Re: [Flightgear-devel] FGFS 0.9.11 release candidate two

2007-09-23 Thread Harald JOHNSEN
Frederic Bouvier wrote:




It appears that it is the replay subsystem that creates long pauses
periodically, and sometimes the ai-model subsystem too :
( my traces : )
D : 12000 replay
D : 11000 replay
D : 17000 instrument20
D : 18000 instrumentation
D : 12000 replay
D : 12000 replay
D : 14000 replay
D : 19000 replay
D : 16000 replay
D : 18000 replay
D : 11000 replay
D : 22000 input
D : 13000 replay
D : 17000 replay
D : 14000 replay
D : 22000 replay
D : 18000 replay
D : 18000 replay
D : 18000 Traffic Manager
D : 17000 instrument13
D : 18000 instrumentation
D : 17000 replay
D : 23000 electrical0
D : 32000 systems
D : 18000 replay
D : 11000 replay
D : 16000 replay
D : 11000 replay
D : 11000 replay
D : 252000 input
D : 11000 replay
D : 12000 electrical0
D : 15000 systems
D : 11000 replay
D : 17000 ai_model
D : 11000 instrumentation
D : 11000 replay
D : 14000 replay
D : 18000 replay
D : 11000 replay
D : 12000 replay
D : 19000 replay
D : 15348000 replay
D : 16000 ai_model
D : 14000 replay
D : 11000 replay
D : 12000 replay
D : 14000 replay
D : 12000 replay
D : 15000 properties
D : 13000 replay

Very long pauses are caused by breakpoints in the debugger

regards,
-Fred

  

The replay subsystem is *very* slow, that's why there is an option to 
disable it. Anyway you have times from 12 to 18 ms in replay, I have 
times from 100 to 300 ms in the nasal code.

Gc done: Tue May 01 11:50:37 2007
 globals-allocCount=179842 dt=106.609360
Gc done: Tue May 01 11:50:47 2007
 globals-allocCount=179842 dt=115.206542
Gc done: Tue May 01 11:50:56 2007
 globals-allocCount=179842 dt=112.281589
Gc done: Tue May 01 11:51:06 2007
 globals-allocCount=179842 dt=102.708584
Gc done: Tue May 01 11:51:16 2007
 globals-allocCount=179842 dt=104.459645
Gc done: Tue May 01 11:51:26 2007
 globals-allocCount=179842 dt=118.089031
Gc done: Tue May 01 11:51:36 2007
 globals-allocCount=179842 dt=104.458248
--
Gc done: Tue May 01 12:41:50 2007
 globals-allocCount=343605 dt=300.275594
Gc done: Tue May 01 12:42:11 2007
 globals-allocCount=346632 dt=283.045471
Gc done: Tue May 01 12:42:32 2007
 globals-allocCount=346632 dt=282.179160
Gc done: Tue May 01 12:42:53 2007
 globals-allocCount=346632 dt=273.818600
Gc done: Tue May 01 12:43:14 2007
 globals-allocCount=346632 dt=281.277928
--
On windoze XP, I'm affraid there is too many random factors in each 
report of the problem (mine included).

HJ.


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Re: [Flightgear-devel] FGFS 0.9.11 release candidate two

2007-09-23 Thread Durk Talsma
Hi Fred,

On Sunday 23 September 2007 00:20, Frederic Bouvier wrote:
 I used a profiler of my own :


Excellent! This is almost exactly the type of profiling I hinted at yesterday. 
I believe that this is a very debugging tool. Can we add a (slightly modified 
version) of this profiling system to the actual simgear code?





 It appears that it is the replay subsystem that creates long pauses
 periodically, and sometimes the ai-model subsystem too :

It looks like I have some confirmatory evidence regarding the replay pauses. 
Yesterday I left FlightGear running overnight, and found this morning that 
the pauses had increased to multiple seconds. So this morning I reran 
FlightGear in gdb, and hit ^C when the pauses had become sufficiently long 
enough. Here's the stack trace:

gdb) bt
#0  0xb7a4f41c in _int_malloc () from /lib/libc.so.6
#1  0xb7a510c5 in malloc () from /lib/libc.so.6
#2  0xb7bd4477 in operator new () from /usr/lib/libstdc++.so.6
#3  0x0809a8b3 in std::dequeFGReplayData, std::allocatorFGReplayData 
::_M_push_back_aux (this=0xfc866d0, [EMAIL PROTECTED])
at /usr/include/c++/4.1.2/ext/new_allocator.h:88
#4  0x08099796 in FGReplay::update (this=0xfc866b0, dt=0.83337)
at /usr/include/c++/4.1.2/bits/stl_deque.h:1045
#5  0x08588c16 in SGSubsystemGroup::Member::update (this=0xfc81140,
delta_time_sec=0.83337) at subsystem_mgr.cxx:236
#6  0x08589515 in SGSubsystemGroup::update (this=0x8a0bb74,
delta_time_sec=0.83337) at subsystem_mgr.cxx:127
#7  0x08588dfc in SGSubsystemMgr::update (this=0x8a0bb58,
delta_time_sec=0.83337) at subsystem_mgr.cxx:296
#8  0x0805255e in fgMainLoop () at main.cxx:509
#9  0x08087211 in GLUTidle () at fg_os.cxx:122
#10 0xb7f581df in glutMainLoop () from /usr/lib/libglut.so.3
#11 0x08056762 in fgMainInit (argc=2, argv=0xbfdcebd4) at main.cxx:
#12 0x080512d1 in main (argc=894892171, argv=0x229) at bootstrap.cxx:215
(gdb)

Cheers,
Durk

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[Flightgear-devel] First results of terrain texture generator

2007-09-23 Thread Sebastian Bechtold
Hello!

Around 6 weeks ago, I came up here with the idea to represent ground 
features through textures rather than through terrain mesh polygons for 
more detail and easier modification (which is of course not my own idea, 
but it's definitely a practical one and not yet implemented in 
FlightGear). I'm currently trying to develop a texture generator program 
which generates fake aerial images using the same ESRI shapefile data 
that is used for TerraGear scenery generation, and it is now for the 
first time able to produce some useful results. I'd like to present some 
images that were made with it, hoping that someone with knowledge about 
OSG and FlightGear's terrain rendering system might perhaps like them at 
least a little bit so that she/he might want to help me finding a way to 
get them into the sim. They use FlightGear's terrain textures, so it 
looks much like the current FlightGear scenery, but with curved roads 
and rivers and a few other improvements (more to come, I have some 
further ideas and this is still a very early stage of development). All 
pictures show german towns:

Mainz, Wiesbaden and the Rhine river:
http://www.rotblind.de/fgstuff/fgst/mainz_wiesbaden.jpg
http://www.rotblind.de/fgstuff/fgst/stuttgart.jpg
http://www.rotblind.de/fgstuff/fgst/karlsruhe.jpg
http://www.rotblind.de/fgstuff/fgst/heidelberg.jpg

Best regards,

Sebastian

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Re: [Flightgear-devel] Looks great

2007-09-23 Thread Vivian Meazza
Melchior FRANZ wrote

 Sent: 22 September 2007 16:03
 
 
 * Durk Talsma -- 9/19/2007 10:17 PM:
  Currently, the situation isn't as clear anymore, because the OSG 
  version also has many new features which the PLib version doesn't,
 
 The most obvious differences are AFAIK:
 
fg/plib fg/osg
---
volumetric shadows  --
random objects  --
3D clouds   --
bugfree 2D clouds --
--  pick animation
--  multi-view

There are a couple more:

 heat haze shader  --
 scale/personality   scale/personality 
 animation bugs  animation bugfree
 
I appreciate that the animation issue is perhaps more interpretation than
bug, but it does mean that some complex animations work in osg, but mot in
plib, and vice versa.

Vivian   


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Re: [Flightgear-devel] Looks great

2007-09-23 Thread gh.robin
On dim 23 septembre 2007, Vivian Meazza wrote:
 Melchior FRANZ wrote

  Sent: 22 September 2007 16:03
 
  * Durk Talsma -- 9/19/2007 10:17 PM:
   Currently, the situation isn't as clear anymore, because the OSG
   version also has many new features which the PLib version doesn't,
 
  The most obvious differences are AFAIK:
 
 fg/plib fg/osg
 ---
 volumetric shadows  --
 random objects  --
 3D clouds   --
 bugfree 2D clouds --
 --  pick animation
 --  multi-view

 There are a couple more:

  heat haze shader  --
  scale/personality   scale/personality
  animation bugs  animation bugfree

 I appreciate that the animation issue is perhaps more interpretation than
 bug, but it does mean that some complex animations work in osg, but mot in
 plib, and vice versa.

 Vivian

I share , Vivian's remarks

=Regarding  animations i noticed some strange behaviours with osg when the 
model is made  of an others others (sub)models  hierarchy , mainly when we 
have more than two level stage (sometime working, sometime not :) )
I only noticed it , i can't explain it.

=Regarding heat haze ,when digging into the osgparticle::   programme, we 
could probably have something which could replace that nice effect.
Up to today, i am not able to give a good script, may be a better expert than 
i am could write within a short delay that script.


-- 
Gérard
http://perso.orange.fr/GRTux/


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Re: [Flightgear-devel] First results of terrain texture generator

2007-09-23 Thread Tim Moore
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Sebastian Bechtold wrote:
 Hello!
 
 Around 6 weeks ago, I came up here with the idea to represent ground 
 features through textures rather than through terrain mesh polygons for 
 more detail and easier modification (which is of course not my own idea, 
 but it's definitely a practical one and not yet implemented in 
 FlightGear). I'm currently trying to develop a texture generator program 
 which generates fake aerial images using the same ESRI shapefile data 
 that is used for TerraGear scenery generation, and it is now for the 
 first time able to produce some useful results. I'd like to present some 
 images that were made with it, hoping that someone with knowledge about 
 OSG and FlightGear's terrain rendering system might perhaps like them at 
 least a little bit so that she/he might want to help me finding a way to 
 get them into the sim. They use FlightGear's terrain textures, so it 
 looks much like the current FlightGear scenery, but with curved roads 
 and rivers and a few other improvements (more to come, I have some 
 further ideas and this is still a very early stage of development). All 
 pictures show german towns:
 
 Mainz, Wiesbaden and the Rhine river:
 http://www.rotblind.de/fgstuff/fgst/mainz_wiesbaden.jpg
 http://www.rotblind.de/fgstuff/fgst/stuttgart.jpg
 http://www.rotblind.de/fgstuff/fgst/karlsruhe.jpg
 http://www.rotblind.de/fgstuff/fgst/heidelberg.jpg
 
This is very cool. Can you generate these mega-textures in real time?

Tim
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Re: [Flightgear-devel] glitch in runway searching

2007-09-23 Thread Tim Moore
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K. Hoercher wrote:
 On 9/18/07, Csaba Halász [EMAIL PROTECTED] wrote:
 
 Thanks for reporting this.
 I think it would be better to explicitly check for runway type
 instead of checking for not taxiway. Any comments?
 
 Whatever you see fit.
I checked in the fix using == runway, as suggested by Csaba, but if anyone 
encounters
the problems about which you speculate below we'll revisit the issue.

Thanks,
Tim

 
  !taxiway was just the last hack after playing around with different
 possibilities. Reasons as far as I remember were:
 
 1. Not to mess with some possible(?) helipad or seaplane port
 equivalent of a runway. That would of course be invalidated by the
 existence of any other ground structures that are not runways like
 apron, whatever (apt.dat version 850) but I did not intend to rewrite
 the whole runway class just for that fix and so didn't really check
 into it deeply.
 
 2. I guesstimated, probably mistakenly,  that checking for something
 not being equal to a given string might be a tiny bit faster, esp. as
 there would be a lot more taxiways than actual runways on every
 airport. I had some vague suspicion that some part of the infamous
 stuttering every couple of seconds I sometimes experienced might be
 related to the ai aircraft trying to search their runways but further
 testing was inconclusive on that.
 
 hth
 K. Hoercher
 
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