Re: [Flightgear-devel] FGFS 0.9.11 release candidate two
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. - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2005. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FGFS 0.9.11 release candidate two
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 - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2005. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] First results of terrain texture generator
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 - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2005. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Looks great
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 - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2005. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Looks great
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/ - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2005. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] First results of terrain texture generator
-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 -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.7 (GNU/Linux) Comment: Using GnuPG with Fedora - http://enigmail.mozdev.org iD8DBQFG9sAxeDhWHdXrDRURAl5HAKC+BwryZinoz9a7H397JfgAFlvODQCcCCdy MUGuSO/MR1zpsIVRcbJeujk= =pBpt -END PGP SIGNATURE- - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2005. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] glitch in runway searching
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 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 -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.7 (GNU/Linux) Comment: Using GnuPG with Fedora - http://enigmail.mozdev.org iD8DBQFG9tNueDhWHdXrDRURAoTvAKC1z9G3H9rQVPNINV2SegEtD+ahsgCgh8Qn 8Juqr4zikexAPSi6yY+1KKw= =dj4W -END PGP SIGNATURE- - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2005. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel