Re: [Flightgear-devel] Terrain engine

2011-06-06 Thread Frederic Bouvier

- Martin Spott a écrit :

 Hi Frederic,
 
 Frederic Bouvier wrote:
 
  0) Does it meet the technical requirements for being used in
 FlightGear ?
  I'll let you elaborate on this topic before I could answer.
 
 My comment was addressing those who are judging over the usability
 just from watching a video on YouTube  :-)

Well, these video are real, but the absence of update is an indication 
of the progress (or lack thereof) of the project.

Regards,
-Fred

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Re: [Flightgear-devel] Terrain engine

2011-06-06 Thread Slavutinsky Victor
 Well, these video are real, but the absence of update is an indication 
 of the progress (or lack thereof) of the project.
 
 Regards,
 -Fred

Wish best to You with it anyway. It's not good when something is stops
on the middle. For me it's better then You can say: Well, maybe it's
not used. But I did it. While most of You are not..

Victor


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Re: [Flightgear-devel] Object distance fading color

2011-06-06 Thread thorsten . i . renk

I've just pulled the new version and had a look and... it looks *very*
impressive - with just a few property edits, one can generate a dark,
overcast scene from a summer sky, and the diffuse haze comes out very
nicely.


 Come to think of it, this might not be exactly what you're looking for
 but it could be useful to render overcast without an extreme amount of
 cloud vertices.

 Need to dig deeper to only affect the zenith of the skydome since that's
 handled elsewhere.

After having a look, I realized something which I had not appreciated
before, which is that as it is done now, it fixes a different problem:
Currently, if we have overcast layers with good view underneath, the layer
edge is always visible, i.e. there's blue sky at the horizon. The overcast
property actually closes the horizon gap, i.e. in combination with a 3d
layer drawn out to 55 km, the effect may be much better than what we have
now.

I have to write some code to set the amount of overcast as a function of
altitude and play with it to see if it really gets the impression of a
diffuse layer which can be crossed or if it is in the end needed to touch
zenith and horizon separately - but my first impression is that what you
have created is really working well for what I need.

Thanks!

* Thorsten




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Re: [Flightgear-devel] fgdata merge request 91:Animated Jetways

2011-06-06 Thread Vivian Meazza
Durk Talsma wrote

 
 On 05 Jun 2011, at 20:13, Ryan M wrote:
 
  On Sun, 2011-06-05 at 16:40 +0200, Durk Talsma wrote:
  Hi All,
 
  After having discussed this issue with Martin privately, we have come
 to the conclusion that it is in the best interest of FlightGear to back
 out parts of this commit, and wait for an improved version. I had accepted
 the merge request, after I had concluded that Martin's original objections
 had been resolved, but that appears not to be the case.
 
  Very well. Should I still attempt my proposed amendments?
 
 
 Yes please. As indicated, I like the idea, and my impression is that the
 the general consensus is like that. That said, we are uncomfortable with
 some aspects of the current implementation. So, please consider the
 removal temporary until we had ironed out these issue.
 

Couple of points - did we leave the menu item behind in Environment?

And that doesn't seem to be a very good home for it - it's not weather or
anything like Environment. Would AI be better? (when we restore it).

Vivian 



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Re: [Flightgear-devel] fgdata merge request 91:Animated Jetways

2011-06-06 Thread Roland Häder
Hello,

On Mon, 2011-06-06 at 14:01 +0100, Vivian Meazza wrote:
 Couple of points - did we leave the menu item behind in Environment?
 
 And that doesn't seem to be a very good home for it - it's not weather or
 anything like Environment. Would AI be better? (when we restore it).
Or how about a jetways_demo.xml file in AI/ directory? Then it can be
enabled if someone wants them. If people have weak GPU/CPU they can then
easily disable the whole jetways-subsystem by just leaving out the
_demo.xml file in their configuration.

Or isn't that so easy? And are static placeholders (non-animated
dummies) possible for people with weak GPU/CPU?

And for my side, I have experienced no FPS drop (MSI nvidia GeForce 9500
GT 512 MB, Intel Quad-Core 2.5 GHz; multi-threading is enabled in
configuration).

Regards,
Roland



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[Flightgear-devel] Idea: Priority for loader threads?

2011-06-06 Thread Roland Häder
Hello,

I came up with this idea while I was flying around (long distances, e.g.
EDDF to LFML) and experienced some hicks (huge FPS loss but after a
a half second restored back to normal). I think at this short moment
FGFS is loading scenery, models and so on.

Wouldn't it be possible to set lower priority for those loader
processes? I think no user can be asked to buy an expensive SCSI
hardware system (which would lower the CPU usage compared to IDE/SATA
systems).

I mean somthing like niceness for forked loader threads, like we have
on Uni*/Linux boxes. So the main simulation thread would have more CPU
cycles left than the loader (which can quietly load in background).

Regards,
Roland



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Re: [Flightgear-devel] Idea: Priority for loader threads?

2011-06-06 Thread ThorstenB
On 06.06.2011 18:36, Roland Häder wrote:
 Wouldn't it be possible to set lower priority for those loader
 processes? I think no user can be asked to buy an expensive SCSI
 hardware system (which would lower the CPU usage compared to IDE/SATA
 systems).

 I mean somthing like niceness for forked loader threads, like we have
 on Uni*/Linux boxes. So the main simulation thread would have more CPU
 cycles left than the loader (which can quietly load in background).

You're (and everyone is) welcome to investigate the details of these 
hickups in more detail. That would be a huge improvement for FG to get 
rid/lessen these issues.
However, I'm pretty sure it's not as simple as changing a thread 
priority. These hickups also happen on multi-core CPUs. I can see them 
on my local 6-core machine - and we saw them on our dual CPU/12-core 
monster at LinuxTag - where each thread basically had its own CPU core 
(so priority doesn't matter much). My guess is that there is an issue 
blocking our main loop when new models are loaded. Possibly the mainloop 
is blocked in some mutex while a new model is merged into the scene 
graph. But it'd be up to someone to investigate this in more detail (and 
hopefully also find a solution).

cheers,
Thorsten

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Re: [Flightgear-devel] fgdata merge request 91:Animated Jetways

2011-06-06 Thread Durk Talsma

On 06 Jun 2011, at 15:01, Vivian Meazza wrote:

 
 Couple of points - did we leave the menu item behind in Environment?

Are you sure it's still there? I just checked in my local copy and cant find a 
menu item related to the animated jetway system.

 
 And that doesn't seem to be a very good home for it - it's not weather or
 anything like Environment. Would AI be better? (when we restore it).

Yes, I agree. 

(on a side note: I just realize that Natural Environment is really what we're 
refering to in the Environment menu, whereas Artificial environment seems 
to cover what we have in the AI menus)

Cheers,
Durk
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Re: [Flightgear-devel] fgdata merge request 91:Animated Jetways

2011-06-06 Thread Vivian Meazza
Durk Talsma wrote

 On 06 Jun 2011, at 15:01, Vivian Meazza wrote:
 
 
  Couple of points - did we leave the menu item behind in Environment?
 
 Are you sure it's still there? I just checked in my local copy and cant
 find a menu item related to the animated jetway system.
 
 
  And that doesn't seem to be a very good home for it - it's not weather
 or
  anything like Environment. Would AI be better? (when we restore it).
 
 Yes, I agree.
 
 (on a side note: I just realize that Natural Environment is really what
 we're refering to in the Environment menu, whereas Artificial
 environment seems to cover what we have in the AI menus)
 

I managed to pull only part of the update late last night - gone now after
another pull.

Thanks

Vivian



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