[Flightgear-devel] Performance analysis

2003-01-24 Thread Stephane Popinet
Yes I agree it would need to be done from scratch. I'm considering giving it a go. Another aspect of LOD rendering is you can't use OpenGL lighting since geometry is always changing, so lightmaps must be used for lighting. Vertex morphing is required so the terrain looks not changing. In

Re: [Flightgear-devel] Performance analysis

2003-01-23 Thread David Megginson
David Luff writes: Its 10 meter per pixel. Ouch -- no wonder all the screenshots are at high altitude. All the best, David -- David Megginson, [EMAIL PROTECTED], http://www.megginson.com/ ___ Flightgear-devel mailing list [EMAIL PROTECTED]

Re: [Flightgear-devel] Performance analysis

2003-01-23 Thread Per Liedman
Curtis L. Olson wrote: The CLOD techniques are really slick, and I've seen some cool demos. However, I personally so far (and maybe something exists, I dunno) have not seen anyone pull all the pieces of this together and handle all the issues/needs required by a flight sim. Not saying it's

Re: [Flightgear-devel] Performance analysis

2003-01-23 Thread Curtis L. Olson
Per Liedman writes: Curtis L. Olson wrote: The CLOD techniques are really slick, and I've seen some cool demos. However, I personally so far (and maybe something exists, I dunno) have not seen anyone pull all the pieces of this together and handle all the issues/needs required by a flight

Re: [Flightgear-devel] Performance analysis

2003-01-23 Thread Per Liedman
Per Liedman writes: Curtis L. Olson wrote: The CLOD techniques are really slick, and I've seen some cool demos. However, I personally so far (and maybe something exists, I dunno) have not seen anyone pull all the pieces of this together and handle all the issues/needs required by a

RE: [Flightgear-devel] Performance analysis

2003-01-23 Thread Michael Basler
Curt, Does FS2002 ship with the entire world or do you need to download portions as add ons as various 3rd party groups make them? FS200 comes with the whole World in the box. This includes all the main rivers, lakes, streets (in Germany all Federal streets), coast lines, all cities (down to

Re: [Flightgear-devel] Performance analysis

2003-01-23 Thread David Megginson
Per Liedman writes: Not saying it's easy, not saying it's the right way to go, and *absolutely* not volunteering to code one for FGFS, but MSFS2002 definitely has CLOD which works for the whole globe, and yes - MSFS2002 *is* a flight sim ;-) It has some quite visible pops and isn't

RE: [Flightgear-devel] Performance analysis

2003-01-23 Thread David Luff
On 1/23/03 at 3:01 PM [EMAIL PROTECTED] wrote: BTW, there are certains areas (i.e. in Germay) where streets/rivers obviously are misplaced. This means if you buy a better high res mesh (whcih are available) rivers will flow downhill etc. And

Re: [Flightgear-devel] Performance analysis

2003-01-23 Thread Per Liedman
David Megginson wrote: Per Liedman writes: Not saying it's easy, not saying it's the right way to go, and *absolutely* not volunteering to code one for FGFS, but MSFS2002 definitely has CLOD which works for the whole globe, and yes - MSFS2002 *is* a flight sim ;-) It has some quite

RE: [Flightgear-devel] Performance analysis

2003-01-23 Thread Michael Basler
Dave, are available) rivers will flow downhill etc. Sorry. Uphill. You guessed it ;-) I haven't done any rigorous back to back viewing, but taking off from Nottingham the roads, rivers and urban areas look uncannily identical in layout to Flightgear's (the Riley scenery). I wouldn't be at

RE: [Flightgear-devel] Performance analysis

2003-01-23 Thread David Luff
On 1/23/03 at 4:10 PM [EMAIL PROTECTED] wrote: Dave, are available) rivers will flow downhill etc. Sorry. Uphill. You guessed it ;-) Sorry - couldn't resist :-) That's well possible. That artifact is obviously not present in the original data. It's just that all the stuff like rivers, roads

Re: [Flightgear-devel] Performance analysis

2003-01-23 Thread Mally
Dave Hmm, maybe they've got their co-ordinate systems mixed up? From memory (which I'm not trusting any more!), I seem to recall that a typical difference between OSGB36 lat lon and WGS84 lat lon is in the order of 200m. Perhaps something along those lines has happened with their data

RE: [Flightgear-devel] Performance analysis

2003-01-23 Thread David Megginson
David Luff writes: I haven't done any rigorous back to back viewing, but taking off from Nottingham the roads, rivers and urban areas look uncannily identical in layout to Flightgear's (the Riley scenery). I wouldn't be at all surprised to here they'd used the same data, at least for

RE: [Flightgear-devel] Performance analysis

2003-01-23 Thread David Megginson
Michael Basler writes: That's well possible. That artifact is obviously not present in the original data. It's just that all the stuff like rivers, roads etc. is systematically shifted by 200 m or so. Quite annoying in narrow canyons. BTW, the Grand Canyon and otehr US canyons do not

RE: [Flightgear-devel] Performance analysis

2003-01-23 Thread Michael Basler
David, If everything in MSFS is off by the same amount, then it may be a problem with Microsoft's spheroid code (or lack thereof). I know that Norm did a lot of work to get the WGS84 stuff right in FlightGear, and I'm amazed by how often roads and rivers *do* end up at the bottoms of

Re: [Flightgear-devel] Performance analysis

2003-01-23 Thread Norman Vine
Michael Basler writes: My take is MS just screwed up something in the calculation/conversion of European scenery. Neither a problem with raw data nor with the general procedure. Just my guess. Note that for both GLOBE and VMAP0 the data for each country was provided by the national

RE: [Flightgear-devel] Performance analysis

2003-01-23 Thread Michael Bonar
Falcon4 is a good example of a sim that uses a combination of progressive meshing and LOD. Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of David Megginson Sent: January 23, 2003 8:21 AM To: [EMAIL PROTECTED] Subject: Re: [Flightgear-devel

[Flightgear-devel] Performance analysis

2003-01-22 Thread Michael Pujos
I did some profiling of flightgear because I'd like to optimize performance of the terrain culling + rendering which is bad when terrain fog is far, that mean when there is a lot to render and cull in the scene graph. Performance is fine with the default fog distance though but it gets very bad

Re: [Flightgear-devel] Performance analysis

2003-01-22 Thread Curtis L. Olson
There are a couple things to bear in mind. The further you push out the visibility, the more tiles you have to load into memory to cover the expanded visible area. These tiles consume memory. The more area you are drawing, the more polygons you are rendering. This puts a bigger load on your cpu

[Flightgear-devel] Performance analysis

2003-01-22 Thread Hoyt A. Fleming
Michael, I am very glad to see that you are willing to tackle increasing the efficiency of the scenery system. I for one, would like to increase the visibility to see where I am flying. (Perhaps, that is why I fly in the North West.) There was a discussion quite a while back

Re: [Flightgear-devel] Performance analysis

2003-01-22 Thread Michael Pujos
On Wed, 2003-01-22 at 16:31, Curtis L. Olson wrote: There are a couple things to bear in mind. The further you push out the visibility, the more tiles you have to load into memory to cover the expanded visible area. These tiles consume memory. The more area you are drawing, the more

re: [Flightgear-devel] Performance analysis

2003-01-22 Thread David Megginson
Hoyt A. Fleming writes: There was a discussion quite a while back about decreasing the terrain level of detail (LOD) as the terrain distance increased so that frame rates could be increased. Do you know if that LOD concept looked promising for FG? Continuous LOD is probably a

re: [Flightgear-devel] Performance analysis

2003-01-22 Thread Michael Pujos
On Wed, 2003-01-22 at 17:14, David Megginson wrote: Hoyt A. Fleming writes: There was a discussion quite a while back about decreasing the terrain level of detail (LOD) as the terrain distance increased so that frame rates could be increased. Do you know if that LOD concept looked

[Flightgear-devel] Performance analysis

2003-01-22 Thread Michael Pujos
I did some profiling of flightgear because I'd like to optimize performance of the terrain culling + rendering which is bad when terrain fog is far, that mean when there is a lot to render and cull in the scene graph. Performance is fine with the default fog distance though but it gets very bad

re: [Flightgear-devel] Performance analysis

2003-01-22 Thread David Megginson
Michael Pujos writes: Yes I agree it would need to be done from scratch. I'm considering giving it a go. Another aspect of LOD rendering is you can't use OpenGL lighting since geometry is always changing, so lightmaps must be used for lighting. Vertex morphing is required so the terrain

re: [Flightgear-devel] Performance analysis

2003-01-22 Thread Curtis L. Olson
David Megginson writes: Continuous LOD is probably a non-starter for us -- at least, the implementations I've read about assume a regular elevation grid with a simple texture mapped on top, and that doesn't describe the way we model scenery. If someone wants to try that, you'll probably want

Re: [Flightgear-devel] Performance analysis

2003-01-22 Thread Andy Ross
Michael Pujos wrote: Yes but there are techniques to sustain high poly count, none of which would be easy to integrate in flightgear. One great demo of high poly count terrain rendering with LOD is the chunked LOD demo from Thatcher Ulrich (http://sourceforge.net/projects/tu-testbed). This

re: [Flightgear-devel] Performance analysis

2003-01-22 Thread Michael Pujos
On Wed, 2003-01-22 at 18:56, Curtis L. Olson wrote: David Megginson writes: Continuous LOD is probably a non-starter for us -- at least, the implementations I've read about assume a regular elevation grid with a simple texture mapped on top, and that doesn't describe the way we model

re: [Flightgear-devel] Performance analysis

2003-01-22 Thread Curtis L. Olson
Michael Pujos writes: You're absolutely right and IMHO it should be a long term goal to have a terrain renderer (in a terrain interface architecture why not) that supports long viewing distance and very detailed terrain with good performance at high flying speeds and altitude (for example for

Re: [Flightgear-devel] Performance analysis

2003-01-22 Thread Norman Vine
Curtis L. Olson One idea would be to generate the entire earth in different levels of detail and switch based on altitude. At higher altitudes, all your tiles will likely cover more area and contain less information, so you could make a scheme like that potentially work. However, then

Re: [Flightgear-devel] Performance analysis

2003-01-22 Thread Curtis L. Olson
Norman Vine writes: Here is some *excellent* global data for a start on this http://earthobservatory.nasa.gov/Newsroom/BlueMarble/ Here is the home page of a viewer http://www.andesengineering.com/BlueMarbleViewer/ an *unsupported* beta native Win32 port lives at

Re: [Flightgear-devel] Performance analysis

2003-01-22 Thread Norman Vine
Curtis L. Olson writes: Norman Vine writes: Here is some *excellent* global data for a start on this http://earthobservatory.nasa.gov/Newsroom/BlueMarble/ WARNING THE COMPLETE SET OF DATA FILES IS HUGE and will require an additional download of approx 70 MB for the minimal

Re: [Flightgear-devel] Performance analysis

2003-01-22 Thread Michael Pujos
- Original Message - From: Jon Stockill [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, January 23, 2003 1:22 AM Subject: Re: [Flightgear-devel] Performance analysis On Wed, 22 Jan 2003, Norman Vine wrote: FWIW It has always seemed pretty big to me and I definately am

Re: [Flightgear-devel] Performance analysis

2003-01-22 Thread Norman Vine
Jon Stockill writes: Take a look at this: http://www.visualflight.co.uk/photoscenery/intro.htm It appears a company has decided to tackle the whole of the UK in FS2002. Just to give you some idea of the data involved - the first volume they released, which is just the east and

Re: [Flightgear-devel] Performance analysis

2003-01-22 Thread David Luff
On 1/22/03 at 9:20 PM Norman Vine wrote: Very nice :-) Yes, it appears to have created quite a stir among the MSFS users here in England. I'll almost certainly buy a copy myself once Northern England comes out. Hard to tell but it looks like their scenery is cutoff at ~15 miles and you can't

Re: [Flightgear-devel] Performance analysis

2003-01-22 Thread Norman Vine
David Luff writes: On 1/22/03 at 9:20 PM Norman Vine wrote: Yes, it appears to have created quite a stir among the MSFS users here in England. I'll almost certainly buy a copy myself once Northern England comes out. Hard to tell but it looks like their scenery is cutoff at ~15 miles

RE: [Flightgear-devel] Performance analysis

2003-01-22 Thread Jon Berndt
From: Norman Vine FWIW - for comparison purposes here is a non-overzoomed 10m pixel image of an area I am quite familiar with :-) Very nice. I zoomed way in. BTW, you have a thread hanging off your collar in the back. Nice shirt. ;-) smime.p7s Description:

Re: [Flightgear-devel] Performance analysis

2003-01-22 Thread David Luff
On 1/22/03 at 10:09 PM Norman Vine wrote: David Luff writes: Hard to tell but it looks like their scenery is cutoff at ~15 miles and you can't really tell from jpegs and don't know what LOD is being shown in the 'snaps' but I would guess that this is several 2 - 4 meter per pixel imagery

Re: [Flightgear-devel] Performance analysis

2003-01-22 Thread Norman Vine
Jon Berndt writes: From: Norman Vine FWIW - for comparison purposes here is a non-overzoomed 10m pixel image of an area I am quite familiar with :-) Very nice. I zoomed way in. BTW, you have a thread hanging off your collar in the back. Nice shirt. You have some powerful