Re: [Flightgear-devel] Local Weather 1.4

2011-12-29 Thread thorsten . i . renk

 The LoD is currently hardcoded to 20km, so if visibility  20km, it
 kicks in
 before the transparency effect.

 I have a good fix that takes into account the current visibility as part
 of
  the Impostors work, but that won't be available until after the release.

 In the meantime, I can increase the LoD range to (say) 40km. However,
 there will probably be some performance penalty.

 What's the maximum visibility that the Local Weather package uses?


We used to have 45 km range out to which clouds were shown. With the new 
more efficient system, I have made tests with 75 km (which is enough for a
good impression even from airliner cruise altitude), see here:

http://www.phy.duke.edu/~trenk/pics/local-weather-next05.jpg

The penalty for having this is not so severe as compared with other
goodies (it's cheaper than the terrain haze for instance).

Technically, tile generation is tied to actual visibility. The max.
visibility the system generates at high altitude is 140 km or a
user-specified maximum, whichever is lower, so cloud positions are
computed at most out to 80 km or so.

Clouds are shown out to the same distance as normal 3d clouds since they
are subject to the same distance slider.

If you hard-code some lower number for the release, please let me know
where to change it so that I can go back to my extended layer testing.

* Thorsten


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Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread Vivian Meazza
Stuart

 On Sun, Dec 4, 2011 at 10:14 PM, Stuart Buchanan wrote:
  I've already managed to use a second texture to mask where trees are
  placed. The following screenshot shows a golf course where I've used
  a mask so that the random trees are only placed in the rough.
 
  http://www.nanjika.co.uk/flightgear/golf.jpg
 
 As an update on this, I've now written some code to apply the same
 technique to the random objects and rotations, so the green channel
 determines the random vegetation density, the blue channel determines
 random object (i.e. building) density, and the red channel indicates the
 rotation.
 
 Using the DDS textures, the effects can be quite convincing:
 
 http://www.nanjika.co.uk/flightgear/object_mask.jpg
 
 Note that these are all random objects - none of the buildings or trees
 were
 placed manually.
 
 The rotations aren't perfectly aligned with the textures, but it's fairly
 close.
 
 Vivian - are you anticipating the materials-dds.xml file replacing
 materials.xml
 at some point? Any plans for further DDS texture work?
 
 Creating the masks is a bit of work, and not something one would want to
 do if the textures are likely to change.
 

No, there is no intention to replace the materials.xml file with the
materials-dds.xml file, at least while there are those systems that cannot
use .dds. Equally, we cannot, for obvious reasons, backport all of the new
stuff in dds format to png, so over time the two files will drift further
apart. There are significant gains in performance and appearance by using
dds, so it's worth running both formats in parallel.

The current phase of work is largely complete; I think Emilian has some
tidying up to do.

Apologies for the tardy reply: I replaced one of my HDD with a SSD on
Christmas Day - it worked well for 3 hours or so then it all fell apart. The
hardware is fine - but I'm still rebuilding all the software from scratch. I
expect to have it all back by the end of the weekend. (OK, I'm an optimist.)

Vivian 



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Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread Vivian Meazza
Mathias

 
 On Tuesday, December 27, 2011 00:27:41 Stuart Buchanan wrote:
  Vivian - are you anticipating the materials-dds.xml file replacing
  materials.xml at some point? Any plans for further DDS texture work?
 
 Hmm, regarding dds.
 I have to say, that not all OpenGL drivers support texture compression,
 and
 the models with dds files, are those that I cannot display, because of
 that.
 And in fact this will not happen to the open source drivers before
 something
 about 2020 because of patent issues.
 
 Sorry to step in this so late - probably way too late - but is there a
 reason
 that the on disk format must be compressed?
 The previous strategy to have on disk an format that everybody can read
 and to
 make the driver compress them as needed/possible is better I think?
 
 So, for me the f16 lost its livery lately - where I can live with this for
 the
 f16, I hope that this does not happen to flightgear as a whole ...
 

There is no intention to migrate as a whole to .dds: it is offered as an
appearance and performance upgrade for those who wish to use it. It is up to
aircraft developers to decide which format they will use. Indeed - they
could provide models with either format so that the user could choose. 

That said - why use drivers that cannot handle .dds compression formats? I
assume closed source drivers are OK? 

Vivian



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Re: [Flightgear-devel] Some More Detailed Scenery

2011-12-29 Thread J. Holden
Curt:

I would be happy to help, though I don't know of many non-CORINE sceneries 
(Helgoland and some photoreal sceneries). I can make a list of the sceneries 
I've created and hopefully other scenery developers will come forward?

Oliver:

All the sceneries I've been creating are GPL, with the exception of the 
sceneries where I've been using OSM data (unsure about the CC license 
compatibility with GPL).

At the same time I do not support the inclusion of some sceneries I've created 
in the main FlightGear repository, as users with lower-end machines may wish to 
use the vmap0 scenery over the more detailed ones - plus there is now a marked 
difference in scenery versions between scenery compatible with 2.4 and scenery 
not compatible with 2.4. The user should be allowed to choose.

Furthermore, the data I've been creating is also generally available to 
end-users.

Cheers
John

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[Flightgear-devel] DDS texures (Was: Improving random trees buildings)

2011-12-29 Thread Erik Hofman
On Thu, 2011-12-29 at 14:37 +0100, Erik Hofman wrote:
 On Thu, 2011-12-29 at 14:16 +0100, Mathias Fröhlich wrote:
 
  Could we do dds files without compression but with precomputed mipmaps?
  
  So at next, can you try out which combination of compression/provided 
  mipmaps/forced simgear compression still work fine?
 
 Good Idea, I will try that.

Ouch, compressed: 5.3Mb, uncompressed: 16Mb ..

Erik


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Re: [Flightgear-devel] Local Weather 1.4

2011-12-29 Thread joacher
Hi Curt!

Curtis Olson curtol...@gmail.com wrote:

 Hi Joe, actually the FlightGear scenery is round -- technically oblate
 ellipsoid based on a wgs-84 coordinate model.  If you stitched enough
 tiles together you will see the earth curvature start to form.

I must have missed the implementation of this capability totally. I
assumed a comparatively small cut-out of the ellipsoid was projected on
a plane/disc.

But, hey, thats great news to me! Thanks for clarification!


Joe

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Re: [Flightgear-devel] Local Weather 1.4

2011-12-29 Thread Curtis Olson
Hi Joe, actually the FlightGear scenery is round -- technically oblate
ellipsoid based on a wgs-84 coordinate model.  If you stitched enough tiles
together you will see the earth curvature start to form.

The FlightGear world model lets you fly accurate great circle routes, and
enables all the chart intersections to be at the correct location with the
correct radials from all the relevant navaids.

This also allows for correct relative placement of the sun, moon, stars,
planets, correct phase of the moon (by just shading the moon from the
position of the sun like in real life.)  This ties into correct
sunrise/sunset times, correct seasonal amounts of light and position of the
sun, etc.

Best regards,

Curt.


On Thu, Dec 29, 2011 at 7:29 AM, wrote:

 On Thu, 29 Dec 2011 10:37:44 +0200 (EET)
 thorsten.i.r...@jyu.fi wrote:

  http://www.phy.duke.edu/~trenk/pics/local-weather-next05.jpg
 

 Impressive!

  Technically, tile generation is tied to actual visibility. The max.
  visibility the system generates at high altitude is 140 km or a
  user-specified maximum, whichever is lower, so cloud positions are
  computed at most out to 80 km or so.

 At view distances  100 km it becomes more and more apparent that the
 flightgear scenery is flat and not a sphere, doesn't it?

 I think a realistic horizon is impossible as long as scenery/world is
 a disc. This applies even to low altitudes. In reality you can see that
 the clouds wrap our planet.

 Joe


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Re: [Flightgear-devel] Local Weather 1.4

2011-12-29 Thread joacher
On Thu, 29 Dec 2011 10:37:44 +0200 (EET)
thorsten.i.r...@jyu.fi wrote:

 http://www.phy.duke.edu/~trenk/pics/local-weather-next05.jpg
 

Impressive!

 Technically, tile generation is tied to actual visibility. The max.
 visibility the system generates at high altitude is 140 km or a
 user-specified maximum, whichever is lower, so cloud positions are
 computed at most out to 80 km or so.

At view distances  100 km it becomes more and more apparent that the
flightgear scenery is flat and not a sphere, doesn't it?

I think a realistic horizon is impossible as long as scenery/world is
a disc. This applies even to low altitudes. In reality you can see that
the clouds wrap our planet.

Joe

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Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread jean
Le 29/12/2011 14:16, Mathias Fröhlich a écrit :
 Hi Erik,

 On Thursday, December 29, 2011 13:33:09 Erik Hofman wrote:
 Setting compression to 'none' does speed up texture switching
 considerably. Unfortunately there's little difference in switching from
 internal to external view for the first time.
 Thanks.

 I do also see an initial frame drop on switching views with the f16. That is
 with or without textures that could be uploaded.

 I do have read somewhere that generating mipmaps can also be slow for
 some drivers (NVidia?) and the dds textures provided pre generated
 mipmaps.
 That's probably what I wrote now several times.
 And over the time where I had different drivers installed on this current
 machine and over the machines that I had access to using an nvidia driver it
 looks like this being a problem.
this is the same here with fglrx driver, so not a particular driver 
issue, but may be the mipmap generation?
for me as a multiplayer pilot, dds (with pregenerated mipmap) is the way 
to go, as it provide me (with a luckily dds compliant driver) a better 
flightgear experience with dds textures (materials and planes): smoother 
flight, mp planes converted load faster, no more age to pass on external 
view for the first time or change livery.

[...]

jano

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Re: [Flightgear-devel] Local Weather 1.4

2011-12-29 Thread thorsten . i . renk
 At view distances  100 km it becomes more and more apparent that the
 flightgear scenery is flat and not a sphere, doesn't it?

 I think a realistic horizon is impossible as long as scenery/world is
 a disc.

What's more important from high altitude is what happens beyond view
distance where no terrain is loaded. What you see then is the skydome, and
the skydome shader for instance knows about the Earth radius and gives you
(approximately) the right behaviour. A postcard from 85.000 ft is here:

http://www.flightgear.org/wp-content/uploads/2011/09/fgfs-blackbird05.jpg

(this is still from some early work where I didn't have the terrain haze
shader yet - by now the seam between skydome and terrain is completely
gone. I would redo these pictures except... I can't draw clouds to more
than 20 km, and from 85.000 ft that means clouds aren't drawn at all
because you are more than 20 km above them)

 This applies even to low altitudes. In reality you can see that
 the clouds wrap our planet.

They do - Stuart spent a lot of time reacting to my complaints that clouds
were placed in a flat layer initially :-) It's difficult to spot the
curvature though, I can't (even conceptually) draw clouds to 140 km
without changing the code in a major way.

* Thorsten


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Re: [Flightgear-devel] Local Weather 1.4

2011-12-29 Thread Curtis Olson
On Thu, Dec 29, 2011 at 8:44 AM,wrote:

 I must have missed the implementation of this capability totally. I
 assumed a comparatively small cut-out of the ellipsoid was projected on
 a plane/disc.

 But, hey, thats great news to me! Thanks for clarification!


Each tile is a square shape, and when you push the visibility out far, it's
possible to see the square edges of the tiles -- especially against the sky
dome if it's not blended together properly.  Then also there is a far clip
plane that can also be seen in extremely high vis scenarios -- so it's
really hard to see the earth curvature in flightgear, but you see the side
effects of everything being in the right place relative to each other with
proper headings and directions and intersections for everything.

Curt.
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Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread Mathias Fröhlich

Vivian,

 There is no intention to migrate as a whole to .dds: it is offered as an
 appearance and performance upgrade for those who wish to use it. It is up to
 aircraft developers to decide which format they will use. Indeed - they
 could provide models with either format so that the user could choose.

 That said - why use drivers that cannot handle .dds compression formats?

Because there is no other driver. Like for the intel ones for example.
Because work on other interresting system stuff gets much more annoying with 
any closed source driver. I just do not want to limit myself to flightgear - so 
I really apprechiate that you could do even serious development to the closed 
source drivers.
Because most stuff that the average linux user cares work perfect with the open 
source driver stack. And that makes manny people just use these. Then when one 
of them tries flightgear he will see that it does not work as expected and most 
of them will then just never again try flightgear. Some of them will land here 
and probably get saied that he should use an other driver. But most people 
just don't ask and probably tell others that they have a new laptop but once 
they tried flightgear, that boring game just does not work anymore ...

 I
 assume closed source drivers are OK?
The ati and nvidia closed source drivers can do this.

So, I think the mipmap generation hangs with the nvidia drivers are a serious 
problem. But just limiting everything to the use of exactly this driver where 
this problem is worst cannot be a valid answer.

I would like to have a flightgear that is by default just running on every 
average system. Having this run faster on a special configured system with some 
better configuration options and hand tuned hardware and drivers is very fine.
But without tuning it must at least work in an acceptable way.

I have checked in a change to flightgear to make the use of the compressed 
internal formats a starttime configuration option.
I am still interrested if we have that hangs also with texture compression 
disabled and without providing precompressed dds textures?

Mathias

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Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread Erik Hofman
On Thu, 2011-12-29 at 17:36 +, Vivian Meazza wrote:
 Mathias
  
  I have checked in a change to flightgear to make the use of the compressed
  internal formats a starttime configuration option.
  I am still interrested if we have that hangs also with texture compression
  disabled and without providing precompressed dds textures?
  
 
 Yes - good idea - I'm using that now - unfortunately my system was working
 just fine before so it might be a little hard to see if there is any effect!
 I'm not entirely clear what bug this fix is trying to solve.

At least the bug where switching from internal view to external view
cause a big 'pause' for the F-16. It also effects livery switching for
the F-16.

Erik


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Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread Vivian Meazza
Stefan

 On Thursday 29 December 2011 10:21:11 Vivian Meazza wrote:
 
  That said - why use drivers that cannot handle .dds compression formats?
 I
  assume closed source drivers are OK?
 
 They simply are not. I currently cannot use FlightGear due to simply
 unusable
 performance with free drivers but still, it's worth this tradeoff for me
 after
 years of pain with closed source drivers (both NVidia and ATI/AMD). Free
 drivers allow me to:
 
 * do my job which is programming which needs loads of text on the screen
(closed source drivers gave unusably low performance here)
 * have multiple X servers running, so my girlfriend can have her own user
 on
my computer without either of us having to log out all the time
 * upgrade to current (development) kernel any time
 * have decent video performance
 * actually get support for kernel problems
 
 In sum, these features are worth more to me than FlightGear, though I miss
 it
 very much. The free radeon drivers nowadays are good enough for many games
 and
 other software. It would be nice if FG developers acknowledged their
 existence
 and avoided breaking their user's experience.
 
 Personally I hope to get back to at least flyable performance levels with
 a CPU
 upgrade in the near future. But even if not, I would never go back to
 closed
 source drivers.
 
 

I hear your pain - but as I said - you don't have to use materials-dds.xml -
it's not the not the default. 

Neither do you have to use any shaders - they are switchable. If you still
can't run Flightgear - well you know the solution - upgrade your system.

Vivian 



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Re: [Flightgear-devel] Some More Detailed Scenery

2011-12-29 Thread ThorstenB
Am 29.12.2011 06:43, schrieb J. Holden:
 At the same time I do not support the inclusion of some sceneries
 I've created in the main FlightGear repository, as users with
 lower-end machines may wish to use the vmap0 scenery over the more
 detailed ones - plus there is now a marked difference in scenery
 versions between scenery compatible with 2.4 and scenery not
 compatible with 2.4. The user should be allowed to choose.

All valid points which need to be addressed, especially the 
compatibility issue. However, the current conclusion, that we therefore 
need many separate scenery projects, and should even actively proclaim 
the use of various external sources, doesn't sound right to me. Do these 
issues really mean that our central scenery project is limited for ever?

Just in comparison: what would happen if Fred provided patches for the 
new shadow support on his private site only, Mathias did the same for 
HLA and OSG support, Torsten for the NAV radio and environment code etc. 
Then we create some central website listing all available patches, so 
people can choose (according to their hardware/performance/interests). 
And to make it easier for users: we create a large compatibility 
matrix, describing which patches fit seamlessly together, and which 
probably don't. That's a possible solution - but neither does that sound 
right to me... ;-) Results in the same nightmare that Oliver described 
for scenery. Instead we all contribute to a central Git repo and try to 
make features configurable - so you can disable 3D clouds, AI traffic, 
shaders, multiplayer, ...

So we should also discuss other solutions for scenery. It'd be possible 
to abandon the current TerraSync server and switch to a new one. So, FG 
0.1 - 2.4 users keep using existing scenery, while new developments 
(compatible with FG=2.6) are stored on a new central repository. Or we 
could extend the scenery project to provide two levels of scenery: a 
lower quality scenery for older FG versions/older machines, and a high 
quality version for new/powerful machines and recent FG versions (in a 
somehow separate directory structure). Maybe we have more options. But 
we need a _common_ solution for these issues here - and I don't think 
that the scenery compatibility issue was really discussed here yet (but 
I may be wrong).

There'll always be some external scenery projects, same as there are 
external FG core or Nasal patches. That doesn't matter much as long as 
these are small compared to the work on the common project. But it gets 
to be real trouble when almost everyone works on his separate private 
projects, and therefore progress of the common project slows down 
significantly.

So, rather than forking development into many little subprojects, and 
finding ways to better support these forks, we should find solutions, so 
that scenery developers keep joining forces and improve our common 
scenery world (uh, that sounds cheesy, right?).

cheers,
Thorsten

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Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread Stefan Seifert
On Thursday 29 December 2011 10:21:11 Vivian Meazza wrote:

 That said - why use drivers that cannot handle .dds compression formats? I
 assume closed source drivers are OK?

They simply are not. I currently cannot use FlightGear due to simply unusable 
performance with free drivers but still, it's worth this tradeoff for me after 
years of pain with closed source drivers (both NVidia and ATI/AMD). Free 
drivers allow me to:

* do my job which is programming which needs loads of text on the screen
   (closed source drivers gave unusably low performance here)
* have multiple X servers running, so my girlfriend can have her own user on
   my computer without either of us having to log out all the time
* upgrade to current (development) kernel any time
* have decent video performance
* actually get support for kernel problems

In sum, these features are worth more to me than FlightGear, though I miss it 
very much. The free radeon drivers nowadays are good enough for many games and 
other software. It would be nice if FG developers acknowledged their existence 
and avoided breaking their user's experience.

Personally I hope to get back to at least flyable performance levels with a CPU 
upgrade in the near future. But even if not, I would never go back to closed 
source drivers.

Stefan

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Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread Erik Hofman
On Thu, 2011-12-29 at 14:16 +0100, Mathias Fröhlich wrote:

 Could we do dds files without compression but with precomputed mipmaps?
 
 So at next, can you try out which combination of compression/provided 
 mipmaps/forced simgear compression still work fine?

Good Idea, I will try that.

Erik


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Re: [Flightgear-devel] Local Weather 1.4

2011-12-29 Thread thorsten . i . renk
 We should agree on a common place to publish actual surface wind (for
 one or many given locations?) in the property tree. /environment/config
 is definitely not the best place to use but due to historical reasons,
 many objects rely on these properties (windsock, chimneys/smoke, many
 more). Someday, we also might want to have winds aloft data for one to
 many locations and altitudes, so it might be worth to think

It's actually surprisingly intricate. For instance, Local Weather allows
for boundary layer gusty winds. For some problems (the wave pattern) you'd
like to have the base (mean) wind at the surface, for others (windsock)
rather the actual wind that the aircraft is feeling.

I am now internally storing the interpolated wind (wind at aircraft
location and altitude based on all available 3d interpolation points), the
current wind (interpolated wind after local boundary layer correction and
gust effects), the interpolated surface wind at current location and the
current surface wind at current location.

May I suggest a subfolder /environment/surface (and possible subfolders
/environment/location[i] in case a location other than aircraft position
is needed?

/environment/surface/ could then contain

surface-base-wind-speed-kt
surface-base-wind-direction-deg
surface-actual-wind-speed-kt (for gusts)
surface-actual-wind-direction-deg (for variable winds)

In addition we could maybe use

effective-cloud-coverage-octas (how much is covered by the sum of all
relavant layers)
wetness-flag (boolean - in case we want to use wetness-dependent textures)
snow-level-ft
...? What would shader people like to use?

 I hope we find a way to integrate global weather and local weather
 into just weather one day which provides the full range, from simple
 2d-layered clouds without shaders to the full-sized weather model in
 just one system. Hopefully not with a plain Nasal implementation, but by
 using existing and new FlightGear systems and Nasal.

I wouldn't have any problems with that. It's just difficult for me to
imagine how it would look like, as the philosophy is rather different.
Although the boundaries become more and more blurry since now both systems
refer to the same set of cloud textures and to the same rendering system.
If anyone has a vision how the finished product should look like, please
let me know :-)

By the way, Torsten, could you clarify the status of

--prop:/environment/terrain/area[0]/enabled=1

to start the terrainsampler in 2.6 - will this be needed at startup (i.e.
should I re-activate the check at startup if this is on), or will the
sampler be available automatically, i.e. can I assume that the system will
be available?

* Thorsten


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Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread Vivian Meazza
Mathias
 
  There is no intention to migrate as a whole to .dds: it is offered as an
  appearance and performance upgrade for those who wish to use it. It is
 up to
  aircraft developers to decide which format they will use. Indeed - they
  could provide models with either format so that the user could choose.
 
  That said - why use drivers that cannot handle .dds compression formats?
 
 Because there is no other driver. Like for the intel ones for example.
 Because work on other interresting system stuff gets much more annoying
 with
 any closed source driver. I just do not want to limit myself to flightgear
 - so
 I really apprechiate that you could do even serious development to the
 closed
 source drivers.
 Because most stuff that the average linux user cares work perfect with the
 open
 source driver stack. And that makes manny people just use these. Then when
 one
 of them tries flightgear he will see that it does not work as expected and
 most
 of them will then just never again try flightgear. Some of them will land
 here
 and probably get saied that he should use an other driver. But most people
 just don't ask and probably tell others that they have a new laptop but
 once
 they tried flightgear, that boring game just does not work anymore ...
 

I don't fully understand the point - we're not using .dds, and fancy shaders
as the default option - what else isn't working with open source drivers?
FlightGear should be working just as it always was. Those unable or
unwilling to use closed source or fully compliant drivers just don't get to
see some of the fancier eye-candy, but that should be all.

  I
  assume closed source drivers are OK?
 The ati and nvidia closed source drivers can do this.
 
 So, I think the mipmap generation hangs with the nvidia drivers are a
 serious
 problem. But just limiting everything to the use of exactly this driver
 where
 this problem is worst cannot be a valid answer.

I haven't see such a problem - now I will look for it.
 
 I would like to have a flightgear that is by default just running on every
 average system. Having this run faster on a special configured system with
 some
 better configuration options and hand tuned hardware and drivers is very
 fine.
 But without tuning it must at least work in an acceptable way.

It should - and I thought it did - I see no problems here with shaders off
and using the default materials.dds - where is the problem?

 
 I have checked in a change to flightgear to make the use of the compressed
 internal formats a starttime configuration option.
 I am still interrested if we have that hangs also with texture compression
 disabled and without providing precompressed dds textures?
 

Yes - good idea - I'm using that now - unfortunately my system was working
just fine before so it might be a little hard to see if there is any effect!
I'm not entirely clear what bug this fix is trying to solve.

Vivian



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Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread Erik Hofman
On Thu, 2011-12-29 at 12:40 +0100, Mathias Fröhlich wrote:

 I have checked in a change to flightgear to make the use of the compressed 
 internal formats a starttime configuration option.
 I am still interrested if we have that hangs also with texture compression 
 disabled and without providing precompressed dds textures?

Setting compression to 'none' does speed up texture switching
considerably. Unfortunately there's little difference in switching from
internal to external view for the first time. 

I do have read somewhere that generating mipmaps can also be slow for
some drivers (NVidia?) and the dds textures provided pre generated
mipmaps.

Erik


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Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread Mathias Fröhlich

Hi Erik,

On Thursday, December 29, 2011 13:33:09 Erik Hofman wrote:
 Setting compression to 'none' does speed up texture switching
 considerably. Unfortunately there's little difference in switching from
 internal to external view for the first time.
Thanks.

I do also see an initial frame drop on switching views with the f16. That is 
with or without textures that could be uploaded.

 I do have read somewhere that generating mipmaps can also be slow for
 some drivers (NVidia?) and the dds textures provided pre generated
 mipmaps.
That's probably what I wrote now several times.
And over the time where I had different drivers installed on this current 
machine and over the machines that I had access to using an nvidia driver it 
looks like this being a problem.
Yes, the dds textures could provide pregenerated mipmaps. I guess that our dds 
files really do so.

Could we do dds files without compression but with precomputed mipmaps?

So at next, can you try out which combination of compression/provided 
mipmaps/forced simgear compression still work fine?

Thanks

Mathias

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Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread Mathias Fröhlich

Vivian,

On Thursday, December 29, 2011 17:36:24 Vivian Meazza wrote:
 I don't fully understand the point - we're not using .dds, and fancy shaders
 as the default option - what else isn't working with open source drivers?

Well, the default f16 does not work anymore for example.
I have also never tried the new textures, but I assume that these also contain 
precompressed data? Also you claimed that the old texture files start to bitrot 
comared to the new ones which makes me think that the new standard should be 
the dds files. This together makes me think that the dds files should replace 
the traditional image files.

 FlightGear should be working just as it always was. Those unable or
 unwilling to use closed source or fully compliant drivers just don't get to
 see some of the fancier eye-candy, but that should be all.
Well, the drivers are fully compiant. And if compliance would be a problem I 
would rather improove the driver than raise this at an application level.

These kind of precompressed images limits their usage to a specific set of 
drivers. And no, due to the patent issues no open source code including ours 
is allowed to implement compression/decompression code for these image 
formats. Even if this is easy implementation wise.

  So, I think the mipmap generation hangs with the nvidia drivers are a
  serious
  problem. But just limiting everything to the use of exactly this driver
  where
  this problem is worst cannot be a valid answer.
 
 I haven't see such a problem - now I will look for it.

Ok, for that you might need to understand that the reason for Erik to use the 
dds files for the f16 is that they appear to improove the hangs that occur with 
ati and nvidias drivers on mipmap computation.

Which means either use the f16 together with the closed source stuff or don't 
use the f16.

This is as of today *practically mutually exclusive*.

  I would like to have a flightgear that is by default just running on
  every average system. Having this run faster on a special configured
  system with some
  better configuration options and hand tuned hardware and drivers is very
  fine.
  But without tuning it must at least work in an acceptable way.
 
 It should - and I thought it did - I see no problems here with shaders off
 and using the default materials.dds - where is the problem?

As long as all is optional, the 'old stuff' is not bitrotting and as long as 
the usual model still work, this should not be a huge problem.

I already told, I can tolerate not having the f16 - that would be sad, but ok 
- but if the same happens with the majority of our texture files, I would 
object.

And this is what I try to do now:
Object against using these patented compression algorithms.
I do not care for the on disk format of any image file we have. But the problem 
is that some kind of precompression that can be stored in these dds files 
cannot be used with other drivers than the closed ati and nvidia ones.
As long as these patented compression techiques are not used, every OpenGL 
driver can use this and displays this fine.

Think: Intel has the hugest marketshare in graphics today. If I remember 
right, they sell more than ati and nvidia together (*). This kind of change in 
effect rules out the majority of users as intel cannot work with these files.

(*) There are several statistics out there, this is the intel one that counts 
all sold computers. AMD does usually counts the revenue made with graphics 
boards (where ati wins I believe) or nvidia that usually limit statistics to 
professional systems (where nvidia wins).
... or something along the lines - you get the idea.

  I have checked in a change to flightgear to make the use of the
  compressed internal formats a starttime configuration option.
  I am still interrested if we have that hangs also with texture
  compression disabled and without providing precompressed dds textures?
 
 Yes - good idea - I'm using that now - unfortunately my system was working
 just fine before so it might be a little hard to see if there is any effect!
 I'm not entirely clear what bug this fix is trying to solve.

You do not experience any hangs?
What is the motivation for you to use dds files?
What do you gain by not using the usual image files?

The motivation behind this mentioned change is to sort out the best compromise 
so that the hangs hopefully disappear - which I hope to get with precomputed 
mipmaps - and being able to display fine with any driver/gpu.

Greetings

Mathias

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Re: [Flightgear-devel] Some More Detailed Scenery

2011-12-29 Thread J. Holden
Well, the scenery structure is dissimilar to the normal structure of patching 
git.

A scenery like Washington, DC does not have the same frame rate hit as Juneau 
or Innsbruck does.

And as stated there are now sceneries incompatible with older versions of 
FlightGear.

The problem is, some new sceneries are detailed enough and different enough to 
be distinct from the base scenery.

Even if I had git access, I would be reluctant to put these on TerraSync, even 
though Hawaii and St. Maarten are on there.

However, Hawaii is heavily cleaned and St. Maarten is a very simple scenery.

I would like to see these areas placed in the base FlightGear package, though.

The only idea I've had is perhaps creating a new server for high-end scenery.

There's not much of it at the moment, only Europe and selected parts of North 
America, but it does take up some bandwidth.

But setting up a separate distribution channel is better than overwriting the 
existing scenery.

Cheers
John

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Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread Csaba Halász
2011/12/29 Mathias Fröhlich mathias.froehl...@gmx.net:

 And this is what I try to do now:
 Object against using these patented compression algorithms.
 I do not care for the on disk format of any image file we have. But the 
 problem
 is that some kind of precompression that can be stored in these dds files
 cannot be used with other drivers than the closed ati and nvidia ones.
 As long as these patented compression techiques are not used, every OpenGL
 driver can use this and displays this fine.

I agree fully with Mathias on this issue, even though I am using the
binary fglrx at the moment. I check the open source one from time to
time, however, to see if it has improved enough for my purposes.
Incidentally, AMD's favorable open source policy was the reason I
switched from nVidia.

I wonder if there is an open standard counterpart that can do the same
as the dds compression? Or is the whole idea patented? (Eww, too broad
software patents are the work of the devil).

-- 
Csaba/Jester

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Re: [Flightgear-devel] [Flightgear-commitlogs] FlightGear Base Package branch, master,

2011-12-29 Thread Martin Spott
Flightgear-commitlogs wrote:
 The branch, master has been updated
 
 - Log -
 commit c8d6a0afe0d9f2d35f2da9ce9a23b8974803b731
 Author: Gijs de Rooy
 Date:   Thu Dec 29 17:02:33 2011 +0100
 
Taxiing tutorial: C172P does not move with throttle near idle.
[...]
 +messageI've already started the engine. Press Shift-B to release the 
 parking brake. Throttle up to about 
 +  20%

RPM is a more commonly used unit for engine power on simple piston
engines (without injection or turbo),

Martin.
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Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread Vivian Meazza
Erik,

 On Thu, 2011-12-29 at 17:36 +, Vivian Meazza wrote:
  Mathias
  
   I have checked in a change to flightgear to make the use of the
 compressed
   internal formats a starttime configuration option.
   I am still interrested if we have that hangs also with texture
 compression
   disabled and without providing precompressed dds textures?
  
 
  Yes - good idea - I'm using that now - unfortunately my system was
 working
  just fine before so it might be a little hard to see if there is any
 effect!
  I'm not entirely clear what bug this fix is trying to solve.
 
 At least the bug where switching from internal view to external view
 cause a big 'pause' for the F-16. It also effects livery switching for
 the F-16.
 

The F16 is just excellent here. I get a slight pause on firest switching
from an internal to external view, but I expect that is the testure loading
for the first time. Thereafter it is as near instantaneous as you could
wish. Likewise livery changes.

Couple of small bugs - a USAF insignia seem to get left behind on the lower
wing surface when changing liveries and some errors:

 Property systems/hook/tailhook-cmd-norm is already defined.
Could not find at least one of the following objects for animation:
'Pilot_int'
Could not find at least one of the following objects for animation:
'Pilot_int'
Could not find at least one of the following objects for animation:
'Pilot_int'

Some of the textures aren't properly aligned on the RNlAF-J015-demo livery 


Overall an excellent experience! However, this is perhaps not a totally fair
test: I'm running Windows XP on a 128GB SSD, with a Core2 Quad and nVidia
GTX 260, so I would expect quick switching etc. 

Vivian



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Re: [Flightgear-devel] Live Multiplayer

2011-12-29 Thread Pedro Morgan
Ok.. Then I;m in.. I'd like the  idea to maintain openRadar in Java to at
least build a skill set.. and get to know the code and mainly comment
it..andhopefu;;y find some cool future team..

My hidden motivation is to android and devices for purpose eg a TCAS
Android, or a PFD .. live atc chat on mobiles and voip..and its in
jvm.. so maybe we can also use some formulae in java and creation of
simgear /python|java|\c|cpp|\js libs to ensure same delegation of issues..

So.. who can fork this to
http://mapserver.flightgear.org/git/gitweb.pl?p=openradar

to gitorious..
so I can fork it.. and thats just the parallel runways...

I don't like java as am unfamiliar and previous coding from a few years
ago..and, is owned by oracle now, is heavy on ma system, and two flavours
that dont agree sometimes.., python, php , javascipt and qt/c++ are
familiar.. and looking at toolset of android for devices, browers and pyqt
desktops.. Embeddig in browser apps again..and the phone gap and
others...

I think the first serious step we all have to take though.. cos its getting
silly is to fork apt.dat and nav.dat  and aero data in a seperate
repositirory... unpacked..

That way we can update bits and reverse rewiend into various commits.. eg
fg-2.4 version-updated-latest..

Openradar has huge outdated tarballs.. so that is first problem we have to
solve...

Cant we just get gitrououos/fg/xplane.git working pelase unpacked..
and maybe /810 /850 directories etc...and consistent terrasync corrected..
even knock out the new data in olde format.. and vice versa..


Pete


On Wed, Dec 28, 2011 at 6:55 PM, Martin Spott martin.sp...@mgras.netwrote:

 Hi Geoff,

 Geoff McLane wrote:

  de.knewcleus.fgfs/src/de/knewcleus/fgfs/multiplayer/
  protocol/MultiplayerPacket.java
 
  -   public static final int MAX_PACKET_SIZE=1024;
  +   public static final int MAX_PACKET_SIZE=1200; // FIX20111226

 I knew there was an obvious flaw in one of the public versions, but
 that's been a different one  :-)

  And I was able to create for myself another new
  sector.xml from the samples given, for an airport
  of my choice, thanks to mapserver shapefile
  downloads, etc... which all seemed to work well ;=))

 Sounds cool !

  BUT I could NOT seem to get the comms (fgcom?)
  working... any ideas, pointers...

 I never noticed a comm console in OpenRadar - and I've used it
 frequently in earlier days.  Therefore I'm quite surprised   I'll
 have to have a closer look these days, maybe this helps reminding the
 idea behind this comm console you mention.

  http://www.flightgear.org/forums/viewtopic.php?f=6t=10221
  seems more interested in using Atlas as the base...

 OpenRadar has been designed with EUROCONTROL (the European air traffic
 control / safety organization) user interface standards for real life
 radar consoles in mind.  Therefore it's a lot different from the
 so-called radar consoles people are familiar with in FlightGear land.
 Maybe *too* different   :-/

  http://wiki.flightgear.org/index.php/Stand_Alone_ATC_Control_Development
  likewise seems to again favor Atlas...

 Well, I don't know what to say about that 

  But are there other places where I can read more specifically
  about this java OpenRadar setup, running, operations?

 No, not much. The most elaborate reference so far is the source code. I
 know what Ralf was having in mind because we've been talking a lot
 about OpenRadar (which even didn't have a name until shortly before
 development stopped), therefore I should be able to answer questions.
 If you think it's worth doing so, I'd put it into a Gitorious project
 alongside simgear and all the other stuff, hoping that people drop a
 patch every now and then.

 One of the various nice features in OpenRadar is its abstraction layer
 for switching data source interfaces.  Somone built a pure Java HLA
 compilant interface for OpenRadar, but that's never been integrated
 into the main source tree.

 Cheers,
 Martin.
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Re: [Flightgear-devel] Live Multiplayer

2011-12-29 Thread Scott
On Fri, 2011-12-30 at 02:50 +, Pedro Morgan wrote:
 Ok.. Then I;m in.. I'd like the  idea to maintain openRadar in Java
 to at least build a skill set.. and get to know the code and mainly
 comment it..andhopefu;;y find some cool future team..

  I'm a JEE developer, not a Swing developer, so if there is stuff that
isn't related to the UI components, I'm happy to help.

  If you are looking for a place to host this in gitorious (I'm not sure
if it should be part of the FG repository???), I'm happy to offer and
maintain it as a project under my fg-misc repository;

https://gitorious.org/fg-misc


 
 My hidden motivation is to android and devices for purpose eg a TCAS
 Android, or a PFD .. live atc chat on mobiles and voip..and its in
 jvm.. so maybe we can also use some formulae in java and creation of
 simgear /python|java|\c|cpp|\js libs to ensure same delegation of
 issues.. 

   I'm not sure what you are saying here, but android apps are written
in Java and convert to Dalvik bytecode by the build process in your
favourite IDE.

  You build PhoneGap apps for Android with HTML, JavaScript and a little
bit of Java and this is compiled to Java bytecode that is then converted
to Dalvik bytecode by the build process in your favourite IDE. 

   However if you are going to the trouble to build a HTML version, why
not just build a web app that can be deployed to any platform, you need
to be online to be using the multi-player network anyway, and a web
browser is more ubiquitous than any mobile device platform.



  S.

remainder snipped





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