RE: [Flightgear-devel] General issues

2002-04-25 Thread David Megginson
Jim Wilson writes: Well I've setup a bare bones class for FGScene and have been browsing through main.cxx. I'm not quite sure what you mean by all of the scene- and scenery-management code. I mean the initialization, setup (clip planes, etc.), and drawing of the main scene graph. It

RE: [Flightgear-devel] General issues

2002-04-25 Thread Curtis L. Olson
David Megginson writes: Jim Wilson writes: Well I've setup a bare bones class for FGScene and have been browsing through main.cxx. I'm not quite sure what you mean by all of the scene- and scenery-management code. I mean the initialization, setup (clip planes, etc.), and drawing

RE: [Flightgear-devel] General issues

2002-04-25 Thread Curtis L. Olson
David Megginson writes: Curtis L. Olson writes: My one *big* caution on this is to *think* about and pay *attention* to opengl state management issues. If you don't have a good handle on the subtleties involved, you could make a real mess of things or introduce subtle rendering

Re: [Flightgear-devel] General issues

2002-04-25 Thread Jon S Berndt
On Thu, 25 Apr 2002 10:23:18 -0500 (CDT) Curtis L. Olson [EMAIL PROTECTED] wrote: I'm not saying this isn't an area that shouldn't be cleaned up, but I am saying that it needs to be done ***very*** carefully. This shouts for a decent set of regression tests, to me - some carefully thought

RE: [Flightgear-devel] General issues

2002-04-25 Thread Jim Wilson
Curtis L. Olson [EMAIL PROTECTED] said: My one *big* caution on this is to *think* about and pay *attention* to opengl state management issues. If you don't have a good handle on the subtleties involved, you could make a real mess of things or introduce subtle rendering bugs. Got it.

RE: [Flightgear-devel] General issues

2002-04-25 Thread Jim Wilson
Curtis L. Olson [EMAIL PROTECTED] said: I'm not saying this isn't an area that shouldn't be cleaned up, but I am saying that it needs to be done ***very*** carefully. That's exactly what I'm planning to do Curt. I'm not interested in rewriting this code. What I'll be doing is moving it and

RE: [Flightgear-devel] General issues

2002-04-14 Thread Jim Wilson
Curtis L. Olson [EMAIL PROTECTED] said: http://www.spiderbark.com/fgfs/KSFO-sinking.png http://www.spiderbark.com/fgfs/KSFO-truman-show.png That is strange ... are you sure you aren't changing the near/far clip planes before you are drawing the aircraft 3d model? Curt. Yes it sure is

RE: [Flightgear-devel] General issues

2002-04-14 Thread Curtis L. Olson
Jim Wilson writes: Yes it sure is strange. When David moved it to the main scene graph that fixed the problem, and just about eliminated the z-fighting between model objects. When I get a chance I'm going to take a look at sgCullandDraw() and the ssg source, just out of curiosity. There's

RE: [Flightgear-devel] General issues

2002-04-14 Thread Curtis L. Olson
Curtis L. Olson writes: Jim Wilson writes: Yes it sure is strange. When David moved it to the main scene graph that fixed the problem, and just about eliminated the z-fighting between model objects. When I get a chance I'm going to take a look at sgCullandDraw() and the ssg source,

RE: [Flightgear-devel] General issues

2002-04-14 Thread Norman Vine
Curtis L. Olson writes: There's nothing magic about ssgCullAndDraw() ... it just traverses the scene graph and dumps out the corresponding opengl draw commands: do_needed_changes(); glBegin(); do_opengl_draw_commands(); glEnd(); repeat for each leaf node. There is really no

RE: [Flightgear-devel] General issues

2002-04-14 Thread Curtis L. Olson
Norman Vine writes: Doing the Culling and setting up the transforms for each leaf in the Graph may be 'cheap' but it certainly isn't free and doing this multiple times for the same geometry is usually a performance hit see below . No, you misunderstand. I was refering to logically

RE: [Flightgear-devel] General issues

2002-04-14 Thread Norman Vine
Curtis L. Olson writes: Norman Vine writes: Doing the Culling and setting up the transforms for each leaf in the Graph may be 'cheap' but it certainly isn't free and doing this multiple times for the same geometry is usually a performance hit see below . No, you misunderstand. I was

RE: [Flightgear-devel] General issues

2002-04-14 Thread David Megginson
Jim Wilson writes: As a side benifit, the z-fighting within the model seems to have reduced quite a bit once we get over the 10m AGL threshold. Ahh...oooh...that reminds me...maybe we should make the scene's near plane configurable per view? Fifty foot towers don't need half meter

RE: [Flightgear-devel] General issues

2002-04-14 Thread David Megginson
Norman Vine writes: Looks OK here, as a side benefit I noticed this also brings the framerate back up to where it was before the big reorganization too That is a usual pattern for new features or refactoring -- first implement, then optimize. Thanks to Norm for his contributions to the

RE: [Flightgear-devel] General issues

2002-04-14 Thread David Megginson
Curtis L. Olson writes: There is really no performance hit with using multiple ssgRoots. Perhaps not, but there are z-buffer problems. I didn't see them as strongly as Jim did, but the ones I could reproduce did vanish as soon as I moved everything (except internal view in the 3D cockpit)

RE: [Flightgear-devel] General issues

2002-04-14 Thread Jim Wilson
David Megginson [EMAIL PROTECTED] said: Curtis L. Olson writes: There is really no performance hit with using multiple ssgRoots. Perhaps not, but there are z-buffer problems. I didn't see them as strongly as Jim did, but the ones I could reproduce did vanish as soon as I moved

RE: [Flightgear-devel] General issues

2002-04-14 Thread David Megginson
Curtis L. Olson writes: That simply can't be the case. I agree, but nevertheless, it was. Something else must have been changing at the same time. There could have been state management issues, or somehow the clip planes were actually getting changed between drawing the different

RE: [Flightgear-devel] General issues

2002-04-13 Thread David Megginson
Norman Vine writes: In the end I believe that we will have to reserve the seperate scene graph for interior view only and integrate all other models into the main ssg. FWIW AFAIK This is what has been envisioned all along. But it is rather interesting watching the path 'newcomers'

RE: [Flightgear-devel] General issues

2002-04-13 Thread David Megginson
Jim Wilson writes: This makes sense. Also I've found other reasons to not apply that patch. The 3d model ends up disappearing behind mountains (when it should not) if it is rendered without clearing the z-buffer. I've just patched FlightGear to put the external plane view in the same clip

RE: [Flightgear-devel] General issues

2002-04-13 Thread Norman Vine
David Megginson writes: That may be more efficient, but it's not absolutely necessary to solve the z-buffer problem -- we just have to ensure that in external view everything has the same clip planes. I'm about to update the CVS to do so. Yes, the purpose of my 'Z-buffer 101' post :-)

RE: [Flightgear-devel] General issues

2002-04-13 Thread Jim Wilson
David Megginson [EMAIL PROTECTED] said: Jim Wilson writes: This makes sense. Also I've found other reasons to not apply that patch. The 3d model ends up disappearing behind mountains (when it should not) if it is rendered without clearing the z-buffer. I've just patched FlightGear

RE: [Flightgear-devel] General issues

2002-04-13 Thread Jim Wilson
Norman Vine [EMAIL PROTECTED] said: David Megginson writes: That may be more efficient, but it's not absolutely necessary to solve the z-buffer problem -- we just have to ensure that in external view everything has the same clip planes. I'm about to update the CVS to do so. Yes, the

RE: [Flightgear-devel] General issues

2002-04-13 Thread Norman Vine
Jim Wilson writes: This is what we should have for now: acmodel.cxx FGAircraftModel::draw() if (view_number == 0) { glClearDepth(1); glClear(GL_DEPTH_BUFFER_BIT); ssgSetNearFar(_nearplane, _farplane); +} else { + glClearDepth(1); +

RE: [Flightgear-devel] General issues

2002-04-13 Thread Curtis L. Olson
If you change the near/far clip planes, then what was in the depth buffer probably should be treated as random noise following the change. If you change the clip planes in the middle of drawing a scene, then you really need to clear the depth buffer before doing any more drawing. In essence

RE: [Flightgear-devel] General issues

2002-04-13 Thread Jim Wilson
Curtis L. Olson [EMAIL PROTECTED] said: If that is not the case, then you will only be introducing odd rendering effects and you probably need to come up with a different approach. It makes sense to change the near clip plane and clear the depth buffer before drawing the 3d aircraft model

RE: [Flightgear-devel] General issues

2002-04-13 Thread Curtis L. Olson
Jim Wilson writes: Yes, what you have written is understood. The problems I'm seeing do not appear to be just Z fighting and clearly have nothing to do with the near/far plane settings. Even with fp error, it seems the problem in that second picture shouldn't be happening. Best, Jim

RE: [Flightgear-devel] General issues

2002-04-13 Thread Curtis L. Olson
Jim Wilson writes: Yes, what you have written is understood. The problems I'm seeing do not appear to be just Z fighting and clearly have nothing to do with the near/far plane settings. Even with fp error, it seems the problem in that second picture shouldn't be happening. Best, Jim

RE: [Flightgear-devel] General issues

2002-04-13 Thread Jim Wilson
Curtis L. Olson [EMAIL PROTECTED] said: http://www.spiderbark.com/fgfs/KSFO-sinking.png http://www.spiderbark.com/fgfs/KSFO-truman-show.png I just noticed part of the sky is missing in the 2nd picture, so you must be clearing or changing something with the z-buffer. Nope nothing like

RE: [Flightgear-devel] General issues

2002-04-13 Thread David Megginson
Jim Wilson writes: Well for the 16bit cards we need to clear the z-buffer even if we do not set a different near/far. I tested this pretty rigorously last night. And with the patch this morning a myriad of depth buffer problems are appearing. They all go away when the buffer is

RE: [Flightgear-devel] General issues

2002-04-13 Thread Jim Wilson
David Megginson [EMAIL PROTECTED] said: Jim Wilson writes: Well for the 16bit cards we need to clear the z-buffer even if we do not set a different near/far. I tested this pretty rigorously last night. And with the patch this morning a myriad of depth buffer problems are

RE: [Flightgear-devel] General issues

2002-04-13 Thread David Megginson
Jim Wilson writes: Yes, I realize this. That is why I think we should try plugging externally viewed model branches into the main scene graph. I've just did that before opening the message -- try the latest CVS and see if it's OK. All the best, David -- David Megginson [EMAIL

RE: [Flightgear-devel] General issues

2002-04-13 Thread Jim Wilson
David Megginson [EMAIL PROTECTED] said: Jim Wilson writes: Yes, I realize this. That is why I think we should try plugging externally viewed model branches into the main scene graph. I've just did that before opening the message -- try the latest CVS and see if it's OK. Wow,

RE: [Flightgear-devel] General issues

2002-04-13 Thread Norman Vine
David Megginson writes: Sent: Saturday, April 13, 2002 3:37 PM To: [EMAIL PROTECTED] Subject: RE: [Flightgear-devel] General issues Jim Wilson writes: Yes, I realize this. That is why I think we should try plugging externally viewed model branches into the main scene graph. I've just did

[Flightgear-devel] General issues

2002-04-12 Thread Erik Hofman
Hi, After not being able to compile FLightGear for about a week, I must say FlightGear isn't improving. I noticed several bugs/problems/annoyances: * The scenery starts up in grayscale, and after a while turns to a complete daylight situation. Just after e few seconds the scenery returns

Re: [Flightgear-devel] General issues

2002-04-12 Thread Christian Mayer
Well, I didn'T compile or run FGFS for quite a while, but Erik Hofman wrote: * When zooming in, form tower view, the structure of the plane gets unstable and starts showing parts of the interior. I think that's caused by z-buffer fighting. So it'll be quite hard to solve in a general way.

Re: [Flightgear-devel] General issues

2002-04-12 Thread Jim Wilson
Christian Mayer [EMAIL PROTECTED] said: Well, I didn'T compile or run FGFS for quite a while, but Erik Hofman wrote: * When zooming in, form tower view, the structure of the plane gets unstable and starts showing parts of the interior. I think that's caused by z-buffer fighting.

Re: [Flightgear-devel] General issues

2002-04-12 Thread Curtis L. Olson
Jim Wilson writes: I'm wondering if we can cull the interior surfaces and fix this (not just the seats, but the inside surfaces of the aircraft). Could the interior be marked as a separate branch of the scene graph and then somehow skipped when viewed from an external view? Curt. -- Curtis

Re: [Flightgear-devel] General issues

2002-04-12 Thread Christian Mayer
Curtis L. Olson wrote: Jim Wilson writes: I'm wondering if we can cull the interior surfaces and fix this (not just the seats, but the inside surfaces of the aircraft). Could the interior be marked as a separate branch of the scene graph and then somehow skipped when viewed from an

Re: [Flightgear-devel] General issues

2002-04-12 Thread Christian Mayer
David Megginson wrote: Christian Mayer writes: So it'll be quite hard to solve in a general way. Drawing the plane last in it's own z-buffer range (IIRC we are doing that now with the normal 3D panel) won't work generally, as there might be other objects 'in the way' (i.e.

Re: [Flightgear-devel] General issues

2002-04-12 Thread Curtis L. Olson
You are right, LOD is a better solution. Curt. Christian Mayer writes: Curtis L. Olson wrote: Jim Wilson writes: I'm wondering if we can cull the interior surfaces and fix this (not just the seats, but the inside surfaces of the aircraft). Could the interior be marked as a

Re: [Flightgear-devel] General issues

2002-04-12 Thread David Megginson
Curtis L. Olson writes: Could the interior be marked as a separate branch of the scene graph and then somehow skipped when viewed from an external view? We wouldn't want to do that in general -- it would be OK for the 3D instruments and controls, but if we killed the cockpit interior walls,

Re: [Flightgear-devel] General issues

2002-04-12 Thread Jim Wilson
David Megginson [EMAIL PROTECTED] said: Curtis L. Olson writes: Could the interior be marked as a separate branch of the scene graph and then somehow skipped when viewed from an external view? We wouldn't want to do that in general -- it would be OK for the 3D instruments and

Re: [Flightgear-devel] General issues

2002-04-12 Thread Alex Perry
Can we check the bounding sphere of the model and, if the viewpoint is outside it, use the nearest point of the sphere as a candidate for the clip plane ? Doesn't help for pilot viewpoint, but should for trailing. David Megginson [EMAIL PROTECTED] said: Curtis L. Olson writes: Could

RE: [Flightgear-devel] General issues

2002-04-12 Thread Norman Vine
David Megginson writes: Christian Mayer writes: So it'll be quite hard to solve in a general way. Drawing the plane last in it's own z-buffer range (IIRC we are doing that now with the normal 3D panel) won't work generally, as there might be other objects 'in the way' (i.e. between the

Re: [Flightgear-devel] General issues

2002-04-12 Thread Michael Selig
At 4/12/02, you wrote: Can we check the bounding sphere of the model and, if the viewpoint is outside it, use the nearest point of the sphere as a candidate for the clip plane ? Doesn't help for pilot viewpoint, but should for trailing. I don't know if this is related. I have a R/C glider

RE: [Flightgear-devel] General issues

2002-04-12 Thread Norman Vine
Jim Wilson writes: In the end I believe that we will have to reserve the seperate scene graph for interior view only and integrate all other models into the main ssg. FWIW AFAIK This is what has been envisioned all along. But it is rather interesting watching the path 'newcomers' take to

RE: [Flightgear-devel] General issues

2002-04-12 Thread Jim Wilson
Norman Vine [EMAIL PROTECTED] said: Jim Wilson writes: In the end I believe that we will have to reserve the seperate scene graph for interior view only and integrate all other models into the main ssg. FWIW AFAIK This is what has been envisioned all along. But it is rather