Re: [Flightgear-devel] Shader menu structure

2012-06-27 Thread Renk Thorsten
Heiko: > Thanks, that's now an answer I was looking for.
>
> Though I'm sure we will get bug reports as well by users complaining  
> where the shader from 2.6.0 went, or why shaders won't work.
> Some of this confusion was already visible in the forum.

I don't want to bitch, but the thread started out with a description of the 
issue like this:

"The problem: A shader for object X isn't an independent entity which you  
can switch on and off at your leisure independent of what else is going  
on - it needs to share the fogging and lighting scheme of the rest of  
the scene, otherwise it creates visual artefacts. At the moment, we have  
three such schemes:
 
a) default in which the light is always the sunlight and the fog is  
always exp(-(const * length/vis)**2)

b) Rembrandt in which the light can come from multiple sources and  
sunlight may be blocked by a shadow, fog remains as is

c) Lightfields in which the sunlight is the only light source but at  
dusk or dawn becomes a function of position in the scene and in which  
the fog has a more complicated 2 component structure

Each of the schemes has a justification to be there in terms of features  
vs. performance. Making a shader of one scheme work in a different  
scheme is a non-trivial exercise, in the case of water reflection shader  
into lightfields it cost me about half a week of really good coding time  
(kids with grandparents). So we simply don't have all shaders in all  
schemes, and I don't even know if all would run with enough fps in all  
schemes.

How to present it to the user?
(...)
Please give some feedback - how can we communicate better what is  
happening and why there are limitations?"

My personal opinion is that we should not allow to choose inconsistent shader 
options from the GUI in a release (and should not have done it in 2.6 either) 
but should make those only available via a commandline switch for the people 
who know what they're doing. 

http://www.hoerbird.net/fgfs-screen-764.jpg illustrates that the random 
vegetation shader isn't converted - trees are fogged too weakly as compared 
with the rest of the scene.
http://www.hoerbird.net/fgfs-screen-763.jpg illustrates the problems of shader 
mismatch very nicely - there's a sharp line dividing sky and terrain where fog 
color and amount do not match. Try the same scene in sunset for a real bad 
mismatch...


Curt:

> I think the problem now is that the nice scatter effect sky dome no  
> longer works correctly with any render mode in the git version.  

It never did work correctly with any shader before. Now it works with some. Try 
using a 2.6, set visibility to 3000 m, switch any shaders you want on and see 
what happens - the whole world is fogged, except the sky is a bright, shiny 
blue to the horizon.

> The scatter effect sky dome will give you very pretty skies -- especially in
> combination with advanced rendering, just don't look at the terrain or  
> your own aircraft model because those are now rendered incorrectly with many
> missing effects.

I'm lost. 

Can you explain and give screenshots? I am seeing correctly rendered terrain 
and reasonably rendered aircraft when using the atmospheric scattering.

I'm not seeing detailed aircraft effects because the shader hasn't been 
converted. In principle, I think here one could think of just allowing to run 
the default scheme shaders because the atmospheric scattering scheme wouldn't 
do much extra to your own aircraft - the problem is MP and wrong fogging and 
lighting for other people's planes. I don't know.

I'm not seeing transition effects on the terrain, urban shader or ground relief 
because these aren't done either. I am seeing wave patterns and snowline 
because these are done.

None of this is supposed to be recent behaviour. The old skydome  of 2.6 never 
ever worked correctly with any  other shader. Atmospheric light scattering 
(lightfields, terrain haze, the name changes to more general as I added 
features, but it's all the same family and I think I'll stick with atmospheric 
light scattering) never supported transition shaders for the terrain or urban 
effect before. They're not suddenly gone, they never were working before in the 
scheme.

If there's anything recently broken, please explain with details - I'm not 
seeing it.

* Thorsten
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[Flightgear-devel] (no subject)

2012-06-27 Thread Heiko Schulz
Hi,

> Allowing a decoupling between the Skydome and the ligthfield/haze
> shaders, 
> would lead only to inconsistent settings, and useless bug reports from
> users 
> blindingly enabling every switch available to them.
...
> I hope you can now better understand the reasoning behind this.

Thanks, that's now an answer I was looking for. 

Though I'm sure we will get bug reports as well by users complaining where the 
shader from 2.6.0 went, or why shaders won't work. 
Some of this confusion was already visible in the forum. 

Heiko 





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Re: [Flightgear-devel] Shader menu structure

2012-06-27 Thread Emilian Huminiuc
On Wednesday 27 June 2012 18:39:30 Heiko Schulz wrote:
> Hello all,
> 
> > I think the problem now is that the nice scatter effect sky dome no longer
> > works correctly with any render mode in the git version.  The scatter
> > effect sky dome will give you very pretty skies -- especially in
> > combination with advanced rendering, just don't look at the terrain or
> > your
> > own aircraft model because those are now rendered incorrectly with many
> > missing effects.
> 
> With disabling the predicate section I got a middle thing between (no FGFS
> Default Skydome). Sky scattering with pretty skies and fog in near distance
> and all other shaders working, but bad horizon at far distance and other
> features like terrain haze missing.
> 
> Thorsten's Athmosphere effect enabled:
> http://www.hoerbird.net/fgfs-screen-764.jpg
> 
> Not enabled, but with disabled predicate section:
> http://www.hoerbird.net/fgfs-screen-763.jpg
> http://www.hoerbird.net/fgfs-screen-768.jpg
> 
> Surely there is now way?
> 
> Cheers
> Heiko

Hi Heiko,

Unless the same fogging technique is used you'll see the tile edges in very 
low/ very high visibility conditions, or from high altitudes, or some other 
artefacts.

Allowing a decoupling between the Skydome and the ligthfield/haze shaders, 
would lead only to inconsistent settings, and useless bug reports from users 
blindingly enabling every switch available to them.

The current effect scheme and the corresponding dialog options tries to 
prevent this, and tries to use a consistent set of shaders. This is extended 
to the options available when Rembrandt is enabled too (i.e. it doesn't allow 
you to enabe the light scattering shaders when Rembrandt is active since those 
aren't ported, and don't display right, or any other shader that isn't ported 
yet). This doesn't work quite right yet, as others have mentioned here, but 
Gijs is aware of that.

I hope you can now better understand the reasoning behind this.

Regards,
Emilian






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Re: [Flightgear-devel] Shader menu structure

2012-06-27 Thread Heiko Schulz
Hello all,


> I think the problem now is that the nice scatter effect sky dome no longer
> works correctly with any render mode in the git version.  The scatter
> effect sky dome will give you very pretty skies -- especially in
> combination with advanced rendering, just don't look at the terrain or
> your
> own aircraft model because those are now rendered incorrectly with many
> missing effects.

With disabling the predicate section I got a middle thing between (no FGFS 
Default Skydome).
Sky scattering with pretty skies and fog in near distance and all other shaders 
working, but bad horizon at far distance and other features like terrain haze 
missing.

Thorsten's Athmosphere effect enabled:
http://www.hoerbird.net/fgfs-screen-764.jpg

Not enabled, but with disabled predicate section:
http://www.hoerbird.net/fgfs-screen-763.jpg
http://www.hoerbird.net/fgfs-screen-768.jpg

Surely there is now way?

Cheers
Heiko




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Re: [Flightgear-devel] Shader menu structure

2012-06-27 Thread Emilian Huminiuc
On Wednesday 27 June 2012 16:37:11 Heiko Schulz wrote:

> 
> Is there a way we can have all three possibilities (default, skydome shader,
> Thorstens atmospheric light scattering) selectable?
> 
> Cheers
> Heiko

Not quite, since both terrain-default and model-default effects have a 
separate set of shaders which gets enabled by that switch, and overrides all 
other shaders (they are defined in a lower numbered technique, and thus take 
precedence over any technique defined in effects derived from those two)

The dialog options reflect the actual behaviour of the effects.

Regards,
Emilian






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Re: [Flightgear-devel] Shader menu structure

2012-06-27 Thread Curtis Olson
On Wed, Jun 27, 2012 at 11:37 AM, Renk Thorsten wrote:

> > Is there a way we can have all three possibilities (default, skydome
> > shader, Thorstens atmospheric light scattering) selectable?
>
> Atmospheric light scattering should not be thought as different from
> skydome shader - it is the terrain/model/whatnot shader combination
> consistent with the skydome shader (and having the skydome shader not
> creating mismatches with terrain was the original motivation for developing
> the atmospheric scattering framework).
>
> The 2.6 scheme to have a skydome not matching terrain did not only have
> issues at high altitudes, it also could not handle poor visibility or
> sunrise/sunset lighting in any reasonable way. Not allowing to switch a
> skydome inconsistent with the rest of the scene on is not a regression, it
> is a bugfix in my opinion :-)
>

I think the problem now is that the nice scatter effect sky dome no longer
works correctly with any render mode in the git version.  The scatter
effect sky dome will give you very pretty skies -- especially in
combination with advanced rendering, just don't look at the terrain or your
own aircraft model because those are now rendered incorrectly with many
missing effects.

Regards,

Curt.
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http://www.flightgear.org - http://gallinazo.flightgear.org
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Re: [Flightgear-devel] Shader menu structure

2012-06-27 Thread Renk Thorsten
> Is there a way we can have all three possibilities (default, skydome  
> shader, Thorstens atmospheric light scattering) selectable?

Atmospheric light scattering should not be thought as different from skydome 
shader - it is the terrain/model/whatnot shader combination consistent with the 
skydome shader (and having the skydome shader not creating mismatches with 
terrain was the original motivation for developing the atmospheric scattering 
framework).

The 2.6 scheme to have a skydome not matching terrain did not only have issues 
at high altitudes, it also could not handle poor visibility or sunrise/sunset 
lighting in any reasonable way. Not allowing to switch a skydome inconsistent 
with the rest of the scene on is not a regression, it is a bugfix in my opinion 
:-)

Just my two cents...

* Thorsten
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Re: [Flightgear-devel] Shader menu structure

2012-06-27 Thread Heiko Schulz
Hello,

I noticed today that we can only decide between Thorstens Athmospheric Light 
scattering which disables other shaders,
 or FlightGear's Non-shaded Skydome.

For me it is a regression compared with 2.6.0. 

So for me I have disabled the "predicate"-section in skydome.eff which enables 
the Athmospheric Light scatteringr as default without disabling other 
shaders.(while skdome shader disabled in the rendering menu).
Looks good at low flightlevels, known issues at higher levels.

When enabling now in the rendering-menu the skydome-shader I get now Thorstens 
full Athmospheric Light scattering, but other shaders are disabled.

Is there a way we can have all three possibilities (default, skydome shader, 
Thorstens atmospheric light scattering) selectable?

Cheers
Heiko





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Re: [Flightgear-devel] An empassioned plea

2012-06-27 Thread Alasdair
On Wed, 2012-06-27 at 14:13 +0100, Alasdair wrote:

> 
> OK, sorry for the noise. I was all those random buildings. With the
> maximum setting of 5.0, FG uses a massive 6.3 GB of memory on another
> machine. Setting it to 0, the memory usage drops to a more reasonable
> 1.6GB.  I wonder if there could be any way of storing just on instance
> of each building type, regardless of the number of times this was
> duplicated throughout a city? This is probably an insane question since
> I know absolutely nothing about graphics :(
> 
> Regards, Alasdair

Forget all this! I just found a thread on this very subject. Been away a
while, so have not caught up with all the Fg-dev mail.

AC


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Re: [Flightgear-devel] An empassioned plea

2012-06-27 Thread Alasdair
On Wed, 2012-06-27 at 10:45 +0100, Alasdair wrote:

> After yesterday's git pulls, Flightgear will no longer run at KSFO,
> having
> exhausted my 4G of memory and a good load of swap space as well.
> Indeed, until I increased the amount of swap, it just died with an
> unceremonious
> "Killed" message. Runs fine at my local airport EGPF.
> Is there a way I can limit the amount of scenery being loaded? I have
> tried using --visibility-miles=10, but it still just goes on loading
> dozens of
> stg files.
> Can anyone offer me a solution to this perplexing problem?
> 
> Regards, Alasdair 

OK, sorry for the noise. I was all those random buildings. With the
maximum setting of 5.0, FG uses a massive 6.3 GB of memory on another
machine. Setting it to 0, the memory usage drops to a more reasonable
1.6GB.  I wonder if there could be any way of storing just on instance
of each building type, regardless of the number of times this was
duplicated throughout a city? This is probably an insane question since
I know absolutely nothing about graphics :(

Regards, Alasdair


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Re: [Flightgear-devel] An empassioned plea

2012-06-27 Thread Alasdair
On Fri, 2012-05-04 at 20:40 +0200, flightg...@sablonier.ch wrote:
> >
> > Selectively disabling features is probably not going to work reasonable
> > as long as the features in question are required to play nice in order
> > to get disabled, there's no such infrastructure as a "kill-switch" to
> > prevent the use/loading of *any* shaders (or whichever additional
> > feature).
> 
> Personally, I think the problem is that easy enabling/disabling shaders
> goes along discussion of personal preferences and technical/graphical
> "wow!"-game-competition of some developers temporary, and not along other
> discussion. The effects and shader inheriting system is not used as it
> could for such switches, at least for me.
> 
> But don’t get this wrong, because it might be right in sense of moving
> forward in such a project ! It’s just a lazy comment of a man with varying
> interest, trying to follow every graphical enhancement the last years.
> 
> Cheers, Yves
> 
After yesterday's git pulls, Flightgear will no longer run at KSFO,
having
exhausted my 4G of memory and a good load of swap space as well.
Indeed, until I increased the amount of swap, it just died with an
unceremonious
"Killed" message. Runs fine at my local airport EGPF.
Is there a way I can limit the amount of scenery being loaded? I have
tried using --visibility-miles=10, but it still just goes on loading
dozens of
stg files.
Can anyone offer me a solution to this perplexing problem?

Regards, Alasdair
> 
> 
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