Re: [Flightgear-devel] Multiplayer, the next steps

2005-10-24 Thread Mathias Fröhlich

Hi Oliver,

On Sonntag 23 Oktober 2005 23:56, Oliver Schroeder wrote:
 after some discussions here on the list, but most of the time on irc, I
 have drawn some conclusions on how to improve the multiplayer mode. So,
 here they are. Feel free to flame me on any part which might be awfully
 wrong.
Well, I for myself do not like irc, because of the fact that you never know 
when something important will happen. Also due to the time difference, we 
will never have most people there.
Mail is much better IMO, because you can read when you have time ...
So thanks for asking on the list too!
And appologies if I rethink what you might have already told about on irc ...

 3) sending properties for the carrier (Nimitz)
 In order to prepare flightgear to send abitary properties, I think the
 carrier is predestined. Everything we need is almost already there. What we
 need is a method in FGAICarrier which I can call from the network code and
 is able to extrapolate position, speed etc from network data. As far as I
 know, it should be sufficient to send position, speed and rudder angle.
 There is possibly more to say (eg. how to elect the feeder and what
 happens when the feeder dies etc). I have ideas on that, but we will see
 how to cope with that when we know how we actually handle carrier
 properties.
To that topic, I might be able to help.
Positions and speeds (both linear and rotational) together with a timestamp 
when this state is valid should be enough. From that you should be able to 
predict the position in some way.
That is the way the carrier is moved below the FDM during one timestep.
Ask if you have questions for the extrapolation ...

Also I think we should not focus on the carrier itself, I think we should send 
the data of an object like an aircraft or carrier or whatever over the net. 
Such a thing has positions (position and orientation) and a timestamp (may be 
something to identify the object).
Additionally it has a list of properties it needs to send (Some deflections - 
whatever).
In a first stage, I think, we can send just the propery names together with 
the values in each packet.

In a second stage, think about a scheme where we do not need to resend the 
mapping between the property names and the values in each packet.
May be a separation between a 'realtime packet' only having a uuid to identify 
the model and some minimal binary data and a 'uuid description' which 
provides the mapping between the property values in the 'realtime packet' and 
the property names which need to be set from that values.

For the election which properties need to be sent, there must be a, at best 
generic, mechanism to get that from the specific object (carrier, FDM, ...).
Also Ideas, comments?

Greetings

   Mathias

-- 
Mathias Fröhlich, email: [EMAIL PROTECTED]

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Re: [Flightgear-devel] Winter Textures - screenshot

2005-10-24 Thread Martin Spott
Oliver C. wrote:

 Does VMAP0 data has different data for salt water and freshwater?

I'll investigate if the VMAP0 contains this information in principle,
but I doubt. Currently we only distinguish between the following:

crimson: 10:20:10 ~/TGPostGIS grep hydro FGScenery.conf | awk -F \| '{print 
$2}'
rivers_stream
rivers_intermittentstream
canals_stream
lakes_lake
lakes_intermittentlake
floodland_floodland


You _might_ use that to determine if the water contains salt or not.

Cheers,
Martin.
-- 
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Re: [Flightgear-devel] problems experienced with the recent c150

2005-10-24 Thread Martin Spott
Vassilii Khachaturov wrote:

 H even an empty aircraft doesn't get blown away that easy.
 I can't believe it will be blown away by anything under 15 knots,
 especially with the brakes engaged.

This is correct. At least you can land and taxi a C150 at 15 kts
crosswind without significant trouble - not that I'd say that the C150
is well-suited for such strong wind  :-)

Martin.
-- 
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RE: [Flightgear-devel] Multiplayer, the next steps

2005-10-24 Thread Vivian Meazza
Mathias Fröhlich wrote

Oliver Schroeder wrote:

...snip
 
  3) sending properties for the carrier (Nimitz)
  In order to prepare flightgear to send abitary properties, I think the
  carrier is predestined. Everything we need is almost already there. What
 we
  need is a method in FGAICarrier which I can call from the network code
 and
  is able to extrapolate position, speed etc from network data. As far as
 I
  know, it should be sufficient to send position, speed and rudder angle.
  There is possibly more to say (eg. how to elect the feeder and what
  happens when the feeder dies etc). I have ideas on that, but we will see
  how to cope with that when we know how we actually handle carrier
  properties.
 To that topic, I might be able to help.
 Positions and speeds (both linear and rotational) together with a
 timestamp
 when this state is valid should be enough. From that you should be able to
 predict the position in some way.
 That is the way the carrier is moved below the FDM during one timestep.
 Ask if you have questions for the extrapolation ...

AICarrier passes the initial position, base course and speed to AIShip,
which then handles the positional and rotational updates, which it passes
back to AICarrier for further manipulation.

If the carrier needs to alter course in response to a command or its simple
AI rules, AICarrier passes tgt course and/or tgt speed to AIShip which uses
these data to adjust position and orientation using some pragmatic
calculations involving rudder angle, speed and turn radius, and passes them
back to AICarrier. AIShip is not a Ship Dynamic Model - it uses some voodoo
to simulate reasonably realistic ship movements. 

We should be able to adapt and use this mechanism to both update the carrier
position from the network and extrapolate the current position/orientation
between network updates. This method might or might not need the network
update to be timestamped. We might try without first since this avoid the
need to time-synchronize all players.
  
 Also I think we should not focus on the carrier itself, I think we should
 send
 the data of an object like an aircraft or carrier or whatever over the
 net.
 Such a thing has positions (position and orientation) and a timestamp (may
 be
 something to identify the object).
 Additionally it has a list of properties it needs to send (Some
 deflections -
 whatever).
 In a first stage, I think, we can send just the propery names together
 with
 the values in each packet.
 
 In a second stage, think about a scheme where we do not need to resend the
 mapping between the property names and the values in each packet.
 May be a separation between a 'realtime packet' only having a uuid to
 identify
 the model and some minimal binary data and a 'uuid description' which
 provides the mapping between the property values in the 'realtime packet'
 and
 the property names which need to be set from that values.
 
 For the election which properties need to be sent, there must be a, at
 best
 generic, mechanism to get that from the specific object (carrier, FDM,
 ...).
 Also Ideas, comments?
 

In general, Oliver's work plan seems a sensible way forward, and is
supported. The inclusion of the carrier in the multiplayer environment is in
particular a very worthwhile enhancement, which I think could be built on
existing code without too much difficulty (famous last words):-).

By choosing to work on the carrier first we can move incrementally to the
longer term aim of making all MP objects AI objects, thus making use of
existing methods of setting properties and extrapolating position etc. We
should not lose sight of this aim when designing the necessary messages.

We need to ensure that there is only one carrier named Nimitz in the
environment. (Other names are of course available). We also need to ensure
that the carrier model is moved smoothly otherwise I think there remains the
possibility that any aircraft on deck will become detached and fall off.
This might pose particular problems when initiating and/or updating. While
there is some low-pass filtering in AIShip, this might need enhancing. 

We only need send data on initiation and then on change.

So far as election of the feeder is concerned, network latency might do that
for us, although some there might be some risk that a deadlock might occur. 

Just some explanation and further thoughts, hopefully helpful

Regards,

Vivian 




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Re: [Flightgear-devel] problems experienced with the recent c150

2005-10-24 Thread Vassilii Khachaturov
On Mon, 24 Oct 2005, Martin Spott wrote:

 Vassilii Khachaturov wrote:

  H even an empty aircraft doesn't get blown away that easy.
  I can't believe it will be blown away by anything under 15 knots,
  especially with the brakes engaged.

 This is correct. At least you can land and taxi a C150 at 15 kts
 crosswind without significant trouble - not that I'd say that the C150
 is well-suited for such strong wind  :-)

I was saying it won't be blown away or tumble due to wind even when
*empty* (which is actually what is modelled now since it doesn't
account for the pilot weight) when under 15 kts.


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[Flightgear-devel] Speed problems under Solaris

2005-10-24 Thread Martin Rosenau

Hello.

Someone said that it is no problem to run FlightGear even on an Ultra-5 
machine.


I run FlightGear on a Blade 1000 with an 750 MHz UltraSparc processor 
(this is equal to a Pentium machine with 2,3 or 3 GHz speed).
The screen refreshes every 8 seconds. Any keyboard input requires 8 
seconds until FlightGear processes the keyboard input.

My Windows machine has 2 GHz of speed and the time is less than one second.

The top tool says that 96% of the processor time is used by fgfs and 
only 1% by Xsun. This shows me that 3D graphics is not the problem 
because the 3D graphics is done by the X server (Xsun - or more 
exactly by the 3D graphics accelerator card).


I thought that sound would be the problem but --disable-sound will not 
enhance the speed.


Another problem is that there is no text in the menu but only some 
random graphics.


Any ideas ?
I need help with that.

Martin



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Re: [Flightgear-devel] Winter Textures - screenshot

2005-10-24 Thread Arnt Karlsen
On Sun, 23 Oct 2005 23:11:19 +0200, Oliver wrote in message 
[EMAIL PROTECTED]:

 On Sunday 23 October 2005 22:16, Ralf Gerlich wrote:
  Hi,
 
  Arnt Karlsen schrieb:
   On Sat, 22 Oct 2005 11:27:56 +0200, Ralf wrote in message
  
  I'd say we need different texture-names for lakes which freeze in
  the winter and those that don't.
  
   ..aye.  Delay lake freezing around river mouths and speed thawing
   there, the currents.  We want Artic ocean 'n bay 'n fjord freezing
   too?  ;o)
 
  Erm, ok...working on custom scenery all the time I forgot that the
  VMAP0 data does not give us this information. %-)
 
 
 Does VMAP0 data has different data for salt water and freshwater?
 
 If yes, then:
 // Beginning Pseudocode 
 
 if (water==freshwater)
 {
if (temperature  0 )

..Kelvin?   ;o)

{
   usetexture(freshwater_freezed);
}
else
{
  usetexture(freshwater_unfreezed);
}
 }
 else
 {
   usetexture(saltwater);

..freezes too, the salt just drops the freezing a coupla degree (or
Kelvin ;o) ), depending on salinity.  Most lakes above sea level stay
fresh because the salt is run off to sea or a lower lake, like the Dead
Sea in between Palestine and Jordan.  The higher-than-sea-level 
salty lakes are usually quite far from the seas.

 }
 
 
 
 This is not a perfect solution, but better than nothing in most cases.
 :)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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Re: [Flightgear-devel] Speed problems under Solaris

2005-10-24 Thread Martin Spott
Martin Rosenau wrote:

 Someone said that it is no problem to run FlightGear even on an Ultra-5 
 machine.

This could have been my statement, but in this form it is incomplete.
I _do_ expect that the CPU of an Ultra5 is sufficient for running
FlightGear _but_ you have to have an appropriate graphics board.
I'd expect that you need something in the XVR-1000 range and I don't
know if that fits into an Ultra5.

 I run FlightGear on a Blade 1000 with an 750 MHz UltraSparc processor 

This should be capable of carrying a graphics board that qualifies.
Which board do you currently use ?

Cheers,
Martin.
-- 
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[Flightgear-devel] Speed problems under Solaris

2005-10-24 Thread Martin Rosenau

I'd expect that you need something in the XVR-1000 range and I don't
know if that fits into an Ultra5.


Hello.

I think it is not only a problem of graphics. Even the network stuff (e.g. 
props at TCP port 5501) has 8 seconds delay.


This should be capable of carrying a graphics board that qualifies.
Which board do you currently use ?


I use an Elite-3D-m6 card.

Thanks.
Martin



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Re: [Flightgear-devel] Speed problems under Solaris

2005-10-24 Thread Martin Spott
Martin Rosenau wrote:

 I think it is not only a problem of graphics. Even the network stuff
 (e.g. props at TCP port 5501) has 8 seconds delay.

I suspect the network stuff is coupled to the same loop as is the
screen display. Just a guess, though 

 I use an Elite-3D-m6 card.

As far as I remember the Elite doesn't have any texture memory at all. 
Not having texture definitely memory kills FlightGear frame rates since
the shading mode has been removed long time ago.

Cheers,
Martin.
-- 
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Re: [Flightgear-devel] New joystick bindings XML file for WIngman Force 3D USB

2005-10-24 Thread AJ MacLeod
On Sunday 23 October 2005 09:14, Buchanan, Stuart wrote:
 I've created a new XML binding file for the USB
 version of the Wingman Force 3D joystick.

I've been using a USB Wingman Force3D stick with FG (under Linux) for quite a 
few months now using the current config (OK, a hacked version for my own 
setup).  Which axes did you have trouble with?

Never mind, the config file was ripe for updating, so thanks for bringing it 
under scrutiny :-)

 Annoyingly the axes assignments are different from the
 Wingman Force 3D (assuming that file is correct), so
 it isn't just a case of adding a new name field to
 wingman-force-3d.xml.

I think we've determined now that one file is all that that's necessary for 
this stick and your problem was due to windows assigning the order of the 
axes differently to linux?

Following on,

On Sunday 23 October 2005 09:43, Melchior FRANZ wrote:
 BTW, this looks fishy, too:

property/controls/engines/engine[0]/throttle/property
offset type=double-.3/offset
factor type=double-1.0/factor

 Did you write this for an uncalibrated joystick? Really -0.3?

I think has come about because the throttle (on my stick at least, but going 
from that entry, probably on others too) does not map nicely from 0 to 1, but 
from about 0.25 to 1.  Calibration shouldn't be necessary on this stick, and 
it always gives the same values for min and max positions, unlike an 
uncalibrated analogue stick that generally gives different numbers each time 
it's plugged in until calibrated.

Unfortunately, I've never got round to tweaking the config so that it moves 
the throttle value from min right through to max, but I might have a play 
with it if I find the time.

Anyway, and most importantly, this _is_ as far as I can tell, a straight 
replacement for the current wingman-force-3d.xml, so can we please ensure 
that it has the current two name tags added to it before it's committed?

As always, I'm ready to be corrected if someone out there has a wingman force 
3d stick that doesn't work properly under the new config - mine appears to 
after adding the correct name tag although I've not tested the rudder part 
as I have pedals on a different interface.

As an aside, I much prefer the two big buttons on the base for gear up and 
gear down, the left hand set of stick-top buttons for flaps and the RHS ones 
for elevator trim, but each to their own and all that - I'm perfectly happy 
modifying my own config to do what I want.

Cheers,

AJ

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Re: [Flightgear-devel] Speed problems under Solaris

2005-10-24 Thread Andy Ross
Martin Spott wrote:
 I suspect the network stuff is coupled to the same loop as is the
 screen display. Just a guess, though 

It is.  Everything except for terrain tile I/O is driven out of the
main loop.  Probably something that should be fixed...

Note that we're going to have to start thinking about threading
designs soon anyway, if we want to take advantage of all the fancy
multi-core/multi-thread CPUs coming down the pipe.  Rendering
obviously has to stay within a single thread, but how much
non-rendering work can we push out to worker threads?  Ideally,
everything would be handed to the renderer thread each frame, with
all the matrices pre-cooked and ready for OpenGL calls.

Andy

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Re: [Flightgear-devel] Speed problems under Solaris

2005-10-24 Thread Curtis L. Olson

Andy Ross wrote:


Martin Spott wrote:
 


I suspect the network stuff is coupled to the same loop as is the
screen display. Just a guess, though 
   



It is.  Everything except for terrain tile I/O is driven out of the
main loop.  Probably something that should be fixed...

Note that we're going to have to start thinking about threading
designs soon anyway, if we want to take advantage of all the fancy
multi-core/multi-thread CPUs coming down the pipe.  Rendering
obviously has to stay within a single thread, but how much
non-rendering work can we push out to worker threads?  Ideally,
everything would be handed to the renderer thread each frame, with
all the matrices pre-cooked and ready for OpenGL calls.
 



I would like to make a case for non-threading from the standpoint of 
simplicity.  We have had (and probably still have) some extremely subtle 
and extremely difficult to track bugs in our threaded tile loader.


We've been forced to use threading for our tile loader simply because of 
performance reasons.  We can't afford a big stutter in our animation 
when ever we need to load new tiles.


When a single person is writing a smaller threaded app, things can work 
out quite well because one person (who understands all the underlying 
issues) can think through the code very carefully and ensure that all 
possible timing, locking, and communication related events are handled 
robustly.


But now project that onto a project like FlightGear.  Even if one highly 
skilled person set us up with lots of threading that worked perfectly, 
given all the contributions from a variety of sources (many of which I 
know have no clue about threading issues) how long do you think it will 
be before everything is hopelessly fouled up?  Some simple naive 
change to fix some bug or add a new feature could inadvertantly 
introduce a subtle threading bug that only happens very rarely, but is 
still unacceptable.


Personally, I think that the idea of threading in the context of 
FlightGear is a *very* scary idea, especially from the standpoint of 
long term maintanence and keeping our code robust.  I'd perhaps favor 
splitting our code out into separate applications that use networking or 
shared memory or pipes to communicate.  You lose some of the context 
switching efficiency of threads, but I think the code becomes more 
robust and maintanable because changes have less of a chance to 
propagate elsewhere to unintended areas ...


Just my 2 cents ... :-)

Curt.

--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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[Flightgear-devel] Threading for SMP, boon or bane?

2005-10-24 Thread Andy Ross
Curtis L. Olson wrote:
 I would like to make a case for non-threading from the standpoint of
 simplicity.  We have had (and probably still have) some extremely
 subtle and extremely difficult to track bugs in our threaded tile
 loader.

I don't disagree at all.  Everything you say is true, and a reason to
avoid threading wherever possible.  Naive thread architectures are
invariably a disaster.  But unfortunately the hardware world conspires
against us -- SMP is rapidly becoming the rule rather than the
exception for high performance desktops.

Note that there are a few spots where we could split out separate
threads in a relatively clean manner:

+ FDM: Put a lock around the input and output stages (or wrap them
  into an object that can be placed in a synchronized queue) and let
  the actual numerics work happen on a different CPU.  The advantage
  here is that you can crank up the simulation rate quite a bit on
  SMP/multicore boxes, leading to (at least with YASim) more stable
  ground handling.

+ Audio: drive the OpenAL thread with a simple command stream from
  the main loop.  One many systems, this will (might, if OpenAL
  doesn't already do this) move the mixing off of the main CPU, which
  is good.  Even better, it will decouple the audio stream from the
  main loop latency issues and make skips easier to handle.

+ Rendering: One idea here would be to clone a separate scene graph
  (just the non-leaf animation nodes, really) and let one thread (the
  renderer) draw it while another (the main loop) gets the next one
  ready for rendering.  When done, you do a synchronized graph swap,
  or even triple-buffer it for higher throughput at the expense of
  latency.  This would require significant surgery to the existing
  model/animation code (and, to a lesser extent, the GUI and tile
  code) to store the property values somewhere instead of reading them
  at render-time.

+ Everything else: This thread would contain the existing main loop,
  and its basic structure wouldn't change.

Note that this design allows threads live by relatively simple rules.
The main loop doesn't change much except where direct calls are
replaced by commands to be queued.  And the worker threads all work
only on their internal data; they don't need (and are forbidden) to
touch external state like the property tree.

The first two could be done with fairly minimal code, actually.  The
renderer changes would be more significant.

Andy

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[Flightgear-devel] Threading for SMP, boon or bane?

2005-10-24 Thread Martin Rosenau



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[Flightgear-devel] Speed problems under Solaris

2005-10-24 Thread Martin Rosenau

Hello.

I found out that for each simulation step an usleep(93 ms) is done.
The screen is updated only every 64 simulation steps.
93 ms X 64 = ~7 seconds

I have no idea why the display is only updated ONLY every 64th 
simulation step.


Textures are not the problem; I can use --disable-textures to get 
single-color triangles if textures are the problem.
But I think that textures are no problem because - as far as I know - 
the texture stuff is done in the X server process which needs only few 
processor time.


Martin


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Re: [Flightgear-devel] Speed problems under Solaris

2005-10-24 Thread Curtis L. Olson

Martin Rosenau wrote:


Hello.

I found out that for each simulation step an usleep(93 ms) is done.
The screen is updated only every 64 simulation steps.
93 ms X 64 = ~7 seconds

I have no idea why the display is only updated ONLY every 64th 
simulation step.


Textures are not the problem; I can use --disable-textures to get 
single-color triangles if textures are the problem.
But I think that textures are no problem because - as far as I know - 
the texture stuff is done in the X server process which needs only few 
processor time.



This *sounds* like you do not have opengl hardware acceleration on your 
machine.  Even with textures off, FlightGear still uses opengl 
funtionality for it's depth buffer (hidden surface removal), fog, 
lighting, and transforming vertices from world coordinates to screen 
coordinates.  All of this is really slow in software on a general 
purpose cpu which is why dedicated 3d hardware exists.


Regards,

Curt.

--
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HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] Speed problems under Solaris

2005-10-24 Thread Martin Spott
Curtis L. Olson wrote:

 Personally, I think that the idea of threading in the context of 
 FlightGear is a *very* scary idea, especially from the standpoint of 
 long term maintanence and keeping our code robust.  I'd perhaps favor 
 splitting our code out into separate applications that use networking or 
 shared memory or pipes to communicate.

I suspect more people would jump on this train if we manage to agree on
the idea, that platform independent interfaces were a good thing (TM).
We should 'hijack' this thread to start a discussion about wether it
makes sense simply to take the current network interface protocols as
given and write them down in some sort of an 'official' interface
description.

Cheers,
Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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Re: [Flightgear-devel] New Release of Lake Constance custom scenery

2005-10-24 Thread Georg Vollnhals

Ralf Gerlich schrieb:


Hello all,

Ingrid has been working hard on the scenery data and we're proud to 
release a new version of the Lake Constance custom scenery.


In fact it is not only a scenery of Lake Constance anymore. 



The nearest airport to Fuessen is Reutte (LOIR), a nice little grass 
airstrip with a challenging traffic pattern. 


Hi Ralf,
thank you and all the Lake Constance Team Members for improving that 
wonderful piece of (scenery) cake for VFR flyers.
I just managed due to lack of freetime to make a freeflight around LOIR 
(to the south and north) and could clearly see what you improved when 
passing the borders of the scenery in the south (barrier). Flying 
further it really looks very odd!

Next weekend I'll take out some charts and do some more real flights.
Regards
Georg (EDDW)

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Re: [Flightgear-devel] RE: Two problems - 1 easy and 1 hard! - in XP using MSVC7

2005-10-24 Thread Lee Elliott
On Saturday 22 Oct 2005 18:53, Oliver C. wrote:
 On Saturday 22 October 2005 19:09, Lee Elliott wrote:
  Hello Geoff,
 
  just tried fgfs --fog-disable --visibility=12 and it
  seemed to start ok.  Didn't try flying as I'm just off out. 
  This is on a Debian Linux system.
 
  LeeE

 I tried it too.
 It works okay running at about 7-11 fps on an Athlon 2000+, 1
 GB Ram and Geforce 4200 Ti 64 MB on a Linux Slackware 10.0
 machine.

 But the lightning is wrong, it is too dark in the far distance
 at midday. See screenshot:
 http://img460.imageshack.us/my.php?image=fgfsdark3xu.jpg

 Best Regards,
  Oliver C.

Do you mean that the sky colour is wrong?

That's a bit of a difficult one to assess because at low 
altitudes we always see through a lot of atmosphere.  Setting no 
fog is a bit like removing _all_haze from the view, which is 
something you'll never see in real life, except perhaps at very 
high altitudes.

Removing the fog is a bit like elevating your altitude.  It may 
not be perfect but you'd be hard pressed to do much better with 
a fully featured ray-traced renderer, let alone OpenGL.

Don't get me wrong, with ray-tracing you could account for  
variable refractive index and scattering based on altitude and 
wavelength but it would take a long time.

LeeE


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