Re: [Flightgear-devel] Rembrandt on old cards

2012-05-01 Thread Frederic Bouvier
--enable-rembrandt --prop:/sim/rendering/shadows/enabled=true --prop:/sim/rendering/shadows/num-cascades=1 --prop:/sim/rendering/shadows/cascade-far-m=50 should be: --prop:/sim/rendering/shadows/cascade-far-m[0]=50 --prop:/sim/rendering/shadows/map-size=2048

Re: [Flightgear-devel] Rembrandt on old cards

2012-05-01 Thread Frederic Bouvier
Voila, your weekly screenshot(s): http://foxtrot.mgras.net/bitmap/FGFS/fgfs-rembrandt_04.0.png http://foxtrot.mgras.net/bitmap/FGFS/fgfs-rembrandt_04.1.png Looks like there is some progress, isn't it ? Debian Linux/AMD64, Nvidia GeForce 7950 GT, closed source driver version 295.40.

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-29 Thread Frederic Bouvier
Hi Heiko, What do I miss? Where am I wrong? Do we get something like back with the next release in less than 3 months? In case you didn't notice, Thorsten screenshots are from altitude, not from the ground, with more clouds on screen, and at dusk or dawn. Put yourself in the same conditions

Re: [Flightgear-devel] using property values as indexes for other property references in a animation XML file.

2012-04-28 Thread Frederic Bouvier
Scott, I searched and can't find anything to do this, but just wanted to make sure it doesn't exist. I have a property /instruments/b/index let's say it has a int value of 1 In my animation XML file I need to access an array, with the above property being used as the index. something

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread Frederic Bouvier
Thorsten, One comment - to avoid any problems with merge requests being lost/ignored - who is this 'aimed' at? I.e who needs to review it and decide? I don't feel qualified, for example :) (But maybe I just merge it and see who complains ;) Not that you need to pick on

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread Frederic Bouvier
Thorsten, One comment - to avoid any problems with merge requests being lost/ignored - who is this 'aimed' at? I.e who needs to review it and decide? I don't feel qualified, for example :) (But maybe I just merge it and see who complains ;) Not that you need

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread Frederic Bouvier
It also seems that some model are not lighted anymore : http://frbouvi.free.fr/flightsim/fgfs-haze-1.3.gif The only place models get the effect is if they go via Effects/model-default.eff if they're using their own effect file they are not in the scheme. I was speaking about the

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread Frederic Bouvier
Presumably all these effects could actually be done as one screenspace pass? Please elaborate -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread Frederic Bouvier
I usually commit Thorsten's work. Will have a look in the next days. This is in git now, with the duplicated technique removed -Fred -- Live Security Virtual Conference Exclusive live event will cover all the ways

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread Frederic Bouvier
That problem goes away if landmass shader is disabled. The strange thing is that when set to some value, the problem appears but as soon as you click on the landmass slider, without changing the value, the problem goes away too. Is this anything I could have caused? Because I have no

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread Frederic Bouvier
I have no idea too. It looks like an uninitialized value that get one when we click on the slider. Do you reproduce the problem I see ? For some (yet to be determined) reason the shader settings are not archived on Flightgear exit in my local devel branch since my next-to-last update

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread Frederic Bouvier
Do you reproduce the problem I see ? Okay, found the problem with userarchive and eliminated it Now I see the same thing you describe, the model shader doesn't start up correctly, but all goes well once one just clicks the slider. The model shader doesn't seem to be doing anything at

Re: [Flightgear-devel] Random Buildings

2012-04-26 Thread Frederic Bouvier
Hi Stuart, On Wed, Apr 25, 2012 at 10:33 AM, Renk Thorsten wrote: Hm... I'm getting good performance, but the rendering of the random buildings do not seem to go via model-default.eff - they respond to the normal visibility, but not to the terrain haze layer, so they remain visible when

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-26 Thread Frederic Bouvier
One comment - to avoid any problems with merge requests being lost/ignored - who is this 'aimed' at? I.e who needs to review it and decide? I don't feel qualified, for example :) (But maybe I just merge it and see who complains ;) Not that you need to pick on any one person, but if

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-26 Thread Frederic Bouvier
Thorsten, One comment - to avoid any problems with merge requests being lost/ignored - who is this 'aimed' at? I.e who needs to review it and decide? I don't feel qualified, for example :) (But maybe I just merge it and see who complains ;) Not that you need to pick on any one

Re: [Flightgear-devel] GIT as of today unstable

2012-04-24 Thread Frederic Bouvier
Hi Thorsten, Can you get a backtrace? I can try if you tell me what I need to do... I've made a change to the startup sequence, yesterday, but I would expect it to crash later (after scenery loading), ten seconds sounds too early. Misunderstanding: After scenery loading and I

Re: [Flightgear-devel] GIT as of today unstable

2012-04-24 Thread Frederic Bouvier
Hi James, just a guess here, but in the past, I had to fix issues brought when converting raw pointers to smart pointers and ending up deleting the pointer given by the smart pointer explicitly. For example : SGSharedPtrMyClass myPtr = new MyClass; then delete myPtr; or delete myPtr.get();

Re: [Flightgear-devel] GIT as of today unstable

2012-04-24 Thread Frederic Bouvier
James, I wasn't affected by a crash until I realized that hashForAirport was never called. Then I enabled animated jetways and the segfault came, after few successful calls. I am not able to tell why though HTH -Fred

Re: [Flightgear-devel] Water shader issues

2012-04-23 Thread Frederic Bouvier
Emilian, All the sine stuff happens in the fragment shader, so performance is directly related to the amount of screen pixels covered by water, not on the amount of vertices. Maybe just testing the pixel depth against the fog distance might bring some performance in fogged scenarios, where

Re: [Flightgear-devel] [Rembrandt] the plan

2012-04-16 Thread Frederic Bouvier
De: Martin Spott Frederic Bouvier wrote: This shader error affects shadow rendering and for now, I don't have a replacement. The only thing I can propose for this kind of card, is to disable shadow rendering : --prop:/sim/rendering/shadows/enabled=false Here's your weekly

Re: [Flightgear-devel] Now Rembrandt here...

2012-04-14 Thread Frederic Bouvier
Gene Buckle On Thu, 12 Apr 2012, Frederic Bouvier wrote: Here is a video with a steady view to see shadow stability. http://youtu.be/JtEXIn2yL94 I also added 3 different sequences with different levels of filtering. Filtering is not yet configurable but is selectable

Re: [Flightgear-devel] Now Rembrandt here...

2012-04-13 Thread Frederic Bouvier
Will try. In any case, the information that some fallback code is probably be running is helpful already, I should be able to check this easily by setting gl_FragColor to blue in the shader that ought to be running and investigate from there. If you can post a screenshot with the buffers

Re: [Flightgear-devel] Shader - Environment interfacing issues

2012-04-13 Thread Frederic Bouvier
De: Renk Thorsten To be safe you need to limit yourself to 32 float varyings. Note: a vec3 counts as 3 float varyings, a vec4 as 4 etc. Okay thanks, then I am safe. Btw (spotted this while checking) - is there any particular reason to compute a normal from gl_Normal in the vertex

Re: [Flightgear-devel] Shader - Environment interfacing issues

2012-04-13 Thread Frederic Bouvier
Actualy it makes assumptions about the lighting scheme used, and it boosts the visible reflection of the sun using a texture instead of the light's specular in the specular pass. That gets to be less aparent in the Rembrandt specular pass.(That would be easily converted by using the sun

Re: [Flightgear-devel] Now Rembrandt here...

2012-04-12 Thread Frederic Bouvier
De: James Turner On 12 Apr 2012, at 08:24, Renk Thorsten wrote: 3) On my box, all three panels in the screen edges show the same image - not so on Fred's videos - is this the intended behaviour? This is the important one - it means the multiple render targets isn't working, so you

Re: [Flightgear-devel] Now Rembrandt here...

2012-04-12 Thread Frederic Bouvier
De: Erik Hofman e...@ehofman.com On Thu, 2012-04-12 at 10:35 +0200, Erik Hofman wrote: On Thu, 2012-04-12 at 10:29 +0200, Erik Hofman wrote: On Thu, 2012-04-12 at 09:01 +0100, James Turner wrote: On 12 Apr 2012, at 08:24, Renk Thorsten wrote: 3) On my box, all three panels

Re: [Flightgear-devel] Now Rembrandt here...

2012-04-12 Thread Frederic Bouvier
De: Erik Hofman e...@ehofman.com On Thu, 2012-04-12 at 11:02 +0200, Frederic Bouvier wrote: What is your card brand and model ? It's a NVidia GeForce 9600GT I think Emilian has the same card and I don't think he had these problems. Maybe it's a good idea to collect user experience

Re: [Flightgear-devel] Now Rembrandt here...

2012-04-12 Thread Frederic Bouvier
The driver is somewhat older - as with anything which works fine on my computer, I'm reluctant to fiddle with it because on past occasions I have found myself struggling for a few days just to restore the previous state of the system when an update went wrong, and I simply don't have the

Re: [Flightgear-devel] Now Rembrandt here...

2012-04-12 Thread Frederic Bouvier
De: Erik Hofman On Thu, 2012-04-12 at 11:24 +0200, Frederic Bouvier wrote: De: Erik Hofman e...@ehofman.com On Thu, 2012-04-12 at 11:02 +0200, Frederic Bouvier wrote: What is your card brand and model ? It's a NVidia GeForce 9600GT I think Emilian has the same card

Re: [Flightgear-devel] Now Rembrandt here...

2012-04-12 Thread Frederic Bouvier
I came across a blog post that compares multiple ways to compress the normals in an 8bit texture and I will try that shortly. That might be a good idea, at least to save texture memory. This blog entry is now cited as reference in the Rembrandt wiki page. -Fred

Re: [Flightgear-devel] Now Rembrandt here...

2012-04-12 Thread Frederic Bouvier
Thorsten, I'll add that you get that either if an effect not converted to Rembrandt is used, or if the default shader has a build error and OSG fallback to fixed functions. So if the lightfield or the skydome is not enabled, check the console for a shader build error. Another possibility is

Re: [Flightgear-devel] Now Rembrandt here...

2012-04-12 Thread Frederic Bouvier
1) The shadows around the aircraft have a ragged egde. That I understand is a function of the shadow map size. I can't go beyond 4096, I get an error on the console trying to go higher - but 4096 works fine with acceptable framerates, the edge is just a limit of my GPU and that is okay. 2)

Re: [Flightgear-devel] No Rembrandt here...

2012-04-11 Thread Frederic Bouvier
De: Erik Hofman On Wed, 2012-04-11 at 06:25 +, Renk Thorsten wrote: The first line says it all. Okay... so what does it mean? It means that a required Framebuffer Object failed to setup and the fallback isn't OK for Rembrandt. I'd first try to reduce the size of the shadow

Re: [Flightgear-devel] No Rembrandt here...

2012-04-11 Thread Frederic Bouvier
Hi Erik, De: Erik Hofman On Wed, 2012-04-11 at 10:18 +0200, Frederic Bouvier wrote: I have to make guess as I don't have a card that exhibit that issue. You can try to edit fg/src/Main/renderer.cxx and change GL_DEPTH_COMPONENT32 to GL_DEPTH_COMPONENT24. You may also try to add

Re: [Flightgear-devel] No Rembrandt here...

2012-04-11 Thread Frederic Bouvier
On Wed, 2012-04-11 at 13:35 +0200, Frederic Bouvier wrote: Hi Erik, With this patch you are trading a bug for a bug. Assigning the same attachment to three buffers as the same effect than assigning three different values to the same variable. I was already afraid something like

Re: [Flightgear-devel] FGbuild for MS Windows

2012-04-10 Thread Frederic Bouvier
I presume you need to start cmake in the correct VS2010 environment. If you try to enter cl in the command line and it replies Command not found, you need to locate vsvars32.bat and run it in your command line session. Jenkins build log, available here (for build 216) :

Re: [Flightgear-devel] No Rembrandt here...

2012-04-10 Thread Frederic Bouvier
Hi Thorsten, The first line says it all. I'd first try to reduce the size of the shadow map : --prop:/sim/rendering/shadows/map-size=1024 or reduce the window size : --geometry=800x600 to reduce the memory footprint. You have a laptop right ? Maybe you have shared memory between the CPU and

Re: [Flightgear-devel] FGbuild for MS Windows

2012-04-10 Thread Frederic Bouvier
Hi Olaf, De: Olaf Flebbe f...@oflebbe.de VC2010 express is only able to generate 32bit programs Regards, -Fred Hi, One can use the Windows SDK http://www.microsoft.com/download/en/details.aspx?displaylang=enid=8442 GRMSDKX_EN_DVD.iso to generate 64 Bit Windows Executables.

Re: [Flightgear-devel] Apologies to Fred - more feedback

2012-04-05 Thread Frederic Bouvier
I won't get the chance to fix this until after the weekend, but in the meantime at least the Rembrandt performance problems with random vegetation should be resolved. Already fixed ;) Regards, -Fred -- Better than

[Flightgear-devel] Rembrandt aircraft and fgrun

2012-04-05 Thread Frederic Bouvier
I should raise the point now before things get too complicated to change. In case you didn't notice, aircraft with Rembrandt lights now exhibit big grey blobs in the 3d preview of fgrun. So we should think of a way to identify these objects and remove them in fgrun. The simplest way is a

Re: [Flightgear-devel] Rembrandt aircraft and fgrun

2012-04-05 Thread Frederic Bouvier
That's a possibility (I forgot that one) but it only apply to submodels, right ? -Fred - Mail original - De: Clement de l'Hamaide clem...@hotmail.fr À: flightgear-devel@lists.sourceforge.net Envoyé: Jeudi 5 Avril 2012 15:59:18 Objet: [Flightgear-devel] Rembrandt aircraft and

Re: [Flightgear-devel] Rembrandt aircraft and fgrun

2012-04-05 Thread Frederic Bouvier
I don't remember every thing I did 5 years ago. Thank you for refreshing my memory So please, aircraft developers (Vivian, Gijs, Emilian, ...), use the nopreview/ tag Regards, -Fred - Mail original - De: Clement de l'Hamaide clem...@hotmail.fr À:

Re: [Flightgear-devel] More Rembrandt Feedback

2012-04-04 Thread Frederic Bouvier
- Scenery-terrain seems to cast shadows. Visible especially shortly before dawn or shortly after dusk. Great feature if so, but seems also need a lot of perfomance. Maybe it can be made switchable? - Comparing different aircraft-models showed me, that not the general number of vertices or

Re: [Flightgear-devel] More Rembrandt Feedback

2012-04-04 Thread Frederic Bouvier
- Scenery-terrain seems to cast shadows. Visible especially shortly before dawn or shortly after dusk. Great feature if so, but seems also need a lot of perfomance. Maybe it can be made switchable? - Comparing different aircraft-models showed me, that not the general number of

Re: [Flightgear-devel] Apologies to Fred - more feedback

2012-04-04 Thread Frederic Bouvier
Hi James, a quick reply, to say that most likely, the shader with a problem is sunlight.frag Regards, -Fred - Mail original - De: James Turner zakal...@mac.com À: FlightGear developers discussions flightgear-devel@lists.sourceforge.net Envoyé: Mercredi 4 Avril 2012 15:49:33

Re: [Flightgear-devel] Apologies to Fred - more feedback

2012-04-04 Thread Frederic Bouvier
in the image in sunlight.frag so this is not the problem but the inputs are weird, so is the lighting. You disabled *all* shaders, right ? Regards, -Fred - Mail original - De: Frederic Bouvier fredfgf...@free.fr À: FlightGear developers discussions flightgear-devel

Re: [Flightgear-devel] Apologies to Fred - more feedback

2012-04-04 Thread Frederic Bouvier
- more feedback On 4 Apr 2012, at 15:56, Frederic Bouvier wrote: The shadow is rendered in the image in sunlight.frag so this is not the problem but the inputs are weird, so is the lighting. You disabled *all* shaders, right ? Just made (and pushed) a Simgear tweak to identify

Re: [Flightgear-devel] Apologies to Fred - more feedback

2012-04-04 Thread Frederic Bouvier
@lists.sourceforge.net Subject: Re: [Flightgear-devel] Apologies to Fred - more feedback On 4 Apr 2012, at 15:56, Frederic Bouvier wrote: You disabled *all* shaders, right ? --prop:/sim/rendering/shaders/quality-level=0 In my fgfsrc. James

Re: [Flightgear-devel] Apologies to Fred - more feedback

2012-04-04 Thread Frederic Bouvier
On 4 Apr 2012, at 17:00, Frederic Bouvier wrote: Thank you James, Can you push that to gitorious ? Done. Looking at the language docs, 'varying' in a fragment shader really is a synonym for 'in', and hence, it makes sense (to me) that assignment to an input is disallowed

Re: [Flightgear-devel] Apologies to Fred - more feedback

2012-04-04 Thread Frederic Bouvier
Hi Stuart, On Wed, Apr 4, 2012 at 5:05 PM, Frederic Bouvier wrote: You may also want to disable vegetation for better performance : --prop:/sim/rendering/random-vegetation=0 Regards, -Fred Fred, I'd like to help out fixing bugs/limitations in Rembrandt. Given I wrote

Re: [Flightgear-devel] Apologies to Fred - more feedback

2012-04-04 Thread Frederic Bouvier
On 4 Apr 2012, at 17:22, Frederic Bouvier wrote: It was part of a fix I pushed late yesterday night. My NVidia driver didn't protest though. Thank you for finding this and for the debugging help. No problem, delighted to help any way I can. I wasn't complaining at you, more

Re: [Flightgear-devel] [SPAM] Re: Apologies to Fred - more feedback

2012-04-04 Thread Frederic Bouvier
De: Anders Gidenstam On Wed, 4 Apr 2012, James Turner wrote: Guessing that writing to a 'varying' might be the issue, I made a temporary: vec3 normal2 = (2.0 * gl_Color.a - 1.0) * ecNormal; gl_FragData[0] = vec4( (normal2.xy + vec2(1.0,1.0)) * 0.5, 0.0, 1.0 );

Re: [Flightgear-devel] [Rembrandt] the plan

2012-04-04 Thread Frederic Bouvier
De: Martin Spott Frederic Bouvier wrote: You can try the last code with --prop:/sim/rendering/no-16bit-buffer=true jive: 12:18:06 ~ find .fgfs* find: No match. jive: 12:18:17 ~ env | grep \^FG FG_HOME=/opt/FlightGear FG_ROOT=/home/martin/SCM/FlightGear/fgdata jive: 12:18:19 ~ fgfs

Re: [Flightgear-devel] Apologies to Fred - more feedback

2012-04-04 Thread Frederic Bouvier
De: Stuart Buchanan stuar...@gmail.com On Wed, Apr 4, 2012 at 5:40 PM, Frederic Bouvier wrote: As for the performance, I have a vague recollection that you say that the trees are first drawn alpha-tested and then alpha-blended. Can you elaborate on this if it's true ? Yes. There's

Re: [Flightgear-devel] More Rembrandt Feedback

2012-04-03 Thread Frederic Bouvier
Hi, We have a comics here where the main character is named Lucky Luke. He is a cowboy who run after the evil Dalton brothers and is famous to fire faster than his shadow. Do we want objects ahead of their shadows and play Lucky Luke in fg ? Rendering half the scene in the shadow map is not

Re: [Flightgear-devel] More Rembrandt Feedback

2012-04-03 Thread Frederic Bouvier
Each aircraft in the inventory needs checking for 2 sided faces, panel lights need converting, and nice to have are nav. lights and landing lights. Much of the shared and scenery models need similar checking: the windsock is an obvious one. Can you imagine the task for USS Vinson?

Re: [Flightgear-devel] More Rembrandt Feedback

2012-04-03 Thread Frederic Bouvier
Yes, X-Plane 10 also makes use of deferred shading. They just named it Global Lighting/HDR. Framerates aren't better there as in FGFS as now. The difference is only that landinglights there looks much smoother (no hard edges) This is just designers' art. The light poles don't have hard

Re: [Flightgear-devel] [Rembrandt] the plan

2012-04-02 Thread Frederic Bouvier
De: Martin Spott Frederic Bouvier wrote: You can try the last code with --prop:/sim/rendering/no-16bit-buffer=true jive: 12:18:06 ~ find .fgfs* find: No match. jive: 12:18:17 ~ env | grep \^FG FG_HOME=/opt/FlightGear FG_ROOT=/home/martin/SCM/FlightGear/fgdata jive: 12:18:19

Re: [Flightgear-devel] Rembrandt - Some Feedback

2012-04-01 Thread Frederic Bouvier
With Rembrandt, brightness of the scenery seems to depend on the view's pitch angle a lot. So, when you fly along and pitch up/down heavily (take the ufo), you see the ground becoming brighter and darker. It mainly seems to affect the bright (non-shadow) areas. I believe it was fixed by

Re: [Flightgear-devel] [Rembrandt] the plan

2012-03-31 Thread Frederic Bouvier
P.S.: If you'd like me to test on the Nvidia 7950 GT again, please yell at me. You can try the last code with --prop:/sim/rendering/no-16bit-buffer=true Regards, -Fred -- This SF email is sponsosred by: Try

Re: [Flightgear-devel] [Rembrandt] the plan

2012-03-31 Thread Frederic Bouvier
The light animation is now functional. As an example, the airport light pole has been converted, and is visible near the maintenance building at KSFO. A new option: /sim/rendering/no-16bit-buffer=true is available for GPU that emit 0x8cda at FBO setup. It should produce ugly specular though.

Re: [Flightgear-devel] [Rembrandt] the plan

2012-03-30 Thread Frederic Bouvier
The lighting problem has been fixed and the shadows are in since this morning. Shadow resolution is configurable in the preferences by changing /sim/rendering/shadows/map-size before starting fgfs. I'll try to add a listener to make it settable at run-time. Next step will be to add lighting

Re: [Flightgear-devel] [Rembrandt] the plan

2012-03-28 Thread Frederic Bouvier
Hi Martin, - Mail original - De: Martin Spott Martin Spott wrote: http://foxtrot.mgras.net/bitmap/FGFS/fgfs-rembrandt_01.png Default console output is here - nothing particularly exciting: http://foxtrot.mgras.net/bitmap/FGFS/fgfs-rembrandt_01.txt The interesting part is

Re: [Flightgear-devel] [Rembrandt] the plan

2012-03-28 Thread Frederic Bouvier
What is the exact g-buffer format rembrandt tries to set up? NV4x/NV5x have some serious restrictions. 1 attachment is RG16 (normals.xy) 2 attachments are RGBA8 (diffuse color, and monochrome specular, emissive and shininess) 1 GL_DEPTH_COMPONENT32 (depth) Regards, -Fred

Re: [Flightgear-devel] [Rembrandt] the plan

2012-03-25 Thread Frederic Bouvier
The first batch of sources has been pushed to gitorious. These commits are intended mainly to check that the classical (forward) renderer is not broken and works as usual. They will also permit one to challenge his GPU and see how it behaves in front of the beast. In the plan exposed previously

Re: [Flightgear-devel] [Rembrandt] the plan

2012-03-25 Thread Frederic Bouvier
De: James Turner On 25 Mar 2012, at 18:49, Frederic Bouvier wrote: The Rembrandt renderer is enabled with the --enable-rembrandt option. *ALL SHADERS SHOULD BE SET TO OFF* unless someone want to begin to convert other shaders. On Ati 5770 / Mac / OSG 3.0.1, this is basically alive

Re: [Flightgear-devel] [Rembrandt] the plan

2012-03-25 Thread Frederic Bouvier
- Mail original - De: James Turner zakal...@mac.com À: FlightGear developers discussions flightgear-devel@lists.sourceforge.net Envoyé: Dimanche 25 Mars 2012 21:51:19 Objet: Re: [Flightgear-devel] [Rembrandt] the plan On 25 Mar 2012, at 20:39, Frederic Bouvier wrote: It means

Re: [Flightgear-devel] Rembrandt feedback (was: Project Rembrandt - next steps)

2012-03-09 Thread Frederic Bouvier
Thanks, I prefer that one ;-) -Fred - Mail original - De: Olaf Flebbe f...@oflebbe.de À: FlightGear developers discussions flightgear-devel@lists.sourceforge.net Envoyé: Vendredi 9 Mars 2012 23:00:47 Objet: Re: [Flightgear-devel] Rembrandt feedback (was: Project Rembrandt -

Re: [Flightgear-devel] [Flightgear-commitlogs] SimGear branch, next,

2012-03-07 Thread Frederic Bouvier
De: Erik Hofman On Wed, 2012-03-07 at 11:54 +0100, Gijs de Rooy wrote: Martin wrote: On my (my wife's) system (Linux Nvidia proprietary driver) this change turns PAPI/VASI lights into huge, illuminated baloons. Therefore I strongly propose to just revert this change.

Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-07 Thread Frederic Bouvier
De: thorsten i renk I think that you have to add new techniques (an XML element) to existing effect file. You leave the current technique intact and copy/paste it in the same file, add or change what is needed and Modify its predicate. Look at model-default.eff that implements 2

Re: [Flightgear-devel] Lightfields to GIT - some more advice?

2012-03-07 Thread Frederic Bouvier
Techniques (with their predicate) are tested in ascending order of their index (the n attribute), so you can create a new technique with a lower index than the one for the current technique and add a predicate that test (for example) /sim/rendering/lightfield. Thanks Frederic - this

Re: [Flightgear-devel] [Rembrandt] the plan

2012-03-07 Thread Frederic Bouvier
Hi Lauri, Hi all. 3. define an XML format for describing the two possible rendering pipelines (the current and new). The format will introduce optional elements (such as shadows, ambient occlusion, glow). I want to point out my work on my newcameras branch:

[Flightgear-devel] [Rembrandt] the plan

2012-03-06 Thread Frederic Bouvier
Now that the introduction of Rembrandt next, provided that the current operation is retained, has been accepted, it is time to outline the plan that I intend to apply: 1. update SimGear with additions made on the effects and animations (done). The changes include the creation of positioned

Re: [Flightgear-devel] [Rembrandt] Help request

2012-03-06 Thread Frederic Bouvier
So may I ask a kind soul with write access to the data repository, or capable of submitting a merge request, to review all effect files and add the test of the new property to every technique of every effect, and add a new predicate to technique not having one for the moment. The code snippet

Re: [Flightgear-devel] Rembrandt feedback (was: Project Rembrandt - next steps)

2012-03-06 Thread Frederic Bouvier
Hi Olaf, not all shader are converted, so you'd better disable all of them (Hinted by the error in GEOMETRY that is not used in Rembrandt) The 'unsigned' error shows that the driver is lacking, or maybe a declaration is missing. OSG defines an uniform of type 'unsigned int' The error on image

Re: [Flightgear-devel] Rembrandt feedback (was: Project Rembrandt - next steps)

2012-03-06 Thread Frederic Bouvier
Am 06.03.12 23:09, schrieb Olaf Flebbe: PixelBufferCocoa :: realizeImplementation not implemented yet Hi Fred Just curious about this line, do you think recent osg cocoa windowing under OSX will be supported by rembrandt? Sorry Yves, I have no idea. This error message seems to imply

Re: [Flightgear-devel] Rembrandt feedback (was: Project Rembrandt - next steps)

2012-03-06 Thread Frederic Bouvier
Hi Olaf, maybe I can tell you from a screenshot. From memory, we need at least GL_ARB_framebuffer_object and float_texture I don't know what extension or declaration is required to have unsigned int uniforms (osg_FrameNumber in src/Main/CameraGroup.cxx) Regards, -Fred - Mail original

Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-05 Thread Frederic Bouvier
Hi Thorsten, De: thorsten i renk I agree that we should merge the project rembrandt work sooner rather than later. However, we should also take some time and effort to make sure Thorsten's sky/haze/horizon effects are accounted for as well. I don't know what issues we will find

Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-05 Thread Frederic Bouvier
Do you mean that v1.1 as posted on the forum can't be committed as is to git ? Technically it could, but at the expense of forcing everyone to use lightfield shaders. It overwrites for instance the default terrain and model shaders. The reason why this is implemented in that way is

Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-04 Thread Frederic Bouvier
As a migration path, I verified that my changes to simgear are compatible with the current next branch. If there is no objection, I will commit these changes to gitorious and begin to prepare the flightgear code in a way that would allow to keep the current renderer. As I received no

Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-04 Thread Frederic Bouvier
Hi Curt, De: Curtis Olson On Sun, Mar 4, 2012 at 9:25 AM, Frederic Bouvier wrote: As a migration path, I verified that my changes to simgear are compatible with the current next branch. If there is no objection, I will commit these changes to gitorious and begin to prepare

Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-04 Thread Frederic Bouvier
But whenever talking about git rebase one should mention that THOU SHALT NOT rebase a branch which you've ever pushed. Because if someone ever pulled your What I always do, before pushing an update for the next branch is: As stated previously, a code that is not run is unlikely to be

[Flightgear-devel] [Rembrandt] Help request

2012-03-04 Thread Frederic Bouvier
Hi, in preparation to the introduction of Rembrandt in the main branch, we should ensure that effect will be compatible with the current renderer. For that, I added a new property to preferences.xml and modified Effects/model-default.eff to test this new property. It will be also available to

Re: [Flightgear-devel] Rembrandt feedback (was: Project Rembrandt - next steps)

2012-03-04 Thread Frederic Bouvier
De: Torsten Dreyer Hi Fred, today, I tried Rembrandt on two Linux machines, both running 64bit openSUSE 12.1 (this is Linux) with nvidia'd driver 295.20. FlightGear ist started in windows mode. 1.) My Notebook having a Intel dual core@1.6GHz, 4GB RAM and a GeForce Go 7400 with 256MB

Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-03 Thread Frederic Bouvier
De: Torsten Dreyer Am 02.03.2012 19:03, schrieb Frederic Bouvier: Now that release 2.6 is out, perhaps it is time to discuss further developments concerning project Rembrandt. Although it may already produce pretty images when used by a talented designer (see for example the P92

Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-03 Thread Frederic Bouvier
- Mail original - De: Torsten Dreyer tors...@t3r.de Am 03.03.2012 12:33, schrieb Frederic Bouvier: But just curious : how many of you reviewed the current code ? n+1 Just checked out your project/rembrandt branches. Code compiles fine on 64bit openSUSE 12.1 with OSG from

Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-03 Thread Frederic Bouvier
De: ThorstenB Also, the project is quite good in finding issues, once new stuff is in git. But, generally we are not so good in fixing problems then. Notoriously, everyone has just too little spare time ;-), so a lot of issues just starve in the tracker. And with hard-core OSG stuff,

Re: [Flightgear-devel] terragear not building and installing genapts

2012-03-03 Thread Frederic Bouvier
Maybe there is a missing dependency that silently discard genapt from the build Regards, -Fred - Mail original - De: Jason Cox À: flightgear-devel@lists.sourceforge.net Envoyé: Samedi 3 Mars 2012 23:41:41 Objet: [Flightgear-devel] terragear not building and installing genapts Hi

[Flightgear-devel] Project Rembrandt - next steps

2012-03-02 Thread Frederic Bouvier
Now that release 2.6 is out, perhaps it is time to discuss further developments concerning project Rembrandt. Although it may already produce pretty images when used by a talented designer (see for example the P92), it is however, not usable by most people. The Wiki page summarizes the list of

Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-02 Thread Frederic Bouvier
De: Anders Gidenstam On Fri, 2 Mar 2012, Frederic Bouvier wrote: * Register all transparent surfaces Just a quick question: Doesn't OSG already detect translucent meshes and treat them differently from the rest during rendering? Hence, couldn't this classification be done more

Re: [Flightgear-devel] Stuart and Curt, live on FSBreak!

2012-02-29 Thread Frederic Bouvier
Curt and Stuart are promoting FligthGear live right now! Do they have a recording available for download ? Try : http://fr.twitch.tv/fsbreak/b/309747803 -Fred -- Virtualization Cloud Management Using Capacity

Re: [Flightgear-devel] Jenkins thrashing...

2012-02-27 Thread Frederic Bouvier
Hi Gene, It appears that the windows-release target rebuilds _everything_ regardless of whether or not it's necessary. This build gets triggered multiple times for some reason and due to disk thrashing, renders the machine basically unusable until it's done. Since this machine also

[Flightgear-devel] RE : Looking at a nice project from outside

2012-02-24 Thread Frederic Bouvier
I just don't understand why these submissions are not just refused with a baked reply. You all are burning yourself and then will blame the community as a whole in anger.  Please enforce the rules ! Regards, -Fred Gijs de Rooy gijsr...@hotmail.com a écrit :   Oliver wrote: Goind to post it

[Flightgear-devel] RE : Did anyone test the 2.6.0 release on Windows 7 64 Bit?

2012-02-21 Thread Frederic Bouvier
Hi, I am away from my computer so I can comment specifically any point, but I have few questions :  1. did these problem occurs in the release candidates or are specific to the final version ? 2. We know that you didn't install in Program Files but we don't know where exactly. Could there be

Re: [Flightgear-devel] Shader performance

2012-02-06 Thread Frederic Bouvier
Pushing most of the haze shader computation from the vertex to the fragment level would seem to suggest an approximately constant cost for the haze for the same view regardless of scenery complexity since the number of hazy fragments remain about the same. Thanks for the explanations -

Re: [Flightgear-devel] Shader performance

2012-02-06 Thread Frederic Bouvier
Pushing most of the haze shader computation from the vertex to the fragment level would seem to suggest an approximately constant cost for the haze for the same view regardless of scenery complexity since the number of hazy fragments remain about the same. Thanks for the

Re: [Flightgear-devel] FG scam resurfaces...

2012-02-06 Thread Frederic Bouvier
And they even have an old screenshot of FGSD showing LFPX (the airfield where I used to fly in RL) ROFL -Fred -- Try before you buy = See our experts in action! The most comprehensive online learning library for

Re: [Flightgear-devel] fgdata version in master branch

2012-02-05 Thread Frederic Bouvier
Hi Robert, De: Robert Hi everybody, since one or two weeks I have the following problem: When I start fgfs it tells me that it needs version 2.7.0 of fgdata and quits immediately. I am using SimGear/Flightgear next branch, and fgdata master branch. After maually changing the

Re: [Flightgear-devel] LaRCsim broken?

2012-01-31 Thread Frederic Bouvier
You can try to switch on ENABLE_UIUC_MODEL too as one of the undefined relates to uiuc -Fred - Mail original - De: D-NXKT Objet: [Flightgear-devel] LaRCsim broken? Hello Fred, thanks for your reply. I wasn't aware of this option. I assume configuring fg with Cmake means

Re: [Flightgear-devel] LaRCsim broken?

2012-01-30 Thread Frederic Bouvier
Make sure that LaRCsim is selected when configuring fg with Cmake Regards, -Fred - Mail original - De: D-NXKT d_n...@yahoo.de À: flightgear-devel@lists.sourceforge.net Envoyé: Mardi 31 Janvier 2012 01:02:27 Objet: [Flightgear-devel] LaRCsim broken? Hello, could it be that

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