Re: [Flightgear-devel] Lazy traffic startup

2012-04-25 Thread Durk Talsma
Hi James, On 24 Apr 2012, at 11:13, James Turner wrote: > Well, the main thing needed is to break apart the 'finishInit' into more > steps, to avoid the remaining pause. I think that can be done by traversing > the scheduled aircraft list in batches. > Just as a quick heads up; I didn't have

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

2012-04-25 Thread James Turner
On 25 Apr 2012, at 07:04, Renk Thorsten wrote: > A quick 3 minute test flight with the ufo looks very promising - I didn't see > any obvious issues with the version pulled 10 minutes ago. I will do longer > tests later toady. Thanks Thorsten! James --

Re: [Flightgear-devel] Lazy traffic startup

2012-04-25 Thread James Turner
On 25 Apr 2012, at 08:15, Durk Talsma wrote: > 1). On my machine I'm actually experiencing an extremely startup during the > "reading airport/nav data" stage (~up to minute or so). This usually only > happens when I try to load flightgear for the first time. Once these files > are buffered eve

Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread flightgear
> Yves: > > Towns are not point features. The vmap0 represents towns as points, but > these particular points are parsed by terragear and turned into 1km by 1km > "polygons" which are burned into the terrain. That gives the square > appearance in the default scenery. > Hi John Yes, I’m aware of t

Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread Stuart Buchanan
On Wed, Apr 25, 2012 at 9:03 AM, wrote: > Yes, I’m aware of this behaviour of terragear and vmap0. But I also > remember this "town model", a european church-like building with some > houses grouped, all with same elevation. This looked very ugly i.e. in > mountain areas (half of the village in th

Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread Martin Spott
Stuart Buchanan wrote: > I don't believe the town model has been used for some time. It was supersede > by the random object masking I introduced a while back. I think what John and Yves are talking about is the introduction of the various "zone_maison" models for each spot (therefore the term "p

Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread Stuart Buchanan
On Wed, Apr 25, 2012 at 9:26 AM, Martin Spott wrote: > Stuart Buchanan wrote: >> I don't believe the town model has been used for some time. It was supersede >> by the random object masking I introduced a while back. > I think what John and Yves are talking about is the introduction of the > variou

Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread Erik Hofman
On Wed, 2012-04-25 at 08:26 +, Martin Spott wrote: > Stuart Buchanan wrote: > > > I don't believe the town model has been used for some time. It was supersede > > by the random object masking I introduced a while back. > > I think what John and Yves are talking about is the introduction of th

Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread Martin Spott
Erik Hofman wrote: > On Wed, 2012-04-25 at 08:26 +, Martin Spott wrote: >> Unfortunately Erik never bothered responding to this issue, therefore >> it's uncertain wether he'd silently agree or silently disagree to >> reverting the above commit. > > I don't mind if it gets reverted but I did r

Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread James Turner
On 24 Apr 2012, at 22:09, Stuart Buchanan wrote: > Feedback is welcome as always. For me, the builds are extremely expensive - no idea why. The actual density doesn't make a huge different (1.0 vs 2.0, I will experiment more later). Eg my draw + GPU times go from 15msec to 100msec when I enab

Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread Stuart Buchanan
On Wed, Apr 25, 2012 at 10:06 AM, James Turner wrote: > For me, the builds are extremely expensive - no idea why. The actual density > doesn't make a huge different (1.0 vs 2.0, I will experiment more later). > > Eg my draw + GPU times go from 15msec to 100msec when I enable random > buildings. T

Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread Renk Thorsten
Hm... I'm getting good performance, but the rendering of the random buildings do not seem to go via model-default.eff - they respond to the normal visibility, but not to the terrain haze layer, so they remain visible when I turn on heavy ground fog. Is there a conceptual problem, or can this be

Re: [Flightgear-devel] Random Buildings

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

Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread Vivian Meazza
Stuart > -Original Message- > From: Buchanan [mailto:stuar...@gmail.com] > Sent: 25 April 2012 10:20 > To: FlightGear developers discussions > Subject: Re: [Flightgear-devel] Random Buildings > > On Wed, Apr 25, 2012 at 10:06 AM, James Turner wrote: > > For me, the builds are extremely ex

Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread Vivian Meazza
Stuart > -Original Message- > From: Stuart Buchanan [mailto:stuar...@gmail.com] > Sent: 25 April 2012 10:20 > To: FlightGear developers discussions > Subject: Re: [Flightgear-devel] Random Buildings > > On Wed, Apr 25, 2012 at 10:06 AM, James Turner wrote: > > For me, the builds are extre

[Flightgear-devel] Nasal API, deprecating features

2012-04-25 Thread James Turner
I'm overhauling how we expose FMS related data to Nasal, to hopefully make FMS/CDU construction in Nasal easier, but also re-using the C++ code we already have, since many systems tie into the data. Along the way, I'm learning a lot about the easiest way to expose C++ data to Nasal, and I'm als

[Flightgear-devel] Issue 717: Disabling advanced weather crashes the sim

2012-04-25 Thread Renk Thorsten
Hooray alerted me to that one, and I would like to ask a few opinions on what to do and offer my own thoughts. > *What steps will reproduce the problem?* > 1.F10-Environment-Weather-Advanced Weather > 2.Select METAR > 3.Return to Basic weather > *What is the expected output? What do you see ins

Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread Vivian Meazza
> -Original Message- > From: Vivian Meazza [mailto:vivian.mea...@lineone.net] > Sent: 25 April 2012 10:46 > To: 'FlightGear developers discussions' > Subject: Re: [Flightgear-devel] Random Buildings > > > One random thought - I think the texture (data/Textures/buildings.png) > > may st

Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread James Turner
On 25 Apr 2012, at 11:53, Vivian Meazza wrote: > Removed in Git Alas this makes no difference. Performance drop is roughly linear in the building density, though I won't claim it's strictly linear. Given that this is an Ati 5770, I would be *extremely* surprised if I'm fill-rate limited. Ver

Re: [Flightgear-devel] Multiplayer, Open RTI/ HAL and online future..

2012-04-25 Thread Clement de l'Hamaide
Hi, I'm also interested about RTI/HLA informations. Actually I 've compiled FGFS and SG with "-D ENABLE_RTI=ON" and I run FGFS with "--hla=bi,10,FOM,ASN,mp-aircraft.xml" If I use av-aircraft.xml in replacement of mp-aircraft.xml I have an FGFS crash with this error during splashscreen: Cannot

Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread Stuart Buchanan
On Wed, Apr 25, 2012 at 12:05 PM, James Turner wrote: > Performance drop is roughly linear in the building density, though I won't > claim it's strictly linear. Given that this is an Ati 5770, I would be > *extremely* surprised if I'm fill-rate limited. > > Very suspicious. Have you tried areas

Re: [Flightgear-devel] An empassioned plea

2012-04-25 Thread Björn Kesten
> It would probably make things a lot simpler for the average user if > FGFS included a wizard that automatically identified which > combinations of features would be usable on a specific installation. > Using that result as constraining logic in the menus would allow > unusable features to be kept

Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread James Turner
On 25 Apr 2012, at 12:35, Stuart Buchanan wrote: > I must admit that I've only tested Edinburgh and San Francisco, which > may simply not have as much Urban area as Berlin. I'll try Berlin > when I get the chance, but could you see if the same problem occurs at > EGPH and KSFO? > Yep, second ru

Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread James Turner
On 25 Apr 2012, at 12:56, James Turner wrote: > Right, I can see that too. The draw / GPU times increases proportionally as > the tiles (re-)load with buildings. > > It points to the actual geometry being the limiting factor, which is very > odd. http://files.goneabitbursar.com/fg/no-buildin

Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread James Turner
On 25 Apr 2012, at 13:35, James Turner wrote: > Other suggestions most welcome. Emilian suggested I check random vegetation (which generates many more quads), at LOWI with vegetation off/onthe difference is from 50 fps down to 30ish, and quad count goes from 100k to 200k - but nothing like wha

Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread Stuart Buchanan
On Wed, Apr 25, 2012 at 1:35 PM, James Turner wrote: > Observations >        - where did all the quads come from? Is my card going to a slow path > to submit quads? The Quads came from all the random buildings you've just created (or have I misunderstood?) Each building consists of 9-12 quads, de

Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread Stuart Buchanan
On Wed, Apr 25, 2012 at 1:57 PM, James Turner wrote: > Emilian suggested I check random vegetation (which generates many more > quads), at LOWI with vegetation off/onthe difference is from 50 fps down to > 30ish, and quad count goes from 100k to 200k - but nothing like what happens > for buildin

Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread James Turner
On 25 Apr 2012, at 14:22, Stuart Buchanan wrote: > Perhaps I should be using a QUAD_STRIP instead. Don't know if that > would make much difference though. Doubtful, I'd say, if they are already in a single primitive set. > > The extra 300 Drawables are from the quadtree that is generated to a)

Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread Stuart Buchanan
On Wed, Apr 25, 2012 at 2:44 PM, James Turner wrote: > On 25 Apr 2012, at 14:22, Stuart Buchanan wrote: >> The extra 300 Drawables are from the quadtree that is generated to a) >> make culling fast b) to provide a mixture of LOD so that buildings >> don't all appear in big blocks.  That code is tak

Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread Oliver Thurau
> Emilian suggested I check random vegetation (which generates many more > quads), at LOWI with vegetation off/onthe difference is from 50 fps down to > 30ish, and quad count goes from 100k to 200k - but nothing like what > happens for buildings with draw / GPU time. > > Interesting to note that ve

Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread James Turner
On 25 Apr 2012, at 14:56, Stuart Buchanan wrote: > One benefit is better culling. The other is that we can have > buildings gradually appear rather than all springing into view at once > when you get within the LoD range of the center of the time (where > objects at the edge might be significant

Re: [Flightgear-devel] Issue 717: Disabling advanced weather crashes the sim

2012-04-25 Thread ThorstenB
Am 25.04.2012 12:50, schrieb Renk Thorsten: >> From my perspective, switching between GUIs runtime and trying to >> mix features is problematic input in the first place. My Agreed. And I don't think it was the intention of the current GUI to toggle between both dialogs, while keeping advanced (or

Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread ThorstenB
Am 25.04.2012 13:35, schrieb Stuart Buchanan: > Also, there is a significant slow-down in scenery loading. I can certainly confirm ;-). It's not just a longer delay for initial start-up (splash screen takes much longer to drop), it's also causing issues with scenery taking too long to be loaded

Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread Heiko Schulz
Hello, Well done! A great enhancement! Now towns and Cities looks like they should! Here on my system Framerates are really good, but yes scenery loading needs some time- until framerates are stable enough to use it needs a much longer time. A very big surprise to me was that all buildings a

Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread Vivian Meazza
Heiko > Hello, > > Well done! > > A great enhancement! Now towns and Cities looks like they should! > Here on my system Framerates are really good, but yes scenery loading > needs some time- until framerates are stable enough to use it needs a much > longer time. > > A very big surprise to me w