Re: [Flightgear-devel] Code.google bug tracking

2010-02-11 Thread Stuart Buchanan
James Turner wrote:
 On 10 Feb 2010, at 10:50, Martin Spott wrote:

 
  I agree with Tim on the idea of trying to keep feature requests off
  the bug-list. Otherwise we'll soon end up in a situation where nobody
  cares about the bug tracker because _real_ bugs are going to be
  difficult to identify among the pile of personal favourite requests
  being dumped there.
 
 +1.
 
 Also, can someone add me to the project, so I can accept bugs? I've already 
 commented on a few, and there's a couple that should be easy to fix in the 
 core 
 code. ('too many interfaces' PUI crash and invalid font-name selection 
 causing 
 crashes)
 
 Regards,
 James

Can you add me as well please?  There are a number of bugs there that should
now be fixed in CVS, and various others that I'm in a position to comment on.

I already have a google account so it should just be a question of adding my
email address.

As James and Martin have already said - it is absolutely critical that this is 
a 
defect list rather than a feature request. So, even missing features need to 
be
pruned aggressively for this to succeed. Peter I suggest you do that.

Thanks

-Stuart



  

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Re: [Flightgear-devel] FlightGear 2.0.0 Announcement text + Summary of ChangeLog

2010-02-11 Thread Arnt Karlsen
On Thu, 11 Feb 2010 12:01:32 +0900 (JST), YOSHIMATSU wrote in message 
20100211.120132.135590097.qzt04...@nifty.ne.jp:

 FlightGear 2.0.0-pre3 for Mac OS X, Universal Binary
 \b0 \
 
 \fs24 February 2nd, 2009\
 \
 We are very proud and excited to release the FlightGear 2.0.0-pre3
 for Mac OS X. This release gives more comfortable flight to every
 single Mac user. It runs on Mac OS 10.4 (Tiger), 10.5 (Leopard), and
 10.6 (Snow Leopard). FlightGear 2.0.0-pre3 for Mac OS X comes with
 the fancy GUI launcher that eases your flight. You can change
 aircraft, airport, and options as you like.\ \ The launcher also
 makes it possible to fly with your wing mates. Enabling multi-player
 mode pops up a fancy on-line map so you can find your new wing mates.

 Tail-to-nose flight 

..you mean formation flight???  And I agree with Pete 
on .html rather than Microsoft's .rtf format. ;o)  

 can be more fun with fgcom, an integrated voice
 chat client. It allows you to chat with your wing mate for better
 communications including Voice ATC. Moreover, FlightGear Mac OS X
 integrates Atlas - the navigation map that helps your flight plan.
 Thanks to the easy installer in the launcher, you can add new
 aircraft, scenery, GUI updates, and update files for existing files
 in a few seconds. \ \ Note that this release is a pre-release version
 and the selection of aircraft is not officially settled yet, so I
 picked up the same set of aircraft. \ \ Have a happy flight!\ \ \



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...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.

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[Flightgear-devel] Shader issue on ATI cards

2010-02-11 Thread Stuart Buchanan
Hi All,

A number of people with ATI cards are having problems with the default shaders 
on the current windows v2.0.0 RC:

http://www.flightgear.org/forums/viewtopic.php?f=6t=6875sid=b02b4d5ebd4c827ca26fc60fd857dda7p=64237#p64237

Does anyone on the -dev list have an ATI card that is working (or not) with the 
shader options?

I've had a look at the shader code and I can't see anything wrong, but I don't 
have a working FG computer right now to 
experiment with.

-Stuart



  

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Re: [Flightgear-devel] Code.google bug tracking

2010-02-11 Thread Jari Häkkinen
On 2/11/10 9:36 AM, Stuart Buchanan wrote:
 James Turner wrote:
 As James and Martin have already said - it is absolutely critical that this 
 is a
 defect list rather than a feature request. So, even missing features need 
 to be
 pruned aggressively for this to succeed. Peter I suggest you do that.

How about setting up a specific feature request list and ask people to 
use that rather than the defect list? The moderator of the defect list 
could just move feature requests that wrongly was added as a defect to 
the feature request list.

Having a feature request list would allow people to discuss suggested 
features and discussions would be recorded for all to read (rather than 
searching through the mailing lists). The request list should be 
moderated too.


Jari

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Re: [Flightgear-devel] Wiki and 503 error - resource limit exceeded

2010-02-11 Thread Martin Spott
Pete Morgan wrote:

 This error at wiki.flightgear.org is happening more often, indeed I'd 
 say a 1 in 4 chance = 25%
 
 Is anyone experiencing this, [...]

I suspect everyone does and people simply get used to it  :-)

Martin.
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Re: [Flightgear-devel] Bug #52 MPChat - invalid length error

2010-02-11 Thread Rob / EViLSLuT
On 02/11/2010 01:28 AM, Pete Morgan wrote:
 bug #52 is quite frustrating, particular when ATC'ing

 It does not directly crash FG, however the terminal output and/or the 
 error makes it run slow and means an FG restart, thereby loosing all ATC 
 context.

 http://code.google.com/p/flightgear-bugs/issues/detail?id=52

 pete

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Hi Pete,

Yes last night i had the same error. I wanted to fly next to D-SKY but i
couldn't see him. At first i blamed it on that my server mpserver12 is
still missing relays with some servers. So i joined the same server
mpserver08 and still couldn't see him, but he could see me. Then i
noticed the error message. Tried restarting FG a couple of times (my
side) but no effect. Then i asked D-SKY to close his chat window, and
after another restart (my side) the error showed twice and stopped
repeating itself, also i was able to see him in my pilot list. However
our issue was not yet resolved, as D-SKY saw multiple evilslu's (my
callsign) in his pilot list.

quick commandline check on D-SKY side showed that he used
--multiplay=in,10,localhost,5000 and not
--multiplay=in,10,the.network.ip.address,5000 where the
network.ip.address can also be the 192.168.x.x or one of the other
private lan ranges. However we could not test that yet, will test
tonight if that resolves the issue fully.

So i think that HanSolo in this example might have the multiplay in
parameters incorrectly?

Could be wrong of course, just sharing my experience with it.

Kind Regards
Evil



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Re: [Flightgear-devel] FlightGear 2.0.0 Announcement text + Summary of ChangeLog

2010-02-11 Thread YOSHIMATSU Toshihide
Hi,

I couldn't find html readme file in FlightGear-2.0.0-pre3.dmg.
As an alternative, I attached a text file format converted from
previous TXT.rtf.

- TXT.txt

Cheers,
Toshi
banner.png ?

FlightGear 2.0.0-pre3 for Mac OS X, Universal Binary
February 2nd, 2009

We are very proud and excited to release the FlightGear 2.0.0-pre3 for Mac OS 
X. This release gives more comfortable flight to every single Mac user. It 
runs on Mac OS 10.4 (Tiger), 10.5 (Leopard), and 10.6 (Snow Leopard). 
FlightGear 2.0.0-pre3 for Mac OS X comes with the fancy GUI launcher that eases 
your flight. You can change aircraft, airport, and options as you like.

The launcher also makes it possible to fly with your wing mates. Enabling 
multi-player mode pops up a fancy on-line map so you can find your new wing 
mates. Tail-to-nose flight can be more fun with fgcom, an integrated voice chat 
client. It allows you to chat with your wing mate for better communications 
including Voice ATC. Moreover, FlightGear Mac OS X integrates Atlas - the 
navigation map that helps your flight plan. Thanks to the easy installer in the 
launcher, you can add new aircraft, scenery, GUI updates, and update files for 
existing files in a few seconds. 

Note that this release is a pre-release version and the selection of aircraft 
is not officially settled yet, so I picked up the same set of aircraft. 

Have a happy flight!


Installing

Simply drag  drop the FlightGear icon into the Applications folder. It 
contains everything including OpenSceneGraph library in its folder. If you have 
an older version of FlightGear with some additional data, move it somewhere 
before copying this version to Applications folder. Overwriting FlightGear will 
remove post-installed data like scenery, models, and aircraft (This is a 
specification of Mac OS).


Flying With FlightGear

To launch FlightGear Mac OS X, just double-click the FlightGear icon at the 
Applications Folder. Then follow the steps below:
1) Launch the FlightGear at the Applications folder, and the GUI Launcher will 
appear.
2) Select an aircraft and an airport (or a carrier).
3) Check or uncheck Download scenery on the fly as you need.
4) Check  Navigation Map (Atlas) if you want to use it.
5) Click the triangle button and change options if you need.
6) Press Start Flight, and the main window will appear.

Wait for a while and you're ready to fly. For more detailed information in 
using FlightGear Mac OS X, read the documents on our website:
http://macflightgear.sourceforge.net/home/documents/


What's New in This Release?

There are so many new features added to this release since 1.9.1, which include:
- The latest JSBSim that provides many new features
- Model view for each aircraft on Multi-Player server.
- Ambient color setting has been changed
- Wildfire integration (see Environment  Wildfire settings from the menu)
- Ridge wind
- Better integration of AI and ATC systems (I guess it's still in progress.)
- Random failure mode added to Equipment
- AI/ATC integration (I guess it is still in progress)
- Tanker configuration for ATC/AI
- AI Flight Plan updates allows flight plans to start at a given time
- AI Thermal updates
- AI Model updates:
  + for supporting geometry info using custom scenery project
 You can specify true to /sim/traffic-manager/use-custom-scenery-data for 
enabling this feature
  + for supporting per-AI-aircraft performance xml data.
  The performance data is stored in data/AI/Aircraft/performancedb.xml
- Sub-models can be added to any AI objects (for paying frame rate)
- Supports X-Plane 850 airport file format parsing; 810 is still supported and 
may be mixed with new format.
- Some dialogs can be resized (by dragging at a corner)
- Ground radar updated to display new pavements.
- Retrieve the full pavement/taxiway description, made of several words
- Directly associate runways objects with their ILS navrecord (if one exists)
- Add variable winds (direction and gusts) for the boundary layer if defined in 
METAR.
- Immediately fetch a metar if real-weather-fetch is re-enabled at runtime
- New command line option --metar=some metar
- Add support for generic binary input through network
- Fixed that type codes for localizers and ILSs were swapped in the nav.dat 
reader
- Save more than 20 percent execution time by avoiding multiple calculations of 
properties
- Improvement on generic network protocol
- Shader effects
- Generic input device support (Advanced Input subsystem) for Linux and Mac OS X
- Processing the ICAO.ils.xml scenery data into ILS/LOC nav records
- More precise matching of ILS records to navaids
- Update FGRunway to process information from threshold.xml files
- Enable EffectCullVisitor
- Supports random objects, vegetation, and static models on fgviewer
- Allow the joystick hat to move the view, even when the sim is paused
- Correct logic to determine if we really have a hit (on scenery)
- fgviewer can be invoked from fgfs using --fgviewer option
- 

Re: [Flightgear-devel] Wiki and 503 error - resource limit exceeded

2010-02-11 Thread Rob / EViLSLuT
On 02/11/2010 10:49 AM, Martin Spott wrote:
 Pete Morgan wrote:

   
 This error at wiki.flightgear.org is happening more often, indeed I'd 
 say a 1 in 4 chance = 25%

 Is anyone experiencing this, [...]
 
 I suspect everyone does and people simply get used to it  :-)

   Martin.
   
Hi ,

Yes and usually i get it when i open a direct url to something on the
wiki for example. If i then browse through it via the mainsite it always
seems to work properly.

Kind Regards
Evil



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Re: [Flightgear-devel] Update FG Short Reference

2010-02-11 Thread YOSHIMATSU Toshihide
Hi,

Can I request someone to convert pdf version of FG Short Reference to
html and commit to CVS, so that users can access to the latest
documents from http://www.flightgear.org/docs.html?

http://cvs.flightgear.org/viewvc/data/Docs/
- FGShortRef.html 7 years
- FGShortRef.pdf  4 weeks -- latest edition

http://cvs.flightgear.org/viewvc/www/Docs/
- FGShortRef.html 4 years
- FGShortRef.pdf  4 years

Cheers,
Toshi

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Re: [Flightgear-devel] Shader issue on ATI cards

2010-02-11 Thread jean pellotier
Stuart Buchanan a écrit :
 Hi All,

 A number of people with ATI cards are having problems with the default 
 shaders on the current windows v2.0.0 RC:

 http://www.flightgear.org/forums/viewtopic.php?f=6t=6875sid=b02b4d5ebd4c827ca26fc60fd857dda7p=64237#p64237

 Does anyone on the -dev list have an ATI card that is working (or not) with 
 the shader options?

 I've had a look at the shader code and I can't see anything wrong, but I 
 don't have a working FG computer right now to 
 experiment with.

 -Stuart

   
here are the screens of some issues with my HD4650:


the color change done to close/far field (gren/red/darker):

http://janodesbois.free.fr/fg_screens/decembre09/screens_fg_windowsXP/

and some clouds and others, specialy if the sun is low on horizon 
(starting from number20):

http://janodesbois.free.fr/fg_screens/2010_janvier/

the 32-38 serie is turning with the propeller.

this was with a windows binary from november i think, i didn't test the 
2.0 binary yet on windows.

on debian sid, i'm using the radeon driver so am unable to use 
flightgear, except low poly jsbsim planes without scenery, but with an 
ubuntu recently installed i've got the same color change.


jano




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Re: [Flightgear-devel] Grass Runways? (was Outerra)

2010-02-11 Thread Martin Spott
Ron Jensen wrote:

 A few weeks ago I fixed a bug in genapts that was only texturing half
 the runway length.  Is this the oddity you are referring to?

  
http://mapserver.flightgear.org/git/gitweb.pl?p=terragear-cs;a=commit;h=b0a47dfa0edfc9b7d00fad291358d10bc98a7af0

Martin.
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Re: [Flightgear-devel] Shader issue on ATI cards

2010-02-11 Thread Stuart Buchanan
jean pellotier wrote:

 here are the screens of some issues with my HD4650:
 
 
 the color change done to close/far field (gren/red/darker):
 
 http://janodesbois.free.fr/fg_screens/decembre09/screens_fg_windowsXP/
 
 and some clouds and others, specialy if the sun is low on horizon 
 (starting from number20):
 
 http://janodesbois.free.fr/fg_screens/2010_janvier/
 
 the 32-38 serie is turning with the propeller.
 
 this was with a windows binary from november i think, i didn't test the 
 2.0 binary yet on windows.
 
 on debian sid, i'm using the radeon driver so am unable to use 
 flightgear, except low poly jsbsim planes without scenery, but with an 
 ubuntu recently installed i've got the same color change.
 
 jano

Are you seeing any error messages in the console at all?

Usually if there is a shader issue, then some error messages are displayed 
there.
However the colour problems you are seeing are quite strange.

-Stuart


  

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Re: [Flightgear-devel] Outerra

2010-02-11 Thread Tim Moore
On Wed, Feb 10, 2010 at 10:55 AM, James Sleeman flightg...@gogo.co.nzwrote:

 On 10/02/10 22:25, Martin Spott wrote:
  Dense forests are possible by tweaking the 'tree-density' parameter in
 
 Really?  Dense like was shown in that video?  Without requiring a
 cluster of supercomputers to run it at a workable framerate?

 Probably not. Outerra uses procedural terrain, and thus has a built in
level-of-detail system at a fine scale; therefore they are able to control
the polygon count for a given tree density and distance. Our terrain tiles
are big, and there's no terrain LOD. We've fooled with various LOD
approaches for trees, but so far none are very satisfying. They also have a
clever way of doing the tree placement on the GPU and keeping the position
and texture coordinates there, which speeds up the tree rendering.

  chance of getting even better textures than we currently have  :-)
 

 As much as new textures are desirable, getting results like Outerra is
 more than that, in fact I'd say the textures are a very small part.

  http://outerra.blogspot.com/2009/05/horizontal-displacement.html

 Quick version, image down the page, left  right are the same textures,
 the right side has a horizontal displacement using a fractal source and
 lots of math I don't have a hope of understanding in my lifetime to make
 the complex rockyness.  Same textures, left looks not so different to
 flightgear, right looks holy-crap-thats-awesome.


There's no question that Outerra is a rich source of terrain envy and
inspiration. You should also keep in mind our objectives and theirs. Every
terrain detail below 76mX76m is procedurally generated, although they do
have a story for linear features like roads. In a flight simulator our
ultimate objective should be for the scenery to be usable for VFR training.
This is a high bar. I think that implies that we want ground truth on a
finer scale than Outerra's, but we also don't care about meter-and-less
terrain detail, except around airports. Perhaps helicopter simulation has
different requirements. Also, Outerra has hardware requirements that will
leave a lot of our users in the dust. We're leaving a lot of our users in
the dust too with shaders and all, but I think we have enough configuration
parameters available to still permit them to run fg.

Outerra still has a long way to go to meet their goals, but it's fun to
watch their progress.

Tim
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Re: [Flightgear-devel] Shader issue on ATI cards

2010-02-11 Thread Detlef Faber
Am Donnerstag, den 11.02.2010, 08:41 + schrieb Stuart Buchanan:
 Hi All,
 
 A number of people with ATI cards are having problems with the default 
 shaders on the current windows v2.0.0 RC:
 
 http://www.flightgear.org/forums/viewtopic.php?f=6t=6875sid=b02b4d5ebd4c827ca26fc60fd857dda7p=64237#p64237
 
 Does anyone on the -dev list have an ATI card that is working (or not) with 
 the shader options?
 
 I've had a look at the shader code and I can't see anything wrong, but I 
 don't have a working FG computer right now to 
 experiment with.
 
I see the same issue on a MSI X600 Notebook with ATI HD4300 Graphiccard
and Ubuntu Linux.

The whole ground suddenly changes from normal to either red, green or
black while panning the view. This applies to all views. When the ground
becomes dark, disabling of specific effects changes the colour of the
affected grounds (e.G disabling crop effect changes crop landscape from
black to green).
Only turning off all effects (Disable Effects checkbox) helps. I tried
some tweaks in the ATI Control Centre, but still no change.

The same build on a Nvidia GraphicCard is perfectly allright.


Greetings
 
 
 
   
 
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Re: [Flightgear-devel] Shader issue on ATI cards

2010-02-11 Thread Detlef Faber
Am Donnerstag, den 11.02.2010, 12:18 +0100 schrieb Detlef Faber:
 Am Donnerstag, den 11.02.2010, 08:41 + schrieb Stuart Buchanan:
  Hi All,
  
  A number of people with ATI cards are having problems with the default 
  shaders on the current windows v2.0.0 RC:
  
  http://www.flightgear.org/forums/viewtopic.php?f=6t=6875sid=b02b4d5ebd4c827ca26fc60fd857dda7p=64237#p64237
  
  Does anyone on the -dev list have an ATI card that is working (or not) with 
  the shader options?
  
  I've had a look at the shader code and I can't see anything wrong, but I 
  don't have a working FG computer right now to 
  experiment with.
  
 I see the same issue on a MSI X600 Notebook with ATI HD4300 Graphiccard
 and Ubuntu Linux.
 
 The whole ground suddenly changes from normal to either red, green or
 black while panning the view. This applies to all views. When the ground
 becomes dark, disabling of specific effects changes the colour of the
 affected grounds (e.G disabling crop effect changes crop landscape from
 black to green).
 Only turning off all effects (Disable Effects checkbox) helps. I tried
 some tweaks in the ATI Control Centre, but still no change.
 
 The same build on a Nvidia GraphicCard is perfectly allright.
 
 
forgot to mention: It's CVS of last Saturday

 Greetings
  
  
  

  
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Re: [Flightgear-devel] Shader issue on ATI cards

2010-02-11 Thread Diogo Kastrup
 jean pellotier wrote:

 Are you seeing any error messages in the console at all?

 Usually if there is a shader issue, then some error messages are displayed 
 there.
 However the colour problems you are seeing are quite strange.


Hi,

I just upgraded my computer and got an ATI video card for the first time. I am
experiencing the same thing here.

Disabling any shader alone does not help, but disabling the shader 
infrastructure
completely solves the problem. I don't remember the name of the option in the 
menu but I
can check it when I get back home.

I get no error messages in the console. The only message that resemble this 
were the
glCompileShader FAILED that were reported some days ago, but this was solved 
and there
is no error messages anymore.

On an unrelated issue, I am not sure if this is a problem with ATI cards, but I 
got
frustrated with the frame-rate I got after the upgrade. I was getting around 
30-40 fps
with the old machine and now it is around 35-45 with a intel I-7 860, ATI 
HD4890, 4gB
DDR3. Is this lower than you would expect from this machine?

Regards,

Diogo


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Re: [Flightgear-devel] Shader issue on ATI cards

2010-02-11 Thread Erik Hofman
Diogo Kastrup wrote:
 On an unrelated issue, I am not sure if this is a problem with ATI cards, but 
 I got
 frustrated with the frame-rate I got after the upgrade. I was getting around 
 30-40 fps
 with the old machine and now it is around 35-45 with a intel I-7 860, ATI 
 HD4890, 4gB
 DDR3. Is this lower than you would expect from this machine?

Are both with 3d clouds and shader effects visible?

Erik

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Re: [Flightgear-devel] Shader issue on ATI cards

2010-02-11 Thread Diogo Kastrup
 Diogo Kastrup wrote:
 On an unrelated issue, I am not sure if this is a problem with ATI cards, 
 but I got
 frustrated with the frame-rate I got after the upgrade. I was getting around 
 30-40 fps
 with the old machine and now it is around 35-45 with a intel I-7 860, ATI 
 HD4890, 4gB
 DDR3. Is this lower than you would expect from this machine?

 Are both with 3d clouds and shader effects visible?

Only 3D clouds were enabled on both machines, and the previous computer was an 
AMD 64
3000+, GF6800XT and 1Gb DDR.

As flightgear doesn't make intensive use of threads, maybe the bottleneck is 
the CPU and
a single core of the I-7 is roundly as fast as the AMD 3000+?

Diogo


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Re: [Flightgear-devel] Shader issue on ATI cards

2010-02-11 Thread Geoff McLane
On Thu, 2010-02-11 at 10:45 +, Stuart Buchanan wrote:
 jean pellotier wrote:
  here are the screens of some issues with my HD4650:
  
  the color change done to close/far field (gren/red/darker):
 
 http://janodesbois.free.fr/fg_screens/decembre09/screens_fg_windowsXP/
  and some clouds and others, specialy if the sun is low on horizon 
  (starting from number20):
  http://janodesbois.free.fr/fg_screens/2010_janvier/
  the 32-38 serie is turning with the propeller.
  this was with a windows binary from november i think, i didn't test
 the 
  2.0 binary yet on windows.
  on debian sid, i'm using the radeon driver so am unable to use 
  flightgear, except low poly jsbsim planes without scenery, but with
 an 
  ubuntu recently installed i've got the same color change.
  jano
 
 Are you seeing any error messages in the console at all?
 
 Usually if there is a shader issue, then some error messages are
 displayed there.
 However the colour problems you are seeing are quite strange.
 
 -Stuart
 
Hi,

As advised some time ago, in Nov, this is still present in
Vista, but apparently not in Ubuntu, on my ATI Radeon
HD 2600 XT card.

There were no error messages output to the console.

Some images and more information is at -
 http://geoffair.net/tmp/fg/ati-driver.htm 

HTH

Geoff.



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Re: [Flightgear-devel] Shader issue on ATI cards

2010-02-11 Thread Erik Hofman
Diogo Kastrup wrote:
 Diogo Kastrup wrote:
 On an unrelated issue, I am not sure if this is a problem with ATI cards, 
 but I got
 frustrated with the frame-rate I got after the upgrade. I was getting 
 around 30-40 fps
 with the old machine and now it is around 35-45 with a intel I-7 860, ATI 
 HD4890, 4gB
 DDR3. Is this lower than you would expect from this machine?
 Are both with 3d clouds and shader effects visible?
 
 Only 3D clouds were enabled on both machines, and the previous computer was 
 an AMD 64
 3000+, GF6800XT and 1Gb DDR.
 
 As flightgear doesn't make intensive use of threads, maybe the bottleneck is 
 the CPU and
 a single core of the I-7 is roundly as fast as the AMD 3000+?

Turning of all shaders except 3d clouds gives me around 20 fps more. 
Turning off shader support altogether gives me another 20 fps and 
turning of 3d clouds yet another 20 fps. (I'm getting around 100 fps then).

Interestingly enough turning off shader support but keeping 3d clouds 
enabled slows down the frame rate by around 20fps but no clouds are visible.

Erik

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Re: [Flightgear-devel] Shader issue on ATI cards

2010-02-11 Thread John Denker
On 02/11/2010 01:41 AM, Stuart Buchanan wrote:

 A number of people with ATI cards are having problems with the
 default shaders on the current windows v2.0.0 RC:

I'm not surprised.  The weird dark pall has been #1 
on my list of FG bugs for months.  The bug is known to 
be shader-related.

The bug is quite serious;  the sim is unbearable to
look at with shader-effects turned on.

I have observed this equally with Debian Squeeze and
Ubuntu Karmic.

 Does anyone on the -dev list have an ATI card that is working (or
 not) with the shader options?

I have a Radeon HD 4870 with 1GB of 256-bit GDDR5.
It uses the RV770 chipset.

I've run a sampling of tests from the phoronix test
suite and never noticed any problems.  FG is the
only application that suffers from either the
pathetically low frame rate or the shader-related
pall.

 Are you seeing any error messages in the console at all?

No messages.

 Usually if there is a shader issue, then some error messages are displayed 
 there.
 However the colour problems you are seeing are quite strange.

Strange indeed.

The details of the pall seem to depend on time of 
day (angle of sun?).

The pall depends very stronly on direction of view.
For some directions, the pall is not noticeable, but
panning the view a tiny amount brings the pall back
in full force.

===

As a tangentially-unrelated remark:  no matter whether 
shader-effects are turned on or not, I observe that the
/sim/rendering/random-vegetation property has no effect.

Is it obsolete?  What is/was it supposed to do?


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Re: [Flightgear-devel] Shader issue on ATI cards

2010-02-11 Thread Stuart Buchanan
John Denker wrote:

 As a tangentially-unrelated remark:  no matter whether 
 shader-effects are turned on or not, I observe that the
 /sim/rendering/random-vegetation property has no effect.
 
 Is it obsolete?  What is/was it supposed to do?

IIRC it controls whether random vegetation is generated when
loading new a new tile. So, it has no effect on the current 
scenery, but should have an effect if you fly elsewhere.

That said, I haven't tested it for a while.

-Stuart



  

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Re: [Flightgear-devel] Shader issue on ATI cards

2010-02-11 Thread Diogo Kastrup
 Strange indeed.

 The details of the pall seem to depend on time of
 day (angle of sun?).

 The pall depends very stronly on direction of view.
 For some directions, the pall is not noticeable, but
 panning the view a tiny amount brings the pall back
 in full force.

I am not familiar with shaders at all but I found this while looking for 
compatibility
of shaders on nvidia and ati:
http://www.pouet.net/topic.php?which=5788
I hope it helps.

Diogo


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Re: [Flightgear-devel] Shader issue on ATI cards

2010-02-11 Thread Tim Moore
On Thu, Feb 11, 2010 at 4:42 PM, Diogo Kastrup d...@bighost.com.br wrote:

  Strange indeed.
 
  The details of the pall seem to depend on time of
  day (angle of sun?).
 
  The pall depends very stronly on direction of view.
  For some directions, the pall is not noticeable, but
  panning the view a tiny amount brings the pall back
  in full force.

One thing to try is #ifdef ing out the parts of the fragment shaders that
refer to OpenGL state.
So, turn off 3D clouds and trees.
In default.frag and mat-anim.frag, #ifdef or comment out the clause that
begins
if (gl_FrontMaterial.shininess  0)

Tim
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Re: [Flightgear-devel] Shader issue on ATI cards

2010-02-11 Thread Stuart Buchanan
Diogo Kastrup wrote:

 I am not familiar with shaders at all but I found this while looking for 
 compatibility
 of shaders on nvidia and ati:
 http://www.pouet.net/topic.php?which=5788
 I hope it helps.
 
 Diogo

Very interesting. Two things immediately struck me from that page:

- Floats and ints in GLSL: it seems ATI is a lot more fussy about having
the right types. Making sure that you have floats (i.e. 1.0 not just 1)
where floats are required might help compatibility.
- gl_LightSource[n].position seems to be void with ATI in glsl vertex shader

-Stuart



  

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Re: [Flightgear-devel] Shader issue on ATI cards

2010-02-11 Thread Etienne Bourque
I provided some pictures in the mentioned thread to maybe help understanding
what's happening.


Etienne



-Message d'origine-
De : Stuart Buchanan [mailto:stuart_d_bucha...@yahoo.co.uk] 
Envoyé : 11 février 2010 03:41
À : FlightGear Dev
Objet : [Flightgear-devel] Shader issue on ATI cards

Hi All,

A number of people with ATI cards are having problems with the default
shaders on the current windows v2.0.0 RC:

http://www.flightgear.org/forums/viewtopic.php?f=6t=6875sid=b02b4d5ebd4c82
7ca26fc60fd857dda7p=64237#p64237

Does anyone on the -dev list have an ATI card that is working (or not) with
the shader options?

I've had a look at the shader code and I can't see anything wrong, but I
don't have a working FG computer right now to 
experiment with.

-Stuart



  


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Re: [Flightgear-devel] code.google.com bug tracker [Was Re: scenery bug: KSQL stray building]

2010-02-11 Thread Curtis Olson
I was hoping to have a bug tracker tied to the source code repository
(google has some nice features there), but it doesn't look like that's going
to happen, so let's give this bug tracker a try.  I agree, keep feature
requests out, keep personal agendas and politics to a minimum, and let's see
how it works.

Curt.


On Wed, Feb 10, 2010 at 1:17 AM, Tim Moore timoor...@gmail.com wrote:



 On Wed, Feb 10, 2010 at 4:55 AM, Pete Morgan ac...@daffodil.uk.comwrote:

 can you file this bug formally at
 http://code.google.com/p/flightgear-bugs/issues/list
 so we can track it

 ta
 pete

 By the way, I've encouraged Pete to take this on.  I've disparaged bug
 tracking for free projects in the past, but I realize that it would be much
 better to have some formal bug tracking; I will pay attention to this tool.
 On the other hand, I don't think that feature requests should be tied to
 releases, and only extremely serious bugs should be viewed as release
 blockers.

 Tim



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[Flightgear-devel] DELETE DUPLICATE FG DATA FILES

2010-02-11 Thread Geoff McLane
Hi Curt, Melchior, Emmanuel, Syd, Detlef, Erik, or ...

As requested before, to HELP WIN32 users, could we PLEASE
have only ONE of EACH of the following PAIRS in FG data ;=()

U Aircraft/A380/Models/A380.rgb
C Aircraft/A380/Models/a380.rgb

U Aircraft/A380/Textures/Livery/House/COWLING.RGB
C Aircraft/A380/Textures/Livery/House/COWLING.rgb

U Aircraft/A380/Textures/Livery/House/ENDPLATE.RGB
C Aircraft/A380/Textures/Livery/House/ENDPLATE.rgb

U Aircraft/Long-EZ/Nasal/Electrical.nas
C Aircraft/Long-EZ/Nasal/electrical.nas

U Aircraft/Zlin-50lx/Models/Lights/WhiteLight.xml
C Aircraft/Zlin-50lx/Models/Lights/Whitelight.xml

U Aircraft/dhc2/Models/Instruments/KN53.png
C Aircraft/dhc2/Models/Instruments/kn53.png

U Aircraft/eurofighter/Models/Typhoon.xml
C Aircraft/eurofighter/Models/typhoon.xml

U Aircraft/fokker50/Models/instruments/general/NAV.RGB
C Aircraft/fokker50/Models/instruments/general/nav.rgb

As stated before, since WIN32 is NOT case sensitive
to file names, this causes CVS to always print a message of the form -
 cvs update: move away file-name; it is in the way
and only ONE file is downloaded - probably not always the 'right' one ;=((.

To try to HELP I have looked up the LAST CVS modifications, and that
is where I got the above name list from ;=))

For the first 3, it seems Curt should delete the 5 year old initial
version, leaving the 'mfranz' 20 month old files in place, assuming
these are the 'correct' ones?

The 4 and 5, it seems Emmanuel (helijah) just checked in a duplicate
with a different case spelling, but then perhaps was NOT able to
DELETE the 'bad' one, or 'forgot'...

Likewise 6 and 7 are different case spellings almost the same time, by
Syd and Detlef respectively, but the 'bad' one should be deleted.

The 8th is also be different parties - Melchior and Erik - not so far
apart, so again, the 'bad' one should be DELETED.

Last CVS modifications :-

A380.rgb 1.1  20 months  mfranz  Ampere K: All credits go to
Fahim Dalvi for this impressive work. This update...
a380.rgb 1.1  5 years  curt  Initial revision of A380, flight
model is not yet flyable, but external 3d model...

COWLING.rgb 1.1  20 months  mfranz  Ampere K: All credits go to
Fahim Dalvi for this impressive work. This update...
COWLING.RGB 1.1  5 years  curt  Initial revision of A380, flight
model is not yet flyable, but external 3d model...

ENDPLATE.rgb 1.1  20 months  mfranz  Ampere K: All credits go to
Fahim Dalvi for this impressive work. This update...
ENDPLATE.RGB 1.1  5 years  curt  Initial revision of A380, flight
model is not yet flyable, but external 3d model...

electrical.nas 1.2  7 months  helijah  - new instruments, new
avionics, all by Viper. Thanks to him
Electrical.nas 1.1  8 months  helijah  - new instruments, new
avionics, all by Viper. Thanks to him

WhiteLight.xml 1.1  3 months  helijah  - Add IFR mod by Victhor
Whitelight.xml 1.1  3 months  helijah  - Add IFR mod by Victhor

KN53.png 1.1  17 months  sydadams  Remapped , added liveries ,
switched to OSG hotspots, PNG textures...
kn53.png 1.1  17 months  sydadams  Remapped , added liveries ,
switched to OSG hotspots, PNG textures...

Typhoon.xml 1.3  19 months  dfaber  Cockpit improvements, livery
select, FDM adjustments
typhoon.xml 1.1  20 months  dfaber  Eurofighter Typhoon, model by
MaverickAlex, FDM and animationd D. Faber, initial...

nav.rgb 1.1  12 months  mfranz  fix fg-check reported problems
(dos line endings etc.)
NAV.RGB 1.3  10 months  ehofman  latest updates from FokkerCharlie et all

I hope these 8 data duplications can be cleared up sometime SOON ;=))

Regards,

Geoff.

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Re: [Flightgear-devel] DELETE DUPLICATE FG DATA FILES

2010-02-11 Thread Jari Häkkinen
On 2/11/10 6:40 PM, Geoff McLane wrote:
 Hi Curt, Melchior, Emmanuel, Syd, Detlef, Erik, or ...

 As requested before, to HELP WIN32 users, could we PLEASE
 have only ONE of EACH of the following PAIRS in FG data ;=()

And mac users ... by default the filesystem is case-insensitive on macs. 
Maybe this is a homage to Microsoft ;-)


Jari


 U Aircraft/A380/Models/A380.rgb
 C Aircraft/A380/Models/a380.rgb

 U Aircraft/A380/Textures/Livery/House/COWLING.RGB
 C Aircraft/A380/Textures/Livery/House/COWLING.rgb

 U Aircraft/A380/Textures/Livery/House/ENDPLATE.RGB
 C Aircraft/A380/Textures/Livery/House/ENDPLATE.rgb

 U Aircraft/Long-EZ/Nasal/Electrical.nas
 C Aircraft/Long-EZ/Nasal/electrical.nas

 U Aircraft/Zlin-50lx/Models/Lights/WhiteLight.xml
 C Aircraft/Zlin-50lx/Models/Lights/Whitelight.xml

 U Aircraft/dhc2/Models/Instruments/KN53.png
 C Aircraft/dhc2/Models/Instruments/kn53.png

 U Aircraft/eurofighter/Models/Typhoon.xml
 C Aircraft/eurofighter/Models/typhoon.xml

 U Aircraft/fokker50/Models/instruments/general/NAV.RGB
 C Aircraft/fokker50/Models/instruments/general/nav.rgb

 As stated before, since WIN32 is NOT case sensitive
 to file names, this causes CVS to always print a message of the form -
   cvs update: move awayfile-name; it is in the way
 and only ONE file is downloaded - probably not always the 'right' one ;=((.

 To try to HELP I have looked up the LAST CVS modifications, and that
 is where I got the above name list from ;=))

 For the first 3, it seems Curt should delete the 5 year old initial
 version, leaving the 'mfranz' 20 month old files in place, assuming
 these are the 'correct' ones?

 The 4 and 5, it seems Emmanuel (helijah) just checked in a duplicate
 with a different case spelling, but then perhaps was NOT able to
 DELETE the 'bad' one, or 'forgot'...

 Likewise 6 and 7 are different case spellings almost the same time, by
 Syd and Detlef respectively, but the 'bad' one should be deleted.

 The 8th is also be different parties - Melchior and Erik - not so far
 apart, so again, the 'bad' one should be DELETED.

 Last CVS modifications :-

 A380.rgb 1.1  20 months  mfranz  Ampere K: All credits go to
 Fahim Dalvi for this impressive work. This update...
 a380.rgb 1.1  5 years  curt  Initial revision of A380, flight
 model is not yet flyable, but external 3d model...

 COWLING.rgb 1.1  20 months  mfranz  Ampere K: All credits go to
 Fahim Dalvi for this impressive work. This update...
 COWLING.RGB 1.1  5 years  curt  Initial revision of A380, flight
 model is not yet flyable, but external 3d model...

 ENDPLATE.rgb 1.1  20 months  mfranz  Ampere K: All credits go to
 Fahim Dalvi for this impressive work. This update...
 ENDPLATE.RGB 1.1  5 years  curt  Initial revision of A380, flight
 model is not yet flyable, but external 3d model...

 electrical.nas 1.2  7 months  helijah  - new instruments, new
 avionics, all by Viper. Thanks to him
 Electrical.nas 1.1  8 months  helijah  - new instruments, new
 avionics, all by Viper. Thanks to him

 WhiteLight.xml 1.1  3 months  helijah  - Add IFR mod by Victhor
 Whitelight.xml 1.1  3 months  helijah  - Add IFR mod by Victhor

 KN53.png 1.1  17 months  sydadams  Remapped , added liveries ,
 switched to OSG hotspots, PNG textures...
 kn53.png 1.1  17 months  sydadams  Remapped , added liveries ,
 switched to OSG hotspots, PNG textures...

 Typhoon.xml 1.3  19 months  dfaber  Cockpit improvements, livery
 select, FDM adjustments
 typhoon.xml 1.1  20 months  dfaber  Eurofighter Typhoon, model by
 MaverickAlex, FDM and animationd D. Faber, initial...

 nav.rgb 1.1  12 months  mfranz  fix fg-check reported problems
 (dos line endings etc.)
 NAV.RGB 1.3  10 months  ehofman  latest updates from FokkerCharlie et all

 I hope these 8 data duplications can be cleared up sometime SOON ;=))

 Regards,

 Geoff.

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Re: [Flightgear-devel] Shader issue on ATI cards

2010-02-11 Thread Arnt Karlsen
On Thu, 11 Feb 2010 13:21:32 +0100, Geoff wrote in message 
1265890892.6457.3.ca...@dell02:

 On Thu, 2010-02-11 at 10:45 +, Stuart Buchanan wrote:
  jean pellotier wrote:
   here are the screens of some issues with my HD4650:
   
   the color change done to close/far field (gren/red/darker):
  
  http://janodesbois.free.fr/fg_screens/decembre09/screens_fg_windowsXP/
   and some clouds and others, specialy if the sun is low on horizon 
   (starting from number20):
   http://janodesbois.free.fr/fg_screens/2010_janvier/
   the 32-38 serie is turning with the propeller.
   this was with a windows binary from november i think, i didn't
   test
  the 
   2.0 binary yet on windows.
   on debian sid, i'm using the radeon driver so am unable to use 
   flightgear, except low poly jsbsim planes without scenery, but
   with
  an 
   ubuntu recently installed i've got the same color change.
   jano
  
  Are you seeing any error messages in the console at all?
  
  Usually if there is a shader issue, then some error messages are
  displayed there.
  However the colour problems you are seeing are quite strange.
  
  -Stuart
  
 Hi,
 
 As advised some time ago, in Nov, this is still present in
 Vista, but apparently not in Ubuntu, on my ATI Radeon
 HD 2600 XT card.
 
 There were no error messages output to the console.
 
 Some images and more information is at -
  http://geoffair.net/tmp/fg/ati-driver.htm 

..you are running Ubuntu 8.04LTS with ATI's proprietary 
fglrx, or is there a Catalyst driver too?  
Have you tried a recent Live CD or Live USB with 
radeon, radeonhd and fglrx on your box?

..x.org's docs trails development a bit, radeonhd was supposed 
to support the newer cards better than radeon, but radeon looks 
like it's winning the race: ;o)
http://www.x.org/wiki/RadeonFeature
http://www.x.org/wiki/radeonhd:feature
http://www.x.org/wiki/Projects/Drivers


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  Scenarios always come in sets of three: 
  best case, worst case, and just in case.

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Re: [Flightgear-devel] multiple --generic record/playback errors

2010-02-11 Thread Alex Buzin
On Tue, Feb 9, 2010 at 1:37 PM, John Denker wrote:
Has anybody used the --generic record/playback feature recently?

The same trouble was discussed at 2008 :
http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg16539.html
and
http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg15655.html

With respect,
Alex



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[Flightgear-devel] Nasal/*.nas ... order of loading, #include ..., require(...)

2010-02-11 Thread John Denker

On my machine I observe that the various scripts in
the Nasal/ directory get loaded in some hard-to-predict
order.

That means that if you write a script called foo.nas,
it's hard to know whether it will get processed before
or after math.nas and/or props.nas.

So the question is, what to do if foo.nas wants to make
use of the features provided by the other scripts?

I know about the trick of using settimer(stuff, 0).

But what if we wanted to use math functions in the
code that actually runs at the time the scripts are
loaded?

In particular, does nasal have any sort of #include
directive (as in c++) or require or use directive 
(as in perl)?  If so, is it documented somewhere?  If 
not, has anybody thought about how to implement it?


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Re: [Flightgear-devel] Nasal/*.nas ... order of loading, #include ..., require(...)

2010-02-11 Thread Csaba Halász
On Thu, Feb 11, 2010 at 10:59 PM, John Denker j...@av8n.com wrote:

 On my machine I observe that the various scripts in
 the Nasal/ directory get loaded in some hard-to-predict
 order.

 That means that if you write a script called foo.nas,
 it's hard to know whether it will get processed before
 or after math.nas and/or props.nas.

 So the question is, what to do if foo.nas wants to make
 use of the features provided by the other scripts?

 I know about the trick of using settimer(stuff, 0).

The usual trick is to attach a listener to /sim/signals/nasal-dir-initialized.
Also, you can load nasal modules dynamically, such as:

if (!contains(globals, MPCarriersNW)) {
  io.load_nasal(getprop(/sim/fg-root) ~
/Aircraft/MPCarrier/Systems/mp-network.nas,
MPCarriersNW);

-- 
Csaba/Jester

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Re: [Flightgear-devel] Shader issue on ATI cards

2010-02-11 Thread jean pellotier

Arnt Karlsen a écrit :
On Thu, 11 Feb 2010 13:21:32 +0100, Geoff wrote in message 
1265890892.6457.3.ca...@dell02:


  

On Thu, 2010-02-11 at 10:45 +, Stuart Buchanan wrote:


jean pellotier wrote:
  

here are the screens of some issues with my HD4650:

the color change done to close/far field (gren/red/darker):

..you are running Ubuntu 8.04LTS with ATI's proprietary 
fglrx, or is there a Catalyst driver too?  
Have you tried a recent Live CD or Live USB with 
radeon, radeonhd and fglrx on your box?


..x.org's docs trails development a bit, radeonhd was supposed 
to support the newer cards better than radeon, but radeon looks 
like it's winning the race: ;o)

http://www.x.org/wiki/RadeonFeature
http://www.x.org/wiki/radeonhd:feature
http://www.x.org/wiki/Projects/Drivers


  
On ubuntu karmic i use the provided fglrx driver (9.12) and on windows 
xp both the 9.12 and 10.01 catalyst driver (the hotfix version) (but 
didn't test windows for a while).
my main OS is a debian sid, with a git radeon, but glsl are not 
implemented yet (rv730) .

glxinfo give me:
OpenGL shading language version string: 1.10
and fg run too slowly, but kompiz is fine.

a temporary fix is to remove the gl_FrontMaterial.ambient part in 3 
files, and so i have no more dark/blue/green super FX, but don't ask me 
to say why :) .

that works with the crop and landmass.

here's the diff:


jano

Index: Shaders/crop.frag
===
RCS file: /var/cvs/FlightGear-0.9/data/Shaders/crop.frag,v
retrieving revision 1.1
diff -u -r1.1 crop.frag
--- Shaders/crop.frag	8 Aug 2009 10:17:59 -	1.1
+++ Shaders/crop.frag	11 Feb 2010 23:11:07 -
@@ -59,7 +59,7 @@
 	c1 = mix(c1, clamp(n+nvL[2]*4.1+vec4(0.1, 0.1, nvL[2]*2.2, 1.0), 0.7, 1.0), smoothstep(snowlevel+300.0, snowlevel+360.0, (rawpos.z)+nvL[1]*3000.0));
 
 vec3 diffuse = gl_FrontMaterial.diffuse.rgb * max(0.0, dot(VNormal, gl_LightSource[0].position.xyz));
-vec4 ambientColor = gl_FrontLightModelProduct.sceneColor + gl_LightSource[0].ambient * gl_FrontMaterial.ambient;
+vec4 ambientColor = gl_FrontLightModelProduct.sceneColor + gl_LightSource[0].ambient;// *gl_FrontMaterial.ambient;
 //ambientColor = vec4(0.01);
 vec4 ambient_light = ambientColor + gl_LightSource[0].diffuse * vec4(diffuse, 1.0);
 
Index: Shaders/default.vert
===
RCS file: /var/cvs/FlightGear-0.9/data/Shaders/default.vert,v
retrieving revision 1.4
diff -u -r1.4 default.vert
--- Shaders/default.vert	19 Nov 2009 16:20:54 -	1.4
+++ Shaders/default.vert	11 Feb 2010 23:11:07 -
@@ -22,7 +22,6 @@
 halfVector = normalize(gl_LightSource[0].halfVector.xyz);
 diffuse = gl_Color * gl_LightSource[0].diffuse;
 alpha = gl_Color.a;
-constantColor =  gl_FrontLightModelProduct.sceneColor
-+ gl_FrontMaterial.ambient * gl_LightSource[0].ambient;
+constantColor =  gl_FrontLightModelProduct.sceneColor + gl_LightSource[0].ambient; //*gl_FrontMaterial.ambient ;
 fogCoord = abs(ecPosition.z);
 }
Index: Shaders/landmass.frag
===
RCS file: /var/cvs/FlightGear-0.9/data/Shaders/landmass.frag,v
retrieving revision 1.1
diff -u -r1.1 landmass.frag
--- Shaders/landmass.frag	8 Aug 2009 10:17:59 -	1.1
+++ Shaders/landmass.frag	11 Feb 2010 23:11:07 -
@@ -44,7 +44,7 @@
 	c1 = mix(c1, clamp(n+nvL[2]*4.1+vec4(0.1, 0.1, nvL[2]*2.2, 1.0), 0.7, 1.0), smoothstep(snowlevel+300.0, snowlevel+360.0, (rawpos.z)+nvL[1]*3000.0));
 
 vec3 diffuse = gl_FrontMaterial.diffuse.rgb * max(0.0, dot(normalize(VNormal), gl_LightSource[0].position.xyz));
-vec4 ambientColor = gl_FrontLightModelProduct.sceneColor + gl_LightSource[0].ambient * gl_FrontMaterial.ambient;
+vec4 ambientColor = gl_FrontLightModelProduct.sceneColor + gl_LightSource[0].ambient; // * gl_FrontMaterial.ambient;
 //ambientColor = vec4(0.01);
 vec4 ambient_light = ambientColor + gl_LightSource[0].diffuse * vec4(diffuse, 1.0);
 
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Re: [Flightgear-devel] Shader issue on ATI cards

2010-02-11 Thread Diogo Kastrup
Tim Moore wrote:

 One thing to try is #ifdef ing out the parts of the fragment shaders
 that refer to OpenGL state.
 So, turn off 3D clouds and trees.
 In default.frag and mat-anim.frag, #ifdef or comment out the clause
 that begins
 if (gl_FrontMaterial.shininess  0)

I just tried this with no success.

Diogo



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Re: [Flightgear-devel] Nasal/*.nas ... order of loading, #include ..., require(...)

2010-02-11 Thread John Denker
On 02/11/2010 04:11 PM, Csaba Halász wrote:
 On Thu, Feb 11, 2010 at 10:59 PM, John Denker j...@av8n.com wrote:
 On my machine I observe that the various scripts in
 the Nasal/ directory get loaded in some hard-to-predict
 order.

 That means that if you write a script called foo.nas,
 it's hard to know whether it will get processed before
 or after math.nas and/or props.nas.

 So the question is, what to do if foo.nas wants to make
 use of the features provided by the other scripts?

 I know about the trick of using settimer(stuff, 0).
 
 The usual trick is to attach a listener to /sim/signals/nasal-dir-initialized.

That is similar to the settimer trick.  Either one will
bisect the problem.  That is, if you have simple pairwise
interactions, you can split each pair and thereby control
the ordering.  But what if the interactions are more 
complicated, e.g. a depends on b which depends on c which 
depends on d?

How hard would it be to handle the general case?  There
are standard techniques ...


 Also, you can load nasal modules dynamically, such as:
 
 if (!contains(globals, MPCarriersNW)) {
   io.load_nasal(getprop(/sim/fg-root) ~
 /Aircraft/MPCarrier/Systems/mp-network.nas,
 MPCarriersNW);

That's a powerful procedure, but it only works _after_ 
io.nas has been loaded ... so AFAICT it doesn't really 
answer the question I was asking.

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Re: [Flightgear-devel] Shader issue on ATI cards

2010-02-11 Thread John Denker
On 02/11/2010 04:14 PM, jean pellotier wrote:

 a temporary fix is to remove the gl_FrontMaterial.ambient part in 3
 files,

Wow!  Direct hit!  

 here's the diff:

That makes a huge improvement.  I'm running with shader-effects
turned on now, for the first time in months.

Thanks!

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Re: [Flightgear-devel] Shader issue on ATI cards

2010-02-11 Thread Brian Schack
 Stuart == Stuart Buchanan  writes:

Stuart Does anyone on the -dev list have an ATI card that is
Stuart working (or not) with the shader options?

Yes.  I have an ATI Radeon X1600 with 128MB of VRAM.  The shaders seem
to work (I get nice water effects, for example), the clouds look okay,
and I get no error messages on the console.  It is *slow* though, with
the speed depending on the view, and how close I am to the ground.
Sitting at the default starting location at KSFO, I get:

Normal inside view:

17 fps - shaders and 3D clouds
20 fps - shaders
20 fps - 3D clouds
22 fps - no shaders or 3D clouds

External chase view:

3 fps - shaders and 3D clouds  
4 fps - shaders
4 fps - 3D clouds  
4 fps - no shaders or 3D clouds

Inside view, if I zoom in close enough so that I can't see out the
windows (and yes, it really does run a bit faster with shaders and 3D
clouds turned on, but the difference probably isn't meaningful):

40 fps - shaders and 3D clouds  
38 fps - shaders
38 fps - 3D clouds  
38 fps - no shaders or 3D clouds

In summary:

(a) Things work
(b) Shaders and 3D clouds slow things down, but not by much
(c) The view makes a big difference
(d) Being close to the ground makes a difference (although I haven't
tried to measure it)

Brian

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