 2012 14:16:02 Emilian Huminiuc wrote:
  
  So, are these areas defined as Urban, or Suburban/Town in our global
  scenery?
  
  -Stuart
 
 Just by looking at how the terrain is textured in FG, I can say they are
 defined as Urban.
 

And the mapserver seems to agree with that assumption:

http://mapserver.flightgear.org/map/?lon=-118.18562lat=33.91857zoom=11layers=0B00TFFFTFFFTFFF


Emilian

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Re: [Flightgear-devel] Random Buildings - memory consumption

2012-05-23 Thread Emilian Huminiuc
On Wednesday 23 May 2012 11:20:28 Renk Thorsten wrote:

 We're not talking a regionalized building placement concept here... we're
 doing an order of magnitude case study for our average US-themed city.
 
 * Thorsten

No, I think you're extrapolating from a particularly bad case of mismatch 
between reality and simulation. I wasn't talking about regionalized building 
placement, I was talking about bad landclass representation in that particular 
area, representation from which come the figures you used to do the math to 
compare with reality.

Emilian

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Re: [Flightgear-devel] Random Buildings - memory consumption

2012-05-23 Thread Renk Thorsten
 No, I think you're extrapolating from a particularly bad case of mismatch
 between reality and simulation. I wasn't talking about regionalized  
 building
 placement, I was talking about bad landclass representation in that  
 particular
 area, representation from which come the figures you used to do the math  
 to compare with reality.

A more constructive argument would have been to present your own 
counter-estimate, rather than calling all irrelevant... I think it's actually 
interesting that we can do such order of magnitude consistency checks.

* Thorsten


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Re: [Flightgear-devel] Random Buildings - memory consumption

2012-05-23 Thread Emilian Huminiuc
On Wednesday 23 May 2012 12:05:05 Renk Thorsten wrote:
  No, I think you're extrapolating from a particularly bad case of mismatch
  between reality and simulation. I wasn't talking about regionalized
  building
  placement, I was talking about bad landclass representation in that
  particular
  area, representation from which come the figures you used to do the math
  to compare with reality.
 
 A more constructive argument would have been to present your own
 counter-estimate, rather than calling all irrelevant... I think it's
 actually interesting that we can do such order of magnitude consistency
 checks.
 
 * Thorsten

Keeping your initial assumption of default visibility, you'd get at least 6 
tiles loaded, that makes for ~600 sq miles, wich is ~1/8 of the LA 
Metropolitan Statistical area, 
8*340k ~ 2.7 million buildings for a population of ~12.8 million, 
that gives about 4.75 persons / building.

Assuming 1/3 of the buildings are actualy  represented as commercial/office 
that gets us to ~7persons/building or around 2households/building,
which would be about right if it were residential, but is of course wrong for 
the apartment buildings;  that is not the algorithm that's at fault, that's 
the underlying representation of the terrain (which should have just the core 
of the bigger cities in the area mapped as urban, and te rest as 
residential/town)

Disclaimer:
All this ignores the fact that Stuart was actualy using the live weather hence 
we don't actualy know the visibility/ number of tiles loaded, that we don't 
know which way he was facing, the fact that in reality just 1/6 of the surface 
loaded at startup is dense urban area, while the rest is residential, and wide 
spaced commercial/business area, etc. 

Emilian

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Re: [Flightgear-devel] Random Buildings - memory consumption

2012-05-23 Thread Björn Kesten
Would trimming down building variety help?

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Re: [Flightgear-devel] Random Buildings - memory consumption

2012-05-23 Thread Stuart Buchanan
On Wed, May 23, 2012 at 2:38 PM, Björn Kesten wrote:
 Would trimming down building variety help?

Unfortunately not.  Individual buildings aren't instantiations
of a small number of objects, as the random vegetation is.

Instead, a huge group of buildings are a single OSG object,
which limits the OSG overhead and means they are very
efficient to render.

-Stuart

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Re: [Flightgear-devel] Random Buildings - memory consumption

2012-05-23 Thread Björn Kesten
In other words, object batching is imlemented and used. Good to know, thanks.

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Re: [Flightgear-devel] Random Buildings - memory consumption

2012-05-23 Thread Frederic Bouvier
Hi Stuart,

 De: Stuart Buchanan
 
 On Wed, May 23, 2012 at 2:38 PM, Björn Kesten wrote:
  Would trimming down building variety help?
 
 Unfortunately not.  Individual buildings aren't instantiations
 of a small number of objects, as the random vegetation is.
 
 Instead, a huge group of buildings are a single OSG object,
 which limits the OSG overhead and means they are very
 efficient to render.

There is an OpenGL feature that is available in OSG : you can instantiate the 
same geometry multiple times. You prepare the geometry once and when adding the 
primitive set (IIRC) you specify an optional number of instances. The vertex 
shader is call the number of instance specified times with a predefined uniform 
gl_InstanceID set from 1 to n. Of course, as you don't want your geometry draw 
n times at the same place, you have to compute the placement of objects inside 
the vertex shader using gl_InstanceID. Either you compute placement with an 
algorithm inside the shader, or you provide a matrix array uniform that you can 
index with gl_InstanceID.

see http://www.opengl.org/wiki/Vertex_Specification#Instancing for a less 
nebulous explanation ;)

Regards,
-Fred

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Re: [Flightgear-devel] Random Buildings - memory consumption

2012-05-23 Thread Martin Spott
Emilian Huminiuc wrote:

 http://mapserver.flightgear.org/map/?lon=-118.18562lat=33.91857zoom=11layers=0B00TFFFTFFFTFFF

Just as a reminder the colour legend is here:

  http://wiki.osgeo.org/wiki/LandcoverDB_CS_Detail

Cheers,
Martin.
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Re: [Flightgear-devel] Random buildings improvements - phase 2

2012-05-13 Thread Emilian Huminiuc
On Saturday 12 May 2012 21:49:46 Stuart Buchanan wrote:

 Unfortunately, it appears to no longer work when the lightfield shader
 is enabled - the buildings all lose their textures.
 
 I've had a look at the hierarchy of effects files, but can't see any
 obvious problem.  Do you have any idea what might be going wrong?
 
 -Stuart

I've pushed a fix for this one.

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Re: [Flightgear-devel] Random buildings improvements - phase 2

2012-05-12 Thread Stuart Buchanan
On Thu, May 3, 2012 at 7:29 AM, Renk Thorsten wrote:
 Since the random buildings are now in the effect system, I've run a few tests 
 with the lightfield shaders yesterday.

 The good news is: It works just fine.

With some help from Emilian,  we've changed the buildings to make use
of the mode-combined-deferred effect, to allow specular mapping (so
windows are look more realistic) as well as multiple lightmaps.

Unfortunately, it appears to no longer work when the lightfield shader
is enabled - the buildings all lose their textures.

I've had a look at the hierarchy of effects files, but can't see any
obvious problem.  Do you have any idea what might be going wrong?

-Stuart

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Re: [Flightgear-devel] Random buildings improvements - phase 2

2012-05-05 Thread Gene Buckle
 The guy with the i5@3.3/8G/GT450 (and taking 50ms/frame for full-noise
 rembrandt) has a crapton of hardware grunt -- no current commercial
 game is going to bring that machine to its knees -- we're just *slow*.

X-Plane 10 would kill it dead as a post. :)

g.

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Re: [Flightgear-devel] Random buildings improvements - phase 2

2012-05-05 Thread Björn Kesten
On Sat, May 5, 2012 at 8:07 AM, Gene Buckle ge...@deltasoft.com wrote:
 The guy with the i5@3.3/8G/GT450 (and taking 50ms/frame for full-noise
 rembrandt) has a crapton of hardware grunt -- no current commercial
 game is going to bring that machine to its knees -- we're just *slow*.

 X-Plane 10 would kill it dead as a post. :)

So would FSX with the right settings and add-ons.

In fact, flightsims are the biggest performance killers in town.
Shooters just can't compare.

B.

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Re: [Flightgear-devel] Random buildings improvements - phase 2

2012-05-04 Thread Renk Thorsten
 For the purpose of making the tests more comparable, would not it be
 better to use a standard setting/script/options which would set FG to
 some defined state?

In this case clearly no. I'm interested in the relative change matrix of 
framerates for two features being on or off, not in the absolute scale factor 
(which depends on things like screen resolution, whether the binary is debug 
mode or release mode, ...). Stuart's post contains all the information I want 
to know whereas a defined state would not contain that information.

I'm simply not interested if some people have an overall faster computer, I 
know that. I'm interested in relative scaling properties.

* Thorsten 
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Re: [Flightgear-devel] Random buildings improvements - phase 2

2012-05-04 Thread Alan Teeder


-Original Message- 
From: Renk Thorsten
Sent: Friday, May 04, 2012 1:31 PM
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Random buildings improvements - phase 2

 For the purpose of making the tests more comparable, would not it be
 better to use a standard setting/script/options which would set FG to
 some defined state?

In this case clearly no. I'm interested in the relative change matrix of 
framerates for two features being on or off, not in the absolute scale 
factor (which depends on things like screen resolution, whether the binary 
is debug mode or release mode, ...). Stuart's post contains all the 
information I want to know whereas a defined state would not contain that 
information.

I'm simply not interested if some people have an overall faster computer, I 
know that. I'm interested in relative scaling properties.

* Thorsten
--
However it may be of general interest to find the relationship between 
computers and current FG performance.

At the moment it seems to me that FG requirements are increasing faster than 
the performance of affordable computers.  A few months ago I was getting 
over 60 fps with an Intel i5-2500k CPU @3.30GHz, 8Gb Ram,  Nvidia GTS 450 
combination. This is now down to 40 (no Rembrandt) and less than 20 (with 
Rembrandt).

Alan 


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Re: [Flightgear-devel] Random buildings improvements - phase 2

2012-05-04 Thread James Turner

On 4 May 2012, at 14:21, Alan Teeder wrote:

 At the moment it seems to me that FG requirements are increasing faster than 
 the performance of affordable computers.  A few months ago I was getting 
 over 60 fps with an Intel i5-2500k CPU @3.30GHz, 8Gb Ram,  Nvidia GTS 450 
 combination. This is now down to 40 (no Rembrandt) and less than 20 (with 
 Rembrandt).

It would certainly be good for you to find what caused the non-Rembrandt 
slow-down, since the only thing that should possibly have happened in that time 
is shader changes - nothing in the C++ scene that should make such a large 
difference.

James


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Re: [Flightgear-devel] Random buildings improvements - phase 2

2012-05-04 Thread Renk Thorsten

 At the moment it seems to me that FG requirements are increasing faster  
 than the performance of affordable computers. 

I can't confirm that. The 'bare' current binary (= all shaders off) runs even a 
bit faster for me than previous releases.

I think one clearly needs to distinguish between requirements to run fgfs and 
requirements to put all shaders to maximum, run dense AI traffic in the 
background and have goodies like movable jetways. The requirements for all 
shaders to max. are clearly growing quite fast. 

I agree that for this question, a standardized benchmark would be useful.

* Thorsten
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Re: [Flightgear-devel] Random buildings improvements - phase 2

2012-05-04 Thread Geoff McLane
 I agree that for this question, a standardized benchmark would be useful.

Hi,

Not exactly 'standardized' but certainly agree the 
some comparative information is important, not only 
which video/resolution/OS/...

These were all run as default, noon, full screen, 
1440x900, c172p, motor idling, KSFO 10L, for about 
5 minutes each... the last is SG/FG git about 17:00 
hours UTC today...

Various versions currently available - in Ubuntu 
10.04 LTS - all compiled from git source...
fg3  2008-09-01 - 46 fps
fg4  2009-03-26 - 46 fps
fg5  2009-04-18 - 47 fps - highest
fg6  2009-06-26 - 46 fps
no 2010 not archived, until...
fg14 2011-04-26 - 43 fps
fg15 2011-06-03 - 40 fps
fg16 2011-11-01 - 40 fps
fg17 2011-10-30 - 32 fps
fg18 2011-11-15 - 27 fps
fg19 2012-01-16 - 22 fps - lowest
fg20 2012-05-01 - 32 fps
fg20 2012-05-04 - 32 fps

This is of course without rembrandt, and not 
specifically enabling/disabling ANYTHING, although 
perhaps internal default were changed...

Of course I hope we can someday return to the fps 
I got for most of 2009 ;=)) but do understand new 
'features', subsystems, etc - in short improvements 
in the 'real' experience - can cost fps, perhaps 
never to be recovered...

HTH.

Regards,
Geoff.

PS: Can someone remind me the --prop:/sim/??? to 
set from the command line to show frame rate - to 
avoid the need to View - Display Options to click 
it into existence - tks. Of course I would prefer 
it be enabled by default ;=))



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Re: [Flightgear-devel] Random buildings improvements - phase 2

2012-05-04 Thread Alan Teeder


-Original Message- 
From: James Turner
Sent: Friday, May 04, 2012 2:32 PM
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Random buildings improvements - phase 2


On 4 May 2012, at 14:21, Alan Teeder wrote:

 At the moment it seems to me that FG requirements are increasing faster 
 than
 the performance of affordable computers.  A few months ago I was getting
 over 60 fps with an Intel i5-2500k CPU @3.30GHz, 8Gb Ram,  Nvidia GTS 450
 combination. This is now down to 40 (no Rembrandt) and less than 20 (with
 Rembrandt).

It would certainly be good for you to find what caused the non-Rembrandt 
slow-down, since the only thing that should possibly have happened in that 
time is shader changes - nothing in the C++ scene that should make such a 
large difference.

James


--

James

You made me think (no funny jokes please).

So  I removed  -enable-rembrandtfrom system.fgfsrc and got 60fps again.

Therefore my post should have read 40 fps (no shadows), and less than 20 
(with shadows) as that is what I did, stupidly thinking that the shadows 
button would turn Rembrandt off.

Sorry for the misleading post, but I think that my comment about increasing 
power requirements still holds good.

On the subject of shadows, I am seeing very clear black shadows when it is 
raining.  I don´t recall ever seeing these in real life, even on rainbow 
days. Making raindrop shadows must eat up a lot of CPU/GPU wherever it is 
done.

Thanks for waking up my brain . ;)

Alan 


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Re: [Flightgear-devel] Random buildings improvements - phase 2

2012-05-04 Thread Chris Forbes
I would be happy to set up an automated are we fast yet-style system
for FG. It would be nice to have perhaps 10 minutes worth of
(representative) test that the machine can just run against every
commit.

What hardware do people think is actually a sensible baseline?

The guy with the i5@3.3/8G/GT450 (and taking 50ms/frame for full-noise
rembrandt) has a crapton of hardware grunt -- no current commercial
game is going to bring that machine to its knees -- we're just *slow*.

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Re: [Flightgear-devel] Random buildings improvements - phase 2

2012-05-03 Thread Renk Thorsten
Since the random buildings are now in the effect system, I've run a few tests 
with the lightfield shaders yesterday.

The good news is: It works just fine.

The bad news is: It eats performance like mad.

For comparison: Without lightfield shading, I had a test case involving a large 
urban area (Las Vegas in this case) in which I had 30 fps given the weather 
without any buildings. Populating the city with random buildings at density 1.6 
reduced me to 28 fps. Using the urban shader effect (quality 3 I think)  
instead gave me 25 fps. I think this is more or less what Stuart is seeing as 
well (?).

With Lightfield shading on, Las Vegas in about the same test case without 
buildings comes with 20 fps. With random buildings, I'm down to 10 fps even for 
a density as low as 0.5 (urban shader isn't implemented in the scheme, so no 
number here).

This indicates there's some scaling going on which I don't really understand. 
The additional amount of vertices thrown in by the buildings doesn't seem to be 
so large that the dramatic framerate loss could be explained. The two shading 
strategies seem to scale drastically different, and I have no real idea why. I 
don't think it's a problem with the random buildings, more something I don't 
really understand. Maybe I should try to come up with a distinct model shader, 
putting more work to the fragment part based on the theory that buildings are 
often more vertices than pixels?

* Thorsten
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Re: [Flightgear-devel] Random buildings improvements - phase 2

2012-05-03 Thread Stuart Buchanan
On Thu, May 3, 2012 at 7:29 AM, Renk Thorsten  wrote:
 Since the random buildings are now in the effect system, I've run a few tests 
 with the lightfield shaders yesterday.

 The good news is: It works just fine.

 The bad news is: It eats performance like mad.

 For comparison: Without lightfield shading, I had a test case involving a 
 large urban area (Las Vegas in this case) in which I had 30 fps given the 
 weather without any buildings. Populating the city with random buildings at 
 density 1.6 reduced me to 28 fps. Using the urban shader effect (quality 3 I 
 think)  instead gave me 25 fps. I think this is more or less what Stuart is 
 seeing as well (?).

On my system I get the following just SE of KSFO facing the city at
~155 degrees):
- No buildings: 27fps
- Random buildings (density 1.6 though it doesn't make any difference
on my system): 27fps
- Urban Shader (Quality 2): 22fps

Skydome switched on (apologies if this != Lighfield):
- Random buildings: 20fps
- No buildings: 21fps

(Note that I'm see a lot of variability when I start changing values
in the Rendering Options menu and then reloading the tiles.  On
startup with Random Buildings switched on, I get 35fps)

So, it looks like there's a lot of variability in performance impact
depending on people's specific systems.

-Stuart

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Re: [Flightgear-devel] Random buildings improvements - phase 2

2012-05-02 Thread Gene Buckle
On Tue, 1 May 2012, Stuart Buchanan wrote:

 Hi All,

 I've just committed a change that adds emissive lighting to the random
 buildings:

 http://www.nanjika.co.uk/flightgear/buildings-evening.jpg

That looks fantastic Stuart!

It'll be cool when you can fly over and catch someone playing Tetris on 
the side of one of those buildings. :D

g.

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Re: [Flightgear-devel] Random buildings improvements - phase 2

2012-05-02 Thread Jon Stockill
On Wed, 2 May 2012 07:17:45 -0700 (PDT), Gene Buckle wrote:
 On Tue, 1 May 2012, Stuart Buchanan wrote:

 Hi All,

 I've just committed a change that adds emissive lighting to the 
 random
 buildings:

 http://www.nanjika.co.uk/flightgear/buildings-evening.jpg

 That looks fantastic Stuart!

 It'll be cool when you can fly over and catch someone playing Tetris 
 on
 the side of one of those buildings. :D

Damnit, now I need to find time to model the green building at MIT and 
write tetris in nasal!

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Re: [Flightgear-devel] Random buildings improvements - phase 2

2012-05-02 Thread Stuart Buchanan
On Wed, May 2, 2012 at 4:18 PM, Björn Kesten wrote:
 Stu, do you have plans to regionalize the autogenerated buildings?

This is already supported in the code, and just needs someone to spend
some time creating textures and changing some XML.

The buildings (including the texture to use) are defined in materials.xml,
and you can assign different building sizes and distributions to different
material types.  You can already see that in the difference between Urban
and Town/Suburban areas.

We already have the ability to select a terrain material based on a condition
statement,  which is evaluated when the tile is loaded, so it is a very easy
job to create a new material definition for a given region using a condition
statement that checks /position/latitude-deg and /position/longitude-deg

I've still to document the new lightmap texture parameter (it's called
building-lightmap)
but the rest of the parameters are documented in data/Docs/README.materials
if you want to have a play.

Thorsten Renk mentioned that he is looking at integrating Adrian's modified
textures,  possibly making some of them regionalized.  I'm sure you could
work with him on this by contributing some more realistic building definitions.

Both the current building texture and the lightmap are really just
proof of concepts.
I'm not very talented as a texture artist, so there's plenty of scope
for improving them.
tigert on the IRC channel has already been looking at improving the
textures, and
i4dnf also mentioned he would be as well.

-Stuart



You can define the buildings on

 If so, one could lift the concept from MSFS. They assigned a
 letter-code to every global region (e.g. Germany and Scandinavia was
 K) and thus, you didn't have american wooden houses in Germany or
 cobblestone houses in Asia.
 This could be done with kind of a show up in region [A,C,D,H] tag
 for every model and a global regions definition file or similar.



 B.

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Re: [Flightgear-devel] Random buildings improvements - phase 2

2012-05-02 Thread Björn Kesten
Good to know, thanks.

Texture work is not important, since there's way more people who know
their way around PS/GIMP than people who can code such autogen
systems. :)

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Re: [Flightgear-devel] Random buildings improvements - phase 2

2012-05-02 Thread Gene Buckle
On Wed, 2 May 2012, Jon Stockill wrote:


 http://www.nanjika.co.uk/flightgear/buildings-evening.jpg

 That looks fantastic Stuart!

 It'll be cool when you can fly over and catch someone playing Tetris
 on
 the side of one of those buildings. :D

 Damnit, now I need to find time to model the green building at MIT and
 write tetris in nasal!

\o/

g.

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Re: [Flightgear-devel] Random Buildings improvements - phase 1

2012-04-30 Thread Renk Thorsten
 I've just checked in a change so the buildings now use the Effects
 system properly,  which includes a global cache of the textures.  This
 might help.

Nice - have to try this. 

Btw - could you take a look at the ambient value of the material declaration? I 
have the feeling it is very low, I'm getting very black shadows for low sun, 
much more than for the typical static building.

* Thorsten
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Re: [Flightgear-devel] Random Buildings improvements - phase 1

2012-04-30 Thread Stuart Buchanan
On Mon, Apr 30, 2012 at 11:56 AM, Renk Thorsten wrote:
 Btw - could you take a look at the ambient value of the material declaration? 
 I have the feeling it is very low, I'm getting very black shadows for low 
 sun, much more than for the typical static building.

From memory, I've set it to 0.3.  It is configurable in the
data/Effects/buidling.eff file under parameters/material/ambient if
you want to have a look yourself.  I'm happy to accept a change to the
value - I haven't spent any time tuning it.

-Stuart

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Re: [Flightgear-devel] Random Buildings improvements - phase 1

2012-04-30 Thread Renk Thorsten
 From memory, I've set it to 0.3.  It is configurable in the
 data/Effects/buidling.eff file under parameters/material/ambient if
 you want to have a look yourself.  I'm happy to accept a change to the
 value - I haven't spent any time tuning it.

Okay, that explains it.

I think it should be in the range 0.7-1 - our ambient light is about half of 
the diffuse light (0.5, 0.5, 0.5) vs (1,1,1) - if the material declares ambient 
to 0.3, you get shadows which are then 0.15 times the base color - which is way 
too dark as compared with how terrain or most of the models are shaded in 
indirect light.

Cheers,

* Thorsten
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Re: [Flightgear-devel] Random Buildings

2012-04-28 Thread Gijs de Rooy

 Heiko wrote:
 With todays GIT it seems to me that the buttons in all dialogs are much 
 smaller 
 than before- optical illusion, or does someone else noticed it?

I've noticed the same on every dialog, except advanced weather...

Gijs
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Re: [Flightgear-devel] Random Buildings improvements - phase 1

2012-04-28 Thread James Turner

On 28 Apr 2012, at 20:10, Stuart Buchanan wrote:

 3) I've reduce the number of Drawables generated by reducing the quad
 tree depth from 3 to 2, and reducing the number of LoD leaf nodes from
 10 to 4. James Turner - I'd be very interested if this change improves
 your framerates.

Sadly no (I already tried 3 to 2 and 10 to 2 - the number of drawables and 
primitive sets drops, but that's clearly not the bottleneck in this case).

So I still go from 50fps to 33ish over EGPH with density = 1  not great 
(but flyable)

One thing I did notice - you're creating a state set for each bin, based on 
texture. I think you want to globally cache those by texture (all the other 
parameters are fixed anyway, right?), so that OSG can see that all the 
prim-sets in different bins share a state set, and hence reduce state changes.

James


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Re: [Flightgear-devel] Random Buildings

2012-04-26 Thread Frederic Bouvier
Hi Stuart,

 On Wed, Apr 25, 2012 at 10:33 AM, Renk Thorsten wrote:
  Hm... I'm getting good performance, but the rendering of the random
  buildings do not seem to go via model-default.eff - they respond
  to the normal visibility, but not to the terrain haze layer, so
  they remain visible when I turn on heavy ground fog. Is there a
  conceptual problem, or can this be fixed?
 
 You are correct - they aren't using model-default.eff or indeed any
 part of the Effects system right now (which is why they don't work
 properly with Rembrandt either).
 
 There's no conceptual problem - I just haven't worked out how to
 integrate the Effects properly yet. I'm sure it's a five minute job
 for someone who knows more about the Effects C++ code than I do.

Is there a reason it could be different than for the trees ?
Look in TreeBin.cxx to see how it was done. This was my example to 
do light animations btw.

Regards
-Fred

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Re: [Flightgear-devel] Random Buildings

2012-04-26 Thread James Turner

On 25 Apr 2012, at 14:56, Stuart Buchanan wrote:

 If you're going to be looking in the code anyway, the depth of the
 quad tree is set in some constants at the top of the SGBuildingBin.cxx
 file, and (IIRC) the LoD range is also set up there, so you could see
 if reducing the depth makes a difference.

Found at least part of the issue: BIND_PER_PRIMITIVE should be avoided - it 
forces OSG to use manual calls, at least for me. Changing the normal binding to 
vertex (at 4x the memory for the normal array) gets the performance back to 
'sane'. There's still quite a big FPS hit (eg, 50 FPS down to 30FPS over the 
centre of Edinburgh), but it's not 'crazy-off-the-scale-slow'.

I did a check, and fortunately nothing else in our code is using 
BIND_PER_PRIMITIVE.

James

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Re: [Flightgear-devel] Random Buildings

2012-04-26 Thread Björn Kesten
Vivian:

A combination of canopy features with individual features scattered
around the edge?
Just like in the Enemy Engaged series of helicopter sims?

(See picture)
http://www.nexgam.de/media/cache/nexgam/img/articles/8753/Enemy-Engaged-Comanche-vs-Hokum-1.jpg

I say this would be a viable option for rendering patches of forest.
If the canopy texture can be spiced up with e.g. a bump map, you'd get
a fairly good looking, but still fast result.


B.

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Re: [Flightgear-devel] Random Buildings

2012-04-26 Thread Vivian Meazza
Björn

 
 Vivian:
 
 A combination of canopy features with individual features scattered around
 the edge?
 Just like in the Enemy Engaged series of helicopter sims?
 
 (See picture)
 http://www.nexgam.de/media/cache/nexgam/img/articles/8753/Enemy-
 Engaged-Comanche-vs-Hokum-1.jpg
 
 I say this would be a viable option for rendering patches of forest.
 If the canopy texture can be spiced up with e.g. a bump map, you'd get a
 fairly good looking, but still fast result.
 

That’s what I had in mind. Perhaps we could use individual trees (outliers)
around the edges. It's not an original idea.

Vivian 



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Re: [Flightgear-devel] Random Buildings

2012-04-26 Thread Björn Kesten
Vivian:

It surely isn't, but who cares, as long as it works.
(It works very well in Enemy Engaged and still looks quite good,
despite being from 1999 (original version).)



B.

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Re: [Flightgear-devel] Random Buildings

2012-04-26 Thread Stuart Buchanan
2012/4/26 Björn Kesten :
 Vivian:

 A combination of canopy features with individual features scattered
 around the edge?
 Just like in the Enemy Engaged series of helicopter sims?

 (See picture)
 http://www.nexgam.de/media/cache/nexgam/img/articles/8753/Enemy-Engaged-Comanche-vs-Hokum-1.jpg

 I say this would be a viable option for rendering patches of forest.
 If the canopy texture can be spiced up with e.g. a bump map, you'd get
 a fairly good looking, but still fast result.

IIRC we already have this available, using a geometry shader at very
high shader quality settings.
I don't recall the landclass that uses it,  but I do recall at one
point seeing it in-use just off the side
of KLVK in the past.

Personally, I prefer the look of individual trees, and on my system
the trees are less expensive than a
geometry shader.

-Stuart

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Re: [Flightgear-devel] Random Buildings

2012-04-26 Thread Mathias Fröhlich

Hi,

On Thursday, April 26, 2012 08:32:19 James Turner wrote:
 On 25 Apr 2012, at 14:56, Stuart Buchanan wrote:
  If you're going to be looking in the code anyway, the depth of the
  quad tree is set in some constants at the top of the SGBuildingBin.cxx
  file, and (IIRC) the LoD range is also set up there, so you could see
  if reducing the depth makes a difference.
 
 Found at least part of the issue: BIND_PER_PRIMITIVE should be avoided - it
 forces OSG to use manual calls, at least for me. Changing the normal
 binding to vertex (at 4x the memory for the normal array) gets the
 performance back to 'sane'. There's still quite a big FPS hit (eg, 50 FPS
 down to 30FPS over the centre of Edinburgh), but it's not
 'crazy-off-the-scale-slow'.
 
 I did a check, and fortunately nothing else in our code is using
 BIND_PER_PRIMITIVE.

Yes, there is that 'fast path' and there is already a method at the geometry 
that tells you if it will run in the fast path or not.
I believe the method is areFastPathsUsed or something like that.
And it's a bit tricky to trigger the flags evaluation. But looking at the 
source helps.

In the end its all about if there is a corresponding OpenGL draw call that can 
just work on the unchanged arrays.

Nice work so far. From some distance it looks pretty good.
Thanks

Mathias

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Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread flightgear
 Yves:

 Towns are not point features. The vmap0 represents towns as points, but
 these particular points are parsed by terragear and turned into 1km by 1km
 polygons which are burned into the terrain. That gives the square
 appearance in the default scenery.


Hi John

Yes, I’m aware of this behaviour of terragear and vmap0. But I also
remember this town model, a european church-like building with some
houses grouped, all with same elevation. This looked very ugly i.e. in
mountain areas (half of the village in the hill, rest hovering over
terrain). And without this models you see this squares, which is the most
atypic form for a small housing scheme/settlement/village in most places
of the world.

When the random buildings can be used to represent a settlement in near
future and with new generated scenery I thought maybe it’s time to change
cs_town from point to polygon feature from the beginning of scenery
creation/digitizing now, and also remove this point to square option of
terragear completely. Without claiming to have complete overview myself, I
don’t know any natural landclass where such geometry make sense.

When it is not possible to change cs_town definition to polygon I will
vote for an additional landclass, even I’m sure we should reduce the
classes ...

-Yves




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Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread Stuart Buchanan
On Wed, Apr 25, 2012 at 9:03 AM,  wrote:
 Yes, I’m aware of this behaviour of terragear and vmap0. But I also
 remember this town model, a european church-like building with some
 houses grouped, all with same elevation. This looked very ugly i.e. in
 mountain areas (half of the village in the hill, rest hovering over
 terrain). And without this models you see this squares, which is the most
 atypic form for a small housing scheme/settlement/village in most places
 of the world.

I don't believe the town model has been used for some time. It was supersede
by the random object masking I introduced a while back.

-Stuart

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Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread Martin Spott
Stuart Buchanan wrote:

 I don't believe the town model has been used for some time. It was supersede
 by the random object masking I introduced a while back.

I think what John and Yves are talking about is the introduction of the
various zone_maison models for each spot (therefore the term
point-geometry) where just a single building is supposed to be
placed:

  
http://mapserver.flightgear.org/git/gitweb.pl?p=fgdata;a=blobdiff;f=materials.xml;h=0ccd5813d67dafeb144aa3869ca251570f4d8e5d;hp=aded880617f7f367c08df928abf2cde42a847dea;hb=b67df1d2c2a6a0e16cf5fd16f11eb5585fc27012;hpb=4fc9647ee594f3ae8db638a7186bd42db93437a9

  which leads to pretty obscure effects in many places.
Unfortunately Erik never bothered responding to this issue, therefore
it's uncertain wether he'd silently agree or silently disagree to
reverting the above commit.

Cheers,
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Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread Stuart Buchanan
On Wed, Apr 25, 2012 at 9:26 AM, Martin Spott wrote:
 Stuart Buchanan wrote:
 I don't believe the town model has been used for some time. It was supersede
 by the random object masking I introduced a while back.
 I think what John and Yves are talking about is the introduction of the
 various zone_maison models for each spot (therefore the term
 point-geometry) where just a single building is supposed to be
 placed:

  http://mapserver.flightgear.org/git/gitweb.pl?p=fgdata;a=blobdiff;f=materials.xml;h=0ccd5813d67dafeb144aa3869ca251570f4d8e5d;hp=aded880617f7f367c08df928abf2cde42a847dea;hb=b67df1d2c2a6a0e16cf5fd16f11eb5585fc27012;hpb=4fc9647ee594f3ae8db638a7186bd42db93437a9

   which leads to pretty obscure effects in many places.
 Unfortunately Erik never bothered responding to this issue, therefore
 it's uncertain wether he'd silently agree or silently disagree to
 reverting the above commit.

I've had a look at the relevant section of the re-organized material.xml file
(data/Materials/base/town-buildings.xml), and the zone_maison models
are no-longer present.

I think I simply removed them when I added the terrain masking as they
were no-longer required.

If random objects/buildings are floating above the surface, then
that's a bug in the random object/building code.

The random buildings are specifically created with a basement extending
10m below the x-y plane so they can be placed on a slope without
looking odd.

Some of the random objects do not have such a basement, so may have one
bottom edge overhanging on steep ground.

-Stuart

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Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread Erik Hofman
On Wed, 2012-04-25 at 08:26 +, Martin Spott wrote:
 Stuart Buchanan wrote:
 
  I don't believe the town model has been used for some time. It was supersede
  by the random object masking I introduced a while back.
 
 I think what John and Yves are talking about is the introduction of the
 various zone_maison models for each spot (therefore the term
 point-geometry) where just a single building is supposed to be
 placed:
 
   
 http://mapserver.flightgear.org/git/gitweb.pl?p=fgdata;a=blobdiff;f=materials.xml;h=0ccd5813d67dafeb144aa3869ca251570f4d8e5d;hp=aded880617f7f367c08df928abf2cde42a847dea;hb=b67df1d2c2a6a0e16cf5fd16f11eb5585fc27012;hpb=4fc9647ee594f3ae8db638a7186bd42db93437a9
 
   which leads to pretty obscure effects in many places.
 Unfortunately Erik never bothered responding to this issue, therefore
 it's uncertain wether he'd silently agree or silently disagree to
 reverting the above commit.

I don't mind if it gets reverted but I did respond and have stated I did
not have time to either create new building models (which is highly
needed anyhow) or revert it myself.

Erik


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Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread Martin Spott
Erik Hofman wrote:
 On Wed, 2012-04-25 at 08:26 +, Martin Spott wrote:

 Unfortunately Erik never bothered responding to this issue, therefore
 it's uncertain wether he'd silently agree or silently disagree to
 reverting the above commit.
 
 I don't mind if it gets reverted but I did respond [...]

Ah, looks like I've missed that one.

Sorry,
Martin.
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Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread James Turner

On 24 Apr 2012, at 22:09, Stuart Buchanan wrote:

 Feedback is welcome as always.

For me, the builds are extremely expensive - no idea why. The actual density 
doesn't make a huge different (1.0 vs 2.0, I will experiment more later). 

Eg my draw + GPU times go from 15msec to 100msec when I enable random 
buildings. This seems suspicious, since this a single state, texture and 
primitive set, right? I am testing over Berlin, so there's a lot of urban 
tiles, but even so, it's a very drastic change.

James


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Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread Stuart Buchanan
On Wed, Apr 25, 2012 at 10:06 AM, James Turner wrote:
 For me, the builds are extremely expensive - no idea why. The actual density 
 doesn't make a huge different (1.0 vs 2.0, I will experiment more later).

 Eg my draw + GPU times go from 15msec to 100msec when I enable random 
 buildings. This seems suspicious, since this a single state, texture and 
 primitive set, right? I am testing over Berlin, so there's a lot of urban 
 tiles, but even so, it's a very drastic change.


That's very suspicious.  There are a small number of states/primitive
sets being used (for LoD purposes).

Even at density=1.0 in a large urban area there will be many thousands
of additional vertices being drawn,  so it's possible that is
saturating your GPU.

One random thought - I think the texture (data/Textures/buildings.png)
may still have an alpha channel.  It might be worth checking if that's
the case, and removing it.  (I'm not at my FG computer right now so
can't check myself).

-Stuart

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Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread Renk Thorsten
Hm... I'm getting good performance, but the rendering of the random buildings 
do not seem to go via model-default.eff - they respond to the normal 
visibility, but not to the terrain haze layer, so they remain visible when I 
turn on heavy ground fog. Is there a conceptual problem, or can this be fixed?

* Thorsten
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Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread Stuart Buchanan
On Wed, Apr 25, 2012 at 10:33 AM, Renk Thorsten wrote:
 Hm... I'm getting good performance, but the rendering of the random buildings 
 do not seem to go via model-default.eff - they respond to the normal 
 visibility, but not to the terrain haze layer, so they remain visible when I 
 turn on heavy ground fog. Is there a conceptual problem, or can this be fixed?

You are correct - they aren't using model-default.eff or indeed any
part of the Effects system right now (which is why they don't work
properly with Rembrandt either).

There's no conceptual problem - I just haven't worked out how to
integrate the Effects properly yet. I'm sure it's a five minute job
for someone who knows more about the Effects C++ code than I do.

-Stuart

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Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread Vivian Meazza
Stuart

 -Original Message-
 From: Buchanan [mailto:stuar...@gmail.com]
 Sent: 25 April 2012 10:20
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Random Buildings
 
 On Wed, Apr 25, 2012 at 10:06 AM, James Turner wrote:
  For me, the builds are extremely expensive - no idea why. The actual
 density doesn't make a huge different (1.0 vs 2.0, I will experiment more
 later).
 
  Eg my draw + GPU times go from 15msec to 100msec when I enable
 random buildings. This seems suspicious, since this a single state,
texture and
 primitive set, right? I am testing over Berlin, so there's a lot of urban
tiles, but
 even so, it's a very drastic change.
 
 
 That's very suspicious.  There are a small number of states/primitive sets
 being used (for LoD purposes).
 
 Even at density=1.0 in a large urban area there will be many thousands of
 additional vertices being drawn,  so it's possible that is saturating your
GPU.
 
 One random thought - I think the texture (data/Textures/buildings.png) may
 still have an alpha channel.  It might be worth checking if that's the
case, and
 removing it.  (I'm not at my FG computer right now so can't check myself).
 

Looks good here - minimal impact on frame rate.

Well done

Vivian



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Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread Vivian Meazza
Stuart

 -Original Message-
 From: Stuart Buchanan [mailto:stuar...@gmail.com]
 Sent: 25 April 2012 10:20
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Random Buildings
 
 On Wed, Apr 25, 2012 at 10:06 AM, James Turner wrote:
  For me, the builds are extremely expensive - no idea why. The actual
 density doesn't make a huge different (1.0 vs 2.0, I will experiment more
 later).
 
  Eg my draw + GPU times go from 15msec to 100msec when I enable
 random buildings. This seems suspicious, since this a single state,
texture and
 primitive set, right? I am testing over Berlin, so there's a lot of urban
tiles, but
 even so, it's a very drastic change.
 
 
 That's very suspicious.  There are a small number of states/primitive sets
 being used (for LoD purposes).
 
 Even at density=1.0 in a large urban area there will be many thousands of
 additional vertices being drawn,  so it's possible that is saturating your
GPU.
 
 One random thought - I think the texture (data/Textures/buildings.png) may
 still have an alpha channel.  It might be worth checking if that's the
case, and
 removing it.  (I'm not at my FG computer right now so can't check myself).
 

It has an alpha channel

Vivian






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Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread Vivian Meazza


 -Original Message-
 From: Vivian Meazza [mailto:vivian.mea...@lineone.net]
 Sent: 25 April 2012 10:46
 To: 'FlightGear developers discussions'
 Subject: Re: [Flightgear-devel] Random Buildings
 


  One random thought - I think the texture (data/Textures/buildings.png)
  may still have an alpha channel.  It might be worth checking if that's
  the
 case, and
  removing it.  (I'm not at my FG computer right now so can't check
myself).
 
 
 It has an alpha channel
 

Removed in Git

Vivian



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Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread James Turner

On 25 Apr 2012, at 11:53, Vivian Meazza wrote:

 Removed in Git

Alas this makes no difference.

Performance drop is roughly linear in the building density, though I won't 
claim it's strictly linear. Given that this is an Ati 5770, I would be 
*extremely* surprised if I'm fill-rate limited.

Very suspicious.

James


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Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread Stuart Buchanan
On Wed, Apr 25, 2012 at 12:05 PM, James Turner wrote:
 Performance drop is roughly linear in the building density, though I won't 
 claim it's strictly linear. Given that this is an Ati 5770, I would be 
 *extremely* surprised if I'm fill-rate limited.

 Very suspicious.

Have you tried areas other than Berlin?

I must admit that I've only tested Edinburgh and San Francisco, which
may simply not have as much Urban area as Berlin.  I'll try Berlin
when I get the chance, but could you see if the same problem occurs at
EGPH and KSFO?

Also, there is a significant slow-down in scenery loading.  Is it
possible that background scenery loading might be affecting your
framerates (though I note that you've previously said that the
increase is in GPU and Draw time).

-Stuart

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Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread James Turner

On 25 Apr 2012, at 12:35, Stuart Buchanan wrote:

 I must admit that I've only tested Edinburgh and San Francisco, which
 may simply not have as much Urban area as Berlin.  I'll try Berlin
 when I get the chance, but could you see if the same problem occurs at
 EGPH and KSFO?
 
Yep, second run was at EGPH

 Also, there is a significant slow-down in scenery loading.  Is it
 possible that background scenery loading might be affecting your
 framerates (though I note that you've previously said that the
 increase is in GPU and Draw time).

Right, I can see that too. The draw / GPU times increases proportionally as the 
tiles (re-)load with buildings.

It points to the actual geometry being the limiting factor, which is very odd. 

James

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Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread James Turner

On 25 Apr 2012, at 12:56, James Turner wrote:

 Right, I can see that too. The draw / GPU times increases proportionally as 
 the tiles (re-)load with buildings.
 
 It points to the actual geometry being the limiting factor, which is very 
 odd. 

http://files.goneabitbursar.com/fg/no-buildings.png
http://files.goneabitbursar.com/fg/with-buildings-density-1.png

Observations 
- where did all the quads come from? Is my card going to a slow path to 
submit quads?

- why do I have an extra 300 drawables with building on, and why aren't 
they fast?
(and there seems to be one extra primitive set per drawable, 
fair enough...)

(there's obviously been a change in camera #1 too, but I'm ignoring that, 
hopefully that's reasonable)

I guess I can hack the code to builds tris instead of quads, and see if that 
matters. If it does I'm going to have fun updating *all* the code to only 
submit pure tris!

Other suggestions most welcome.

James


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Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread James Turner

On 25 Apr 2012, at 13:35, James Turner wrote:

 Other suggestions most welcome.

Emilian suggested I check random vegetation (which generates many more quads), 
at LOWI with vegetation off/onthe difference is from 50 fps down to 30ish, and 
quad count goes from 100k to 200k - but nothing like what happens for buildings 
with draw / GPU time.

Interesting to note that vegetation takes the vertex count from 500k to 6 
*million*, without anything dying. So I think my card can handle the geometry 
submission.

James




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Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread Stuart Buchanan
On Wed, Apr 25, 2012 at 1:35 PM, James Turner wrote:
 Observations
        - where did all the quads come from? Is my card going to a slow path 
 to submit quads?

The Quads came from all the random buildings you've just created (or
have I misunderstood?) Each building consists of 9-12 quads, depending
on whether it has a pitched roof or not.

Perhaps I should be using a QUAD_STRIP instead. Don't know if that
would make much difference though.

        - why do I have an extra 300 drawables with building on, and why 
 aren't they fast?
                (and there seems to be one extra primitive set per drawable, 
 fair enough...)

The extra 300 Drawables are from the quadtree that is generated to a)
make culling fast b) to provide a mixture of LOD so that buildings
don't all appear in big blocks.  That code is taken directly from the
random vegetation,  and I could look at reducing the size of the quad
tree, at the expense of worse cull performance and/or less fade-in.

(I must own up to not looking at the OSG stats before now

 I guess I can hack the code to builds tris instead of quads, and see if that 
 matters. If it does I'm going to have fun updating *all* the code to only 
 submit pure tris!

The relevant code for the random buildings is in
scene/tgdb/SGBuildingBin.cxx (IIRC), and would be pretty easy to hack
into not very pretty triangles by simply commenting out the fourth
vertice in each block, if you didn't mind living in an abstract house
:)

-Stuart

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Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread Stuart Buchanan
On Wed, Apr 25, 2012 at 1:57 PM, James Turner wrote:
 Emilian suggested I check random vegetation (which generates many more 
 quads), at LOWI with vegetation off/onthe difference is from 50 fps down to 
 30ish, and quad count goes from 100k to 200k - but nothing like what happens 
 for buildings with draw / GPU time.

 Interesting to note that vegetation takes the vertex count from 500k to 6 
 *million*, without anything dying. So I think my card can handle the geometry 
 submission.

You need to be slightly careful here, as you're not comparing apples
to apples.  The random vegetation does very odd things with shaders to
bypass the normal pipeline.  I think there's a lot more actual
structured data in the random buildings.

-Stuart

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Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread James Turner

On 25 Apr 2012, at 14:22, Stuart Buchanan wrote:

 Perhaps I should be using a QUAD_STRIP instead. Don't know if that
 would make much difference though.

Doubtful, I'd say, if they are already in a single primitive set.

 
 The extra 300 Drawables are from the quadtree that is generated to a)
 make culling fast b) to provide a mixture of LOD so that buildings
 don't all appear in big blocks.  That code is taken directly from the
 random vegetation,  and I could look at reducing the size of the quad
 tree, at the expense of worse cull performance and/or less fade-in.
 
 (I must own up to not looking at the OSG stats before now

Okay, this seems way too many drawables to me. Recalling Robert's target of 
about 4000 drawables maximum per scene, which we regularly blow out of the 
water What's the gain of so many drawables vs one LOD node per tile?

I'm firmly in the 'small, compact scene graph with massive leaves' camp, you 
see. If part of the tile is visible, great, submit the whole damn lot and I'm 
confident the card will cope :) You could quad tree down a couple of levels if 
you insist, but I'd be thinking no more than a 2 or 3. (And the same for random 
vegetation)

In fact, could you make the quadtree depth a config option? With 0 as a 
permissible value?

 The relevant code for the random buildings is in
 scene/tgdb/SGBuildingBin.cxx (IIRC), and would be pretty easy to hack
 into not very pretty triangles by simply commenting out the fourth
 vertice in each block, if you didn't mind living in an abstract house
 :)

Will give it a go.

Cheers,
James


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Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread Stuart Buchanan
On Wed, Apr 25, 2012 at 2:44 PM, James Turner wrote:
 On 25 Apr 2012, at 14:22, Stuart Buchanan wrote:
 The extra 300 Drawables are from the quadtree that is generated to a)
 make culling fast b) to provide a mixture of LOD so that buildings
 don't all appear in big blocks.  That code is taken directly from the
 random vegetation,  and I could look at reducing the size of the quad
 tree, at the expense of worse cull performance and/or less fade-in.

 (I must own up to not looking at the OSG stats before now

 Okay, this seems way too many drawables to me. Recalling Robert's target of 
 about 4000 drawables maximum per scene, which we regularly blow out of the 
 water What's the gain of so many drawables vs one LOD node per tile?

One benefit is better culling.  The other is that we can have
buildings gradually appear rather than all springing into view at once
when you get within the LoD range of the center of the time (where
objects at the edge might be significantly closer)

 I'm firmly in the 'small, compact scene graph with massive leaves' camp, you 
 see. If part of the tile is visible, great, submit the whole damn lot and I'm 
 confident the card will cope :) You could quad tree down a couple of levels 
 if you insist, but I'd be thinking no more than a 2 or 3. (And the same for 
 random vegetation)

 In fact, could you make the quadtree depth a config option? With 0 as a 
 permissible value?

 The relevant code for the random buildings is in
 scene/tgdb/SGBuildingBin.cxx (IIRC), and would be pretty easy to hack
 into not very pretty triangles by simply commenting out the fourth
 vertice in each block, if you didn't mind living in an abstract house
 :)

 Will give it a go.

If you're going to be looking in the code anyway, the depth of the
quad tree is set in some constants at the top of the SGBuildingBin.cxx
file, and (IIRC) the LoD range is also set up there, so you could see
if reducing the depth makes a difference.

-Stuart

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Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread Oliver Thurau
 Emilian suggested I check random vegetation (which generates many more
 quads), at LOWI with vegetation off/onthe difference is from 50 fps down to
 30ish, and quad count goes from 100k to 200k - but nothing like what
 happens for buildings with draw / GPU time.

 Interesting to note that vegetation takes the vertex count from 500k to 6
 *million*, without anything dying. So I think my card can handle the
 geometry submission.


Did you try that with the LOWI custom scenery?
I have the same card and run out of memory (opengl) if i use the trees and
a heavy plane like the new 787-8
This never happens with the trees switched off.

Oliver
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Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread James Turner

On 25 Apr 2012, at 14:56, Stuart Buchanan wrote:

 One benefit is better culling.  The other is that we can have
 buildings gradually appear rather than all springing into view at once
 when you get within the LoD range of the center of the time (where
 objects at the edge might be significantly closer)

This doesn't fit my understanding (but I'm almost certainly wrong)

I was under the impression:

- culling at the primitive level is slow, so if any part of the 
bounding volume of the build drawable is visible, just send the whole lot, it's 
already in a VBO on the GPU anyway...

- LOD would show the drawable/geode as soon as any corner is close 
enough to the viewer, not the centre

Both of these things will cause more 'drawing', but with less time on cull and 
no issue with popping. And the drawing should be fast for all the reasons we 
already know.

Of course, in this particular case the drawing is slow, but that seems a highly 
specific bug. Which I really hope I can find a work-around for.

James




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Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread ThorstenB
Am 25.04.2012 13:35, schrieb Stuart Buchanan:
 Also, there is a significant slow-down in scenery loading.

I can certainly confirm ;-). It's not just a longer delay for initial 
start-up (splash screen takes much longer to drop), it's also causing 
issues with scenery taking too long to be loaded at run-time, so the 
aircraft sometimes flies into a patch of void.

It also seems to delay unloading of scenery tiles (noticeable when 
trying to shutdown). This reminds me of an issue we had a while ago, 
where we had a huge number of shared models (cattle and horses) 
scattered across the scenery. Something in OSG doesn't scale well with 
huge numbers - which only caused issues when trying to unload a scenery 
tile. Since loading and unloading is done in the same thread, this also 
caused the loader to almost stall. Not sure, if this could also be a 
factor here. At the time, the only solution we (mainly Tim) saw, was 
drastically reducing the number of shared models (cull the cattle... ;-) ).

Another issue: the density range in the rendering dialog is 0-10. 
However, even with density 1.5 the buildings look pretty packed. For me, 
only a density of 0.17 is about usable (avoids the void scenery patch 
issue). This, however, is the lowest possible setting on the slider - 
and is very tricky to adjust (just try to configure such a low value, 
you'll see what I mean).

Can we somehow change the slider to a lower range, e.g. 0-3? Not sure if 
higher values made any sense at all. Actually, I have the same issue 
with the vegetation density slider. Does the range 0-10 really make any 
sense to anyone? A lower range would make it much easier to configure 
usable values on the slider.

cheers,
Thorsten



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Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread Heiko Schulz
Hello,

Well done! 

A great enhancement! Now towns and Cities looks like they should!
Here on my system Framerates are really good, but yes scenery loading needs 
some time- until framerates are stable enough to use it needs a much longer 
time. 

A very big surprise to me was that all buildings are landable- great for all 
heli-pilots! 

O.k., textures could be improved- but I guess we have some graphic talents out 
there, which can help- at least I hope.

 This, however, is the lowest possible setting on the slider - 
 and is very tricky to adjust (just try to configure such a low value, 
 you'll see what I mean).

With todays GIT it seems to me that the buttons in all dialogs are much smaller 
than before- optical illusion, or does someone else noticed it?

 Actually, I have the same issue 
 with the vegetation density slider. Does the range 0-10 really make any 
 sense to anyone? A lower range would make it much easier to configure 
 usable values on the slider.

Agree- 10 is unusuable, and would be even unrealistic dense, even for woods.

So in the moment RandomBuildings works perfect to me- even at LOWI.
(6 years old DualCore 2,6Ghz, 4GB Ram, Nvidea Geforce GTX460, win 32 xp)

Thanks and 
Cheers
Heiko



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

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Re: [Flightgear-devel] Random Buildings

2012-04-24 Thread HB-GRAL
Am 23.04.12 17:40, schrieb Stuart Buchanan:
 On Mon, Apr 23, 2012 at 1:17 AM, HB-GRAL wrote:
 Just a small question because I’m currently looking to OSM street data
 and try to use it for scenery creation ... in your last screenshot of
 your improvements I still see buildings on streets (not the streets on
 urban textures, I mean the real roads coming originally from road line
 shapefiles). Will it be possible not to cover/overlap roads with random
 buildings, or is this planned anyway and I missed this point?

 Yes - this is part of the plan.

 I now have a solution for this, and also avoiding overlaps between buildings
 and the existing random objects.  Unfortunately I don't yet have a solution
 for the custom objects from the scenery DB.

 -Stuart

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Maybe just another dumb question, but wouldn’t it be possible to 
dynamically create a generalized mask with .stg point coords from the 
custom objects?

-Yves

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Re: [Flightgear-devel] Random Buildings

2012-04-24 Thread Stuart Buchanan
On Tue, Apr 24, 2012 at 9:19 AM, HB-GRALwrote:
 Maybe just another dumb question, but wouldn’t it be possible to
 dynamically create a generalized mask with .stg point coords from the
 custom objects?

Yes, but the current architecture separates the .stg loading from the .btg
loading in such a way that the .stg information is not available at the point
I'm creating the random buildings.

-Stuart

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Re: [Flightgear-devel] Random Buildings

2012-04-24 Thread Stuart Buchanan
The initial commit of the random buildings is now available in git.

To enable this, you'll need to set
/sim/rendiner/random-buildings=true.  This is available through the
Rendering Options dialog, and requires the scenery tile to be reloaded
to take effect (via the Reload Scenery button on that dialog).

A couple of notes:
- At present, the building placements add significantly to the scenery
generation time - particularly if you start increasing the building
density (/sim/rending/building-density).  I need to spend some time
looking at alternative algorithms for this.
- The buildings do not use the Effects system yet.  An obvious
enhancement would be to add a night-time texture with some emissive
properties and use some effect to simulate night illumination of the
buildings.
- Placement works well against other buildings, landclass edges
(though there are sometimes very small overlaps (~1m), but not against
custom scenery.
- I've modified Effects/urban.eff so that the existing urban shader is
disabled when random buildings are enabled.  Unfortunately I can't
mask the buildings in such a way that they don't collide with the
urban shader generated buildings, so they don't work well together.
-  The texture used for the buildings (Textures/buildings.png) is
pretty simplistic.  If someone has the time and interest in improving
it, they are very welcome - textures aren't my forte.

Feedback is welcome as always.

-Stuart

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Re: [Flightgear-devel] Random Buildings

2012-04-24 Thread flightgear
 On Tue, Apr 24, 2012 at 10:09 PM, Stuart Buchanan wrote:
 The initial commit of the random buildings is now available in git.

 One thing I forgot to mention: you need to be running with
 data/materials/default/materials.xml or data/materials/dds/materials.xml.

 The data/materials[-dds],xml are obselete and will be removed
 shortly.

 -Stuart


Hi Stuart

Maybe this is the point now to change something in scenery creation
process? AFAIK towns are still (?) point features ... maybe this could be
switched now to polygon features, using random buildings code later
instead of this unique village models ? What do you think about towns
and random buildings ?

Cheers, Yves




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Re: [Flightgear-devel] Random Buildings

2012-04-24 Thread J. Holden
Yves:

Towns are not point features. The vmap0 represents towns as points, but these 
particular points are parsed by terragear and turned into 1km by 1km polygons 
which are burned into the terrain. That gives the square appearance in the 
default scenery.

In custom scenery, medium to low density urbanized is typically mapped to 
town.

In any case in my opinion materials.xml should represent the cs_ layers on the 
mapserver in order to increase flexibility for scenery generation.

Thanks
John

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Re: [Flightgear-devel] Random Buildings

2012-04-23 Thread Stuart Buchanan
On Mon, Apr 23, 2012 at 1:17 AM, HB-GRAL wrote:
 Just a small question because I’m currently looking to OSM street data
 and try to use it for scenery creation ... in your last screenshot of
 your improvements I still see buildings on streets (not the streets on
 urban textures, I mean the real roads coming originally from road line
 shapefiles). Will it be possible not to cover/overlap roads with random
 buildings, or is this planned anyway and I missed this point?

Yes - this is part of the plan.

I now have a solution for this, and also avoiding overlaps between buildings
and the existing random objects.  Unfortunately I don't yet have a solution
for the custom objects from the scenery DB.

-Stuart

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Re: [Flightgear-devel] Random Buildings

2012-04-22 Thread HB-GRAL
Am 19.04.12 17:52, schrieb Stuart Buchanan:
 On Thu, Apr 19, 2012 at 4:39 PM,  rickbritto wrote:
 hello friends, Is possible to separate the random loading by types
 of buildings?

 Yes.  The materials.xml file allows you to define different parameters
 for different landlclasses (e.g. Urban, Suburban, Commercial), and as
 mentioned above I'm adding parameters to control the ratio of the
 different building types. So a residential zone will have (say) 90%
 small buildings, and 10% medium, while an Urban zone will have
 50% medium and 50% large.

 -Stuart

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Hi Stuart

Just a small question because I’m currently looking to OSM street data 
and try to use it for scenery creation ... in your last screenshot of 
your improvements I still see buildings on streets (not the streets on 
urban textures, I mean the real roads coming originally from road line 
shapefiles). Will it be possible not to cover/overlap roads with random 
buildings, or is this planned anyway and I missed this point?

Cheers, Yves

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Re: [Flightgear-devel] Random Buildings

2012-04-19 Thread rickbritto

hello friends, Is possible to separate the random loading by types
of buildings?

  as residential areas with houses,urban areas with
Great Buildings,Commercial areas with buildings commercial stores.

  I separated some models I made in blocks, as shown below, and we could
implement them in random loading

  hugs.

  Urban Zones
  http://img6.imageshack.us/img6/5604/urbanzone.png

Residential Zones
  http://img163.imageshack.us/img163/4876/residentialzone.png

  Commercial Zones
  http://img137.imageshack.us/img137/886/commercialzone.png

All City
  http://img685.imageshack.us/img685/6752/allcity1.png
  http://img801.imageshack.us/img801/1292/allcity2.png
  http://img705.imageshack.us/img705/6917/allcity3.png


Enviado pelo @R7

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Re: [Flightgear-devel] Random Buildings

2012-04-19 Thread Stuart Buchanan
On Thu, Apr 19, 2012 at 4:39 PM,  rickbritto wrote:
 hello friends, Is possible to separate the random loading by types
 of buildings?

Yes.  The materials.xml file allows you to define different parameters
for different landlclasses (e.g. Urban, Suburban, Commercial), and as
mentioned above I'm adding parameters to control the ratio of the
different building types. So a residential zone will have (say) 90%
small buildings, and 10% medium, while an Urban zone will have
50% medium and 50% large.

-Stuart

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Re: [Flightgear-devel] Random Buildings

2012-04-18 Thread James Turner

On 18 Apr 2012, at 10:25, Stuart Buchanan wrote:

 There are still some bugs to be worked out before this can be pushed
 to git,  but I'm hoping to get it checked in over the weekend.

Fantastic.

And, the performance numbers confirm many discussions here - the batched 
geometry with no state changes is very efficient, it's nodes, transforms and 
state changes that are killing us.

Could you make the density controllable? If the hit is really 'almost zero', I 
think about double the density in your screenshot would look even better.

James

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Re: [Flightgear-devel] Random Buildings

2012-04-18 Thread Renk Thorsten
 Before and after screenshots:
 Before - http://www.nanjika.co.uk/flightgear/buildings-old.jpg
 After - http://www.nanjika.co.uk/flightgear/buildings.jpg

Wow, this looks pretty good! Why are there buildings on the street though - 
isn't that a different landclass?

Does this have to an US-style rectangular street grid, or can we come up with 
an algorithm to draw more European-style street patterns (I think an adaption 
of the Markov chains I've been using for the undulatus cloud patterns might do 
the trick)?

 And, the performance numbers confirm many discussions here - 
 the batched geometry with no state changes is very efficient, it's 
 nodes, transforms and state changes that are killing us.

I don't know... might be lack of transparency and low vertex count as well. The 
buildings are more or less cubes, if there are 1000 visible it's ~8000 
vertices, usually I see performance deteriorating when I go from ~400.000 
vertices to 800.000 vertices, if you throw 10.000 more in or not is just lost 
in the variations in scenery vertex count. I thought a lot of the resource 
drain comes from models with an xml-wrapper.

Well, I'm looking forward to this!

Cheers,

* Thorsten

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Re: [Flightgear-devel] Random Buildings

2012-04-18 Thread Stuart Buchanan
On Wed, Apr 18, 2012 at 10:30 AM, James Turner wrote:
 Could you make the density controllable? If the hit is really 'almost zero',
 I think about double the density in your screenshot would look even better.

Yes, the density is controllable in the same way as the random vegetation
density (i.e. requires a scenery reload to take effect).

However, one of the issues I'm hitting right now is that I have to
avoid overlapping
buildings by binning buildings that are too close to other buildings.
As density
increases you get more overlapping, and spend more time binning
points, so scenery
loading starts taking longer.

One of the things I'm looking at before checking this in is making that process
more efficient, as well as dealing with non-random objects.

-Stuart

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Re: [Flightgear-devel] Random Buildings

2012-04-18 Thread Renk Thorsten
 However, one of the issues I'm hitting right now is that I have to
 avoid overlapping
 buildings by binning buildings that are too close to other buildings.
 As density
 increases you get more overlapping, and spend more time binning
 points, so scenery loading starts taking longer.

Create a grid with a (density-dependent) cell size up-front and roll a dice for 
every cell once if there's a building in or not - this avoids dealing with 
overlap issues. You might even save some random number generation...

* Thorsten
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Re: [Flightgear-devel] Random Buildings

2012-04-18 Thread Stuart Buchanan
On Wed, Apr 18, 2012 at 10:45 AM, Renk Thorsten wrote:
 Wow, this looks pretty good! Why are there buildings on the street though - 
 isn't that a different landclass?

That's a bug in the placement algorithm - the buildings shouldn't
extend past the edges of the city landclass.
I'm planning to fix that before checking it into git.

 Does this have to an US-style rectangular street grid, or can we come up with 
 an algorithm to draw
 more European-style street patterns (I think an adaption of the Markov chains 
 I've been using for the
 undulatus cloud patterns might do the trick)?

The current city textures are US-style rectangular street grids.
Placement and rotation of the buildings
uses the terrain-masking, where a second texture is used as a mask for
placement and rotation.

If you have a more European city texture, it would take ~1hr to create
a suitable mask (the difficult bit is
mentally converting the rotation in degrees into a 0-256 colour value!).

Note also that changes I made to the materials.xml loading a couple of
months ago so that any
condition tags on the material definition are evaluation at tile
loading time, and the directory
structure would make it very easy to apply such a texture/mask to just
European cities.

-Stuart

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Re: [Flightgear-devel] Random Buildings

2012-04-18 Thread Björn Kesten
Wow, this is beyond awesome! And even better than the buggy shader!


I'd take a look at the texture(s) used and see what I can do.


B.

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Re: [Flightgear-devel] Random Buildings

2012-04-18 Thread Mathias Fröhlich

Hi,

On Wednesday, April 18, 2012 10:25:55 Stuart Buchanan wrote:
 For those interested, the technical background is as follows:
 - a Quadtree is used to ensure very fast culling of the buildings -
 based on the work that Tim Moore did for the forests.
 - a single 1024x1024 texture is used for all the buildings, minimizing
 the number of state changes on the GPU
 - all the buildings at the leaf of the quadtree are part of the same
 geometry, so the GPU can churn through it very quickly without having
 to change state.
That sounds like we are heading in the right direction.
Thanks!

Let me be somehow picky:
You are talking about having the houses in the same geometry, that's already 
fine.
The next thing to care for is that they are also in a minimum amount of 
osg::PrimitiveSet instances. That's about minimizing the amount of draw calls 
that happen underneath. The best thing would be to have one single 
*DrawElements instance doing the whole geometry in a single draw call.

Greetings

Mathias

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Re: [Flightgear-devel] Random Buildings

2012-04-18 Thread Stuart Buchanan
2012/4/18 Mathias Fröhlich wrote:
 Let me be somehow picky:
 You are talking about having the houses in the same geometry, that's already
 fine.
 The next thing to care for is that they are also in a minimum amount of
 osg::PrimitiveSet instances. That's about minimizing the amount of draw calls
 that happen underneath. The best thing would be to have one single
 *DrawElements instance doing the whole geometry in a single draw call.

I think I've already got that covered. I'm using a single osg::PrimitiveSet, and
a single list of QUADS/vertices/normals/colors/textureCoords at the leaf of
each Quadtree.

-Stuart

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Re: [Flightgear-devel] Random Buildings

2012-04-18 Thread Mathias Fröhlich

Hi,

On Wednesday, April 18, 2012 17:21:56 Stuart Buchanan wrote:
 I think I've already got that covered. I'm using a single osg::PrimitiveSet,
 and a single list of QUADS/vertices/normals/colors/textureCoords at the
 leaf of each Quadtree.
Great!
Thanks!

Mathias

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