Re: [Flightgear-devel] Default 3d clouds in Local Weather

2011-09-11 Thread thorsten . i . renk
Hi Stuart, I'd really like the 3D cloud infrastructure to be used for all the clouds, so if there are features missing we should address them. Would it be possible to modify the 3D clouds so that they can be used for the rain texture as well? For example, I could provide a sprite

Re: [Flightgear-devel] Two aircraft-related issues

2011-09-05 Thread thorsten . i . renk
ZLT-NT and Nordstern: I can't place the mooring mast, which is supposed to be alt+click. I would suspect the window manager, both aircraft use the same mechanism and I've seen it working here as recently as yesterday. It should be a left click while holding the (left, on my keyboard) Alt

Re: [Flightgear-devel] Default 3d clouds in Local Weather

2011-09-03 Thread thorsten . i . renk
Hi Stuart, Thorsten R. - please feel to provide a prioritized list of fixes/enhancements you need. A summary list of current issues ordered by priority (leaving out what your recent commit addressed - I still need to pull that): 1) placement in flat layer instead of curved That is currently

Re: [Flightgear-devel] FlightGear v2.4 is Released!

2011-08-19 Thread thorsten . i . renk
BTW, feature freeze is meant to be exactly this: No addition of new features. There's no point in delaying feature freeze specifically for aircraft as the feature set of the core, which aircraft are supposed to run on top of, is already supposed to be stable by definition of the feature

Re: [Flightgear-devel] FlightGear v2.4 is Released!

2011-08-19 Thread thorsten . i . renk
Doesn't make sense to me (I have no clue what you mean). No problem, that's something I'll be able to cope with, And aren't we charming today? Well, since I know first hand about the joy of nightly diaper changes, I'll just add my best wishes for a more relaxing time here. Cheers, * Thorsten

Re: [Flightgear-devel] FlightGear v2.4 is Released!

2011-08-19 Thread thorsten . i . renk
Doesn't make sense to me (I have no clue what you mean). No problem, that's something I'll be able to cope with, And aren't we charming today? Well, since I know first hand about the joy of nightly diaper changes, I'll just add my best wishes for a more relaxing time here. False

Re: [Flightgear-devel] FlightGear v2.4 is Released!

2011-08-18 Thread thorsten . i . renk
Congratulations to everyone for the hard work - in front of and behind the scenes. Let me take the opportunity to say that I really liked the way the release process worked: * everything was announced well in advance so that everyone had (make that 'could have...') opportunity to adjust his own

Re: [Flightgear-devel] Two strange issues

2011-08-18 Thread thorsten . i . renk
2) I have the Corse custom scenery http://helijah.free.fr/flightgear/scenes.html#Corse installed under my FG 2.0.0 FGData. With my GIT version, I don't actually have any scenery under FGData but instead use the commandline option --fg-scenery=/usr/share/FlightGear-2.0.0/Scenery/ That

Re: [Flightgear-devel] Two strange issues

2011-08-18 Thread thorsten . i . renk
Try adding --prop:sim/paths/use-custom-scenery-data=false to the command line. I had the same issue, and thanks to help from list members that was and still is the only way my custom scenery can work with git/2.4.0... I don't have a clear understanding why, but that fixes the issue. *

Re: [Flightgear-devel] Default 3d clouds in Local Weather

2011-08-16 Thread thorsten . i . renk
... and yet another issue: On a first long-range test yesterday, I observed that the cloud base of my convective layer was continuously rising. At takeoff the clouds were exactly as specified, later still plausible given terrain, but by the time the cloudbase had reached my curise altitude of

[Flightgear-devel] Two strange issues

2011-08-16 Thread thorsten . i . renk
Two things which might be worth mentioning (both with recent GIT, pulled and compiled ~ a week ago) 1) One of my rendering performance benchmark tests is to use the ufo transport it, using the location dialog, exactly 30.000 ft over the starting position (then increase FOV to 120 deg and create

Re: [Flightgear-devel] Default 3d clouds in Local Weather

2011-08-13 Thread thorsten . i . renk
I've got a patch to do this that I'll submit shortly. the parameter is height-map-texture, and it defaults to false. I'm also taking the opportunity to change some of the defaults, so that the max-[cloud|sprite]-[width|height]-m parameters default to 1.5x the min equivalent. I suspect it

Re: [Flightgear-devel] Default 3d clouds in Local Weather

2011-08-12 Thread thorsten . i . renk
That should be 1 second for most systems, so that's great. Does that just cover the elevation queries or generating the full model? That should be 1 sec for everything (I don't have any measurement for how fast generating the cloud models is, but it is *very* fast. If so, then I wonder if

[Flightgear-devel] Some background info: 3d cloud layer design issues

2011-08-11 Thread thorsten . i . renk
This is basically an answer to Vivian who asked me why my Cumulus layers look like stacks of cardboard rather than smooth volumetric objects like Stuart's 3d clouds - I thought that maybe some others are also interested in some background info, and maybe someone even has a new idea. Basically,

Re: [Flightgear-devel] Default 3d clouds in Local Weather

2011-08-11 Thread thorsten . i . renk
Some progress and minor issues: I am in the process of redoing textures and cloud definitions for Cu layers (the toughest nut), about halfway through converting all available cloud types. I have implemented tested tile management functionality (automatic building and removing clouds) and it

Re: [Flightgear-devel] Future Weather System

2011-08-08 Thread thorsten . i . renk
Unless there are any objections, I intend to push Emilian's and my work to Git later today. Has been working fine for me the last days - no problems with dds textures, and I've been using your reworked texture sheets as basis to generate the regular m x n structures needed for Stuart's system.

[Flightgear-devel] Runtime loadable Nasal modules question

2011-08-08 Thread thorsten . i . renk
I've spent 20 minutes yesterday to get the parameter lists I need for Stuart's system into a new module 'cloud_definitions.nas' to unclutter the code - when I had that ready, I generated a runtime error that 'cloud_definitions.select_cloud_model()' would reference an unknown object. I

Re: [Flightgear-devel] Default 3d clouds in Local Weather

2011-08-07 Thread thorsten . i . renk
Instead there are two shadings taking place: 1) Shading based on distance of the sprite to the sun. Effectively we compare a vector from the center of the cloud to the sprite location with the light normal. 2) Shading based on the vertical placement of the sprite in the cloud, so lower

Re: [Flightgear-devel] Default 3d clouds in Local Weather

2011-08-07 Thread thorsten . i . renk
I think the problem is that you are expecting the cloud height to indicate the location of sprite centers, wherease the code is expecting it to be the height of the actual cloud. The code actually _subtracts_ the minimum texture height from the cloud height to determine where to place

[Flightgear-devel] Local Weather - backward compatibility

2011-08-04 Thread thorsten . i . renk
Please note, the check for features.can_disable_environment == 1 is gone now. It doesn't make any sense there. In a current GIT, none of the checks make any sense, because current GIT always has all the features. On the other hand, the purpose of the compat_layer.nas is to provide

[Flightgear-devel] Default 3d clouds in Local Weather

2011-08-04 Thread thorsten . i . renk
I've finally (I guess you all know the feeling of too much other stuff to do...) managed to start some tests with Stuart's Nasal interface for 3d cloud generation. Right now there is only a very rough placement structure and no real management (no removal, no distinction of cloud size, all same

Re: [Flightgear-devel] Local Weather - backward compatibility

2011-08-04 Thread thorsten . i . renk
We don't normally maintain 2 versions: we leave the last stable as is, and only work on the Git version. If it's too much work, or too confusing I would suggest you abandon the version intended to be distributed via Forums, since that is not how we usually conduct our business. That's

Re: [Flightgear-devel] Local Weather - backward compatibility

2011-08-04 Thread thorsten . i . renk
Sorry, I was unclear. The computation of wind-from-down-fps can not be disabled at all, it is independent of the feature can_disable_environment. Thanks for clarifying - that makes sense. Sorry for the confusion then. * Thorsten

Re: [Flightgear-devel] Default 3d clouds in Local Weather

2011-08-04 Thread thorsten . i . renk
Even though your previous testing showed no perf difference between the default 3d clouds and the models, I am slightly disappointed there isn't some intrinsic perf benefit to the default 3d versions. It's not been a fair comparison as such. Let me try building clouds from the same texture

Re: [Flightgear-devel] Default 3d clouds in Local Weather

2011-08-04 Thread thorsten . i . renk
Even though your previous testing showed no perf difference between the default 3d clouds and the models, I am slightly disappointed there isn't some intrinsic perf benefit to the default 3d versions. It's not been a fair comparison as such. Let me try building clouds from the same texture

Re: [Flightgear-devel] Ridge lift seems broken

2011-08-03 Thread thorsten . i . renk
Fixed in master and release/2.4.0. For some reason that code did got get upstream when I opened up the system for local weather. Must have been broken since September 2010!? Thanks for the quick attention! It's quite possible that it's broken for a while - there are not so many glider

Re: [Flightgear-devel] Future Weather System

2011-08-03 Thread thorsten . i . renk
Meanwhile - at the cheap end of the market, Emilian and I have cleaned up most of the textures, made some of the AC3D models single-sided, reordered the objects, provided unique names, and converted everything to .dds. This has much improved loading/unloading, and given a much better

Re: [Flightgear-devel] Ridge lift seems broken

2011-08-03 Thread thorsten . i . renk
Hmmm - just notices you are setting wind-from-down-fps in your local weather. This is a bad idea as it is a computed value wind-from-down-fps = thermal-lift-fps + ridge-lift-fps + local-weather-lift That's how it was hardcoded in the old weather system and what I forgot to

[Flightgear-devel] Ridge lift seems broken

2011-08-02 Thread thorsten . i . renk
Following the report of a Forum user, I've just tested ridge lift near Innsbruck with the ASK-13 with a recent (yesterday) GIT binary. It appears to me that ridge lift is indeed broken in the sense that the number computed and visible under /environment/ridge-lift-fps is fine, but the FDM doesn't

Re: [Flightgear-devel] Future Weather System

2011-08-01 Thread thorsten . i . renk
So, I quickly wrote an alternative to the current Nasal system geodinfo(), using the groundcache instead of the current scenery method. (...) Comments? You just made me a rather happy person :-) That seems like a sizeable improvement in performance! One question - do the two methods have

Re: [Flightgear-devel] [patch] Improved forests

2011-08-01 Thread thorsten . i . renk
I'm not sure if increasing the tree count could trigger the same problem. I've been flying with 8 times the default tree density for the last half year (I edited materials.xml) - apart from the (expected) general overall impact on framerate, I haven't seen any issues like second-long lags when

Re: [Flightgear-devel] The state of things in Flight Gear

2011-08-01 Thread thorsten . i . renk
I think it's grossly unfair to mix these issues: Spaceflight requires to essentially write a space simulator. One of my first statements in the forum was: Orbital flights opens a whole new can of worms besides the need for different rendering - completely different physics, completely

Re: [Flightgear-devel] The state of things in Flight Gear

2011-07-29 Thread thorsten . i . renk
It's a dead end time when someone who had asked for changes leaves before that changes comes because it not comes too long and that makes some issue area related development impossible. (...) If that dead end will come seventy years after now then for sure I had missed the point. If not then

Re: [Flightgear-devel] Current Weather System...

2011-07-19 Thread thorsten . i . renk
@ Vivian: 1. No one EVER reads the manual. Not for nothing is our manual called 'The FlightGear Manual' - so we can justifiably say RTFM. Now that I have read your manual, I would say most of it would go right past the average user, who wants to simulate flying, look out of the window and

Re: [Flightgear-devel] Future Weather System

2011-07-14 Thread thorsten . i . renk
You mentioned earlier that a lot of the performance issues would disappear if we could probe the terrain 100 times faster. I've been thinking about this for a while for ai traffic, skyop's moving map instrument, and weather. I'm thinking of storing some resolution of altitude data in the

[Flightgear-devel] Current Weather System...

2011-07-14 Thread thorsten . i . renk
If I may be permitted some personal comments about things which bug me? I've been thinking quite a bit (possibly more than it's good for me) triggered by responses on the list during the last days, and I would perhaps take the time to clarify my position on a few things. I get the impression

Re: [Flightgear-devel] Future Weather System

2011-07-13 Thread thorsten . i . renk
Here, with a Core 2 Quad, 4Gb RAM, nVidia GTx285 with 2Gb VRAM there is a huge difference in performance. At EGMH and using METAR, I get 75 fps with Global Weather, but when I use Local Weather, using the same METAR, I get a little over half that. I hate to repeat myself, but what set of

Re: [Flightgear-devel] Future Weather System

2011-07-13 Thread thorsten . i . renk
You can enable a better property to compare performance using View = Show worst-case frame delay. It shows the longest delay in between two frames within the last second of simulation (lower left corner). The lower the number, the better. In order to maintain an acceptable 25Hz simulation,

Re: [Flightgear-devel] Minor GUI layout improvements

2011-07-12 Thread thorsten . i . renk
I also wonder if the terms global and local are really applicable. Would static weather modeling and dynamic weather modeling be better terms, or how about simple/complex? I guess the key differences in philosophy are: * terrain interaction: clouds in Local Weather 'know' terrain type and

Re: [Flightgear-devel] Future Weather System

2011-07-12 Thread thorsten . i . renk
What I'd really love to see in the mid-to-long-term range is some kind of unified weather system. It does not really make sense for an average user to have two systems to choose from. Well, there's also a reason - the different design philosophy - and at some point you may want to consider

[Flightgear-devel] Turbulence in YASim vs. JSBSim

2011-07-11 Thread thorsten . i . renk
I've recently tested the DG-101G which is (I think) the first JSBSim glider I've been flying in Flightgear. I've noticed a rather strange issue: In Local Weather, I added some amount of turbulence around a thermal proportional to the strength to simulate the fact that a thermal is not a laminar

Re: [Flightgear-devel] Minor GUI layout improvements

2011-07-10 Thread thorsten . i . renk
2) As it stands, it's very difficult for a new user to understand the difference between Local Weather and Global Weather. let alone how they inter-relate. Enabling the Local Weather package requires setting Enabled local weather module from the Local Weather Settings menu, yet the rest of

Re: [Flightgear-devel] Minor GUI layout improvements

2011-07-10 Thread thorsten . i . renk
Sounds logical to me ...the double weather systems are a bit of nuisance , would be nicer, in my opinion , if they could be combined in a single dialog but not sure if that's possible.I use real world weather anyway , so i never use those settings. That misses the point - you can use

Re: [Flightgear-devel] Aircraft selection for 2.4.0

2011-07-06 Thread thorsten . i . renk
Rest assured, the Concorde has its share of oddities :) See the known problems part in the ReadmeConcorde-jbsim.txt. Yes, it sure does. But I guess I mean something slightly different. I have tried to fly AP-controlled IFR approaches in a number of planes (since I can do really good-looking

Re: [Flightgear-devel] Aircraft selection for 2.4.0

2011-07-06 Thread thorsten . i . renk
I spent several hours in RL flights measuring the behaviour and timing of the CENTURYIII and several days to implement the measured values in it's digital counterpart in the SenecaII. I am confident that the SenecaII has an autopilot capable handling all published procedures including flying

Re: [Flightgear-devel] A couple of random oddities

2011-07-05 Thread thorsten . i . renk
Hm, while people revisit the Lightning, maybe also this is interesting - what's wrong with the picture? http://www.phy.duke.edu/~trenk/pics/lightning_wind.jpg The plane is at rest and faces 350 degrees (i.e. up), the wind comes from 260 degrees (i.e. left) and the drag chute goes... hm...

Re: [Flightgear-devel] Aircraft selection for 2.4.0

2011-07-04 Thread thorsten . i . renk
We currently have - 777-200 I have been trying the CRJ700 lately, and I think this might be an option for an airliner as well - the cockpit has a nice visual quality, it comes with engine start procedure, the AP seems to be well-tuned and free of oscillatory behaviour and the night lights in

[Flightgear-devel] Local Weather 1.18

2011-06-30 Thread thorsten . i . renk
I've just placed an updated version of Local Weather online. This version doesn't contain any genuinely new features but fixes one timing problem in loading the Nasal modules and a couple of issues which have been bugging me for some time (some improved textures, a couple of cloud model changes,

Re: [Flightgear-devel] A couple of random oddities

2011-06-30 Thread thorsten . i . renk
Further research indicates that the F1A, modeled here was NOT capable of M2.0 at 36000ft. M1.9 seem more likely. Moreover, due to structural and stability problems the F1A was operationally limited to M1.7 or approximately 700KIAS. We have pushed a small change in Mach drag to model this

[Flightgear-devel] A couple of random oddities

2011-06-29 Thread thorsten . i . renk
A bunch of issues I've seen - maybe some folks want to fix them before the release (all in a GIT pull of 5 days ago): * The B29 (JSBSim) doesn't run, but rather prints out an error message YOU HAVE AN INCOMPATIBLE CFG FILE FOR THIS AIRCRAFT. RESULTS WILL BE UNPREDICTABLE !! Current version

[Flightgear-devel] A couple of random oddities

2011-06-29 Thread thorsten . i . renk
A bunch of issues I've seen - maybe some folks want to fix them before the release (all in a GIT pull of 5 days ago): * The B29 (JSBSim) doesn't run, but rather prints out an error message YOU HAVE AN INCOMPATIBLE CFG FILE FOR THIS AIRCRAFT. RESULTS WILL BE UNPREDICTABLE !! Current version

Re: [Flightgear-devel] JSBSim new atmosphere

2011-06-23 Thread thorsten . i . renk
Well, FlighGear has its own atmosphere model that is also used by the other subsystems (e.g. instruments, weather reports, visual system, AI traffic and whatnot). So far there has been few reasons not use that model also for the FDM. I think the FDM only needs to know the atmospheric

[Flightgear-devel] Local Weather in 2.4

2011-06-21 Thread thorsten . i . renk
Hi All, I've had a short look at how ThorstenB has implemented Local Weather as a run-time loadable submodule, and for me it performs just fine, but in the Forum I had a few people reporting problems either with METAR mode or in general (unfortunately not with enough info so that I could

Re: [Flightgear-devel] Heads up: scenery download / built-in

2011-06-17 Thread thorsten . i . renk
BTW, while I'm very much in favour of having FlightGear's various subsystems split into distinct parts, I think the bad design claim coming from you is pretty weak. Where was your voice when the Local Weather subsystem was added ? Gentlemen, it's so nice to be mentioned so often if an

Re: [Flightgear-devel] Pro Flight Simulator

2011-06-08 Thread thorsten . i . renk
..protection under the GPL, depends on a willingness on the part of the copyright owners to actually exercise their rights under copyright law to defend or enforce their copyrights. Correct me if I'm wrong, but I can't see how willingness to exercise copyright under GPL would require moving to

Re: [Flightgear-devel] Object distance fading color

2011-06-06 Thread thorsten . i . renk
I've just pulled the new version and had a look and... it looks *very* impressive - with just a few property edits, one can generate a dark, overcast scene from a summer sky, and the diffuse haze comes out very nicely. Come to think of it, this might not be exactly what you're looking for but

Re: [Flightgear-devel] High altitute/speed flights terrain engine problems

2011-06-03 Thread thorsten . i . renk
If two users in parallel flying spacecrafts will see the same good then there is no problem. But everything on Nasal is on local level, not global core level. At least one of us is confused about how things are structured. My understanding is that there's nothing in Flightgear which

Re: [Flightgear-devel] Object distance fading color

2011-06-03 Thread thorsten . i . renk
I'll see what I can come up with this weekend. Thanks, much appreciated! On another note: I seem to remember you had another request for the weather system but I was too busy to remember it. Do you remember what that was? I was toying with the idea to model diffuse high-altitude haze by

Re: [Flightgear-devel] High altitute/speed flights terrain engine problems

2011-06-02 Thread thorsten . i . renk
As I said previously, it's gotta be implemented not on model level but on whole FG level, or not implemented at all. Nobody is talking about implementing anything on *aircraft* model level - the idea is to represent *Earth* by a model the same way we can represent, say, clouds by a model.

Re: [Flightgear-devel] Object distance fading color

2011-06-02 Thread thorsten . i . renk
Part of the problem is that FlightGear almost always renders ideal situations for the skydome. If you look at this picture you see there are situations where white fog is natural: http://upload.wikimedia.org/wikipedia/commons/2/2a/St.Gilgen_Panorama_2007-02-22.jpg But you obviously won't get

Re: [Flightgear-devel] High altitute/speed flights terrain engine problems

2011-06-01 Thread thorsten . i . renk
Current terrain engine makes flights on high altitudes or long flights on high speeds unreasonable. There is no Earth surface visible, only blue fog, but lags very big, fps may drop to one per second or less, simulation may crash on attempt to switch to other window and so on, because it

[Flightgear-devel] Object distance fading color

2011-06-01 Thread thorsten . i . renk
I've recently done a visual comparison between hires Flightgear scenery and reality - for those interested, see here: http://www.flightgear.org/forums/viewtopic.php?f=5t=12259 One of the striking points is that in reality even in partially clouded skies distant objects do not start to fade into

[Flightgear-devel] Reparsing materials.xml runtime?

2011-06-01 Thread thorsten . i . renk
Following the idea of placing conditionals on position in materials.xml, I have created a rather nice demo for regional textures. But the problem remains that only the startup position counts, i.e. I suspect materials.xml is parsed only once during a Flightgear session. Is there a simple way to

[Flightgear-devel] Where to modify tree textures?

2011-05-14 Thread thorsten . i . renk
I've finally managed to find an (in hindsight rather obvious) way to regionalize textures and have started working on a rice terrace texture to represent irrigated crops in Asia. So far, I'm quite happy with the texture, but since so many aerial screenshots of rice often show clusters of trees,

[Flightgear-devel] Too dumb to GIT...

2011-05-11 Thread thorsten . i . renk
Sorry to bother with trivia, but my inability to use GIT properly starts to annoy me. What I want is my personally customized branch of FGData in which I can do texturing experiments and develop Local Weather ahead of what is in master, which is then periodically updated to whatever else has

Re: [Flightgear-devel] Too dumb to GIT...

2011-05-11 Thread thorsten . i . renk
Anders, you're my hero! It actually worked :-) Maybe I should add that to the wiki? * Thorsten to keep your commit. Even if you merged your changed branch (e.g. with git pull) rather than rebasing it you'd get the conflicts. git status to check which files are in conflict.

[Flightgear-devel] Scene building, perception and complex systems

2011-05-09 Thread thorsten . i . renk
I have just posted a longer collection of my thoughts and experiments with what makes a scene (a cloudy sky, a cockpit, a forest,...) credible and what isn't helpful in the forum (it contains a lot of pictures, so it simply isn't useful to post it here as well). If you find either this

Re: [Flightgear-devel] Scene building, perception and complex systems

2011-05-09 Thread thorsten . i . renk
To save others some time, here is the direct link to the forum post: http://www.flightgear.org/forums/viewtopic.php?f=5t=11992 Thanks... I can't believe I missed to include that! * Thorsten -- WhatsUp Gold -

Re: [Flightgear-devel] Props: /environment/wind-* obsolete?

2011-05-04 Thread thorsten . i . renk
And even less that could have been related to this besides: Loading local weather routines... Compatibility layer: testing for hard coded support * can set light saturation:yes * hard coded terrain presampling: yes * terrain presampling initialized: no * can disable

Re: [Flightgear-devel] Cloud interface from Nasal

2011-04-27 Thread thorsten . i . renk
So when wrap=true the core code will wrap the edges, shift the layer with altitude and move it with the wind With wrap=false, we'll just move it with the wind. OK? Sounds good to me. One function I had on my TODO list was something to return the cloud position in lat/lon. However, it's a

Re: [Flightgear-devel] OSG caching

2011-04-13 Thread thorsten . i . renk
You can say THAT again! I wonder if OSG people know that they should also throw out stuff from cache, not just put things in! I have been bold enough to use the CACHE_ALL for today's TGA multiplayer event ... at the end of the 6th hour or so, FG's memory usage reached 7.5GB, with the

Re: [Flightgear-devel] Nasal submodules / folders and optional loading

2011-04-02 Thread thorsten . i . renk
Comments welcome. If there are no objections, I'll update fgdata/Nasal shortly, moving some initial modules to separate folders. I've tested this locally with the multiplayer, local weather, wildfire and ATC chatter scripts. Sounds all good to me. I'm currently setting the default properties

Re: [Flightgear-devel] Cloud interface from Nasal

2011-04-01 Thread thorsten . i . renk
Since my basic Cu texture image is often 1024x512 (sometimes larger), sorting through the y-coordinate of the texture sheet isn't an option unless you use 4096x4096 sheets - which may not be so nice. (?) Well, I guess that depends on the texture cache which you seem to have anyway. The

Re: [Flightgear-devel] Cloud interface from Nasal

2011-04-01 Thread thorsten . i . renk
Which reminds me, a long time ago (in the cutover from PLIB to OSG) we lost the ability to detect clouds using the Weather Radar. It would be very nice to restore that function. The code still exists, it's just the 3d clouds are no longer accessible. What would it need, and what can it

Re: [Flightgear-devel] Cloud interface from Nasal

2011-03-31 Thread thorsten . i . renk
Yes, in fact, my basic strategy was to use the existing default 3D cloud code almost untouched from the perspective of creating a set of sprites that are built up into a cloudlet. So, you can define (amongst other things) - the texture sheet to use, - the number of sprites, - min/max width

[Flightgear-devel] Efficient Nasal coding (was: Stuttering at 1 Hz rate)

2011-03-30 Thread thorsten . i . renk
And since something like don't complain, just do it was mentioned: I'm not complaining (my new machine is doing fine for now). I've just analyzed it and mention the facts. Yes, actually your post is quite the opposite of complaining - it's very informative and constructive in that it suggests

[Flightgear-devel] Cloud interface from Nasal

2011-03-30 Thread thorsten . i . renk
To follow up Stuart, here are some of my thoughts: FYI I'm currently looking at adding support for creating a 3D shader cloud using Nasal, to bypass the need to have XML wrappers etc. I'm hoping that this can off-load some of the low level quad-tree work you currently have to do. (...)

Re: [Flightgear-devel] Stuttering at 1 Hz rate

2011-03-28 Thread thorsten . i . renk
Since I don't follow the 'rule' by coding 10.000+ lines in Nasal, I suppose that is partially thrown into my direction. From where I stand, there are good reasons to use Nasal - first of all the userbase which regularly compiles their own code is small, whereas people do install addon

Re: [Flightgear-devel] Stuttering at 1 Hz rate

2011-03-28 Thread thorsten . i . renk
FYI I'm currently looking at adding support for creating a 3D shader cloud using Nasal, to bypass the need to have XML wrappers etc. I'm hoping that this can off-load some of the low level quad-tree work you currently have to do. That's absolutely splendid news! If there's a hard-coded

Re: [Flightgear-devel] Local Weather: Clouds culled and redrawn

2011-03-28 Thread thorsten . i . renk
Hi Cathy, Let me know if you'd like some performance tests. My system is relatively old and slow. Without local weather on, no shadows, no 3D clouds, and no material shaders, I typically get frame rates around 20. With no local weather, shadows on, 3D clouds on, material shaders on, I

Re: [Flightgear-devel] Stuttering at 1 Hz rate

2011-03-27 Thread thorsten . i . renk
For the time being, we'll have to live with this. We should just be aware, that introducing too complex data structures and too heavy/complex computations in Nasal isn't a good idea. Even when their average execution time looks ok, they will eventually trigger noticeable frame rate jitters.

Re: [Flightgear-devel] Local Weather: Clouds culled and redrawn

2011-03-26 Thread thorsten . i . renk
How about using plain old textured plane crosses for clouds at bigger distances? (the way trees are done, only with a (or several) horizontal plane(s) added) These might work better for bigger structures like cumulonimbus, and such, too, as you can control the shape a bit. (no fancy shader

[Flightgear-devel] Local weather: menu structure

2011-03-25 Thread thorsten . i . renk
The local weather menu option is first before the other local weather options. This does open up a dialog box where you do have to create clouds 1-by-1. Looking at this, it appears that the intent of this is more for debugging. Maybe it would make sense to move this option over to the

[Flightgear-devel] Local Weather: Clouds culled and redrawn

2011-03-25 Thread thorsten . i . renk
The main thing that bugs me with the system is that the view frustum culling around the edges of the screen is visible, so you continuously see the clouds being created and disappearing at the edges of the screen as you turn or change views. If it was once in a while I could live with it,

Re: [Flightgear-devel] Local Weather: Clouds culled and redrawn

2011-03-25 Thread thorsten . i . renk
This happens here as well (nVidia 8600GT (256MB VRAM) on linux). Now that I think of it it looks and behaves like graphics card memory bandwidth issue, maybe it is cured with the image cache set with CACHE_ALL? as by adding some more sistem RAM things haven't improved here. Hm, I'm running

Re: [Flightgear-devel] Local Weather: Clouds culled and redrawn

2011-03-25 Thread thorsten . i . renk
Yep things improve, noticeably. And I'm more convinced it's a lack of gpu memory issue (as in it gets filled up pretty quick with the clouds), as I caught a glimpse of scenery getting redrawn too. You may be right - I looked up the specs of my computer, and it seems I have 512 MB VRAM, so

Re: [Flightgear-devel] Local weather ??????

2011-03-24 Thread thorsten . i . renk
however just try to modify the wind kt within the local weather tile gui, iget nasal error After some reflection and a similar problem discussed in the forum, I think I start to see a potential misunderstanding here. In an integrated weather system, there's no way to 'just modify the wind'

Re: [Flightgear-devel] Local weather ??????

2011-03-24 Thread thorsten . i . renk
To fly within Flightgear we have a lot of ready made aircraft model , we are not obliged to make the aircraft. With your local weather system we must build the weather., No, you certainly don't have to build the weather. Your problem appears to be in fact the exact opposite - you were trying

Re: [Flightgear-devel] Texture cache

2011-03-23 Thread thorsten . i . renk
Maybe someone could do some tests when changing the setting (SGPagedLOD.hxx:56) from CACHE_NONE to CACHE_IMAGES or even to CACHE_ALL (then recompile/install sg+fg). Would be interesting to know how this changed loading times, run-time fps and memory consumption. I've just done a very quick

Re: [Flightgear-devel] Texture cache

2011-03-23 Thread thorsten . i . renk
Maybe someone could do some tests when changing the setting (SGPagedLOD.hxx:56) from CACHE_NONE to CACHE_IMAGES or even to CACHE_ALL (then recompile/install sg+fg). Would be interesting to know how this changed loading times, run-time fps and memory consumption. After 30 minutes more of

Re: [Flightgear-devel] Adventures in dds

2011-03-22 Thread thorsten . i . renk
Well that's exactly what I was proposing you to test, split the big texture into 9 smaller ones, thus making 1texture/model. If the graphic engine is somehow being stupid and forgets that it has already loaded that texture we should see a dramatic improvement in performance and loading

Re: [Flightgear-devel] Adventures in dds

2011-03-22 Thread thorsten . i . renk
Hmm, I'd say it's rather critical when in place of one highly detailed airplane you can have about four with the same level of detail in the texture ;)., or a texture with doubled dimensions, thus having more detail ;)(since, as Gary said .dds files get loaded compressed in video RAM).

Re: [Flightgear-devel] Adventures in dds

2011-03-22 Thread thorsten . i . renk
Okay, to summarize what I take from the discussion and all the tests: 1) Texture types: png seems to be best for load-once, then-keep problems because it has the smallest filesize, but takes a lot of time to load. dds seems to work well for some problems, possibly those involving opaque textures

Re: [Flightgear-devel] Local weather ??????

2011-03-22 Thread thorsten . i . renk
Sorry what do you mean with (= tick the option box). ? The menu 'local weather tiles' has an option called 'debug output', if that is ticked, a log is written to the console. however just try to modify the wind kt within the local weather tile gui, iget nasal error I don't. So in

[Flightgear-devel] Adventures in dds

2011-03-21 Thread thorsten . i . renk
A while ago I posed the question: What I have been wondering is the following: Currently I am using *.rgb textures. I have noticed that the filesize can be reduced by a factor 2 or so by going to *.png textures. However, what is the format which would most efficiently into the scenery? If *.png

Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread thorsten . i . renk
Maybe you already did this, but this needs a 'average of 3' (or 5) tests, because I would be very surprised if the input file format changes the final frame-rate after loading - it's all uncompressed to the same format in GPU memory, as far as I know. Yes, I checked it (I couldn't believe

Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread thorsten . i . renk
With the clouds issue, I have this feeling that something is amiss with the way clouds are generated, but i can't put my finger on it.. :(. Thorsten, have you done the same test with individual textures instead of a big one ? Huh? Not sure what you mean, I don't think I have a single

Re: [Flightgear-devel] Local weather ??????

2011-03-21 Thread thorsten . i . renk
when playing with the Local weather menu, i get the following message Nasal runtime error: setprop() value is not string or number at /../data/Nasal/weather_tile_management.nas, line 189 called from: /../data/Nasal/local_weather.nas, line

Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread thorsten . i . renk
Hmm... I did not have found time for a detailed table of fps comparement, but it seems to me that some of your clouds are decreasing fps more than the default 3d-clouds. It looked different to me at the beginning, but making some videos showed me this. If you use default settings, you're

Re: [Flightgear-devel] Quiet

2011-03-17 Thread thorsten . i . renk
It seems more and more that people prefer using the forum instead the devel-list. vs. Forum activity is winding down too- all the informal aircraft/scenery developers have either left or are inactive. What a nice example of perceptional relativism! We have the same set of data (= the

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