Re: [Flightgear-devel] a small set of minor aircraft model question...

2012-03-06 Thread Francesco Angelo Brisa
Thanks for the answers;

based on you suggestions I think I will add instruments in the C337 way
(With a little thin glass in front of them with almost no reflection
effect).

Cheers
Francesco
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Re: [Flightgear-devel] a small set of minor aircraft model question...

2012-03-06 Thread syd adams

 Aerostar 700:
 * The airspeed indicator looks like to be a default one (With no colored
 bars for velocities). is this due to the fact that it is as in the real
 aircraft or just because nobody worked on it ?


Looks like an oversight on my part. The instruments for the Aerostar are in
its Models/Instruments folder , unless your using an extremely old version.


 Generic questions...
 * asi-300:
 how was the asi-300.rgb (under Aircraft/Instruments-3d/asi300 folder)
  made ? is it from some sort of svg ? if yes, where can I find it ?

  I do all my modelling and texture creation with Blender 2.49.2
Does this mean I can look forward to some improvements to the Aerostar ?
Cheers

P.S. I'm also against interior glass reflections ... they look pretty , yes
, but not at all realistic unless they are almost unnoticeable.
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Re: [Flightgear-devel] a small set of minor aircraft model question...

2012-03-06 Thread TDO Brandano


I also concur, there should be no reflection or almost no reflection on the 
instruments themselves, since these are generally dealt with with careful 
instrument placement and sunshades even in cars. There might be some reflection 
of cabin interior details on the windshield, but only light colored items would 
show up, only in certain specific lighting conditions, and again the angles 
involved would mainly reflect the instrument panel sunshade, that is generally 
painted matte black for this very reason. there might be more evident 
reflections on the side views or looking up through a transparent cockpit. In 
any case, textured reflections here generally do a very poor job.
Date: Tue, 6 Mar 2012 05:56:31 -0700
From: adams@gmail.com
To: flightgear-devel@lists.sourceforge.net
Subject: Re: [Flightgear-devel] a small set of minor aircraft model 
question...



Aerostar 700:* The airspeed indicator looks like to be a default one (With no 
colored bars for velocities). is this due to the fact that it is as in the real 
aircraft or just because nobody worked on it ?



Looks like an oversight on my part. The instruments for the Aerostar are in its 
Models/Instruments folder , unless your using an extremely old version. 
Generic questions...* asi-300:how was the asi-300.rgb (under 
Aircraft/Instruments-3d/asi300 folder)  made ? is it from some sort of svg ? if 
yes, where can I find it ?

 I do all my modelling and texture creation with Blender 2.49.2Does this mean I 
can look forward to some improvements to the Aerostar ?Cheers
P.S. I'm also against interior glass reflections ... they look pretty , yes , 
but not at all realistic unless they are almost unnoticeable.


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Re: [Flightgear-devel] a small set of minor aircraft model question...

2012-03-06 Thread Ron Jensen
On Tuesday 06 March 2012 03:33:55 Francesco Angelo Brisa wrote:
 Thanks for the answers;

 based on you suggestions I think I will add instruments in the C337 way
 (With a little thin glass in front of them with almost no reflection
 effect).

 Cheers
 Francesco

I thought the overwhelming response was no glass reflections... 

Thanks,

Ron

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[Flightgear-devel] [Rembrandt] the plan

2012-03-06 Thread Frederic Bouvier
Now that the introduction of Rembrandt next, provided that the current 
operation is retained, has been accepted, it is time to outline the plan that I 
intend to apply:

1. update SimGear with additions made on the effects and animations (done). The 
changes include the creation of positioned uniforms, ie on which applies a 
MODELVIEW matrix transformation, which serve to indicate the position of light 
sources in the shaders, and light animations (spot and point).

2. modify the Renderer class to separate from the scenegraph, terrain and 
models on one hand, the skydome and stars on the other, and finally the clouds. 
These three elements are passed to the CameraGroup class in order to be treated 
separately in the new rendering engine (and put together in the current one).

3. define an XML format for describing the two possible rendering pipelines 
(the current and new). The format will introduce optional elements (such as 
shadows, ambient occlusion, glow).

4. modify the base effects for defining the techniques that apply to one or the 
other renderers (a request for assistance has already been sent to prepare the 
work and ensure that existing effects does not apply to new rendering mode).

5. implement in the new rendering engine the basic lighting equation (ambient + 
diffuse + specular)

6. add the shadows

7. add light management

8. with the help of Thorsten, add atmospheric scattering, haze and the light 
field

9. add the ancillary effects (ambient occlusion and glow)

10. help migrate models and effects

I certainly forgot something. Let the discussion plug the holes

Regards,
-Fred
http://wiki.flightgear.org/Project_Rembrandt


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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-06 Thread Chris Forbes
I doubt you're going to have an acceptable experience using a deferred
renderer on a go7400, regardless of driver bugs. There's not a lot of
fillrate there.
On 7/03/2012 4:42 AM, Arnt Karlsen a...@c2i.net wrote:

 On Sat, 03 Mar 2012 21:17:30 +0100, Torsten wrote in message
 4f527c5a.5060...@t3r.de:
 
  The screen stays white with three black corners (top right, bottom
  right and bottom left). No splash screen. I can exit after some time
  with (Esc)-(Enter).
 
  GPU is GeForce Go 7400 with latest driver.
 
  Anything I can do to help debugging?

 ..try the nouveau driver, it _might_ work here, and will in
 any case give a different set of error messages.

 --
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 ...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three:
  best case, worst case, and just in case.


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Re: [Flightgear-devel] a small set of minor aircraft model question...

2012-03-06 Thread Alexis Bory
Le 06/03/2012 00:05, Ron Jensen a écrit :
 Personally, I hate the glass shaders covering instruments and windows. 
 I want
 to actually fly these aircraft and not drool over how 'real' they look.
 Flying means I need to be able to actually read the instrument, so I often
 prefer larger fonts and bolder lines than perhaps the original had.
+ 1 here too, there are enough perception issues unsolvable with 
simulation, no need to add extra/fancy ones.

Alexis

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Re: [Flightgear-devel] [Rembrandt] Help request

2012-03-06 Thread Frederic Bouvier
 So may I ask a kind soul with write access to the data repository, or
 capable of submitting a merge request, to review all effect files
 and add the test of the new property to every technique of every
 effect, and add a new predicate to technique not having one for the
 moment. The code snippet to add to an existing predicate is :

Please discard and forget that request. I was finally hit by the light
and understood the purpose of not providing the not operator

-Fred

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Re: [Flightgear-devel] Rembrandt feedback (was: Project Rembrandt - next steps)

2012-03-06 Thread Olaf Flebbe
Hi Fred,

I tried Rembrandt on my Macbook Pro 2011 (13):

it created a view and than parts of the screen got white. Th kernel log told me 
that some internal buffer had an overrun.

I changed the Property /sim/rendering/shadows/map-size in preferences.xml  to 
128 and now Rembrandt seems to work (!), at first sight.

However I get lots of errors/warnings. Here some of the unusual ones:

FRAGMENT glCompileShader  FAILED
FRAGMENT Shader  infolog:
ERROR: 2:922: 'unsigned' : Reserved word. 
ERROR: 2:922: 'unsigned' : syntax error syntax error

glLinkProgram  FAILED
Program  infolog:
ERROR: One or more attached shaders not successfully compiled

Warning: detected OpenGL error 'invalid operation' at After Renderer::compile
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
PixelBufferCocoa :: realizeImplementation not implemented yet 
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
PixelBufferCocoa :: realizeImplementation not implemented yet 
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
PixelBufferCocoa :: realizeImplementation not implemented yet 
no image file, maybe the reader did not set the filename attribute, using white 
for type '2d' on '', in /technique[11]/pass[0]/texture-unit[0]

FRAGMENT glCompileShader  FAILED
FRAGMENT Shader  infolog:
ERROR: 0:18: No operator '-' exists taking 'int' and 'float' (and no implicit 
type conversion allowed in GLSL 1.10)
ERROR: 0:20: Use of undeclared identifier 'texel'
ERROR: 0:25: Use of undeclared identifier 'texel'

glLinkProgram  FAILED
Program  infolog:
ERROR: One or more attached shaders not successfully compiled

Initializing Nasal Electrical System
GEOMETRY glCompileShader  FAILED
GEOMETRY Shader  infolog:
ERROR: 0:43: Indirect index into implicitly-sized array
ERROR: 0:44: Indirect index into implicitly-sized array
ERROR: 0:48: Indirect index into implicitly-sized array
ERROR: 0:82: Indirect index into implicitly-sized array
ERROR: 0:83: Indirect index into implicitly-sized array

glLinkProgram  FAILED
Program  infolog:
ERROR: One or more attached shaders not successfully compiled

no image file, maybe the reader did not set the filename attribute, using w

Greetings,
Olaf
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Re: [Flightgear-devel] Rembrandt feedback (was: Project Rembrandt - next steps)

2012-03-06 Thread Frederic Bouvier
Hi Olaf,

not all shader are converted, so you'd better disable all of them (Hinted by 
the error in GEOMETRY that is not used in Rembrandt)
The 'unsigned' error shows that the driver is lacking, or maybe a declaration 
is missing. OSG defines an uniform of type 'unsigned int'

The error on image file is harmless. Please ignore it for the moment

Thanks for the feedback

Regards,
-Fred

- Mail original -
 De: Olaf Flebbe f...@oflebbe.de
 À: FlightGear developers discussions 
 flightgear-devel@lists.sourceforge.net
 Envoyé: Mardi 6 Mars 2012 23:09:20
 Objet: Re: [Flightgear-devel] Rembrandt feedback (was: Project Rembrandt  
 -   next steps)
 
 Hi Fred,
 
 I tried Rembrandt on my Macbook Pro 2011 (13):
 
 it created a view and than parts of the screen got white. Th kernel
 log told me that some internal buffer had an overrun.
 
 I changed the Property /sim/rendering/shadows/map-size in
 preferences.xml  to 128 and now Rembrandt seems to work (!), at
 first sight.
 
 However I get lots of errors/warnings. Here some of the unusual ones:
 
 FRAGMENT glCompileShader  FAILED
 FRAGMENT Shader  infolog:
 ERROR: 2:922: 'unsigned' : Reserved word.
 ERROR: 2:922: 'unsigned' : syntax error syntax error
 
 glLinkProgram  FAILED
 Program  infolog:
 ERROR: One or more attached shaders not successfully compiled
 
 Warning: detected OpenGL error 'invalid operation' at After
 Renderer::compile
 RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
 PixelBufferCocoa :: realizeImplementation not implemented yet
 RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
 PixelBufferCocoa :: realizeImplementation not implemented yet
 RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
 PixelBufferCocoa :: realizeImplementation not implemented yet
 no image file, maybe the reader did not set the filename attribute,
 using white for type '2d' on '', in
 /technique[11]/pass[0]/texture-unit[0]
 
 FRAGMENT glCompileShader  FAILED
 FRAGMENT Shader  infolog:
 ERROR: 0:18: No operator '-' exists taking 'int' and 'float' (and no
 implicit type conversion allowed in GLSL 1.10)
 ERROR: 0:20: Use of undeclared identifier 'texel'
 ERROR: 0:25: Use of undeclared identifier 'texel'
 
 glLinkProgram  FAILED
 Program  infolog:
 ERROR: One or more attached shaders not successfully compiled
 
 Initializing Nasal Electrical System
 GEOMETRY glCompileShader  FAILED
 GEOMETRY Shader  infolog:
 ERROR: 0:43: Indirect index into implicitly-sized array
 ERROR: 0:44: Indirect index into implicitly-sized array
 ERROR: 0:48: Indirect index into implicitly-sized array
 ERROR: 0:82: Indirect index into implicitly-sized array
 ERROR: 0:83: Indirect index into implicitly-sized array
 
 glLinkProgram  FAILED
 Program  infolog:
 ERROR: One or more attached shaders not successfully compiled
 
 no image file, maybe the reader did not set the filename attribute,
 using w
 
 Greetings,
 Olaf
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Re: [Flightgear-devel] Rembrandt feedback (was: Project Rembrandt - next steps)

2012-03-06 Thread HB-GRAL
Am 06.03.12 23:09, schrieb Olaf Flebbe:
 PixelBufferCocoa :: realizeImplementation not implemented yet

Hi Fred

Just curious about this line, do you think recent osg cocoa windowing 
under OSX will be supported by rembrandt?

Cheers, Yves

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Re: [Flightgear-devel] Rembrandt feedback (was: Project Rembrandt - next steps)

2012-03-06 Thread Frederic Bouvier
 Am 06.03.12 23:09, schrieb Olaf Flebbe:
  PixelBufferCocoa :: realizeImplementation not implemented yet
 
 Hi Fred
 
 Just curious about this line, do you think recent osg cocoa windowing
 under OSX will be supported by rembrandt?

Sorry Yves, I have no idea. This error message seems to imply that not all of 
OSG has been implemented by the Cocoa adapter. But I don't think Rembrandt 
would work with a Pixel Buffer. Rembrandt relies on Framebuffer Objects (fbo) 
and if the driver is not able to provide them, there will be no Rembrandt on 
that platform.

But from the full log message :

 Warning: detected OpenGL error 'invalid operation' at After Renderer::compile
 RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
 PixelBufferCocoa :: realizeImplementation not implemented yet

the fbo setup error message may disappear if I lower my requirement (float 
textures, number of attachment). But no promises

( status= 0x8cdd means FRAMEBUFFER_UNSUPPORTED_EXT )

Regards,
-Fred

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Re: [Flightgear-devel] Rembrandt feedback (was: Project Rembrandt - next steps)

2012-03-06 Thread Olaf Flebbe
Hi Fred,

I did see a composited view in the window (with different views at the edges of 
the window). Isn't the FBO necessary for this? May the allocation of just one 
of the FBO's fail?

Do you know which Extension has to be present? My system announces to have:

GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample
GL_EXT_framebuffer_object
GL_EXT_framebuffer_sRGB

GL_ARB_framebuffer_object
GL_ARB_framebuffer_sRGB

Olaf

 
 
 Sorry Yves, I have no idea. This error message seems to imply that not all of 
 OSG has been implemented by the Cocoa adapter. But I don't think Rembrandt 
 would work with a Pixel Buffer. Rembrandt relies on Framebuffer Objects (fbo) 
 and if the driver is not able to provide them, there will be no Rembrandt on 
 that platform.
 
 But from the full log message :
 
 Warning: detected OpenGL error 'invalid operation' at After Renderer::compile
 RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
 PixelBufferCocoa :: realizeImplementation not implemented yet
 
 the fbo setup error message may disappear if I lower my requirement (float 
 textures, number of attachment). But no promises
 
 ( status= 0x8cdd means FRAMEBUFFER_UNSUPPORTED_EXT )
 



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Re: [Flightgear-devel] Rembrandt feedback (was: Project Rembrandt - next steps)

2012-03-06 Thread Frederic Bouvier
Hi Olaf,

maybe I can tell you from a screenshot. From memory, we need at least 
GL_ARB_framebuffer_object and float_texture

I don't know what extension or declaration is required to have unsigned int 
uniforms (osg_FrameNumber in src/Main/CameraGroup.cxx)

Regards,
-Fred


- Mail original -
 De: Olaf Flebbe
 
 Hi Fred,
 
 I did see a composited view in the window (with different views at
 the edges of the window). Isn't the FBO necessary for this? May the
 allocation of just one of the FBO's fail?
 
 Do you know which Extension has to be present? My system announces to
 have:
 
 GL_EXT_framebuffer_blit
 GL_EXT_framebuffer_multisample
 GL_EXT_framebuffer_object
 GL_EXT_framebuffer_sRGB
 
   GL_ARB_framebuffer_object
 GL_ARB_framebuffer_sRGB
 
 Olaf
 
  
  
  Sorry Yves, I have no idea. This error message seems to imply that
  not all of OSG has been implemented by the Cocoa adapter. But I
  don't think Rembrandt would work with a Pixel Buffer. Rembrandt
  relies on Framebuffer Objects (fbo) and if the driver is not able
  to provide them, there will be no Rembrandt on that platform.
  
  But from the full log message :
  
  Warning: detected OpenGL error 'invalid operation' at After
  Renderer::compile
  RenderStage::runCameraSetUp(), FBO setup failed, FBO status=
  0x8cdd
  PixelBufferCocoa :: realizeImplementation not implemented yet
  
  the fbo setup error message may disappear if I lower my requirement
  (float textures, number of attachment). But no promises
  
  ( status= 0x8cdd means FRAMEBUFFER_UNSUPPORTED_EXT )
  
 
 
 
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