[Flightgear-devel] Shaders

2011-03-21 Thread HB-GRAL
Hi all

Can someone point me to the history of latest changes to the default 
shaders? I am running a ATI 5750 now with 1 GB VRAM and get = 20 fps at 
default KSFO, like the last three years with much older ATI. What 
happened, I can’t believe.

Coming back after some months and looking to the development in the 
shaders I am a bit disappointed, I spent a lot of work last year to get 
the shaders working for ATI/OSX. The quality level takes no effect to 
the framerate, 3d clouds are superb and takes no effect, there must be 
something wrong again with default shaders. What changes have been 
introduced here ? And can someone point me a git header where 
fundamental changes were (re-)made, so I dont have to go thru the whole 
file history ?

Thanks a lot, Yves

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Re: [Flightgear-devel] Shaders

2011-03-21 Thread Erik Hofman
On Mon, 2011-03-21 at 08:50 +0100, HB-GRAL wrote:
 Hi all
 
 Can someone point me to the history of latest changes to the default 
 shaders? I am running a ATI 5750 now with 1 GB VRAM and get = 20 fps at 
 default KSFO, like the last three years with much older ATI. What 
 happened, I can’t believe.
 
 Coming back after some months and looking to the development in the 
 shaders I am a bit disappointed, I spent a lot of work last year to get 
 the shaders working for ATI/OSX. The quality level takes no effect to 
 the framerate, 3d clouds are superb and takes no effect, there must be 
 something wrong again with default shaders. What changes have been 
 introduced here ? And can someone point me a git header where 
 fundamental changes were (re-)made, so I dont have to go thru the whole 
 file history ?

The (new) urban shader brings my system to it's knees and the fallback
option to the old urban shader has no effect (I get plain white areas
instead of an urban shader).

I would start to look there if I where you.

Erik


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[Flightgear-devel] Auto-hiding the cursor ;-)

2011-03-21 Thread HB-GRAL
Hi all

There is a nice new feature now with hiding the cursor. Ok, it is hard 
for new users to get the cursor back, I think it is wrong to set the 
hiding after 10 seconds to default. Maybe there are other ways to show 
this nice new feature ;-) Anyway I have to throw the mouse to the wall 
here to get the cursor back in screen. Maybe it should come back earlier.

A newer issue is that the cursor does not change the form anymore when I 
do right clicks ?

Also control-key-c is disabled on OSX, but that I will investigate further.

Cheers, Yves

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Re: [Flightgear-devel] Auto-hiding the cursor ;-)

2011-03-21 Thread HB-GRAL
Am 21.03.11 09:13, schrieb HB-GRAL:
 Hi all

 There is a nice new feature now with hiding the cursor. Ok, it is hard
 for new users to get the cursor back, I think it is wrong to set the
 hiding after 10 seconds to default. Maybe there are other ways to show
 this nice new feature ;-) Anyway I have to throw the mouse to the wall
 here to get the cursor back in screen. Maybe it should come back earlier.

 A newer issue is that the cursor does not change the form anymore when I
 do right clicks ?

 Also control-key-c is disabled on OSX, but that I will investigate further.

 Cheers, Yves

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I reported this to the bug tracker, maybe it’s a OSX/Carbon specific 
issue? Hope not.

Cheers, Yves

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Re: [Flightgear-devel] FlightGear launcher for snapshots/2.2 preview OSX

2011-03-21 Thread Reagan Thomas
On 3/20/2011 1:02 PM, HB-GRAL wrote:
 Hi all

 I made a small launcher based on qt4 for FlightGear 2.2 on OSX. There is
 a FlightGear GIT version included for testing. The bundle contains
 todays master of simgear/flightgear and todays fgdata, reduced to a
 small and distributable selection of aircrafts. Requirement is OSX=
 10.6 on a intel-based mac at the moment.

 You can use the whole bundle also for your own devel versions or
 snapshots of flightgear/fgdata, just set the path to. There is also an
 edit for own fgfs commandline arguments.

 Terrasync is included, also fgcom support, but you have to install fgcom
 separately (see my older mail here about fgcom for OSX).

 I am looking forward for some feedback, bug reports and feature
 requests. Hope it is useful for some mac people around.

 Cheers, Yves

 The source is here http://gitorious.org/fgx (without binary and fgdata now)

 Bundle with fgfs/fgdata included is here:
 http://fgx.sablonier.ch/fgx22pre3FULL.dmg




I like the idea of using Qt for a launcher as I understand that it is 
cross-platform and should work just as well with Windows.  I got your 
source and will try it out on Linux, which has been my only Qt target so 
far.

Without having tried it yet, I suppose my first feedback would be the 
name. fgx strongly associates it with OSX, but I don't see why that 
should have to be the case.

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[Flightgear-devel] Adventures in dds

2011-03-21 Thread thorsten . i . renk

A while ago I posed the question:

What I have been wondering is the following: Currently I am using *.rgb
textures. I have noticed that the filesize can be reduced by a factor 2 or
so by going to *.png textures. However, what is the format which would
most efficiently into the scenery? If *.png saves filespace at the expense
of time, then there's no point in converting, but if png also loads a
factor 2 faster, I would convert all texture sheets.

I have now done some tests myself - and here are the (surprising?) results
(I may have to add here that I have no clue what the various dds options
and formats actually are...)

The test texture:

One 1024x1024 texture sheet (altocumulus_textures.rgb), the original is a
gimp-created *.rgb file, converted with gimp to a *.png and using nvidia
texture tools

./nvcompress -nomips -bc3 altocumulus_textures.png altocumulus_textures.dds

into dds format.


The test situation:

50.000 ft straight above TNCM, looking down with maximal view angle, 45 km
visibility, creating a 50x50 sheet of Altocumulus clouds.

The measurement: File size, time till the cloud sheet has appeared in the
scenery, framerate after the cloud sheet has appeared in the scenery.


The result:

rgb: filesize 1.7 MB, time to appear 12 s, framerate for rendering 32 fps
png: filesize 0.8 MB, time to appear 135 s (!), framerate for rendering 21
fps
dds: filesize 1.1 MB, time to appear 13 s, framerate for rendering 20 fps

I have also tried other dds options, some didn't even render properly, and
none was better than the bc3 shown here.

... and the winner is: The rgb format.

Given than harddisk space is cheap, whereas framerate is not, the larger
impact on the framerate makes dds simply not competitive for me - if 0.6
MB space cost 10 fps, then that's a very bad deal. png really seems to be
a bad guy - it slows the system down incredibly.

So, my answer is, apparently it doesn't help to use a different texture
format to speed the system up, rgb is as fast as it gets. Which is
disappointing, but that's how it is.

If I made a mistake somewhere, please let me know!

Cheers,

* Thorsten





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Re: [Flightgear-devel] FlightGear launcher for snapshots/2.2 preview OSX

2011-03-21 Thread HB-GRAL
Am 21.03.11 11:54, schrieb Reagan Thomas:

 I like the idea of using Qt for a launcher as I understand that it is
 cross-platform and should work just as well with Windows.  I got your
 source and will try it out on Linux, which has been my only Qt target so
 far.


Hi Thomas

At the moment it is not cross-platform, unfortunately. I didn’t get 
QProcess to work here so I write to bash scripts and start this scripts 
via system() and terminal appplication on OSX. This works for OSX, but 
the whole part for starting fgfs with args should be rewritten I think.

The name could change of course. I didn’t spend time yet to search for a 
good cross-platform name (the fg(x) comes from Linu(x) ;-). I am on OSX 
and Ubuntu, and I like the idea to use it for different platforms of course.

I hope that someone with more experience on Qt and C++ dives into once 
and rewrites some parts to proper code and design anyway.

Cheers, Yves

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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread Erik Hofman
On Mon, 2011-03-21 at 13:15 +0200, thorsten.i.r...@jyu.fi wrote:

 ... and the winner is: The rgb format.

To be honest I was expecting this but didn't have proof for it. Remember
that the RGB format was developed by Silicon Graphics to be used for
OpenGL and it probably resembled at least the internal format used by
SGI back then.

Erik


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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread James Turner

On 21 Mar 2011, at 11:15, thorsten.i.r...@jyu.fi wrote:

 rgb: filesize 1.7 MB, time to appear 12 s, framerate for rendering 32 fps
 png: filesize 0.8 MB, time to appear 135 s (!), framerate for rendering 21
 fps
 dds: filesize 1.1 MB, time to appear 13 s, framerate for rendering 20 fps
 
 I have also tried other dds options, some didn't even render properly, and
 none was better than the bc3 shown here.

Maybe you already did this, but this needs a 'average of 3' (or 5) tests, 
because I would be very surprised if the input file format changes the final 
frame-rate after loading - it's all uncompressed to the same format in GPU 
memory, as far as I know.

The PNG loading time also seems suspicious - decompressing a PNG is certainly 
more work than RGB or DDS, but decompressing a 1MB PNG shouldn't take even one 
second on a computer of the past few years.

James


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[Flightgear-devel] Local weather ??????

2011-03-21 Thread henri orange
Hi,

Git version:
when playing with the Local weather menu, i get the following message

Nasal runtime error: setprop() value is not string or number
  at /../data/Nasal/weather_tile_management.nas, line
189
  called from: /../data/Nasal/local_weather.nas,
line 2964
  called from: /../data/Nasal/local_weather.nas,
line 3780
  called from: /./data/Nasal/globals.nas, line
100

Is it a Bug ? , Is it just me. ?

In addition i cannot get any realistic effect with the Global weather when
using the predefined scenari  Stormy Monday  and or Thunderstorm.
Was working weeks ago.

Thanks


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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread Emilian Huminiuc
I've been doing some tests with dds textures too, only in the airplane models, 
and there's an increase in both performance and quality.
Take the IAR-80 for example, changing liveries with .png textures takes ~6 
seconds, while with the dds texture it takes ~2seconds.
The increase in file size is of about one third:
.png - ~12.5 MB
.dds - 16 MB
But what nails it for me is the quality of the normalmap effect, wich for the 
same texture shows a dramatic improvement.

You may want to check this post I've made yesterday on the forums for some 
visual comparisons:

http://flightgear.org/forums/viewtopic.php?p=118570#p118570

Is it just me, or is the graphic engine performing some kind of cheap texture 
compression? 
(Maybe that's why you did't notice any performance improvement).

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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread Emilian Huminiuc
woops sorry, link was to the last post instead of the right one:

http://flightgear.org/forums/viewtopic.php?p=118547#p118547

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Re: [Flightgear-devel] Auto-hiding the cursor ;-)

2011-03-21 Thread Curtis Olson
I wonder if it might be OSX specific.  The cursor hides just fine for me
here, and reappears at the touch of the mouse.  Also, I get the correct
cursor shape changes when right clicking.  It could also be OSG version
related?  I'm running OSG-2.9.7 here on this machine and haven't upgraded in
a while.  I have up to date git for simgear/flightgear.  Fedora 14 (nvidia
graphics also with latest drivers as of yesterday.)

Regards,

Curt.


On Mon, Mar 21, 2011 at 5:39 AM, HB-GRAL flightg...@sablonier.ch wrote:

 Am 21.03.11 09:13, schrieb HB-GRAL:
  Hi all
 
  There is a nice new feature now with hiding the cursor. Ok, it is hard
  for new users to get the cursor back, I think it is wrong to set the
  hiding after 10 seconds to default. Maybe there are other ways to show
  this nice new feature ;-) Anyway I have to throw the mouse to the wall
  here to get the cursor back in screen. Maybe it should come back earlier.
 
  A newer issue is that the cursor does not change the form anymore when I
  do right clicks ?
 
  Also control-key-c is disabled on OSX, but that I will investigate
 further.
 
  Cheers, Yves
 
 
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 I reported this to the bug tracker, maybe it’s a OSX/Carbon specific
 issue? Hope not.

 Cheers, Yves


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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread thorsten . i . renk
 Maybe you already did this, but this needs a 'average of 3' (or 5)
 tests, because I would be very surprised if the input file format
 changes the final frame-rate after loading - it's all uncompressed to
 the same format in GPU memory, as far as I know.

Yes, I checked it (I couldn't believe it...).

Just *maybe* the conversion by gimp screwed the pnd file and altered the
texture somehow, so that all derived from the png is then problematic (?).
But the effect as far as my procedure is described is real.


 The PNG loading time also seems suspicious - decompressing a PNG is
 certainly more work than RGB or DDS, but decompressing a 1MB PNG
 shouldn't take even one second on a computer of the past few years.

Yes - now multiply this by 2500 since it's done for every cloud being
loaded, and you get a large number. Of course the system *should* realize
that it has the texture loaded already and doesn't need to load it any
more, but evidence suggest that it actually decompresses 2500 times.

Cheers,

* Thorsten


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[Flightgear-devel] [OT] Best pratice for debugging multi threaded programs?

2011-03-21 Thread Holger Wirtz
Hi all,

sorry - a little bit off-topic (in fact not so much as you might think, 
it's for a third-party software for FG):

Has anyone some hints/websites/programs for debugging C -based multi 
threaded programs (exactly: glib based C code)? Currently I am 
developing with vi and a little bit gdb (command line) and very much 
debug output. But this setup seems to be very frustrating while 
searching for dead-locks and race-conditions :-(

On the other hand I won't invest too much time for studying rocket 
engeneering only to use framework XYZ. Has anyone some ideas how to 
debug with less effort?

Thanks, Holger

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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread Curtis Olson
Here is one thing to consider when dealing with texture files, OpenGL, and
scene graphs (like OSG or PLIB.)

OpenGL has a concept called mip-mapping.  When a texture is loaded,
successively smaller versions are generated automatically using a simple box
filter.  So if you start with a 256x256 original texture, the system builds
a 128x128, 64x64, 32x32 ... etc. down to a 1x1 I believe.  For each smaller
version, 1 pixel is the average of 4 pixels in the next size up.  This
scheme works pretty ok for most picture type textures and it happens
automatically so artists don't have to worry about it.

Then when rendering a scene, the opengl system automatically chooses the
mipmap level (texture size) that best fits the triangle it is getting
applied to ... has a closest to 1-to-1 match with screen space pixels.  This
helps prevent aliasing artifacts or texture swimming effects that you
might remember from older games.

Where this can lead to problems is with textures that have transparency
(i.e. an alpha channel.)  The box filter scheme of generating successively
smaller versions of the texture doesn't work well with the alpha layer.  The
transition from fully opaque to fully transparent gets wider and wider
relative to the overall texture and can lead to problems.

More generally, the default box filter scheme of generating the smaller
versions of the texture files is very simple and usually not quite optimal,
and is definitely non-optimal when working with textures that have a
transparency layer.  In addition, the mipmaps are generally computed in
software when the texture is loaded which takes some time.

I suspect that some of these fancier formats might have the mipmap layers
pre-computed using a more sophisticated size reducing scheme -- thus
producing slightly better visual results in the end.

Regards,

Curt.



On Mon, Mar 21, 2011 at 9:14 AM, thorsten.i.r...@jyu.fi wrote:

  Maybe you already did this, but this needs a 'average of 3' (or 5)
  tests, because I would be very surprised if the input file format
  changes the final frame-rate after loading - it's all uncompressed to
  the same format in GPU memory, as far as I know.

 Yes, I checked it (I couldn't believe it...).

 Just *maybe* the conversion by gimp screwed the pnd file and altered the
 texture somehow, so that all derived from the png is then problematic (?).
 But the effect as far as my procedure is described is real.


  The PNG loading time also seems suspicious - decompressing a PNG is
  certainly more work than RGB or DDS, but decompressing a 1MB PNG
  shouldn't take even one second on a computer of the past few years.

 Yes - now multiply this by 2500 since it's done for every cloud being
 loaded, and you get a large number. Of course the system *should* realize
 that it has the texture loaded already and doesn't need to load it any
 more, but evidence suggest that it actually decompresses 2500 times.

 Cheers,

 * Thorsten



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Re: [Flightgear-devel] [OT] Best pratice for debugging multi threaded programs?

2011-03-21 Thread Curtis Olson
Hi Holger,

This is a very interesting question.  I don't have any good answers, so I am
looking forward to seeing if anyone else on the list has any good
methodologies or even small hints and tips they can suggest.

I could stand up on my soap box here and give my long speech on threading
architectures ... but I'll spare everyone. :-)

The summary though is that threaded architectures add complexity and can
create timing bugs or order dependent bugs.  The end result can be a system
that works most of the time, and then randomly crashes for no apparent
reason.  Often it can take hours (if not days or weeks) of running the code
to tickle the bug ... and most of the time you have to trigger the bug to
see what happened and get any kind of idea where it happened so you can fix
it.  Also, even with a perfectly written threaded system, it's easy to come
back in 6 months and forget something about the design and make a change
that introduces a subtle problem.  This is even more likely if someone else
comes later and touches the code without having ever understood all the
nuances (sequence, and timing, etc.) of how all the threads work together.

Personally I try to avoid threads whenever possible, and only use them when
there is no sane alternative solution.  But I understand that threads are a
fact of life so they can't always be avoided.

When I've had to debug threaded code I've used a mix of gdb (and compiling
everything with full debugging symbols) to get a back trace if there is a
crash.  I also like to use printf's to see the sequence or progress of the
code as it runs.  If I get desperate I might haul out valgrind and see if
that offers any clues.  I've also spent hours just staring at the code and
mentally working through the sequencing of the threads and the
locking/mutual-exclusion primatives trying to analyze it all in my head and
look for logic bugs that way.  All of this is pretty tedious, un-fun
stuff.

Maybe someone else has other tips and tricks.  I don't think I've run across
any higher level methodologies that you can work through to always sniff out
any threading bug.

I know other people may feel differently about the use of threads and their
relative benefits and dangers ... and that's fine.  I like to think of
threads like nun-chucks.  I'll probably get moved over to the soprano
section of the choir before I manage to do anything useful too spectacular
with them. :-)

Curt.


On Mon, Mar 21, 2011 at 9:04 AM, Holger Wirtz wrote:

 Hi all,

 sorry - a little bit off-topic (in fact not so much as you might think,
 it's for a third-party software for FG):

 Has anyone some hints/websites/programs for debugging C -based multi
 threaded programs (exactly: glib based C code)? Currently I am
 developing with vi and a little bit gdb (command line) and very much
 debug output. But this setup seems to be very frustrating while
 searching for dead-locks and race-conditions :-(

 On the other hand I won't invest too much time for studying rocket
 engeneering only to use framework XYZ. Has anyone some ideas how to
 debug with less effort?

 Thanks, Holger


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Re: [Flightgear-devel] FlightGear at LinuxTag and FSWeekend need

2011-03-21 Thread Martin Spott
Reagan Thomas wrote:

 Did you get enough donations to buy the new equipment?

Not yet. We're currently at 285,68 Euros of donated money and the
absolute minimum for a 24 inch screen is slightly above 150 Euros (at
least in our country), the 1920x1200 screens (of which we already have
six) are even more expensive.  We'd need at least two additional ones
for the 'large' setup but having another three for the smaller, second
pilot seat would be nice.
Currently we're trying to figure out if we can get our hands on used
equipment in order to lower the costs.

Cheers,
Martin.
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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread Heiko Schulz
Hello,

Where this can lead to problems is with textures that have transparency 
(i.e. an alpha channel.)  The box filter scheme of generating successively 
smaller versions of the texture doesn't work well with the alpha layer.  The 
transition from fully opaque to fully transparent gets wider and wider 
relative to the overall texture and can lead to problems.


More generally, the default box filter scheme of generating the smaller 
versions of the texture files is very simple and usually not quite optimal, 
and is definitely non-optimal when working with textures that have a 
transparency layer.  In addition, the mipmaps are generally computed in 
software when the texture is loaded which takes some time.

So this is the explanantion of decreasing fps with textures with transparency?
Comparing with other games/sims I'm surprised that it is so much noticeable in 
FGFS. 

I suspect that some of these fancier formats might have the mipmap layers 
pre-computed using a more sophisticated size reducing scheme -- thus 
producing slightly better visual results in the end. 

Slightly? Have you seen the pictures comparing .png vs .dds? This is more than 
slightly!

Indeed .dds creates mipmap layers while converting to it. The qualitity is much 
better, loading seems to be much smaller compared with .png.
Indeed nearly all commercial games and sims uses .dds. 

The only disadvantage I can see and that's why I never considered yet to use it 
is the fact that the size itself is increasing. As we have people here which 
consider space saving more important than qualitity I feared that it could lead 
to problems. 

Regards
Heiko 



Regards,
Curt.


On Mon, Mar 21, 2011 at 9:14 AM,  thorsten.i.r...@jyu.fi wrote:


 Maybe you already did this, but this needs a 'average of 3' (or 5)

 tests, because I would be very surprised if the input file format

 changes the final frame-rate after loading - it's all uncompressed to

 the same format in GPU memory, as far as I know.



Yes, I checked it (I couldn't believe it...).



Just *maybe* the conversion by gimp screwed the pnd file and altered the

texture somehow, so that all derived from the png is then problematic (?).

But the effect as far as my procedure is described is real.





 The PNG loading time also seems suspicious - decompressing a PNG is

 certainly more work than RGB or DDS, but decompressing a 1MB PNG

 shouldn't take even one second on a computer of the past few years.



Yes - now multiply this by 2500 since it's done for every cloud being

loaded, and you get a large number. Of course the system *should* realize

that it has the texture loaded already and doesn't need to load it any

more, but evidence suggest that it actually decompresses 2500 times.



Cheers,



* Thorsten





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Re: [Flightgear-devel] Auto-hiding the cursor ;-)

2011-03-21 Thread HB-GRAL
Am 21.03.11 14:17, schrieb Curtis Olson:
 I wonder if it might be OSX specific.  The cursor hides just fine for me
 here, and reappears at the touch of the mouse.  Also, I get the correct
 cursor shape changes when right clicking.  It could also be OSG version
 related?  I'm running OSG-2.9.7 here on this machine and haven't upgraded in
 a while.  I have up to date git for simgear/flightgear.  Fedora 14 (nvidia
 graphics also with latest drivers as of yesterday.)

 Regards,

 Curt.


Thanks Curt, I might have a look to this later. I am actually running 
OSG 2.9.9.

-Yves

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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread Curtis Olson
On Mon, Mar 21, 2011 at 9:52 AM, Heiko Schulz wrote:

 So this is the explanantion of decreasing fps with textures with
 transparency?
 Comparing with other games/sims I'm surprised that it is so much noticeable
 in FGFS.


No, this is another issue I believe.  When the opengl system draws a
triangle with a texture that has some transparency, it needs to read back in
the current color buffer and mix the pixels of the new surface with the
pixels that have already been drawn before.  This takes longer (sometimes
*much* longer) than just writing out solid pixels.

If you dig into how modern 3d hardware works, you'll fine a lot of
parallelization and multiple cores.  Your 3d card is really a whole computer
itself.  OpenGL is carefully designed so that the application can send a set
of commands to the hardware and the hardware figures out the best way to
render them.  The problem with alpha textures is that they can disrupt the
fastest pipeline operations, certain draw commands need to finish before the
next one can start.

I don't know if there are good ways to avoid this other than to try to
minimize the amount of transparency we use.  Clouds are especially bad
because we stack many many layers of partially transparent surfaces on top
of each other and we end up having to render the same pixels on the screen
many many times over ... and do that with a slower, harder-to-optimize
rendering path.

There are probably tricks that could be used.  I recently saw a demo engine
(used for benchmarking graphics cards and systems).  I forget the name now,
but it was amazing.  I need to start learning some of their tricks ...
blades of grass waving in the breeze with dynamic shadows being cast over
them from everything else in the scene ... beautiful clouds, amazing
lighting effects, really cool and realistic material surface effects (like
weathered/beaten metal fittings on a ship, etc.)  They didn't do any
reflection/glass effects though in that demo so we had them beat there. :-)

The only disadvantage I can see and that's why I never considered yet to use
 it is the fact that the size itself is increasing. As we have people here
 which consider space saving more important than qualitity I feared that it
 could lead to problems.


Most likely due to the fact that it is storing all the smaller versions of
the texture along with the original ... that makes sense though because if
it didn't store the mipmaps, then we'd be back to the same low quality
default box filter.  These days I tend to lean towards the disk space is
cheap camp.  (But anything taken to it's extreme is probably not good.)

Curt.
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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread Gary Neely
Just to add to the fun, .dds has an added benefit that I didn't see
mentioned here-- unlike other formats, .dds has the ability to store
textures compressed in memory, not just on disk. This can result in a
considerable savings of graphic card RAM. Most .dds formats are lossy
though, which requires some consideration and care. The .dds format is
natively supported on graphics cards, which accounts for much of the
speed given all that is happening. I'm not particularly advocating
.dds, but it's worth considering for certain applications, especially
where large numbers of textures are used for a similar task.

-Gary aka Buckaroo

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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread Emilian Huminiuc
Regarding mipmaps, all the pictures in the post on the forum are done without 
mipmaps in the dds (-nomips option in nvcompress).

Just done a couple more tests, this time with pregenerated mipmaps, and 
texture loading time when switching liveries is 1s, with instant swithcing in 
subsequent runs (the first time i suspect the delay to be in fact the disk read 
wich is slow). So much of the texture loading time is in fact spent by the gpu 
(or cpu?) in genertaing mipmaps from the texture.. time we can spend just once 
when creating the texture. 
(This is done with a big 4096x4096 texture ;) )

With the clouds issue, I have this feeling that something is amiss with the 
way clouds are generated, but i can't put my finger on it.. :(.
Thorsten, have you done the same test with individual textures instead of a 
big one ?

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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread Heiko Schulz
Hi,

 So much of the texture loading time is in
 fact spent by the gpu 
 (or cpu?) in genertaing mipmaps from the texture.. time we
 can spend just once 
 when creating the texture. 
 (This is done with a big 4096x4096 texture ;) )

Yep, texture size is higher at the end, but perfomance is better. And I guess 
the latter is more important in my eyes.

 
 With the clouds issue, I have this feeling that something
 is amiss with the 
 way clouds are generated, but i can't put my finger on it..
 :(.
 Thorsten, have you done the same test with individual
 textures instead of a 
 big one ?

Taking a closer look on the Local Weather, I can see that each cloud is placed 
per .xml. Or better said: you can take the UFO and place each of the clouds in 
the scenery. But the fact is, the more .xml has to be loaded the more slower 
FGFS runs. That's one issue behind making Paris unusuable for most of our 
users. 

Heiko



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Re: [Flightgear-devel] FlightGear launcher for snapshots/2.2 preview OSX

2011-03-21 Thread Gijs de Rooy

Hi Yves,

 Yves wrote:

 At the moment it is not cross-platform, unfortunately. I didn’t get QProcess 
 to work here so I write to 
 bash scripts and start this scripts via system() and terminal appplication 
 on OSX. This works for OSX, 
 but the whole part for starting fgfs with args should be rewritten I think.

I was able to build it on Windows and use the launcher, but, as expected it was 
unable to launch FlightGear 
(and I think some features of the launcher are also broken on Win). At least it 
looks like a nice and promising
launcher!

I am currently working on a Qt based TerraGear GUI, and was able to use 
QProcess  in it. Seems to be 
working on both Windows and Linux (altough I don't have Linux myself, there was 
someone that tested it 
with succes on Linux)... Maybe you'd like to take a look at my use of QProcess 
and try it out in your launcher? 
Source is up at http://gitorious.org/terragear/terrageargui (please ignore the 
somewhat unclear code; I will 
optimise it when everything works :P )
 
Cheers,
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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread thorsten . i . renk
 With the clouds issue, I have this feeling that something is amiss with
 the
 way clouds are generated, but i can't put my finger on it.. :(.
 Thorsten, have you done the same test with individual textures instead
 of a
 big one ?

Huh? Not sure what you mean, I don't think I have a single instance of
just one cloud on a texture.

altocumulus_textures.rgb is a sheet containing 9 different textures
referenced by 10 distinct 2-layer *.ac models - all of which are part of
the 2500 cloud sheet being generated. So the sheet contains about ~250
identical copies of each of the 10 distinct models.

Can you be more specific what you'd like to test.

 Taking a closer look on the Local Weather, I can see that each cloud is
 placed per .xml. Or better said: you can take the UFO and place each of
 the clouds in the scenery.

Quite so.

 But the fact is, the more .xml has to be
 loaded the more slower FGFS runs. That's one issue behind making Paris
 unusuable for most of our users.

That's (at best) part of the issue: When I replace the rgb by a png or dds
texture, the xml wrapper stays the same - and yet I see 1/3 difference in
rendering speed of the final result and dramatic differences in loading
speeds.

I don't know what that has to do with xml - it seems generic that if I
increase the number of objects to render, the framerate drops. I can see
the same thing with trees (which to my knowledge are not xml-wrapped
models) - if I increase tree density by a factor 10, I see my framerate
drop like a rock. 5000 additional models in the scenery will affect
framerate, quite possibly inversely proportional to their texture quality
and proportional to the operations required by the relevant shader -
regardless if that's houses or clouds.

The system (as far as my experience goes) isn't particularly slow in
rendering the clouds once they are in the scene. It is slow in placing
them into the scene - dramatically slower (a factor 1000 or so) than with
the standard 3d clouds. If you want to call that 'wrong' is in the eye of
the beholder - that's how the interface for model placement from Nasal is
at present.

That  slowdown for sure is generic for the way models are placed from
Nasal - something appears to be *very* inefficient with that. I am rather
skeptical if it's to be blamed on the xml wrapper - I see no supporting
evidence. The dependence on texture type and detail level suggests to me
that it's about uncompressing and loading textures into the GPU memory.

As a side note, loading speeds depend on the presence/absence of a second
available CPU. Not sure what that means.

My problem is that I have no real knowledge about 3d rendering. I can do
the experiments and know what scales with what, but I lack the theory to
understand what is going on behind the scenes.

* Thorsten


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Re: [Flightgear-devel] Local weather ??????

2011-03-21 Thread thorsten . i . renk
 when playing with the Local weather menu, i get the following message

 Nasal runtime error: setprop() value is not string or number
   at /../data/Nasal/weather_tile_management.nas, line
 189
   called from:
 /../data/Nasal/local_weather.nas,
 line 2964
   called from:
 /../data/Nasal/local_weather.nas,
 line 3780
   called from: /./data/Nasal/globals.nas,
 line
 100

 Is it a Bug ? , Is it just me. ?

I'm unable to understand what caused the error just by the message - I
need to know what the nature of your 'playing around' was and I need the
log output of Local Weather itself (= tick the option box).

I haven't pulled all the files back from GIT yet, but my local development
copy of the Nasal files which is almost identical to the one I packaged
don't show an obvious problem.

* Thorsten


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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread Emilian Huminiuc
On Monday 21 March 2011 19:53:36 thorsten.i.r...@jyu.fi wrote:
  With the clouds issue, I have this feeling that something is amiss with
  the
  way clouds are generated, but i can't put my finger on it.. :(.
  Thorsten, have you done the same test with individual textures instead
  of a
  big one ?
 
 Huh? Not sure what you mean, I don't think I have a single instance of
 just one cloud on a texture.
 
 altocumulus_textures.rgb is a sheet containing 9 different textures
 referenced by 10 distinct 2-layer *.ac models - all of which are part of
 the 2500 cloud sheet being generated. So the sheet contains about ~250
 identical copies of each of the 10 distinct models.
 
 Can you be more specific what you'd like to test.

Well that's exactly what I was proposing you to test, split the big texture 
into 9 smaller ones, thus making 1texture/model. If the graphic engine is 
somehow being stupid and forgets that it has already loaded that texture we 
should see a dramatic improvement in performance and loading time. (instead of 
loading one big texture thousand of times, we're loading smaller bits of it).
If the performance stays the same, that means the problem lies elsewhere in 
the model placement pipeline.

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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread Heiko Schulz
Hello,


 
 I don't know what that has to do with xml - it seems
 generic that if I
 increase the number of objects to render, the framerate
 drops. I can see
 the same thing with trees (which to my knowledge are not
 xml-wrapped
 models) - if I increase tree density by a factor 10, I see
 my framerate
 drop like a rock. 5000 additional models in the scenery
 will affect
 framerate, quite possibly inversely proportional to their
 texture quality
 and proportional to the operations required by the relevant
 shader -
 regardless if that's houses or clouds.


With 1.9.1 there wasn't a big difference between placing pure .ac-models and 
.xml-wrapped models into scenery. Both had the same fps.

Now it is different. The same number of .ac-models  will give higher fps than 
the same number of wrapped .xmls. 
 
 The system (as far as my experience goes) isn't
 particularly slow in
 rendering the clouds once they are in the scene. It is slow
 in placing
 them into the scene - dramatically slower (a factor 1000 or
 so) than with
 the standard 3d clouds. If you want to call that 'wrong' is
 in the eye of
 the beholder - that's how the interface for model placement
 from Nasal is
 at present.

Hmm... I did not have found time for a detailed table of fps comparement, but 
it seems to me that some of your clouds are decreasing fps more than the 
default 3d-clouds. It looked different to me at the beginning, but making some 
videos showed me this. 

 
 That  slowdown for sure is generic for the way models
 are placed from
 Nasal - something appears to be *very* inefficient with
 that. I am rather
 skeptical if it's to be blamed on the xml wrapper - I see
 no supporting
 evidence. The dependence on texture type and detail level
 suggests to me
 that it's about uncompressing and loading textures into the
 GPU memory.

If I'm right, .xmls and nasal are handeld by the CPU.
The Default clouds are mostly done by the GPU. 

Heiko



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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread thorsten . i . renk
 Hmm... I did not have found time for a detailed table of fps
 comparement, but it seems to me that some of your clouds are decreasing
 fps more than the default 3d-clouds. It looked different to me at the
 beginning, but making some videos showed me this.

If you use default settings, you're comparing 20 km visibility with 35 km
- that's 400 km^2 vs 1225 km^2 of cloud covered scene, or a factor 3.

If you place the same number of clouds, I guess the fact that I use
sometimes ~4 times higher texture resolution is bound to show.

You possibly initially saw higher framerates around TNCM because Local
Weather doesn't place many convective clouds over open water.

I decided that a fair comparison is: Same scenery, same visibility, same
cloud visibility, same cloud coverage in oktas, no wind drift. Under these
conditions, local weather was  10% slower for a Cumulus layer in my tests.

If you ask for overcast skies, than Local Weather is dramatically faster
(the default clouds for me are unable to even render a decent 6/8 cover,
and with the densest coverage I can get I get single digit framerates
while passing through the layer - that's a factor 3 or more slower than
Local Weather where I routinely get 20+ fps in rainy overcast conditions,
more above the layer where the terrain isn't visible ).

If you fly supersonic, then you're not dominated by rendering but by
loading/unloading... and so on. So it's not clear to me what your standard
of comparison is, and it's not a trivial question what it should be.

But some cloud configurations (Coldfront, Tropical) are much slower than
the standard 3d cloud Cumulus layer. But that's an apples/oranges
comparison if you ask me.

* Thorsten


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Re: [Flightgear-devel] Instant replay and JSBSim aircraft

2011-03-21 Thread ThorstenB
Hi,
not sure if anyone else had a chance to test the instant replay with
JSBSim aircraft - but it indeed seems like a general issue to me. It's
triggered by JSBSim doing a trim operation once playback has
finished - which produces an output like this (with the F16 in this
case):

  Trim Results:
  Altitude AGL: 15  wdot: -1.83e+08 Tolerance: 1e-03  Failed
   Pitch Angle:-19  qdot:  9.33e+07 Tolerance: 1e-04  Failed

  Trim Statistics:
Total Iterations: 61
Sub-iterations:
wdot: 0 average: 0  successful:  0  stability: 3.5272
qdot: 0 average: 0  successful:  0  stability: 3
Run Count: 1201

Soon afterwards, the entire sim locks up since the FDM numerics go
wild. I can avoid this issue by suppressing the re-trim when replay
has finished (by forcing needTrim = false; in the code). All works
well for me then - but it completely kills the needTrim feature in
JSBSim, which was probably implemented for a reason...
The trim is triggered since the FDM still has its property listeners
connected during replay - so it thinks the aircraft position changes,
which sets the FDM's needTrim flag. Might be a good idea to
disconnect the FDM property ties during a replay - but JSBSim
currently doesn't allow to reconnect the ties (bind method is not
implemented). And the basic problem here probably is just that
something with re-trimming an aircraft doesn't work properly.

Any ideas on what could go wrong when the FDM tries to trim an already
trimmed aircraft?

cheers,
Thorsten

On Sun, Mar 20, 2011 at 12:48 PM, ThorstenB bre...@gmail.com wrote:
 I'm seeing an issue with the instant replay feature which seems to affect
 JSBSim aircraft. The actual replay works, but once replay is finished, the
 sim locks up or goes wild when trying to resume normal flight. Looks to me
 as if the FDM was somehow messed up by the replay. The FDM's update is
 suspended during replay - but I suspect there may be an issue with the tied
 properties, which still allow the FDM to see the replayed movements. YASim
 aircraft seem to be fine though.

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Re: [Flightgear-devel] Quiet

2011-03-21 Thread ThorstenB
Quiet?? Who said quiet? :-)

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Re: [Flightgear-devel] Auto-hiding the cursor ;-)

2011-03-21 Thread HB-GRAL
Just to report: It’s a OSG 2.9.9 issue on OSX, was going back to 2.9.7 
and all works fine. Also the keyboard input.

(I am a victim of the wiki too now :-P , I wrote myself months ago 2.9.7 
is needed and someone changed requirement for OSX 10.6 to OSG 2.9.9. 
Don’t know the reason for this, but beside that, I guess the nightlies 
based on 2.9.9 are also not working correctly ?)

Cheers, Yves

Am 21.03.11 15:57, schrieb HB-GRAL:
 Am 21.03.11 14:17, schrieb Curtis Olson:
 I wonder if it might be OSX specific.  The cursor hides just fine for me
 here, and reappears at the touch of the mouse.  Also, I get the correct
 cursor shape changes when right clicking.  It could also be OSG version
 related?  I'm running OSG-2.9.7 here on this machine and haven't upgraded in
 a while.  I have up to date git for simgear/flightgear.  Fedora 14 (nvidia
 graphics also with latest drivers as of yesterday.)

 Regards,

 Curt.


 Thanks Curt, I might have a look to this later. I am actually running
 OSG 2.9.9.

 -Yves

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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread Vivian Meazza
Heiko wrote,

 
 
 
  I don't know what that has to do with xml - it seems
  generic that if I
  increase the number of objects to render, the framerate
  drops. I can see
  the same thing with trees (which to my knowledge are not
  xml-wrapped
  models) - if I increase tree density by a factor 10, I see
  my framerate
  drop like a rock. 5000 additional models in the scenery
  will affect
  framerate, quite possibly inversely proportional to their
  texture quality
  and proportional to the operations required by the relevant
  shader -
  regardless if that's houses or clouds.
 
 
 With 1.9.1 there wasn't a big difference between placing pure .ac-models
 and .xml-wrapped models into scenery. Both had the same fps.
 
 Now it is different. The same number of .ac-models  will give higher fps
 than the same number of wrapped .xmls.
 
  The system (as far as my experience goes) isn't
  particularly slow in
  rendering the clouds once they are in the scene. It is slow
  in placing
  them into the scene - dramatically slower (a factor 1000 or
  so) than with
  the standard 3d clouds. If you want to call that 'wrong' is
  in the eye of
  the beholder - that's how the interface for model placement
  from Nasal is
  at present.
 
 Hmm... I did not have found time for a detailed table of fps comparement,
 but it seems to me that some of your clouds are decreasing fps more than
 the default 3d-clouds. It looked different to me at the beginning, but
 making some videos showed me this.
 
 
  That  slowdown for sure is generic for the way models
  are placed from
  Nasal - something appears to be *very* inefficient with
  that. I am rather
  skeptical if it's to be blamed on the xml wrapper - I see
  no supporting
  evidence. The dependence on texture type and detail level
  suggests to me
  that it's about uncompressing and loading textures into the
  GPU memory.
 
 If I'm right, .xmls and nasal are handeld by the CPU.
 The Default clouds are mostly done by the GPU.
 

I still have some old textures in Git that I have not yet changed over to
.png. Do I take it from these discussions that it would be best to leave
them as is?

I'm right in the middle of texturing a new model. .dds is not an option
because it looks as if the loader has some co-ordinate issues. It looks OK
in AC3D, but when loaded in FG it's wrong. Should I revert to .rgb rather
than use .png?

Vivian



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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread Heiko Schulz
Vivian,
 
 I'm right in the middle of texturing a new model. .dds is
 not an option
 because it looks as if the loader has some co-ordinate
 issues. It looks OK
 in AC3D, but when loaded in FG it's wrong. Should I revert
 to .rgb rather
 than use .png?
 
 Vivian
 
You have to flip the .dds-texture vertically after converting to it. That's due 
to OpenGL. 



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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread Vivian Meazza
Heiko,

 -Original Message-
 From: Schulz [mailto:aeitsch...@yahoo.de]
 Sent: 21 March 2011 20:35
 To: vivian.mea...@lineone.net; FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Adventures in dds
 
 Vivian,
 
  I'm right in the middle of texturing a new model. .dds is
  not an option
  because it looks as if the loader has some co-ordinate
  issues. It looks OK
  in AC3D, but when loaded in FG it's wrong. Should I revert
  to .rgb rather
  than use .png?
 
  Vivian
 
 You have to flip the .dds-texture vertically after converting to it.
 That's due to OpenGL.
 

A simple vertical flip doesn't seem to work - it looks a bit more like a
scaling issue here.

Perhaps I need some tool?

Vivian



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[Flightgear-devel] Texture cache (was: Adventures in dds)

2011-03-21 Thread Lauri Peltonen
Hi.

Inspired by the talk in the dds thread about cloud performance and other
things, I did some quick grepping through the source about textures. I
found out FG/SG has at least 5 different way of storing textures:

1. FGTextureManager in FG's Cockpit/panel.*, which at least tries to
keep track of texture files which are loaded and should not load them
again. This is used in some instruments and 2d panel?

2. Effects (SG: scene/material/TextureBuilder.*) have their own texture
cache which reloads textures only if their parameters in effect file
changes. Seems to reload the texture if e.g. clamping changes?

3. Material library (scene/material/mat.*) which handles the
materials.xml. This one seems to use TextureBuilder so it might load the
iamges only once, if all parameters are the same.

4. Individual pointer in subsystems. At least sky elements, splash
screen, maybe trees and clouds etc use these. Texture pointers are
stored inside the class and they are not exposed for other systems to
use.

5, maybe worst: osg plugins which load 3d models seem to load textures
directly and store them... somewhere. So no caching, if two models use
the same texture it gets always loaded, no matter what.


I think the problem with local weather could be that the models are
always re-loaded and that's why the osg plugin re-loads the textures
too... I checked some models in Models/Weather and they do point to the
textures.

I think this is quite a big mess currently. I think there should be only
one place to store the images (maybe just the images, even if other
texturing parameters change?) which should be used everywhere and the
textures should be exposed so that the same image can be used in effects
or animations or wherever necessary.

Any thoughts on this and how to solve it?

- Lauri Peltonen, Zan


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[Flightgear-devel] OSG version (was Auto-hiding the cursor)

2011-03-21 Thread ThorstenB
On 21.03.2011 21:04, HB-GRAL wrote:
 Just to report: It’s a OSG 2.9.9 issue on OSX, was going back to 2.9.7
 and all works fine. Also the keyboard input.

 (I am a victim of the wiki too now :-P , I wrote myself months ago 2.9.7
 is needed and someone changed requirement for OSX 10.6 to OSG 2.9.9.
 Don’t know the reason for this, but beside that, I guess the nightlies
 based on 2.9.9 are also not working correctly ?)
 htgear-devel

Until some weeks ago, there was a standard recommendation in the wiki to 
use latest OSG-svn when running FG git (actually in several places in 
the wiki). But using the bleeding edge OSG sources causes issues, since 
OSG development is pretty active and they have frequent changes. There 
is no way we could keep up/test those changes on weekly/daily/hourly 
notice. And sometimes OSG itself is also introducing new bugs in their 
code (like this probably: 
http://code.google.com/p/flightgear-bugs/issues/detail?id=268). Recently 
we've seen many people reporting issues due to unstable OSG - both, in 
the tracker and on the mailing list.
Also, we found that any normally advanced FG git user doesn't even 
need to run the very latest OSG sources. Those very few who actually 
need it (i.e. in order to adapt FlightGear), know anyway what to do (hey 
Tim! :) ).

So, after some discussion we decided to recommend the latest _stable_ 
OSG release by default (which still is OSG2.8.3). And for those, who 
really want to be a guinea pig and test the OSG-developer versions, we 
found that 2.9.9 was the latest (at the time) which was working with 
Linux/Mac/Windows (reported by several people on irc including 
Tim/James, I think). That's why the wiki was changed (default: 2.8.3, 
and 2.9.9 for keen developers). And it was me updating the OSG wiki page:
http://wiki.flightgear.org/index.php/OSG

Personally, I prefer to stick with OSG stable (2.8.3) - which works 
great for me. There are still enough issues in FG git itself to worry 
about... ;-)

I just noticed though, that a number of wiki pages again returned to 
recommend the use of latest OSG-svn *sigh*. I don't know why people keep 
recommending that...

cheers,
Thorsten


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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread Emilian Huminiuc
On Monday 21 March 2011 23:02:18 Vivian Meazza wrote:
 A simple vertical flip doesn't seem to work - it looks a bit more like a
 scaling issue here.
 
 Perhaps I need some tool?
Use nvcompress from the nvidia-texture-tools:
i.e. nvcompress -bc3 -repeat your-flipped-texture.png your-texture.dds

If it's a normalmap use :
nvcompress  -normal -bc5 -repeat your-flipped-texture.png your-texture.dds

but you'll have to flip the normal in the shader.
i.e. for the reflect-bump-spec.frag add a line after line 47:

n = -n;

HTH
Emilian

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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread Heiko Schulz

 
 A simple vertical flip doesn't seem to work - it looks a
 bit more like a
 scaling issue here.
 
 Perhaps I need some tool?
 
 Vivian
 


Maybe this helps you:
http://www.flightgear.org/forums/viewtopic.php?f=4t=7225start=135#p118570



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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread Vivian Meazza
Heiko,

 
 Vivian,
 
  I'm right in the middle of texturing a new model. .dds is
  not an option
  because it looks as if the loader has some co-ordinate
  issues. It looks OK
  in AC3D, but when loaded in FG it's wrong. Should I revert
  to .rgb rather
  than use .png?
 
  Vivian
 
 You have to flip the .dds-texture vertically after converting to it.
 That's due to OpenGL.
 

Here's the AC3D version:

ftp://abbeytheatre2.org.uk:2121/flightgear/Tempest/TempestV_AC3D.png


And here's what I see in FG:

ftp://abbeytheatre2.org.uk:2121/flightgear/Tempest/TempestV_FlightGear.png

Vivian



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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread Emilian Huminiuc
On Monday 21 March 2011 23:47:51 Vivian Meazza wrote:
 Here's the AC3D version:
 
 ftp://abbeytheatre2.org.uk:2121/flightgear/Tempest/TempestV_AC3D.png
 
 
 And here's what I see in FG:
 
 ftp://abbeytheatre2.org.uk:2121/flightgear/Tempest/TempestV_FlightGear.png
 
 Vivian

That's exactly what me and Heiko were saying, you need to flip the texture 
vertically, BEFORE converting it to a .dds.

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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread Vivian Meazza


 -Original Message-
 From: Emilian Huminiuc [mailto:emili...@gmail.com]
 Sent: 21 March 2011 22:00
 To: vivian.mea...@lineone.net; FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Adventures in dds
 
 On Monday 21 March 2011 23:47:51 Vivian Meazza wrote:
  Here's the AC3D version:
 
  ftp://abbeytheatre2.org.uk:2121/flightgear/Tempest/TempestV_AC3D.png
 
 
  And here's what I see in FG:
 
 
 ftp://abbeytheatre2.org.uk:2121/flightgear/Tempest/TempestV_FlightGear.png
 
  Vivian
 
 That's exactly what me and Heiko were saying, you need to flip the texture
 vertically, BEFORE converting it to a .dds.

Heiko said this:

You have to flip the .dds-texture vertically after converting to it


So that what I did. Now I'll try it the other way.

Vivian



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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread Heiko Schulz

 
 That's exactly what me and Heiko were saying, you need to
 flip the texture 
 vertically, BEFORE converting it to a .dds.
 
I meant BEFOR but did say after... My fault. Oops!



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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread Emilian Huminiuc
On Monday 21 March 2011 23:47:51 Vivian Meazza wrote:
Vivian,
 Here's the AC3D version:
 
 ftp://abbeytheatre2.org.uk:2121/flightgear/Tempest/TempestV_AC3D.png
 
 
 And here's what I see in FG:
 
 ftp://abbeytheatre2.org.uk:2121/flightgear/Tempest/TempestV_FlightGear.png
 
 Vivian
The workflow would be like this, you map the model onto a .png texture. You 
finish drawing the texture, and before loading it into flightgear these two 
steps should be the last ones:
You flip that texture verticaly (in gimp for example), then you convert the 
flipped texture to .dds.


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Re: [Flightgear-devel] Shaders

2011-03-21 Thread Oliver Thurau
I am running fgfs git a hd5850 on win7...
Did a quick check since I did not fly ksfo for a long time.
With all shaders applied I get around 38 to 60 fps depending on how much mp
players are there. (fair weather)
Enabling or disabling the shaders gives a gain of 3fps.

Oliver  

 -Ursprüngliche Nachricht-
 Von: HB-GRAL [mailto:flightg...@sablonier.ch] 
 Gesendet: Montag, 21. März 2011 08:51
 An: FlightGear developers discussions
 Betreff: [Flightgear-devel] Shaders
 
 Hi all
 
 Can someone point me to the history of latest changes to the 
 default shaders? I am running a ATI 5750 now with 1 GB VRAM 
 and get = 20 fps at default KSFO, like the last three years 
 with much older ATI. What happened, I can’t believe.
 
 Coming back after some months and looking to the development 
 in the shaders I am a bit disappointed, I spent a lot of work 
 last year to get the shaders working for ATI/OSX. The quality 
 level takes no effect to the framerate, 3d clouds are superb 
 and takes no effect, there must be something wrong again with 
 default shaders. What changes have been introduced here ? And 
 can someone point me a git header where fundamental changes 
 were (re-)made, so I dont have to go thru the whole file history ?
 
 Thanks a lot, Yves
 
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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread Vivian Meazza


I wrote: 
  -Original Message-
  From: Emilian Huminiuc [mailto:emili...@gmail.com]
  Sent: 21 March 2011 22:00
  To: vivian.mea...@lineone.net; FlightGear developers discussions
  Subject: Re: [Flightgear-devel] Adventures in dds
 
  On Monday 21 March 2011 23:47:51 Vivian Meazza wrote:
   Here's the AC3D version:
  
   ftp://abbeytheatre2.org.uk:2121/flightgear/Tempest/TempestV_AC3D.png
  
  
   And here's what I see in FG:
  
  
 
 ftp://abbeytheatre2.org.uk:2121/flightgear/Tempest/TempestV_FlightGear.png
  
   Vivian
 
  That's exactly what me and Heiko were saying, you need to flip the
 texture
  vertically, BEFORE converting it to a .dds.
 
 Heiko said this:
 
 You have to flip the .dds-texture vertically after converting to it
 
 
 So that what I did. Now I'll try it the other way.
 
Makes no difference flipping before conversion or after - Looks OK in AC3D,
but not in FG. So it doesn't look like .dds is a proper option without
further work.

Vivian



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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread Heiko Schulz

 The workflow would be like this, you map the model onto a
 .png texture. You 
 finish drawing the texture, and before loading it into
 flightgear these two 
 steps should be the last ones:
 You flip that texture verticaly (in gimp for example), then
 you convert the 
 flipped texture to .dds.
 


There is just one problem though: 
The Hudson Nightly Builds for win32 doesn't contain the .ddls for .dds

Report to Bugtracker?



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Re: [Flightgear-devel] Shaders

2011-03-21 Thread Roland Häder
Hi,

@HB-GRAL: Have you downloaded FGFS or compiled it yourself? If you
compile yourself, please also build a non-debug version which means,
use optimization, maybe -O3 is the trick.

I use these parameters to build FGFS and SG:

export CFLAGS=-g -O3 -fPIC
export CXXFLAGS=-g -O3 -fPIC

Regard,
Roland

On Mon, 2011-03-21 at 23:16 +0100, Oliver Thurau wrote:
 I am running fgfs git a hd5850 on win7...
 Did a quick check since I did not fly ksfo for a long time.
 With all shaders applied I get around 38 to 60 fps depending on how much mp
 players are there. (fair weather)
 Enabling or disabling the shaders gives a gain of 3fps.
 
 Oliver  
 
  -Ursprüngliche Nachricht-
  Von: HB-GRAL [mailto:flightg...@sablonier.ch] 
  Gesendet: Montag, 21. März 2011 08:51
  An: FlightGear developers discussions
  Betreff: [Flightgear-devel] Shaders
  
  Hi all
  
  Can someone point me to the history of latest changes to the 
  default shaders? I am running a ATI 5750 now with 1 GB VRAM 
  and get = 20 fps at default KSFO, like the last three years 
  with much older ATI. What happened, I can’t believe.
  
  Coming back after some months and looking to the development 
  in the shaders I am a bit disappointed, I spent a lot of work 
  last year to get the shaders working for ATI/OSX. The quality 
  level takes no effect to the framerate, 3d clouds are superb 
  and takes no effect, there must be something wrong again with 
  default shaders. What changes have been introduced here ? And 
  can someone point me a git header where fundamental changes 
  were (re-)made, so I dont have to go thru the whole file history ?
  
  Thanks a lot, Yves
  
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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread Vivian Meazza
Emilian,

 On Monday 21 March 2011 23:47:51 Vivian Meazza wrote:
 Vivian,
  Here's the AC3D version:
 
  ftp://abbeytheatre2.org.uk:2121/flightgear/Tempest/TempestV_AC3D.png
 
 
  And here's what I see in FG:
 
 
 ftp://abbeytheatre2.org.uk:2121/flightgear/Tempest/TempestV_FlightGear.png
 
  Vivian
 The workflow would be like this, you map the model onto a .png texture.
 You
 finish drawing the texture, and before loading it into flightgear these
 two
 steps should be the last ones:
 You flip that texture verticaly (in gimp for example), then you convert
 the
 flipped texture to .dds.
 
OK, I'll try that

Vivian



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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread Heiko Schulz
Hi,


  
 Makes no difference flipping before conversion or after -
 Looks OK in AC3D,
 but not in FG. So it doesn't look like .dds is a proper
 option without
 further work.
 
 Vivian
 

You must doing something wrong.

here for Gimp, assumed that you have the plugin needed already:

1.) UVmap the aircraft in ac3d as usual with your png-file

Then:

1) Take the .png-file you want convert
2)Image -- Transformation --Mirror (flip?)vertical
3)Save as name.dds
4.)a popup appears, select DXT5 and check mipmap
5) click o.k.

Open the .ac-file with a text-editor and just change name.png to name.dds








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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread Vivian Meazza
Heiko,

 -Original Message-
 From: Schulz [mailto:aeitsch...@yahoo.de]
 Sent: 21 March 2011 22:32
 To: vivian.mea...@lineone.net; FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Adventures in dds
 
 Hi,
 
 
  
  Makes no difference flipping before conversion or after -
  Looks OK in AC3D,
  but not in FG. So it doesn't look like .dds is a proper
  option without
  further work.
 
  Vivian
 
 
 You must doing something wrong.
 
 here for Gimp, assumed that you have the plugin needed already:
 
 1.) UVmap the aircraft in ac3d as usual with your png-file
 
 Then:
 
 1) Take the .png-file you want convert
 2)Image -- Transformation --Mirror (flip?)vertical
 3)Save as name.dds
 4.)a popup appears, select DXT5 and check mipmap
 5) click o.k.
 
 Open the .ac-file with a text-editor and just change name.png to
 name.dds

Nope, doesn't work.

But this does:

Map the .png file onto the AC3D model as usual - convert the .png into .dds
in XnView - load the .dds into AC3D

No flipping of vertical required. 

Perhaps XnView flips it for us?

Vivian



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[Flightgear-devel] Aileron and Rudder Trim indicators for the default HUD

2011-03-21 Thread TDO_Brandano -

I have added a couple of small indicators to the standard HUD, with the same 
format as that used for the pitch trim indicator. Attached is a patch with my 
small modification. It's really quite a small modification, but I find it 
useful mainly for helicopters, and since it's of little consequence for 
anything else and doesn't add much to the clutter I tought I'd submit it for 
review.

Cheerio,

Alessandro Garosi (Brandano on IRC)
  diff --git a/Huds/Sets/controls.xml b/Huds/Sets/controls.xml
index 487e720..a1adc96 100644
--- a/Huds/Sets/controls.xml
+++ b/Huds/Sets/controls.xml
@@ -143,63 +143,4 @@
 			min-1.0/min
 		/input
 	/gauge
-
-	gauge
-		nameRudder Trim/name
-		x-50/x
-		y-100/y
-		width100/width
-		height10/height
-		optionbottom/option
-		optionhorizontal/option
-		optionnotext/option
-		major-divisions50/major-divisions
-		minor-divisions0/minor-divisions
-		marker-offset0.0/marker-offset
-		tick-bottomfalse/tick-bottom
-		tick-topfalse/tick-top
-		tick-rightfalse/tick-right
-		tick-leftfalse/tick-left
-		cap-bottomfalse/cap-bottom
-		cap-topfalse/cap-top
-		cap-rightfalse/cap-right
-		cap-leftfalse/cap-left
-		enable-pointertrue/enable-pointer
-		pointer-typefixed/pointer-type
-		input
-			property/controls/flight/rudder-trim/property
-			max1.0/max
-			min-1.0/min
-		/input
-	/gauge
-
-	gauge
-		nameAileron Trim/name
-		x-50/x
-		y90/y
-		width100/width
-		height10/height
-		optiontop/option
-		optionhorizontal/option
-		optionnotext/option
-		major-divisions50/major-divisions
-		minor-divisions0/minor-divisions
-		marker-offset0.0/marker-offset
-		tick-bottomfalse/tick-bottom
-		tick-topfalse/tick-top
-		tick-rightfalse/tick-right
-		tick-leftfalse/tick-left
-		cap-bottomfalse/cap-bottom
-		cap-topfalse/cap-top
-		cap-rightfalse/cap-right
-		cap-leftfalse/cap-left
-		enable-pointertrue/enable-pointer
-		pointer-typefixed/pointer-type
-		input
-			property/controls/flight/aileron-trim/property
-			max1.0/max
-			min-1.0/min
-		/input
-	/gauge
-
 /PropertyList
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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread Emilian Huminiuc
On Tuesday 22 March 2011 00:57:07 Vivian Meazza wrote:
 
 Nope, doesn't work.
 
 But this does:
 
 Map the .png file onto the AC3D model as usual - convert the .png into
 .dds in XnView - load the .dds into AC3D
 
 No flipping of vertical required.
 
 Perhaps XnView flips it for us?
 
 Vivian
Probably xnview sets the origin in the lower left (as is in OpenGL). Problem 
with .dds is that each tool used to convert the might set the origin where it 
wants :(
So far I haven't found a way of specifying the origin...

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Re: [Flightgear-devel] OSG version (was Auto-hiding the cursor)

2011-03-21 Thread HB-GRAL
Am 21.03.11 22:12, schrieb ThorstenB:

 I just noticed though, that a number of wiki pages again returned to
 recommend the use of latest OSG-svn *sigh*. I don't know why people keep
 recommending that...

 cheers,
 Thorsten


Because it is valid ;-) Maybe not trunk, thats always dangerous, but 
2.9.9 seems to work for OSX.  I see right now I did a bad mistake in OSG 
configuration cocoa vs. carbon. There is no Xcode support anymore with 
OSG 2.9.9 and there have been some changes in default cmake 
configuration. Oi, oi, oi. Coming back here means reading two weeks 
list/forum/wikis, compiling two weeks (13 days for OSG, 1 day for 
sg/fg), buying a new machine, do it all again, but finally: I am always 
happy.

Now I am building again, also because I see that the hudson nightlies 
are working with 2.9.9 on OSX 10.6.

Sorry for this confusion. I hope the new compiled OSG libs will solve 
all my issues posted the last two days. And after that I follow the 
thread Quiet.

Cheers, Yves

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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread syd adams
Interesting.I just did my own quick test ... converted 1 out of 3
livery (png) files to a dds with Gimp plugin .Had to flip the image
vertically before converting. I changed liveries with the dialog , and
the 2 png files took several seconds to change , the dds changed
instantly.I saw no difference in quality , but the load time was
impressive.The original png file is 158.6 KB , the dds is 16.8 MB.This
should swell  fgdata significantly , unless Tim does (hopefully) does
the /Aircraft split...
Cheers

On Mon, Mar 21, 2011 at 5:04 PM, Emilian Huminiuc emili...@gmail.com wrote:
 On Tuesday 22 March 2011 00:57:07 Vivian Meazza wrote:

 Nope, doesn't work.

 But this does:

 Map the .png file onto the AC3D model as usual - convert the .png into
 .dds in XnView - load the .dds into AC3D

 No flipping of vertical required.

 Perhaps XnView flips it for us?

 Vivian
 Probably xnview sets the origin in the lower left (as is in OpenGL). Problem
 with .dds is that each tool used to convert the might set the origin where it
 wants :(
 So far I haven't found a way of specifying the origin...

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Re: [Flightgear-devel] Shaders

2011-03-21 Thread HB-GRAL
Am 21.03.11 23:23, schrieb Roland Häder:
 Hi,

 @HB-GRAL: Have you downloaded FGFS or compiled it yourself? If you
 compile yourself, please also build a non-debug version which means,
 use optimization, maybe -O3 is the trick.

 I use these parameters to build FGFS and SG:

 export CFLAGS=-g -O3 -fPIC
 export CXXFLAGS=-g -O3 -fPIC


Thanks Roland, I use some optimization already. But I did a very bad, 
bad mistake the last two days, I compiled OSG with wrong windowing 
system and other bad things (just in case: it is also working, but you 
will get probably all the issues I posted the last two days). Hmpf! 
Sorry for that.

All my problems have gone now. I got the cursors back, the shaders works 
as expected. I get a frame rate of 40 fps with all shaders enabled and 
quality level 4 at KSFO. Now I need some courage to fly with this rate 
of course.

And beside that I am also trying to build a new version for built-in 
fgfs for my new OSX FlightGear launcher.

Thanks for all the hints and support, Yves


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Re: [Flightgear-devel] Shaders

2011-03-21 Thread Roland Häder
Hi,
 All my problems have gone now. I got the cursors back, the shaders works 
 as expected. I get a frame rate of 40 fps with all shaders enabled and 
 quality level 4 at KSFO. Now I need some courage to fly with this rate 
 of course.
Good to hear that. Also you don't need optimization in e.g. OSG which
would cost you a lot FPS. You only need -O0 if you debug OSG or any
other lib.

In general words: Use -O3 for fgfs/simgear/OSG for best FPS, -g or -fPIC
doesn't hurt your performance but it (-g) helps developers with a nicer
backtrace. If the crash happens with the optimized version of FGFS, try
to reproduce it with an unoptimized (-O0) build (called debug build)
because optimization does optimize out variable values (please ask C/C++
developers for in-depth information) to speed-up things but these
variable values are very often required for devs to pin-down bugs.

So for short:
- Play with optimized builds for best gaming experiences (much higher
FPS)
- If a crash happens fire the debug build up (with all command-line
parameters again) with the GNU debugger and try to reproduce it.
- If you were able to reproduce it, show your findings (e.g. 'bt full')
to this list
- Recommend way to post backtraces is to use pastebins because else they
would make this mailing list unusable

Regards,
Roland

PS: I have no ATI, but a GeForce 9500 GT here, with optimized build I
got FPS ~30-40 at KSGFO and even at EDDF with GlobalObjects installed.

 
 And beside that I am also trying to build a new version for built-in 
 fgfs for my new OSX FlightGear launcher.
 
 Thanks for all the hints and support, Yves
 
 
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[Flightgear-devel] Stuttering at 1 Hz rate

2011-03-21 Thread Robert
Hello everyone,

I'm new on this mailing list and hope it is the right place to discuss some
of Flightgear's internal stuff.
So here is my problem:
Ingame (insim) I notice a small stutter that happens once every second.
Did anybody of you guys notice the same thing?
What can we do about it?
I thought it might be something like a timed task. (reading from hard disc +
malloc)?
Please, could someone tell me where I can find this function in the source
files?
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