Re: [Flightgear-devel] Improving random trees buildings

2012-01-01 Thread Mathias Fröhlich
Happy new year! Vivian, On Friday, December 30, 2011 10:48:40 Vivian Meazza wrote: The hangs are caused by mipmap generation on the fly by OSG? The hangs are caused by mipmap generation by the driver which happens on forst use of a texture. The old texture files are static and I would

Re: [Flightgear-devel] Improving random trees buildings

2011-12-31 Thread kreuzritter2000
Am Freitag, den 30.12.2011, 00:09 +0100 schrieb Csaba Halász: I wonder if there is an open standard counterpart that can do the same as the dds compression? Or is the whole idea patented? (Eww, too broad software patents are the work of the devil). As far as i know, FXT1 a texture

Re: [Flightgear-devel] Improving random trees buildings

2011-12-30 Thread Erik Hofman
On Fri, 2011-12-30 at 00:07 +, Vivian Meazza wrote: The F16 is just excellent here. I get a slight pause on first switching from an internal to external view, but I expect that is the texture loading for the first time. Thereafter it is as near instantaneous as you could wish. Likewise

Re: [Flightgear-devel] Improving random trees buildings

2011-12-30 Thread Vivian Meazza
-Original Message- From: Mathias Fröhlich [mailto:mathias.froehl...@gmx.net] Sent: 29 December 2011 20:04 To: FlightGear developers discussions Subject: Re: [Flightgear-devel] Improving random trees buildings Vivian, On Thursday, December 29, 2011 17:36:24 Vivian Meazza

Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread Vivian Meazza
Stuart On Sun, Dec 4, 2011 at 10:14 PM, Stuart Buchanan wrote: I've already managed to use a second texture to mask where trees are placed. The following screenshot shows a golf course where I've used a mask so that the random trees are only placed in the rough.

Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread Vivian Meazza
Mathias On Tuesday, December 27, 2011 00:27:41 Stuart Buchanan wrote: Vivian - are you anticipating the materials-dds.xml file replacing materials.xml at some point? Any plans for further DDS texture work? Hmm, regarding dds. I have to say, that not all OpenGL drivers support texture

Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread jean
Le 29/12/2011 14:16, Mathias Fröhlich a écrit : Hi Erik, On Thursday, December 29, 2011 13:33:09 Erik Hofman wrote: Setting compression to 'none' does speed up texture switching considerably. Unfortunately there's little difference in switching from internal to external view for the first

Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread Mathias Fröhlich
Vivian, There is no intention to migrate as a whole to .dds: it is offered as an appearance and performance upgrade for those who wish to use it. It is up to aircraft developers to decide which format they will use. Indeed - they could provide models with either format so that the user could

Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread Erik Hofman
On Thu, 2011-12-29 at 17:36 +, Vivian Meazza wrote: Mathias I have checked in a change to flightgear to make the use of the compressed internal formats a starttime configuration option. I am still interrested if we have that hangs also with texture compression disabled and without

Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread Vivian Meazza
Stefan On Thursday 29 December 2011 10:21:11 Vivian Meazza wrote: That said - why use drivers that cannot handle .dds compression formats? I assume closed source drivers are OK? They simply are not. I currently cannot use FlightGear due to simply unusable performance with free

Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread Stefan Seifert
On Thursday 29 December 2011 10:21:11 Vivian Meazza wrote: That said - why use drivers that cannot handle .dds compression formats? I assume closed source drivers are OK? They simply are not. I currently cannot use FlightGear due to simply unusable performance with free drivers but still,

Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread Erik Hofman
On Thu, 2011-12-29 at 14:16 +0100, Mathias Fröhlich wrote: Could we do dds files without compression but with precomputed mipmaps? So at next, can you try out which combination of compression/provided mipmaps/forced simgear compression still work fine? Good Idea, I will try that. Erik

Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread Vivian Meazza
Mathias There is no intention to migrate as a whole to .dds: it is offered as an appearance and performance upgrade for those who wish to use it. It is up to aircraft developers to decide which format they will use. Indeed - they could provide models with either format so that the user

Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread Erik Hofman
On Thu, 2011-12-29 at 12:40 +0100, Mathias Fröhlich wrote: I have checked in a change to flightgear to make the use of the compressed internal formats a starttime configuration option. I am still interrested if we have that hangs also with texture compression disabled and without providing

Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread Mathias Fröhlich
Hi Erik, On Thursday, December 29, 2011 13:33:09 Erik Hofman wrote: Setting compression to 'none' does speed up texture switching considerably. Unfortunately there's little difference in switching from internal to external view for the first time. Thanks. I do also see an initial frame drop

Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread Mathias Fröhlich
Vivian, On Thursday, December 29, 2011 17:36:24 Vivian Meazza wrote: I don't fully understand the point - we're not using .dds, and fancy shaders as the default option - what else isn't working with open source drivers? Well, the default f16 does not work anymore for example. I have also

Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread Csaba Halász
2011/12/29 Mathias Fröhlich mathias.froehl...@gmx.net: And this is what I try to do now: Object against using these patented compression algorithms. I do not care for the on disk format of any image file we have. But the problem is that some kind of precompression that can be stored in

Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread Vivian Meazza
Erik, On Thu, 2011-12-29 at 17:36 +, Vivian Meazza wrote: Mathias I have checked in a change to flightgear to make the use of the compressed internal formats a starttime configuration option. I am still interrested if we have that hangs also with texture compression

Re: [Flightgear-devel] Improving random trees buildings

2011-12-28 Thread Mathias Fröhlich
Hi, On Tuesday, December 27, 2011 10:49:07 Erik Hofman wrote: Actually for the F-16 I did not switch because of compression but because livery switching is almost instant while the previous textures is took about 10 seconds to switch from internal view to external for the first time. That's

Re: [Flightgear-devel] Improving random trees buildings

2011-12-27 Thread Erik Hofman
On Tue, 2011-12-27 at 09:53 +0100, Mathias Fröhlich wrote: Sorry to step in this so late - probably way too late - but is there a reason that the on disk format must be compressed? The previous strategy to have on disk an format that everybody can read and to make the driver compress them

Re: [Flightgear-devel] Improving random trees buildings

2011-12-27 Thread Mathias Fröhlich
Hi, On Tuesday, December 27, 2011 00:27:41 Stuart Buchanan wrote: Vivian - are you anticipating the materials-dds.xml file replacing materials.xml at some point? Any plans for further DDS texture work? Hmm, regarding dds. I have to say, that not all OpenGL drivers support texture compression,

Re: [Flightgear-devel] Improving random trees buildings

2011-12-26 Thread Stuart Buchanan
On Sun, Dec 4, 2011 at 10:14 PM, Stuart Buchanan wrote: I've already managed to use a second texture to mask where trees are placed. The following screenshot shows a golf course where I've used a mask so that the random trees are only placed in the rough.

Re: [Flightgear-devel] Improving random trees buildings

2011-12-06 Thread kreuzritter2000
Am Montag, den 05.12.2011, 11:02 + schrieb Martin Spott: kreuzritter2000 wrote: When we're talking about MSFS and terrain i also want to mention, that their regular grid allowed them to use textures that allowed a seamless crossover on their borders. So with the right textures

Re: [Flightgear-devel] Improving random trees buildings

2011-12-06 Thread kreuzritter2000
Am Montag, den 05.12.2011, 16:16 + schrieb lists: On Sun, 4 Dec 2011 22:14:18 +, Stuart Buchanan wrote: Rather than using the same texture, we can simply have a separate texture for object type and rotation. It's simple enough to place objects along a linear feature (like a

Re: [Flightgear-devel] Improving random trees buildings

2011-12-05 Thread kreuzritter2000
Am Sonntag, den 04.12.2011, 22:14 + schrieb Stuart Buchanan: On Sun, Dec 4, 2011 at 1:08 PM, kreuzritter2000wrote: We could do the same, but i don't know, if this works with an irregular grid, flighgear uses. This is a very interesting idea indeed. I hadn't realized that is how they

Re: [Flightgear-devel] Improving random trees buildings

2011-12-05 Thread Erik Hofman
On Mon, 2011-12-05 at 10:55 +0100, kreuzritter2000 wrote: I wonder how X-Plane solved that, they're using an irregular grid too, but the texture borders look rather seamless which makes the visual quality very realistic.

Re: [Flightgear-devel] Improving random trees buildings

2011-12-05 Thread Martin Spott
kreuzritter2000 wrote: When we're talking about MSFS and terrain i also want to mention, that their regular grid allowed them to use textures that allowed a seamless crossover on their borders. So with the right textures choosen, the textures matched on the borders. Ah, well, but, as I

Re: [Flightgear-devel] Improving random trees buildings

2011-12-05 Thread lists
On Sun, 4 Dec 2011 22:14:18 +, Stuart Buchanan wrote: Rather than using the same texture, we can simply have a separate texture for object type and rotation. It's simple enough to place objects along a linear feature (like a road):

Re: [Flightgear-devel] Improving random trees buildings

2011-12-05 Thread Robert
I think X-Plane is using texture splatting. Please read this blog post from Ben Supnik (X-Plane scenery developer) that I read a few years ago: http://www.x-plane.com/blog/2008/12/dealing-with-repetition/ It deals not exactly with the smooth transition problem, but this technique could be applied

Re: [Flightgear-devel] Improving random trees buildings

2011-12-04 Thread kreuzritter2000
Am Mittwoch, den 30.11.2011, 14:07 + schrieb Stuart Buchanan: Hi All, Having seen some recent screenshots from X-Plane 10, I've been thinking about ways to improve our random scenery, in particular buildings. At present, we have random building scattered over the scenery, based on

Re: [Flightgear-devel] Improving random trees buildings

2011-12-01 Thread James Turner
On 30 Nov 2011, at 14:07, Stuart Buchanan wrote: I'm interested in peoples opinions on this, and in particular what their view is of the current forest and urban shader performance. It may be that my system is unique in that one is cheap and the other expensive, and this is all pointless!

Re: [Flightgear-devel] Improving random trees buildings

2011-12-01 Thread Vadym Kukhtin
2011/11/30 Stuart Buchanan stuar...@gmail.com: At the same time, I'm anticipating aligning the buildings with the texture, and probably using a second texture as a mask to indicate where buildings may, or may not, be placed. Can you use low-bit gray (or index) mask, to indicate not only

Re: [Flightgear-devel] Improving random trees buildings

2011-12-01 Thread Stuart Buchanan
On Thu, Dec 1, 2011 at 8:07 AM, James Turner wrote:  - I don't think you need to worry about a cuboid per floor - only define some (irregular) trapezoids for the floor plans, and simply extrude them to a height - with suitable random generation of the heights. I was thinking I'd need a

[Flightgear-devel] Improving random trees buildings

2011-11-30 Thread Stuart Buchanan
Hi All, Having seen some recent screenshots from X-Plane 10, I've been thinking about ways to improve our random scenery, in particular buildings. At present, we have random building scattered over the scenery, based on .ac models, plus the Urban shader. The former are limited in that

Re: [Flightgear-devel] Improving random trees buildings

2011-11-30 Thread Vivian Meazza
Stuart Hi All, Having seen some recent screenshots from X-Plane 10, I've been thinking about ways to improve our random scenery, in particular buildings. At present, we have random building scattered over the scenery, based on .ac models, plus the Urban shader. The former are