RE: [Flightgear-devel] fgrun improvements

2005-01-25 Thread Vivian Meazza
Paul Surgeon wrote:

 On Tuesday, 25 January 2005 02:29, Tiago Gusmão wrote:
  After reading the glPointSize doc, I think the problem is in using point
  sizes bigger than 1 and point antialiasing at the same time
  I can't test it now, can someone do it? just disable GL_POINT_SMOOTH and
  see it there is an fps improvement
 
 Bingo!
 With GL_POINT_SMOOTH disabled the enhanced lighting runs at exactly the
 same
 speed as non-enhanced lighting. (40 fps sitting on 28R at KSFO)
 

Are there any unwanted effects elsewhere, or can this be used as a patch to
our code?


Regards,

Vivian



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Re: [Flightgear-devel] fgrun improvements

2005-01-25 Thread Paul Surgeon
On Tuesday, 25 January 2005 10:33, Vivian Meazza wrote:
 Paul Surgeon wrote:
  On Tuesday, 25 January 2005 02:29, Tiago Gusmão wrote:
   After reading the glPointSize doc, I think the problem is in using
   point sizes bigger than 1 and point antialiasing at the same time
   I can't test it now, can someone do it? just disable GL_POINT_SMOOTH
   and see it there is an fps improvement
 
  Bingo!
  With GL_POINT_SMOOTH disabled the enhanced lighting runs at exactly the
  same
  speed as non-enhanced lighting. (40 fps sitting on 28R at KSFO)

 Are there any unwanted effects elsewhere, or can this be used as a patch to
 our code?

Well the endhanced lighting with GL_POINT_SMOOTH looks awful on my Ti 4200.
Big square shaped polygons.

Paul

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Re: [Flightgear-devel] fgrun improvements

2005-01-25 Thread Paul Surgeon
On Tuesday, 25 January 2005 12:11, you wrote:
 On Tuesday, 25 January 2005 10:33, Vivian Meazza wrote:
  Paul Surgeon wrote:
   On Tuesday, 25 January 2005 02:29, Tiago Gusmão wrote:
After reading the glPointSize doc, I think the problem is in using
point sizes bigger than 1 and point antialiasing at the same time
I can't test it now, can someone do it? just disable GL_POINT_SMOOTH
and see it there is an fps improvement
  
   Bingo!
   With GL_POINT_SMOOTH disabled the enhanced lighting runs at exactly the
   same
   speed as non-enhanced lighting. (40 fps sitting on 28R at KSFO)
 
  Are there any unwanted effects elsewhere, or can this be used as a patch
  to our code?

 Well the endhanced lighting with GL_POINT_SMOOTH looks awful on my Ti 4200.
 Big square shaped polygons.

 Paul

Oops!  I meant enhanced runway lighting looks awful *WITHOUT* GL_POINT_SMOOTH 
enabled.

Paul

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RE: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Vivian Meazza
Oliver wrote

 
  --(en/dis)able-enhanced-lighting
 
  This is in CVS now ( should show up in a few hours on SF ). In the
  meantime, a screenshot :
  http://frbouvi.free.fr/flightsim/fgrun-basic.jpg
 
 
 Very nice.
 But i suggest to move the enhanced-lighting option into the advanced menu
 or at least adding a notice in brackets that tells the user that this
 option
 can lead to a large frame rate drop.
 
 Because this is what happens on a typical end-user computer when this
 option
 is activated.
 Here i get 1 fps at night when i activate this option on an Athlon 2000+
 with
 a Geforce 4 Ti 4200 videocard, without it, i get 39 fps.
 End users tend to activate everything and then they wonder why FlightGear
 is
 running at 1 fps, that's why it is better to hide such options in the
 advanced menu.
 

On a Pentium 4 2.8 with a GeForce 5200 I get similar results. In addition,
checking this option during run-time changes the colours in the cockpit of
the some 3d models (I haven't tested them all). Unchecking it doesn't change
the colour back. Is this a viable option, or is there something wrong with
it?

This is by way of a rhetorical question as on my system I don't actually
need it.

Regards,

Vivian





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Re: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Erik Hofman
Vivian Meazza wrote:
On a Pentium 4 2.8 with a GeForce 5200 I get similar results. In addition,
checking this option during run-time changes the colours in the cockpit of
the some 3d models (I haven't tested them all). Unchecking it doesn't change
the colour back. Is this a viable option, or is there something wrong with
it?
This is by way of a rhetorical question as on my system I don't actually
need it.
This options adds specular highlight for _textured_ surfaces which isn't 
covered by default OpenGL. It doesn't do anything for non-textured (or 
textures that are very bright of themselves) so it takes probably two or 
three times to see what is actually happening.

In the end it will give properly defined models a shiny metallic look 
(for textured objects). It's up to the user if he/she finds this useful 
or not.

Erik
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RE: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Vivian Meazza

Erik Hofman wrote:
 
 Vivian Meazza wrote:
 
  On a Pentium 4 2.8 with a GeForce 5200 I get similar results. In
 addition,
  checking this option during run-time changes the colours in the cockpit
 of
  the some 3d models (I haven't tested them all). Unchecking it doesn't
 change
  the colour back. Is this a viable option, or is there something wrong
 with
  it?
 
  This is by way of a rhetorical question as on my system I don't actually
  need it.
 
 This options adds specular highlight for _textured_ surfaces which isn't
 covered by default OpenGL. It doesn't do anything for non-textured (or
 textures that are very bright of themselves) so it takes probably two or
 three times to see what is actually happening.
 
 In the end it will give properly defined models a shiny metallic look
 (for textured objects). It's up to the user if he/she finds this useful
 or not.
 

Thanks for this explanation. Why does it only seem to work one way? The
description 'enhanced lighting' is not particularly helpful. Why is it so
expensive of frame-rate?

Regards,

Vivian



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Re: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Christian Mayer
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Frederic Bouvier schrieb:
 Erik Hofman wrote :
 
 Frederic Bouvier wrote:

 This is in CVS now ( should show up in a few hours on SF ). In the
 meantime, a screenshot :
 http://frbouvi.free.fr/flightsim/fgrun-basic.jpg


 If you're going this path (and it certainly does look good) then you
 might want to consider removing the command-line textbox altogether.
 It might look a bit daunting for a new user.
 
 
 Is there another path ? At least people are able to see immediately the
 result of their actions as the text is refresh in realtime.

The latest screen shots looked like a good solution. An alternative
(which I thougt of, before seeing the current implementation) could be
to add an button that opens a pop up with the command line.


An also quite important point (dunno if it's already implemented) are
descriptions for the options.

I wouldn't know what Horizon effect would change in FGFS. Is it
possible to have bubble-helps for that?


Keep up the good work!

CU,
Christian
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RE: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Vivian Meazza
Erik wrote:

 
 Vivian Meazza wrote:
 
  Thanks for this explanation. Why does it only seem to work one way? The
  description 'enhanced lighting' is not particularly helpful.
 
 Oh, this is about enhanced (runway) lighting. That's a different story,
 I was talking about specular highlights which the original was talking
 about also.
 
 Enhanced runway lighting makes the runway lights bigger than the usual
 one pixel dot, like in real life (adding the halo so to speak).
 
  Why is it so expensive of frame-rate?
 
 This is very hardware and driver dependent. Some OpenGL features are
 just not implemented in hardware on some display adapters.
 
 Erik
 

Right, so ignore all the foregoing - why does 'enhanced lighting (runway)'
change the colour of some 3d panels? Perhaps an artifact of the video card?
And why isn't it reversible?

Regards,

Vivian



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Re: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Erik Hofman
Vivian Meazza wrote:
Right, so ignore all the foregoing - why does 'enhanced lighting (runway)'
change the colour of some 3d panels? Perhaps an artifact of the video card?
And why isn't it reversible?
I'm not sure about the change in color of the 3d panels, I've never 
noticed that myself.

Regarding the enhanced lighting option, are you sure you don't mean 
distance attenuation here? That option is only effective if enhanced 
lighting is activated. So it might look as if it doesn't do anything, 
but it only works in a particular order:

enhanced-lighting on - distance attenuation on
enhanced lighting off = distance attenuation off
Erik
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RE: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Vivian Meazza
Erik Hofman wrote:

 Vivian Meazza wrote:
 
  Right, so ignore all the foregoing - why does 'enhanced lighting
 (runway)'
  change the colour of some 3d panels? Perhaps an artifact of the video
 card?
  And why isn't it reversible?
 
 I'm not sure about the change in color of the 3d panels, I've never
 noticed that myself.
 
 Regarding the enhanced lighting option, are you sure you don't mean
 distance attenuation here? That option is only effective if enhanced
 lighting is activated. So it might look as if it doesn't do anything,
 but it only works in a particular order:
 
 enhanced-lighting on - distance attenuation on
 enhanced lighting off = distance attenuation off
 

No, I mean enhanced lighting: if I use the Hunter, by day, with distance
attenuation checked, when I check enhanced lighting the panel and parts of
some instruments change from grey to dark grey. If I then uncheck enhanced
lighting, they don't change back. This may be a 'feature' of my video card,
or of the textures I'm using. I'm working on these right now.


Regards,

Vivian 



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Re: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Oliver C.
On Monday 24 January 2005 11:05, Erik Hofman wrote:
 Vivian Meazza wrote:
  Thanks for this explanation. Why does it only seem to work one way? The
  description 'enhanced lighting' is not particularly helpful.

 Oh, this is about enhanced (runway) lighting. That's a different story,
 I was talking about specular highlights which the original was talking
 about also.

No, i was talking about enhanced runway lightning, this is
what i get when running flightgear with this option:
 --enable-enhanced-lighting

I was not talking about specular highlights.

  Why is it so expensive of frame-rate?

 This is very hardware and driver dependent. Some OpenGL features are
 just not implemented in hardware on some display adapters.

The only consumer videocards we have today are from Ati and NVidia,
do their newest models support this?
If not, then we should move it to the advanced options.

I also want to mention, that MS FS2004 has something similar, but without
framerate drop, so there must be another way to display runway lights in such 
a way.

Best Regards,
 Oliver C.

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Re: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Dave Martin
On Monday 24 Jan 2005 13:37, Oliver C. wrote:
 On Monday 24 January 2005 11:05, Erik Hofman wrote:
  Vivian Meazza wrote:
   Thanks for this explanation. Why does it only seem to work one way? The
   description 'enhanced lighting' is not particularly helpful.
 
  Oh, this is about enhanced (runway) lighting. That's a different story,
  I was talking about specular highlights which the original was talking
  about also.

 No, i was talking about enhanced runway lightning, this is
 what i get when running flightgear with this option:
  --enable-enhanced-lighting

 I was not talking about specular highlights.

   Why is it so expensive of frame-rate?
 
  This is very hardware and driver dependent. Some OpenGL features are
  just not implemented in hardware on some display adapters.

 The only consumer videocards we have today are from Ati and NVidia,
 do their newest models support this?
 If not, then we should move it to the advanced options.

 I also want to mention, that MS FS2004 has something similar, but without
 framerate drop, so there must be another way to display runway lights in
 such a way.

 Best Regards,
  Oliver C.

I've also been confused by the monumental frame drop that even the simple 
runway lighting can produce at airports such as EGLL.

And I do have a fairly hefty system which has been known to run graphical 
behemoths like Doom3 at a fair lick.

The obvious response from the 'non-programmers' perspective ie: 'user' is:

Why on earth do these little dots bring my new Model-X video card to its 
knees?

So what's the crack? ;)

Dave Martin

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Re: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Oliver C.
On Monday 24 January 2005 15:05, Dave Martin wrote:

 I've also been confused by the monumental frame drop that even the simple
 runway lighting can produce at airports such as EGLL.

 And I do have a fairly hefty system which has been known to run graphical
 behemoths like Doom3 at a fair lick.

 The obvious response from the 'non-programmers' perspective ie: 'user' is:

 Why on earth do these little dots bring my new Model-X video card to its
 knees?

 So what's the crack? ;)

 Dave Martin

I assume that this feature is not supported by the hardware on the consumer 
video cards.
So OpenGL falls back to software mode.
That's why we get 1-3 fps here.


Best Regards,
 Oliver C.

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RE: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Vivian Meazza
Dave Martin wrote:
 
 On Monday 24 Jan 2005 13:37, Oliver C. wrote:
  On Monday 24 January 2005 11:05, Erik Hofman wrote:
   Vivian Meazza wrote:
Thanks for this explanation. Why does it only seem to work one way?
 The
description 'enhanced lighting' is not particularly helpful.
  
   Oh, this is about enhanced (runway) lighting. That's a different
 story,
   I was talking about specular highlights which the original was talking
   about also.
 
  No, i was talking about enhanced runway lightning, this is
  what i get when running flightgear with this option:
   --enable-enhanced-lighting
 
  I was not talking about specular highlights.
 
Why is it so expensive of frame-rate?
  
   This is very hardware and driver dependent. Some OpenGL features are
   just not implemented in hardware on some display adapters.
 
  The only consumer videocards we have today are from Ati and NVidia,
  do their newest models support this?
  If not, then we should move it to the advanced options.
 
  I also want to mention, that MS FS2004 has something similar, but
 without
  framerate drop, so there must be another way to display runway lights in
  such a way.
 
  Best Regards,
   Oliver C.
 
 I've also been confused by the monumental frame drop that even the simple
 runway lighting can produce at airports such as EGLL.
 
 And I do have a fairly hefty system which has been known to run graphical
 behemoths like Doom3 at a fair lick.
 
 The obvious response from the 'non-programmers' perspective ie: 'user' is:
 
 Why on earth do these little dots bring my new Model-X video card to its
 knees?
 
 So what's the crack? ;)
 

Simple answer - too many vertices. Someone will give us the right answer
-Erik

Regards,

Vivian



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Re: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Dave Martin
On Monday 24 Jan 2005 14:01, Oliver C. wrote:
 On Monday 24 January 2005 15:05, Dave Martin wrote:
  I've also been confused by the monumental frame drop that even the simple
  runway lighting can produce at airports such as EGLL.
 
  And I do have a fairly hefty system which has been known to run graphical
  behemoths like Doom3 at a fair lick.
 
  The obvious response from the 'non-programmers' perspective ie: 'user'
  is:
 
  Why on earth do these little dots bring my new Model-X video card to its
  knees?
 
  So what's the crack? ;)
 
  Dave Martin

 I assume that this feature is not supported by the hardware on the consumer
 video cards.
 So OpenGL falls back to software mode.
 That's why we get 1-3 fps here.

Well, thats interesting; would that also explain why the normal 'point' 
lighting has such a crippling effect on the frame-rate?

Dave Martin

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Re: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Erik Hofman
Dave Martin wrote:
On Monday 24 Jan 2005 14:01, Oliver C. wrote:

I assume that this feature is not supported by the hardware on the consumer
video cards.
So OpenGL falls back to software mode.
That's why we get 1-3 fps here.
Well, thats interesting; would that also explain why the normal 'point' 
lighting has such a crippling effect on the frame-rate?
To be honest, I don't exactly know why it has this effect on framerate 
(or why it isn't supported very well).

An alternative might be to use pentagonal vertex-fans and alpha blending 
which supposedly should perform quite well on all modern hardware.

Erik
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Re: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Dave Martin
On Monday 24 Jan 2005 14:24, Erik Hofman wrote:
 Dave Martin wrote:
  On Monday 24 Jan 2005 14:01, Oliver C. wrote:
 I assume that this feature is not supported by the hardware on the
  consumer video cards.
 So OpenGL falls back to software mode.
 That's why we get 1-3 fps here.
 
  Well, thats interesting; would that also explain why the normal 'point'
  lighting has such a crippling effect on the frame-rate?

 To be honest, I don't exactly know why it has this effect on framerate
 (or why it isn't supported very well).

 An alternative might be to use pentagonal vertex-fans and alpha blending
 which supposedly should perform quite well on all modern hardware.

 Erik

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How about basic poly with a tiny texture set as 'spherical' (much as is done 
with the bo105 lights) 

Would that allow for better performance on consumer hardware or is that too 
simmilar to the method in use?

(I really don't know the first thing about this and I'm guessing)

Dave Martin

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RE: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Vivian Meazza
Erik Hofman

 Dave Martin wrote:
  On Monday 24 Jan 2005 14:01, Oliver C. wrote:
 
 I assume that this feature is not supported by the hardware on the
 consumer
 video cards.
 So OpenGL falls back to software mode.
 That's why we get 1-3 fps here.
 
 
  Well, thats interesting; would that also explain why the normal 'point'
  lighting has such a crippling effect on the frame-rate?
 
 To be honest, I don't exactly know why it has this effect on framerate
 (or why it isn't supported very well).
 
 An alternative might be to use pentagonal vertex-fans and alpha blending
 ^^^
And in English that is ... ? :-) Is that some voodoo?

 which supposedly should perform quite well on all modern hardware.

Regards,

Vivian





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Re: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Erik Hofman
Vivian Meazza wrote:
Erik Hofman
An alternative might be to use pentagonal vertex-fans and alpha blending
 ^^^
And in English that is ... ? :-) Is that some voodoo?
Oh sorry, just a disc constructed from five polygons.
Erik
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Re: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Dave Martin
On Monday 24 Jan 2005 14:47, Erik Hofman wrote:
 Dave Martin wrote:
  How about basic poly with a tiny texture set as 'spherical' (much as is
  done with the bo105 lights)
 
  Would that allow for better performance on consumer hardware or is that
  too simmilar to the method in use?

 It might be a good idea to test both methods and see which one looks
 best and/or has the best performance.

 Erik

It's probably a bit beyond my abilities to do either - I assume it would need 
some coding to place the polys on the runway light locations without loading 
*every* one individually from an XML file.

It would be nice to find a 'solution' to better frame-rates at illuminated 
airports tho because landing at EGLL at night can be near impossible even on 
'good' hardware.

Dave Martin

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RE: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Vivian Meazza
Dave Martin wrote:

 
 On Monday 24 Jan 2005 14:47, Erik Hofman wrote:
  Dave Martin wrote:
   How about basic poly with a tiny texture set as 'spherical' (much as
 is
   done with the bo105 lights)
  
   Would that allow for better performance on consumer hardware or is
 that
   too simmilar to the method in use?
 
  It might be a good idea to test both methods and see which one looks
  best and/or has the best performance.
 
  Erik
 
 It's probably a bit beyond my abilities to do either - I assume it would
 need
 some coding to place the polys on the runway light locations without
 loading
 *every* one individually from an XML file.
 
 It would be nice to find a 'solution' to better frame-rates at illuminated
 airports tho because landing at EGLL at night can be near impossible even
 on
 'good' hardware.
 

This is a good question: just haw are people managing this one? It's OK for
me, but I've got good hardware tied to a 21 in screen.

Regards,

Vivian



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Re: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Dave Martin
On Monday 24 Jan 2005 15:44, Vivian Meazza wrote:

  It would be nice to find a 'solution' to better frame-rates at
  illuminated airports tho because landing at EGLL at night can be near
  impossible even on
  'good' hardware.

 This is a good question: just haw are people managing this one? It's OK for
 me, but I've got good hardware tied to a 21 in screen.

 Regards,

 Vivian

Well, I'm basically showing it the sharp-end of an AMD 3200XP with 1GB 
dual-channel and a 128Mb GeFarce FX5800 Ultra-Leaf-Blower and hoping for the 
best.  ;-)

I'm also driving a 21 screen @ 1600x1200x32bpp so it does flog its guts out 
to hold 15-20fps on approach to London Heathrow at night. (even w/o the 
'enhanced' lighting)

At any other time (no runway lights in sight) I can expect 100fps or more - 
rarely dipping under 50fps when there are many buildings etc in sight.

Dave Martin.

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Re: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Jim Wilson
Frederic Bouvier said:

 I implemented something in between :
 http://frbouvi.free.fr/flightsim/fgrun-basic-2.jpg
 
 The popup on this window is modal and stay as long as FG is running :
 http://frbouvi.free.fr/flightsim/fgrun-basic-3.jpg
 

Very nice!

Best,

Jim


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Re: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Jim Wilson
Dave Martin said:

 
 Well, I'm basically showing it the sharp-end of an AMD 3200XP with 1GB 
 dual-channel and a 128Mb GeFarce FX5800 Ultra-Leaf-Blower and hoping for the 
 best.  ;-)
 

Hehe...yeah...everyone should have one of those.  My FX5700 LE, decidedly
non-ultra consumer grade, goes into software rendering with the fancy lights on.

Best,

Jim


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Re: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Jim Wilson
Erik Hofman said:

 Dave Martin wrote:
  On Monday 24 Jan 2005 14:01, Oliver C. wrote:
 
 I assume that this feature is not supported by the hardware on the consumer
 video cards.
 So OpenGL falls back to software mode.
 That's why we get 1-3 fps here.
 
  
  Well, thats interesting; would that also explain why the normal 'point' 
  lighting has such a crippling effect on the frame-rate?
 
 To be honest, I don't exactly know why it has this effect on framerate 
 (or why it isn't supported very well).
 
 An alternative might be to use pentagonal vertex-fans and alpha blending 
 which supposedly should perform quite well on all modern hardware.
 

That might work quite well.  I've kind of wondered myself what the deal is. 
It does not seem logical that adding that property should cause the driver to
drop into software rendering.  It ought to just ignore it.

Just out of curiosity, is anyone getting this slowdown with ATI cards?

Best,

Jim


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Re: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Dave Martin
On Monday 24 Jan 2005 17:50, Jim Wilson wrote:
 Erik Hofman said:
  Dave Martin wrote:
   On Monday 24 Jan 2005 14:01, Oliver C. wrote:
  I assume that this feature is not supported by the hardware on the
   consumer video cards.
  So OpenGL falls back to software mode.
  That's why we get 1-3 fps here.
  
   Well, thats interesting; would that also explain why the normal 'point'
   lighting has such a crippling effect on the frame-rate?
 
  To be honest, I don't exactly know why it has this effect on framerate
  (or why it isn't supported very well).
 
  An alternative might be to use pentagonal vertex-fans and alpha blending
  which supposedly should perform quite well on all modern hardware.

 That might work quite well.  I've kind of wondered myself what the deal is.
 It does not seem logical that adding that property should cause the driver
 to drop into software rendering.  It ought to just ignore it.


If its of any interest, my GeFarce spits out that it is using OpenGL version 
1.5.2 (NVIDIA 6629) and uses glx 1.3 and glu 1.3

Don't even know if thats useful tho :-)

Dave Martin

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Re: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Curtis L. Olson
Dave Martin wrote:
On Monday 24 Jan 2005 17:50, Jim Wilson wrote:
 

Erik Hofman said:
   

Dave Martin wrote:
 

On Monday 24 Jan 2005 14:01, Oliver C. wrote:
   

I assume that this feature is not supported by the hardware on the
consumer video cards.
So OpenGL falls back to software mode.
That's why we get 1-3 fps here.
 

Well, thats interesting; would that also explain why the normal 'point'
lighting has such a crippling effect on the frame-rate?
   

To be honest, I don't exactly know why it has this effect on framerate
(or why it isn't supported very well).
An alternative might be to use pentagonal vertex-fans and alpha blending
which supposedly should perform quite well on all modern hardware.
 

That might work quite well.  I've kind of wondered myself what the deal is.
It does not seem logical that adding that property should cause the driver
to drop into software rendering.  It ought to just ignore it.
   

The opengl interface itself (for a variety of good reasons) doesn't 
provide you a way to directly tell if something is implimented in 
hardware or software.  Note that this isn't dropping your whole card 
into software rendering mode, it's just the specific things that aren't 
supported in hardware need to be done in software.  There are two sides 
to the issue of having the api tell you whats done in hardware vs. 
software.  Believe me, it's been debated by a lot smarter people than we 
have here. :-)  OpenGL has chosen a certain way to do it (for valid 
reasons) so we need to make the best of it.

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] fgrun improvements

2005-01-24 Thread Paul Surgeon
On Monday, 24 January 2005 20:32, Curtis L. Olson wrote:
 The opengl interface itself (for a variety of good reasons) doesn't
 provide you a way to directly tell if something is implimented in
 hardware or software.  Note that this isn't dropping your whole card
 into software rendering mode, it's just the specific things that aren't
 supported in hardware need to be done in software.  There are two sides
 to the issue of having the api tell you whats done in hardware vs.
 software.  Believe me, it's been debated by a lot smarter people than we
 have here. :-)  OpenGL has chosen a certain way to do it (for valid
 reasons) so we need to make the best of it.

But what we can do is check what type of video card or driver is being used 
and only allow that feature to be switched on if the hardware supports it.

For instance my system returns :
OpenGL vendor   : NVIDIA Corporation
OpenGL version   : 1.5.2 NVIDIA 66.29
OpenGL renderer: GeForce4 Ti 4200 with AGP8X/AGP/SSE/3DNOW!

If you need an SGI machine for the enhanced lighting then if you detect an 
nVidia or ATI string just disable the enhanced lighting or hide the option.
Or alternatively check for an SGI string and if one is not found assume that 
the feature is not supported.

Paul

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Re: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Curtis L. Olson
Paul Surgeon wrote:
On Monday, 24 January 2005 20:32, Curtis L. Olson wrote:
 

The opengl interface itself (for a variety of good reasons) doesn't
provide you a way to directly tell if something is implimented in
hardware or software.  Note that this isn't dropping your whole card
into software rendering mode, it's just the specific things that aren't
supported in hardware need to be done in software.  There are two sides
to the issue of having the api tell you whats done in hardware vs.
software.  Believe me, it's been debated by a lot smarter people than we
have here. :-)  OpenGL has chosen a certain way to do it (for valid
reasons) so we need to make the best of it.
   

But what we can do is check what type of video card or driver is being used 
and only allow that feature to be switched on if the hardware supports it.

For instance my system returns :
OpenGL vendor   : NVIDIA Corporation
OpenGL version   : 1.5.2 NVIDIA 66.29
OpenGL renderer: GeForce4 Ti 4200 with AGP8X/AGP/SSE/3DNOW!
If you need an SGI machine for the enhanced lighting then if you detect an 
nVidia or ATI string just disable the enhanced lighting or hide the option.
Or alternatively check for an SGI string and if one is not found assume that 
the feature is not supported.
 

Something about runway lighting has changed recently.  Either newer 
nvidia drivers/cards have intentionally slowed down some things, or we 
are doing something different.  I don't recall a change on our end, but 
previously, I never saw any where near the slowdown I'm seeing now when 
runway lights come on.

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] fgrun improvements

2005-01-24 Thread Dave Martin
On Monday 24 Jan 2005 19:39, Curtis L. Olson wrote:

 Something about runway lighting has changed recently.  Either newer
 nvidia drivers/cards have intentionally slowed down some things, or we
 are doing something different.  I don't recall a change on our end, but
 previously, I never saw any where near the slowdown I'm seeing now when
 runway lights come on.

 Regards,

 Curt.

I will 'regress' my way back through the Nvidia drivers and check :-)

Dave Martin

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RE: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Vivian Meazza
Erik wrote:

 
 Vivian Meazza wrote:
  Erik Hofman
  An alternative might be to use pentagonal vertex-fans and alpha blending
 
   ^^^
  And in English that is ... ? :-) Is that some voodoo?
 
 Oh sorry, just a disc constructed from five polygons.
 

OK I'm trying pentagonal vertex-fans and alpha blending for the nav lights
I'm just doing for the Hunter.

Regards,

Vivian



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Re: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Dave Martin
On Monday 24 Jan 2005 20:15, Dave Martin wrote:
 On Monday 24 Jan 2005 19:39, Curtis L. Olson wrote:
  Something about runway lighting has changed recently.  Either newer
  nvidia drivers/cards have intentionally slowed down some things, or we
  are doing something different.  I don't recall a change on our end, but
  previously, I never saw any where near the slowdown I'm seeing now when
  runway lights come on.
 
  Regards,
 
  Curt.

 I will 'regress' my way back through the Nvidia drivers and check :-)

 Dave Martin

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I'm getting roughly the same fps hit due to runway lights with Nvidia drivers 
down to 4496. 

Would anyone else like to try and then compare notes?

Dave Martin

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Re: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Dave Martin
On Monday 24 Jan 2005 20:22, Vivian Meazza wrote:
 Erik wrote:
  Vivian Meazza wrote:
   Erik Hofman
   An alternative might be to use pentagonal vertex-fans and alpha
   blending
  
^^^
   And in English that is ... ? :-) Is that some voodoo?
 
  Oh sorry, just a disc constructed from five polygons.

 OK I'm trying pentagonal vertex-fans and alpha blending for the nav lights
 I'm just doing for the Hunter.

 Regards,

 Vivian

Any chance you could stack-up a hundred or so of them and see how the 
frame-rate goes ;-)

Dave Martin

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RE: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Vivian Meazza
Dave Martin wrote

 On Monday 24 Jan 2005 20:22, Vivian Meazza wrote:
  Erik wrote:
   Vivian Meazza wrote:
Erik Hofman
An alternative might be to use pentagonal vertex-fans and alpha
blending
   
 ^^^
And in English that is ... ? :-) Is that some voodoo?
  
   Oh sorry, just a disc constructed from five polygons.
 
  OK I'm trying pentagonal vertex-fans and alpha blending for the nav
 lights
  I'm just doing for the Hunter.
 
  Regards,
 
  Vivian
 
 Any chance you could stack-up a hundred or so of them and see how the
 frame-rate goes ;-)
 

Right now I can't get one to work correctly - some problem with mixing
animations. But I think I know the answer - too many vertices. :-(

Regards

Vivian



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Re: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Tiago Gusmo
Vivian Meazza wrote:
Dave Martin wrote:
 

On Monday 24 Jan 2005 13:37, Oliver C. wrote:
   

On Monday 24 January 2005 11:05, Erik Hofman wrote:
 

Vivian Meazza wrote:
   

Thanks for this explanation. Why does it only seem to work one way?
 

The
   

description 'enhanced lighting' is not particularly helpful.
 

Oh, this is about enhanced (runway) lighting. That's a different
   

story,
   

I was talking about specular highlights which the original was talking
about also.
   

No, i was talking about enhanced runway lightning, this is
what i get when running flightgear with this option:
--enable-enhanced-lighting
I was not talking about specular highlights.
 

Why is it so expensive of frame-rate?
 

This is very hardware and driver dependent. Some OpenGL features are
just not implemented in hardware on some display adapters.
   

The only consumer videocards we have today are from Ati and NVidia,
do their newest models support this?
If not, then we should move it to the advanced options.
I also want to mention, that MS FS2004 has something similar, but
 

without
   

framerate drop, so there must be another way to display runway lights in
such a way.
Best Regards,
Oliver C.
 

I've also been confused by the monumental frame drop that even the simple
runway lighting can produce at airports such as EGLL.
And I do have a fairly hefty system which has been known to run graphical
behemoths like Doom3 at a fair lick.
The obvious response from the 'non-programmers' perspective ie: 'user' is:
Why on earth do these little dots bring my new Model-X video card to its
knees?
So what's the crack? ;)
   

Simple answer - too many vertices. Someone will give us the right answer
-Erik
Regards,
Vivian
 

After reading the glPointSize doc, I think the problem is in using point 
sizes bigger than 1 and point antialiasing at the same time
I can't test it now, can someone do it? just disable GL_POINT_SMOOTH and 
see it there is an fps improvement

Regards,
Tiago
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Re: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Ampere K. Hardraade
On January 24, 2005 12:50 pm, Jim Wilson wrote:
 Just out of curiosity, is anyone getting this slowdown with ATI cards?

 Best,

 Jim
If you mean whether I get slow down on airport at night, the answer is yes.  
In external view, I get about 6-7fps.  At night, the framerates get halved.



Ampere

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Re: [Flightgear-devel] fgrun improvements

2005-01-24 Thread Paul Surgeon
On Tuesday, 25 January 2005 02:29, Tiago Gusmão wrote:
 After reading the glPointSize doc, I think the problem is in using point
 sizes bigger than 1 and point antialiasing at the same time
 I can't test it now, can someone do it? just disable GL_POINT_SMOOTH and
 see it there is an fps improvement

Bingo!
With GL_POINT_SMOOTH disabled the enhanced lighting runs at exactly the same 
speed as non-enhanced lighting. (40 fps sitting on 28R at KSFO)

Paul

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Re: [Flightgear-devel] fgrun improvements

2005-01-23 Thread Frederic Bouvier
Frederic Bouvier a écrit :
To bring fgrun to 1.0 quality grade, and after receiving suggestions from Curt,
I am now planning to add basic options to the wizard instead of keeping them
hidden behind the Advanced button. Maybe by reducing the size of the command
line textfield ( it could also be move to the Advanced section ).
For the moment, my shortlist for basic options is :
--geometry ( with a combo box of standard resolutions )
--time-of-day
--(en/dis)able-game-mode
--(en/dis)able-random-objects
--(en/dis)able-ai-models
--(en/dis)able-auto-coordination
--(en/dis)able-real-weather-fetch
--(en/dis)able-horizon-effect
--(en/dis)able-enhanced-lighting
--(en/dis)able-specular-highlight
and optionally
--atlas ( with default options )
--3d-clouds ( perhaps. they are not finished but are sometimes gorgeous )
--multiplayer
I also want to have better resizing to have a more professional look.
 

This is in CVS now ( should show up in a few hours on SF ). In the 
meantime, a screenshot :
http://frbouvi.free.fr/flightsim/fgrun-basic.jpg

Also it would be nice to be able to fetch and install aircraft and scenery
directly from the master server ( a add new button that connect via http ).
Maybe it would require that the script that generate the aircraft download page
also generate an XML file that could be remotely parsed to ease aircraft
selection.
 

The airport list refresh fix and the message when launching fgfs are the 
next step

-Fred

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Re: [Flightgear-devel] fgrun improvements

2005-01-23 Thread Erik Hofman
Frederic Bouvier wrote:
This is in CVS now ( should show up in a few hours on SF ). In the 
meantime, a screenshot :
http://frbouvi.free.fr/flightsim/fgrun-basic.jpg
If you're going this path (and it certainly does look good) then you 
might want to consider removing the command-line textbox altogether. It 
might look a bit daunting for a new user.

Erik
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Re: [Flightgear-devel] fgrun improvements

2005-01-23 Thread Frederic Bouvier
Erik Hofman wrote :
Frederic Bouvier wrote:
This is in CVS now ( should show up in a few hours on SF ). In the 
meantime, a screenshot :
http://frbouvi.free.fr/flightsim/fgrun-basic.jpg
If you're going this path (and it certainly does look good) then you 
might want to consider removing the command-line textbox altogether. 
It might look a bit daunting for a new user.
Is there another path ? At least people are able to see immediately the 
result of their actions as the text is refresh in realtime.

I can also consider putting the text box in the Advanced section
-Fred

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Re: [Flightgear-devel] fgrun improvements

2005-01-23 Thread Erik Hofman
Frederic Bouvier wrote:
Erik Hofman wrote :
Frederic Bouvier wrote:
This is in CVS now ( should show up in a few hours on SF ). In the 
meantime, a screenshot :
http://frbouvi.free.fr/flightsim/fgrun-basic.jpg
If you're going this path (and it certainly does look good) then you 
might want to consider removing the command-line textbox altogether. 
It might look a bit daunting for a new user.
Is there another path ? At least people are able to see immediately the 
result of their actions as the text is refresh in realtime.
Well, the aim is to get it more intuitive for Windows users. The could 
care less about the command-line option.

I can also consider putting the text box in the Advanced section
That might not be a bad idea, but only showing it when a user selects it.
Erik
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RE: [Flightgear-devel] fgrun improvements

2005-01-23 Thread Vivian Meazza
Fred wrote

 Erik Hofman wrote :
 
  Frederic Bouvier wrote:
 
  This is in CVS now ( should show up in a few hours on SF ). In the
  meantime, a screenshot :
  http://frbouvi.free.fr/flightsim/fgrun-basic.jpg
 
  If you're going this path (and it certainly does look good) then you
  might want to consider removing the command-line textbox altogether.
  It might look a bit daunting for a new user.
 
 Is there another path ? At least people are able to see immediately the
 result of their actions as the text is refresh in realtime.
 
 I can also consider putting the text box in the Advanced section
 

I'd go with the Advanced section - that's a common practice elsewhere.

Regards,

Vivian



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Re: [Flightgear-devel] fgrun improvements

2005-01-23 Thread Frederic Bouvier
Vivian Meazza wrote :
Fred wrote
 

Erik Hofman wrote :
   

Frederic Bouvier wrote:
 

This is in CVS now ( should show up in a few hours on SF ). In the
meantime, a screenshot :
http://frbouvi.free.fr/flightsim/fgrun-basic.jpg
   

If you're going this path (and it certainly does look good) then you
might want to consider removing the command-line textbox altogether.
It might look a bit daunting for a new user.
 

Is there another path ? At least people are able to see immediately the
result of their actions as the text is refresh in realtime.
I can also consider putting the text box in the Advanced section
I'd go with the Advanced section - that's a common practice elsewhere.
 

I implemented something in between :
http://frbouvi.free.fr/flightsim/fgrun-basic-2.jpg
The popup on this window is modal and stay as long as FG is running :
http://frbouvi.free.fr/flightsim/fgrun-basic-3.jpg
-Fred

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Re: [Flightgear-devel] fgrun improvements

2005-01-23 Thread Erik Hofman
Frederic Bouvier wrote:
I implemented something in between :
http://frbouvi.free.fr/flightsim/fgrun-basic-2.jpg
The popup on this window is modal and stay as long as FG is running :
http://frbouvi.free.fr/flightsim/fgrun-basic-3.jpg
Much better, great work!
Erik
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Re: [Flightgear-devel] fgrun improvements

2005-01-23 Thread Frederic Bouvier
Erik Hofman a écrit :
Frederic Bouvier wrote:
I implemented something in between :
http://frbouvi.free.fr/flightsim/fgrun-basic-2.jpg
The popup on this window is modal and stay as long as FG is running :
http://frbouvi.free.fr/flightsim/fgrun-basic-3.jpg
Much better, great work!
If someone want to try :
ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32/fgrun-win32-20050123.zip
-Fred

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Re: [Flightgear-devel] fgrun improvements

2005-01-23 Thread Curtis L. Olson
Frederic Bouvier wrote:
This is in CVS now ( should show up in a few hours on SF ). In the 
meantime, a screenshot :
http://frbouvi.free.fr/flightsim/fgrun-basic.jpg

Looks great Frederic, good work!
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] fgrun improvements

2005-01-23 Thread Vivian Meazza
Fred wrote:

 
 Erik Hofman a écrit :
 
  Frederic Bouvier wrote:
 
  I implemented something in between :
  http://frbouvi.free.fr/flightsim/fgrun-basic-2.jpg
 
  The popup on this window is modal and stay as long as FG is running :
  http://frbouvi.free.fr/flightsim/fgrun-basic-3.jpg
 
  Much better, great work!
 
 If someone want to try :
 ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32/fgrun-win32-20050123.zip
 

Works nicely. However, the advanced options repeat some of the ordinary
options, I suppose this is a legacy of earlier software: illogical though. I
can't see any great value in the show command line option, since this is
adequately covered (or should be) by the Advanced options. When the Show
Command Line options are displayed, I felt that you were inviting these to
be edited direct, indeed that would be nice. This is also a critism of the
'Advanced Options' - some of them aren't - e.g. Airport, Aircraft. I would
think that options should be just that, and items should only be displayed
where they can be changed.

Finally, it would perhaps be better English to say: 'FlightGear has been
started' or 'FlightGear starting' 

Good progress, and so quick too,

Regards

Vivian



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Re: [Flightgear-devel] fgrun improvements

2005-01-23 Thread Frederic Bouvier
Vivian Meazza wrote :
Fred wrote:
 

Erik Hofman a écrit :
   

Frederic Bouvier wrote:
 

I implemented something in between :
http://frbouvi.free.fr/flightsim/fgrun-basic-2.jpg
The popup on this window is modal and stay as long as FG is running :
http://frbouvi.free.fr/flightsim/fgrun-basic-3.jpg
   

Much better, great work!
 

If someone want to try :
ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32/fgrun-win32-20050123.zip
   

Works nicely. However, the advanced options repeat some of the ordinary
options, I suppose this is a legacy of earlier software: illogical though. I
can't see any great value in the show command line option, since this is
adequately covered (or should be) by the Advanced options. When the Show
 

See Advanced as the reference : all options should be there. And you 
already noted : it's legacy.

Command Line options are displayed, I felt that you were inviting these to
be edited direct, indeed that would be nice. This is also a critism of the
'Advanced Options' - some of them aren't - e.g. Airport, Aircraft. I would
think that options should be just that, and items should only be displayed
where they can be changed.
 

I want to have the resulting command line somewhere so I can copy/paste 
to ask support, or debug from the shell.
And parsing the command line could be added in the future but it is at 
the bottom of my priority list.

Finally, it would perhaps be better English to say: 'FlightGear has been
started' or 'FlightGear starting' 
 

noted
Good progress, and so quick too,
 

Thanks,
-Fred

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Re: [Flightgear-devel] fgrun improvements

2005-01-23 Thread Oliver C.
 --(en/dis)able-enhanced-lighting
 
 This is in CVS now ( should show up in a few hours on SF ). In the
 meantime, a screenshot :
 http://frbouvi.free.fr/flightsim/fgrun-basic.jpg


Very nice.
But i suggest to move the enhanced-lighting option into the advanced menu
or at least adding a notice in brackets that tells the user that this option 
can lead to a large frame rate drop.

Because this is what happens on a typical end-user computer when this option 
is activated.
Here i get 1 fps at night when i activate this option on an Athlon 2000+ with 
a Geforce 4 Ti 4200 videocard, without it, i get 39 fps.
End users tend to activate everything and then they wonder why FlightGear is 
running at 1 fps, that's why it is better to hide such options in the 
advanced menu.


Best Regards,
 Oliver C.





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Re: [Flightgear-devel] fgrun improvements

2005-01-21 Thread Martin Spott
Frederic Bouvier wrote:

 Comments welcome

Great ideas, just one little concern: What measures are applied to
identify which airports should show up in the selection list ? Consider
a user has installed most of the world scenery, is FGrun then going to
parse the whole scenery to see which airports are present ? I don't
think so, because it will take too much time.
To my impression FGrun looks at the base scenery directories and
decides which airports lie in the present scenery areas (according to
the airport database). Now what about those airports that are present
in the airport database but not part of the senery - as all those
helipads that, as you told, are now excluded from the scenery ?
When I tried the 0.9.8 Win32 package I chose Alcatraz from the list in
FGrun and noticed, that the field is actually not present in the
scenery - this could be fixed,

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

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Re: [Flightgear-devel] fgrun improvements

2005-01-21 Thread Frederic Bouvier
Quoting Martin Spott :

 Frederic Bouvier wrote:

  Comments welcome

 Great ideas, just one little concern: What measures are applied to
 identify which airports should show up in the selection list ? Consider
 a user has installed most of the world scenery, is FGrun then going to
 parse the whole scenery to see which airports are present ? I don't
 think so, because it will take too much time.
 To my impression FGrun looks at the base scenery directories and
 decides which airports lie in the present scenery areas (according to
 the airport database). Now what about those airports that are present
 in the airport database but not part of the senery - as all those
 helipads that, as you told, are now excluded from the scenery ?
 When I tried the 0.9.8 Win32 package I chose Alcatraz from the list in
 FGrun and noticed, that the field is actually not present in the
 scenery - this could be fixed,

I forgot this one. It is not an improvement though, rather a fix ;-)
The scenery scan is done every time and is very long although it is threaded and
doesn't prevent you to launch flightgear. Curt suggested to show all the content
of apt.dat.gz and check the availability afterward. I am now thinking to check
only against the first level of directories to see if they lie in an existing
10x10 chunk ( eventually with special case for the 2 1x1 chunks of the base
package ). And rely more on the refresh button already present than a
systematic scan.

-Fred

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Re: [Flightgear-devel] fgrun improvements

2005-01-21 Thread David Luff


On 21/01/2005 at 13:16 Frederic Bouvier wrote:

To bring fgrun to 1.0 quality grade, and after receiving suggestions from
Curt,
I am now planning to add basic options to the wizard instead of keeping
them
hidden behind the Advanced button. Maybe by reducing the size of the
command
line textfield ( it could also be move to the Advanced section ).

For the moment, my shortlist for basic options is :

--geometry ( with a combo box of standard resolutions )
--time-of-day
--(en/dis)able-game-mode
--(en/dis)able-random-objects
--(en/dis)able-ai-models
--(en/dis)able-auto-coordination
--(en/dis)able-real-weather-fetch
--(en/dis)able-horizon-effect
--(en/dis)able-enhanced-lighting
--(en/dis)able-specular-highlight

and optionally
--atlas ( with default options )
--3d-clouds ( perhaps. they are not finished but are sometimes gorgeous )
--multiplayer

I also want to have better resizing to have a more professional look.

Also it would be nice to be able to fetch and install aircraft and scenery
directly from the master server ( a add new button that connect via http
).
Maybe it would require that the script that generate the aircraft download
page
also generate an XML file that could be remotely parsed to ease aircraft
selection.

Comments welcome


It would be nice if fgrun could detect when Map/Atlas were installed, and
have an option to create the maps of the installed scenery using Map (with
a warning that this might take a while!).

Cheers - Dave


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Re: [Flightgear-devel] fgrun improvements

2005-01-21 Thread Erik Hofman
Frederic Bouvier wrote:
I forgot this one. It is not an improvement though, rather a fix ;-)
The scenery scan is done every time and is very long although it is threaded and
doesn't prevent you to launch flightgear. Curt suggested to show all the content
of apt.dat.gz and check the availability afterward. I am now thinking to check
only against the first level of directories to see if they lie in an existing
10x10 chunk ( eventually with special case for the 2 1x1 chunks of the base
package ). And rely more on the refresh button already present than a
systematic scan.
Now that we use apt.dat (X-Plane format) it would be possible to walk 
the list and get the lat/lon of the aircraft (first two parameters of 
the runway definition if I'm not mistaken). This allows you to search in 
for the proper directory right away instead of checking every airport in 
every directory.

Erik
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Re: [Flightgear-devel] fgrun improvements

2005-01-21 Thread Erik Hofman
Erik Hofman wrote:
Now that we use apt.dat (X-Plane format) it would be possible to walk 
the list and get the lat/lon of the aircraft (first two parameters of 
Make that airport 
Erik
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Re: [Flightgear-devel] fgrun improvements

2005-01-21 Thread Frederic Bouvier
Quoting Erik Hofman:

 Frederic Bouvier wrote:

  I forgot this one. It is not an improvement though, rather a fix ;-)
  The scenery scan is done every time and is very long although it is
 threaded and
  doesn't prevent you to launch flightgear. Curt suggested to show all the
 content
  of apt.dat.gz and check the availability afterward. I am now thinking to
 check
  only against the first level of directories to see if they lie in an
 existing
  10x10 chunk ( eventually with special case for the 2 1x1 chunks of the base
  package ). And rely more on the refresh button already present than a
  systematic scan.

 Now that we use apt.dat (X-Plane format) it would be possible to walk
 the list and get the lat/lon of the aircraft (first two parameters of
 the runway definition if I'm not mistaken). This allows you to search in
 for the proper directory right away instead of checking every airport in
 every directory.

As scenery are packed by chunked of 10x10 degrees, it seems useless to check
deeper inside the scenery tree. And at least we could start at heliport
locations that are in apt.dat but not in the scenery.

-Fred

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Re: [Flightgear-devel] fgrun improvements

2005-01-21 Thread Jim Wilson
Frederic Bouvier said:

 To bring fgrun to 1.0 quality grade, and after receiving suggestions from 
 Curt,
 I am now planning to add basic options to the wizard instead of keeping them
 hidden behind the Advanced button. Maybe by reducing the size of the command
 line textfield ( it could also be move to the Advanced section ).
 
 For the moment, my shortlist for basic options is :
 
 --geometry ( with a combo box of standard resolutions )
 --time-of-day
 --(en/dis)able-game-mode
 --(en/dis)able-random-objects
 --(en/dis)able-ai-models
 --(en/dis)able-auto-coordination
 --(en/dis)able-real-weather-fetch
 --(en/dis)able-horizon-effect
 --(en/dis)able-enhanced-lighting
 --(en/dis)able-specular-highlight
 
 and optionally
 --atlas ( with default options )
 --3d-clouds ( perhaps. they are not finished but are sometimes gorgeous )
 --multiplayer
 
 I also want to have better resizing to have a more professional look.
 
 Also it would be nice to be able to fetch and install aircraft and scenery
 directly from the master server ( a add new button that connect via http ).
 Maybe it would require that the script that generate the aircraft download 
 page
 also generate an XML file that could be remotely parsed to ease aircraft
 selection.
 
 Comments welcome
 

This sounds great.  A couple things I could add:

1. Make the label for the game mode check box say Game Mode (Full screen) as
many non-developers don't understand what game mode means.

2. Include the geometry in an easy place and make it two textboxes so to look
something like this:
Length [  ] X Width [  ],  then let the app concact the string.

3. It would be nice to specify default values at build time.  On a system that
has no fgrun.prefs,  the c172p should come up selected and the KSFO airport
should come up selected.   We could change those if they were handled as build
parameters.  Basically fgrun should have something set there instead of
nothing.  I understand that flightgear will use its own defaults,  this is
just for user interface value.  Alternatively (I'm not familiar with how fltk
works) maybe we could install a static fgrun.prefs at a system wide level
(/etc on linux, /windows/system32 on windows) and fall back to that if the
local user copy does not exist.

4. The view target offsets (if they are available) might help with the model
preview window.   Right now the aircraft with origin at the nose are rotating
about the nose which looks a little odd.   Also, I don't know if anyone
noticed but the b105 from 0.9.8 is a tiny little spec in the preview window. 
I haven't checked but I think that there might be a renegade vertex in the
model hanging out several hundred units from the origin.


Bugs:

There are a couple bugs or at least they were there a week or so ago.   One is
just a mapping typo where latitude goes into both latitude and altitude.   The
other is under linux the fg-root and fg-scenery parameters don't get saved and
passed on to fgfs (no prefs.set done) unless you hit previous to display
page[0] (the function that processes page[0] saves those strings).


It is great to see more work going into this excellent program.  I'll download
cvs and test what your doing and maybe help with a couple things.

Best,

Jim


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Re: [Flightgear-devel] fgrun improvements

2005-01-21 Thread Curtis L. Olson
Stewart Andreason wrote:
Jim Wilson wrote:
There are a couple bugs or at least they were there a week or so 
ago.   One is
just a mapping typo where latitude goes into both latitude and 
altitude.   The
other is under linux the fg-root and fg-scenery parameters don't get 
saved and
passed on to fgfs (no prefs.set done) unless you hit previous to display
page[0] (the function that processes page[0] saves those strings).

Ah, is this why fgfs get stuck in a freezing loop, when I give 
latitude and longitude parameters at the command line?

(Tries a few more runs)
Ah! that's it. If I give a --lat that is less than the ground 
elevation, it freezes in a loop. and ignores the --altitude parameter.

I believe I reported this Jan.11, but had not figured out the exact 
conditions that triggered it.
Thanks Jim.

A serious bug.

I can explain the bug to you.  If you specify a lon/lat that lies on the 
*exact* border between two tiles (i.e. --lat=90 --lon=45) then at 
startup the ground intersection code can fail.  This means that the 
scenery subsystem never returns a valid groud elevation.  Now the 
problem is that the flight dynamics model *needs* to know the ground 
elevation before it can position the aircraft.  Complicating the matter 
is that when the FDM is first initialized the tiled scenery loader may 
not have the current tile loaded yet.  So the FDM doesn't know if it's 
in a dead lock state or if it just needs to wait a bit longer for the 
threaded tile loader to catch up.

The solution would be to make the ground intersection code more robust 
to this boundary condition, but I believe that might be burried deep in 
plib.

Regards,
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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RE: [Flightgear-devel] fgrun improvements

2005-01-21 Thread Norman Vine
Curtis L. Olson writes:
 
 Stewart Andreason wrote:
 
  Jim Wilson wrote:
 
  There are a couple bugs or at least they were there a week or so 
  ago.   One is
  just a mapping typo where latitude goes into both latitude and 
  altitude.   The
  other is under linux the fg-root and fg-scenery parameters don't get 
  saved and
  passed on to fgfs (no prefs.set done) unless you hit previous to display
  page[0] (the function that processes page[0] saves those strings).
 
 
  Ah, is this why fgfs get stuck in a freezing loop, when I give 
  latitude and longitude parameters at the command line?
 
  (Tries a few more runs)
  Ah! that's it. If I give a --lat that is less than the ground 
  elevation, it freezes in a loop. and ignores the --altitude parameter.
 
  I believe I reported this Jan.11, but had not figured out the exact 
  conditions that triggered it.
  Thanks Jim.
 
  A serious bug.
 
 
 I can explain the bug to you.  If you specify a lon/lat that lies on the 
 *exact* border between two tiles (i.e. --lat=90 --lon=45) then at 
 startup the ground intersection code can fail.  This means that the 
 scenery subsystem never returns a valid groud elevation.  Now the 
 problem is that the flight dynamics model *needs* to know the ground 
 elevation before it can position the aircraft.  Complicating the matter 
 is that when the FDM is first initialized the tiled scenery loader may 
 not have the current tile loaded yet.  So the FDM doesn't know if it's 
 in a dead lock state or if it just needs to wait a bit longer for the 
 threaded tile loader to catch up.
 
 The solution would be to make the ground intersection code more robust 
 to this boundary condition, but I believe that might be burried deep in 
 plib.

This might help

hitlist.cxx
inline static bool IN_RANGE( sgdVec3 v, double radius ) {
-return ( sgdScalarProductVec3(v, v)  (radius*radius) );
+return ( sgdScalarProductVec3(v, v) = ((radius*radius) +FLT_EPSILON) );
}

but I don't see where setting the lat less then the ground elevation 
has any bearing on this   this sounds more like a parsing error 

Norman

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RE: [Flightgear-devel] fgrun improvements

2005-01-21 Thread Jim Wilson
Norman Vine said:

 
 but I don't see where setting the lat less then the ground elevation 
 has any bearing on this   this sounds more like a parsing error 
 
 Norman
 

Well, yeah, fgrun still needs to be fixed.  Just the same, fgfs should not
loop because of a command line entry if at all possible.

Best,

Jim


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Re: [Flightgear-devel] fgrun improvements

2005-01-21 Thread Stewart Andreason
Curtis L. Olson wrote:
I can explain the bug to you.  If you specify a lon/lat that lies on the 
*exact* border between two tiles (i.e. --lat=90 --lon=45) then at 
startup the ground intersection code can fail.  This means that the 
scenery subsystem never returns a valid groud elevation.  
Oh.
I didn't think of that possibility.
Need to add 0.01 to the lat|lon if mod()== .00 to fix it.
Stewart
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Re: [Flightgear-devel] fgrun improvements

2005-01-21 Thread Paul Surgeon
On Friday, 21 January 2005 14:59, Frederic Bouvier wrote:
 I forgot this one. It is not an improvement though, rather a fix ;-)
 The scenery scan is done every time and is very long although it is
 threaded and doesn't prevent you to launch flightgear. Curt suggested to
 show all the content of apt.dat.gz and check the availability afterward. I
 am now thinking to check only against the first level of directories to see
 if they lie in an existing 10x10 chunk ( eventually with special case for
 the 2 1x1 chunks of the base package ). And rely more on the refresh button
 already present than a systematic scan.

Why not store the results of the scan and allow the user to rebuild the DB 
manually at a later stage?
New users will 99% of the time run FG without installing extra scenery so the 
initial DB build will be VERY quick.

Then when users add more scenery at a later stage they can build a new DB 
manually.

I wrote this functionality into an app I was busy coding before I got 
sidetracked with other projects.
http://surgdom.hollosite.com/flightgear/fg_central/index.html

Paul

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Re: [Flightgear-devel] fgrun improvements

2005-01-21 Thread Frederic Bouvier
Jim Wilson wrote :
Norman Vine said:
 

but I don't see where setting the lat less then the ground elevation 
has any bearing on this   this sounds more like a parsing error 

Norman
   

Well, yeah, fgrun still needs to be fixed.
The fix is in CVS
-Fred

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