Re: [Flightgear-devel] Nav-cache

2012-10-04 Thread Renk Thorsten
 I wonder how we deal with this with the next release- I'm sure a whole  
 lot more users will complain about the stuck while launching FGFS.

By printing a message like 'Building database during first startup' on the 
screen? By including the binary nav data with the release? Doesn't look like a 
show-stopper to me...

Let me just say that I'm _extremely_ grateful for this feature - I so 
frequently just start Flightgear, have a look how a parameter change looks in 
practice and end it again, and reducing the startup time by half makes a lot of 
difference.

* Thorsten
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Re: [Flightgear-devel] Depth buffers, render bins and passes

2012-10-04 Thread Renk Thorsten
 You know that rendering a transparent object twice alter its  
 transparency.
 Of course, you can avoid to render it in the color buffer using write  
 mask in one pass.

What I do with the trees is render just the opaque bits early on as white with 
essentially no light and fog computations to set the z-buffer and discard all 
transparent pixels in the first pass, then render the rest in detail with 
lequal comparison later.

The first pass has just one texture lookup in the fragment shader, but what 
this saves is rendering the terrain pixels (and other trees) covered by the 
tree, and the terrain has a lot of complicated light and fog equations to 
solve, as well as up to four texture lookups and lots of noise generation. To 
trade that against an additional pass for trees which is essentially trivial 
turns out to be a really good deal.

Of course, here's the part I don't know: All this makes perfect sense as long 
as the fragment shader is the bottleneck. But the first tree pass also needs 
the geometry computations in the vertex shader, and in an environment where the 
vertex shader is the bottleneck, it would make matters actually worse. 

So, the framerate gain for me personally left aside - what should I do with 
such things? Commit them and hope a majority will benefit? Not commit them? 
Make them optional and create a complicated rendering dialog? Test them and 
gather feedback?

The idea with clouds is still to slip rectangles in which cover most of the 
opaque core of a cloud, render them into the z-buffer early on while passing 
through the normal clouds through vertex shading and discarding them in the 
fragment shader, and then render the rest of the clouds and the terrain with 
lequal comparison onto that depth buffer. 

I don't know if it actually works, but at least I'm pretty sure I understand 
now what is expensive about cloud rendering - funnily enough, it's fogging 
them. In a layer looking forward, we can have hundreds of cloud sheets 
overlapping all drawn from outside in, and so the fogging means we compute 
hundreds of exponential functions for every pixel... Depth buffering should 
definitely help here.

* Thorsten
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Re: [Flightgear-devel] Depth buffers, render bins and passes

2012-10-04 Thread Emilian Huminiuc
On Thursday, October 04, 2012 06:42:30 Renk Thorsten wrote:
  You know that rendering a transparent object twice alter its
  transparency.
  Of course, you can avoid to render it in the color buffer using write
  mask in one pass.
 
 What I do with the trees is render just the opaque bits early on as white
 with essentially no light and fog computations to set the z-buffer and
 discard all transparent pixels in the first pass, then render the rest in
 detail with lequal comparison later.
 
 The first pass has just one texture lookup in the fragment shader, but what
 this saves is rendering the terrain pixels (and other trees) covered by the
 tree, and the terrain has a lot of complicated light and fog equations to
 solve, as well as up to four texture lookups and lots of noise generation.
 To trade that against an additional pass for trees which is essentially
 trivial turns out to be a really good deal.
 
 Of course, here's the part I don't know: All this makes perfect sense as
 long as the fragment shader is the bottleneck. But the first tree pass also
 needs the geometry computations in the vertex shader, and in an environment
 where the vertex shader is the bottleneck, it would make matters actually
 worse.
 
 So, the framerate gain for me personally left aside - what should I do with
 such things? Commit them and hope a majority will benefit? Not commit them?
 Make them optional and create a complicated rendering dialog? Test them and
 gather feedback?
 
 The idea with clouds is still to slip rectangles in which cover most of the
 opaque core of a cloud, render them into the z-buffer early on while
 passing through the normal clouds through vertex shading and discarding
 them in the fragment shader, and then render the rest of the clouds and the
 terrain with lequal comparison onto that depth buffer.
 
 I don't know if it actually works, but at least I'm pretty sure I understand
 now what is expensive about cloud rendering - funnily enough, it's fogging
 them. In a layer looking forward, we can have hundreds of cloud sheets
 overlapping all drawn from outside in, and so the fogging means we compute
 hundreds of exponential functions for every pixel... Depth buffering should
 definitely help here.
 
 * Thorsten
Hi, 

Take a look here 
http://developer.download.nvidia.com/GPU_Programming_Guide/GPU_Programming_Guide_G80.pdf
pages 43, 44. They deal with cases where the culling optimizations might be 
disabled/underperforming.

Emilian

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Re: [Flightgear-devel] Engine sound problems with Lightning

2012-10-04 Thread Erik Hofman
On 10/03/2012 11:02 PM, AJ MacLeod wrote:
 On Mon, 01 Oct 2012 17:47:54 +0100
 James Turner wrote:
 The place I miss stereo sounds most is in glider cockpits - where are you 
 going to position the sound of the wind rushing past the canopy, fuselage 
 etc?  It's bound to just sound mono and dead (I'd be happy to be proved wrong 
 of course!)

I once experimented with two (mono) noise locations (obviously left and 
right of the listener but it might even be a higher number for gliders) 
with two different noise samples using independent properties (like 
pitch based on angle-of-attack and/or side-slip angle).

 From memory this sounded quite convincing but I don't remember if it 
ended up in one of the aircraft. The most obvious place I could have put 
it is in the c172p though.

Erik

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Re: [Flightgear-devel] [Gitorious] Activity: fredb pushed 1 commits to nextnext...

2012-10-04 Thread Vivian Meazza
James wrote

 
 On 27 Sep 2012, at 09:40, James Turner wrote:
 
  Here the aircraft model appears 5 sec before the scenery,
 
  I'm seeing this intermittently too, I think it's related to ThorstenB's
clean-up
 of the scenery init process. I'll let him comment how likely that is.
 
  then the throttle is wide open and the brakes are off despite the
  settings in the ~.set file, so the aircraft races down the runway.
  That's bad enough on an airfield, but it really screws up the start on
a
 carrier.
 
  I'm not seeing that with the aircraft I test regularly - Bravo, c172 and
777. I
 also didn't see it with the Vulcan or CRJ1000 yesterday. It's possible
it's
 related to my moving the FGcontrols init, but a bit research on if it's
aircraft
 specific, and if so, why, would be helpful.
 
 I've just pushed some changes that should help this (or not!) - please
test
 and let me know if you see any improvement.
 

I've just pulled and built SG/FG/FGData. The start looks fine now, after
only a short test. However, I only see incomplete language resource on the
splash screen during the start sequence, and the spinner starts about
halfway through. I don't see any of the old messages. I will do some more
testing to try to ensure that this initial test result isn't
aircraft-dependent.

Sorry about the tardy reply - I've been away on a short break. Good to come
back and find it fixed.

Vivian



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Re: [Flightgear-devel] Nav-cache

2012-10-04 Thread James Turner

On 4 Oct 2012, at 07:27, Renk Thorsten wrote:

 By printing a message like 'Building database during first startup' on the 
 screen?

That's already done.

 By including the binary nav data with the release? 

This is possible but there's something weird going on with some people's 
rebuilds. Touching the files will cause a rebuild, so rebuilds need to take a 
'reasonable' amount of time. Shipping the binary data improves first-launch 
perceptions, but many applications do additional work on their first launch 
after an install, so it's not my top concern.

As I said in the bug, my concern is why the rebuild times are so bad for some 
people - it's purely a CPU / disk-bound operation, and for me and all people 
I've asked, it's around the ~60sec for debug, ~30sec for release times for a 
complete rebuild. 

(That time will be dramatically reduced if we get the taxiway data out of 
apt.dat in the future, since taxiways account for 80% of the lines in the 
file).

Regards,
James

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Re: [Flightgear-devel] Depth buffers, render bins and passes

2012-10-04 Thread James Turner

On 4 Oct 2012, at 07:42, Renk Thorsten wrote:

 What I do with the trees is render just the opaque bits early on as white 
 with essentially no light and fog computations to set the z-buffer and 
 discard all transparent pixels in the first pass, then render the rest in 
 detail with lequal comparison later.

I am pretty confident (and hope to test, but it sounds like you might beat me 
to it) that for either the classical (non-Rembrandt) render, doing a 
depth-write *only* pass of the entire scene will be a net win. (Again assuming 
the fragment shader is the bottleneck). Since this will reduce overdraw to zero 
- solving both the 'cockpit covers terrain' optimization, but also where random 
trees or buildings do. (Which is presumably where your 30% gain comes from)
 
James

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Re: [Flightgear-devel] [Gitorious] Activity: fredb pushed 1 commits to nextnext...

2012-10-04 Thread James Turner

On 4 Oct 2012, at 09:19, Vivian Meazza wrote:

 I've just pulled and built SG/FG/FGData. The start looks fine now, after
 only a short test. However, I only see incomplete language resource on the
 splash screen during the start sequence, and the spinner starts about
 halfway through. I don't see any of the old messages. I will do some more
 testing to try to ensure that this initial test result isn't
 aircraft-dependent.

With a latest pull, the spinner should spin the entire time, with a few pauses 
later on. The translation strings come from FGDATA, so it sounds like either 
your fgdata hasn't updated correctly, or you're somehow selecting a locale for 
which we don't have translations?

James


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Re: [Flightgear-devel] Depth buffers, render bins and passes

2012-10-04 Thread Renk Thorsten
 I am pretty confident (and hope to test, but it sounds like you might  
 beat me to it) that for either the classical (non-Rembrandt) render,  
 doing a depth-write *only* pass of the entire scene will be a net win.  
 (Again assuming the fragment shader is the bottleneck). Since this will  
 reduce overdraw to zero - solving both the 'cockpit covers terrain'  
 optimization, but also where random trees or buildings do. (Which is  
 presumably where your 30% gain comes from)

I guess there's only trees, random buildings, cockpit and clouds which can 
cover substantial parts of the scene (all else is rare and exotic...).

Trees I've accounted for, random buildings most likely cover urban landclass 
which has no overlay texturing and is hence pretty cheap to render if no urban 
effect is on (in which case you can't have buildings), so the expected gain is 
less. Clouds are a bit tricky if done directly because their rotations sit 
pretty heavy on the vertex shader, so doing a second pass might create a new 
vertex shader bottleneck (at least in one try it did, but I may have done 
something fishy there). Hence the idea to slip the obscuring rectangles in...

The cockpit is the biggest potential gain, but due to the near camera - far 
camera thingy, I don't see how this can be done on the level of editing effect 
files - maybe a suitable edit of the camera group code can pull that off, but I 
have no idea where to start there. If you figure that one out, it'd be great.


* Thorsten


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Re: [Flightgear-devel] Depth buffers, render bins and passes

2012-10-04 Thread James Turner

On 4 Oct 2012, at 10:02, Renk Thorsten wrote:

 The cockpit is the biggest potential gain, but due to the near camera - far 
 camera thingy, I don't see how this can be done on the level of editing 
 effect files - maybe a suitable edit of the camera group code can pull that 
 off, but I have no idea where to start there. If you figure that one out, 
 it'd be great.

Right, that's absolutely the first item on my 'look at easy performance gains' 
list. 

James


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Re: [Flightgear-devel] Depth buffers, render bins and passes

2012-10-04 Thread Frederic Bouvier
 De: James Turner zakal...@mac.com
 
 On 4 Oct 2012, at 10:02, Renk Thorsten wrote:
 
  The cockpit is the biggest potential gain, but due to the near
  camera - far camera thingy, I don't see how this can be done on
  the level of editing effect files - maybe a suitable edit of the
  camera group code can pull that off, but I have no idea where to
  start there. If you figure that one out, it'd be great.
 
 Right, that's absolutely the first item on my 'look at easy
 performance gains' list.

I have in my Rembrandt TODO list to restore the use of a near and 
a far camera to reduce z-fighting. But Rembrandt needs a monotonic 
depth buffer, and erasing it in the middle of a frame is not an 
option. So I think we can render the near camera using a depth range 
(see glDepthRange) of (say) 0.0 - 0.1 and the far camera with a range 
of 0.1 - 1.0. This will have the advantage to allow the near camera 
to be rendered first.

Mathias or Tim also suggested to look to logarithmic depth buffer 
but that is more demanding and needs a shader for all geometry 
(already true for Rembrandt, but not for the classical renderer).

Regards,
-Fred

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Re: [Flightgear-devel] FW:Using FlightGear to visualize JSBSim state

2012-10-04 Thread Jon S. Berndt
I found that if I waited a little but longer so that FlightGear was
completely started up, and used UDP instead of TCP that it worked. Great!


 -Original Message-
 From: Jon S. Berndt [mailto:jonsber...@comcast.net]
 Sent: Wednesday, October 03, 2012 6:03 AM
 To: 'FlightGear developers discussions'
 Subject: [Flightgear-devel] FW:Using FlightGear to visualize JSBSim
 state
 
 I've been trying to drive FlightGear from an external instance of
 JSBSim running, over a socket. Not having much luck at the moment.
 Looks like I have the correct net_fdm header (version 24).
 
 I start FlightGear like this:
 
 $ FlightGear/projects/VC90/Win32/Release/fgfs.exe
 --fg-root=c:/cygwin/home/jon/flightgear/fgdata --aircraft=c172p --
 native-fdm=socket,in,60,,5500,tcp --fdm=external
 
 After that is started up I crank up JSBSim with an output specified in
 the aircraft config file like this (per the email from HDWysong):
 
 output name=localhost type=FLIGHTGEAR port=5500 rate=60/
 
 In the JSBSim console I get this:
 
 Successfully connected to socket for output ...
 send: Software caused connection abort
 send: Software caused connection abort
 send: Software caused connection abort
 ...
 
 FlightGear immediately core dumps.
 
 Any suggestions?
 
 Jon
 
 
 
 
  -Original Message-
  From: Jon S. Berndt [mailto:jonsber...@comcast.net]
  Sent: Wednesday, October 03, 2012 5:20 AM
  To: 'Development issues'
  Subject: Re: [Jsbsim-devel] Using FlightGear to visualize JSBSim
 state
 
  That was it. Thanks.
 
  Although I did get FlightGear to start up in this mode, it core
 dumped
  when I tried to connect from JSBSim. I wonder if I need to update the
  net fdm header.
 
  Jon
 
   -Original Message-
   From: Anders Gidenstam [mailto:anders-...@gidenstam.org]
   Sent: Wednesday, October 03, 2012 2:03 AM
   To: 'Development issues'
   Subject: Re: [Jsbsim-devel] Using FlightGear to visualize JSBSim
  state
  
   On Tue, 2 Oct 2012, Jon S. Berndt wrote:
  
Not sure it does work:
   
FlightGear/projects/VC90/Win32/Release/fgfs.exe
--fg-root=c:/cygwin/home/jon/flightgear/fgdata --aircraft=c172p
native-fdm=socket,in,60,,55p --fdm=external
   
Processing command line arguments
Fatal error: Failed to open file
at native-fdm=socket,in,60,,5500,tcp (received from SimGear XML
Parser)
  
   Did you drop the '--' that should go before native-fdm when
   transcribing the command line to the message? Or are they missing
   there too?
  
   If it is the latter SG tried and failed to open the file native-
   fdm=socket,in,60,,5500,tcp.
  
   Cheers,
  
   Anders
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Re: [Flightgear-devel] Depth buffers, render bins and passes

2012-10-04 Thread Frederic Bouvier
 De: Frederic Bouvier 
 
 I have in my Rembrandt TODO list ...

BTW, this is not meant to refrain anybody to follow 
this route or another ;-)

Regards,
-Fred


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Re: [Flightgear-devel] another git question

2012-10-04 Thread Curtis Olson
Thanks again everyone for the great feedback.  I was completely unaware of
the git bundle mechanism.  That actually seems like it is the simplest and
most straight forward.  It allows pretty typical work flow with just an
alternative mechanism for handling the network parts.  The only tricky
thing appears that I have to manually look at the log of commits and make
sure I bundle the right things.  Typical pull/push over the network figures
all that out automatically.

In my case I can sneaker-net the bundle or if it's small (which it usually
is) I can sz/rz them back and forth over my slow console connection.

So +1 on git bundle! :-)

Curt.


On Wed, Oct 3, 2012 at 4:05 AM, James Turner wrote:


 On 3 Oct 2012, at 09:41, Tim Moore wrote:

  A better alternative in your case might be to use git bundles, which
  pack into a file the data that would be on the wire in a git push.
  http://git-scm.com/2010/03/10/bundles.html seems well suited to your
 scenario.

 Oooh, I didn't know about these - they sound like a good solution to
 Curt's issue.

 (Well, I'm a little surprised he/Curt can't rig some kind of serial/
 usb-ethernet connection sufficient to push/pull directly from the device,
 but that's 'solving the wrong problem' :)

 James



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Re: [Flightgear-devel] another git question

2012-10-04 Thread Roland Haeder
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

On 10/04/2012 05:58 PM, Curtis Olson wrote:
 Thanks again everyone for the great feedback.  I was completely
 unaware of the git bundle mechanism.  That actually seems like it
 is the simplest and most straight forward.  It allows pretty
 typical work flow with just an alternative mechanism for handling
 the network parts.  The only tricky thing appears that I have to
 manually look at the log of commits and make sure I bundle the
 right things.  Typical pull/push over the network figures all that
 out automatically.
 
 In my case I can sneaker-net the bundle or if it's small (which it 
 usually is) I can sz/rz them back and forth over my slow console
 connection.
 
 So +1 on git bundle! :-)
Thank you a lot. :) I'm happy to provide a good service to all
community members.

The main bundle can be found at the preferred location via BitTorrent:

- ---
http://mxchange.org:23456/file?info_hash=%BF%FF%AB%0C%16%BF%8Eg%B8%A0%CFw%01%0A%5D%8F%3F%81%96y
- ---

There is now one increment update available for those having trouble
updating git because of network trouble:

- ---
http://mxchange.org:23456/file?info_hash=%DB%C3%E3%8B%E5%F1%07%CE%15%88%03%A7%0C%0E%F19%9C%91%03%CC
- ---

My main website for this is here:
http://flightgear.mxchange.org/fgdata-bundle.html

There is a direct download (same file) for the main bundle. But I
would like to welcome you to download from BitTorrent as 4.73 GB (see
tracker) is really a lot for my server if e.g. 100 people are
downloading it.

I may discontinue the direct download in the future if it starts
consuming to much traffic. Then it is only (and the better way)
available through BitTorrent.

Regards,
  Roland Haeder

PS: Here is my tracker:
http://mxchange.org:23456/
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Re: [Flightgear-devel] [Gitorious] Activity: fredb pushed 1 commits to nextnext...

2012-10-04 Thread ThorstenB
On 4 Oct 2012, at 01:28, James Turner wrote:
 The translation strings come from FGDATA, so it sounds like either
 your fgdata hasn't updated correctly, or you're somehow selecting a locale for
 which we don't have translations?

The English language resource is always considered for defaults. 
incomplete resource only appears when the identifier isn't found in 
the user's selected language resource, nor in the English (master) resource.

So, a git pull for fgdata is required here, to update the (English) 
GUI labels.

cheers,
Thorsten


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