Re: [Flightgear-devel] Color-shifts for textures

2013-01-28 Thread Renk Thorsten
Dear Mathias,

 But what I saw lately - especially from this finish guy - is noting close
 there. 

I continue to have a name (which is Thorsten), that name doesn't actually sound 
very Finnish, and that would be because I am actually German (I do live in 
Finland). There's no need to pretend you can suddenly talk over my head and I'm 
not on this list, or pretend that you just forgot my name because I'm so 
unimportant :-) Disagreements are no justification for rudeness.

 He is extremely loud, argues with 'works for me' like arguments  
 and  does not listen to suggestions that would guide in a better direction.

It's pretty difficult to be 'loud' in an email, wouldn't you think? You argue 
also with 'works for me' type arguments - you just assume your needs and 
requirements somehow trump mine. Why would that be the case?

I've stated a few times just when I start listening to suggestions - when they 
make any sense and  there's  convincing evidence that the suggestion really 
leads into a better direction.

 Let's take the uebershader like approach.That's really one of the worst  
 idea  that you can have gpu wise.

Indeed (I could probably come up with worse ones though...). But we can all see 
where dedicated non-configurable terrain shader for every landclass got us - at 
some point we had two different fog models, so some terrain types could be seen 
twice as far as others, two different snow models with hard contrasts between 
pixel color snow and texture overlay snow...  Here's how this looks:

http://www.phy.duke.edu/~trenk/pics/textures.jpg

Clearly, GPU optimization isn't everything, and maintainability, ease of use 
for the graphical artists and coherence are issues in practice for some of us.

In the end, this is about delivering a working framework within the FG 
environment, not an idealized proof of concept. We don't have an infinite 
number of maintainers,  we have a limited coherence within the developers, so 
it's much easier to lament that things aren't done in an optimal way than to 
make them optimal.

 If the priority is too much shifted on pretty pictures then it's better  
 to  look at a different project out there.

Face it, Mathias - I'm part of this project, and I have the right to bring my 
own ideas in, regardless if you like them or not. I'm not just here to execute 
your plans for FG.

 Then there is the scattering stuff. That's great but I told him may be  
 two  years ago how this could be done efficiently. Now he presents something  
 that he tells that needs to be inserted into any shader in any model. So it's 
  
 just clear that he did not listen to any suggestion at that time.

You did no such thing, Mathias. You gave a completely incomprehensible, highly 
technical sermon here which I tried to figure out for an hour googling every 
third word or so and then gave up. You did not answer any follow-up questions, 
usually you just appear here,  throw technical comments in and then disappear 
again. If you really want any of your comments to be taken into account, you 
should perhaps consider making some effort to make yourself understood and take 
the time to explain things. It's great to be knowledgeable, but that's only 
part of it - the ability to explain what you know in easy words to others is a 
very important other part.

I promise I'll listen if you really want to try to explain and answer questions.

  Any
 additional uniform takes time to be set up in the driver. Any code that   is 
 in
 the shader and that cannot be optimized away at *link* time of the  
 shader may
 take registers which affects the partitioning and the amount of paralell
 executed threads in the GPU.

You mean to say a shader which isn't even compiled takes away performance? (A 
non-functional shader doesn't throw a compile error unless it is actually 
switched on in the GUI, so they don't seem to be compiled up-front just in 
case). That doesn't smell like a problem of the shader design  if for real, it 
smells like a problem of the framework.

 Getting back to procedural textures, go on with what you planed.
 But keep in mind that you should not use resources just because you have  
 a lot left. 

Sure, I  admit - my secret plan was to turn FG into a raytracing engine and 
make everyone else miserable - you found me out :-) 

Isn't that a bit of a red herring? I can't recall anyone planning to use 
resources just because we have them. I do recall explaining that it's a balance 
between what resources to use - but since you forgot my name, you probably also 
forgot my arguments. I am usually very reluctant to use more uniforms or 
varyings and try to minimize their use - you'd see this if you compare my 
shaders with others in the repository. I may make many mistakes, but just 
burning resources for the sake of it isn't one of them.

Best,

* Thorsten



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Re: [Flightgear-devel] Color-shifts for textures

2013-01-28 Thread Stefan Seifert
On Monday 28 January 2013 08:02:14 Renk Thorsten wrote:

   Any
  additional uniform takes time to be set up in the driver. Any code that  
  is in the shader and that cannot be optimized away at *link* time of the
  shader may
  take registers which affects the partitioning and the amount of paralell
  executed threads in the GPU.
 
 You mean to say a shader which isn't even compiled takes away performance?
 (A non-functional shader doesn't throw a compile error unless it is
 actually switched on in the GUI, so they don't seem to be compiled up-front
 just in case). 

No, I think what he meant is that (without me ever even seeing shader code) 
something like:
if (enable_light_scattering) {
a = b + c;
}
compromises performance, even if light_scattering is disabled because the 
compiler would assign registers to this code (the a = b + c), even though it 
will never be executed. These registers could be used to more efficiently 
execute the code that actually runs.

Stefan

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Re: [Flightgear-devel] Color-shifts for textures

2013-01-28 Thread Renk Thorsten
 No, I think what he meant is that (without me ever even seeing shader  
 code)
 something like:
 if (enable_light_scattering) {
 a = b + c;
 }
 compromises performance, even if light_scattering is disabled because the
 compiler would assign registers to this code (the a = b + c), even  
 though it
 will never be executed. These registers could be used to more efficiently
 execute the code that actually runs.

Well, yes, that I know - this is why the performance/quality steps in the 
framework utilize mostly different shaders rather than one shader with 
if-statements. 

But we were talking about *optional* usage of the framework making things worse 
for everyone else, and none of the shaders concerned are even compiled unless 
they're switched on.

* Thorsten
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Re: [Flightgear-devel] Color-shifts for textures

2013-01-28 Thread Stefan Seifert
On Monday 28 January 2013 08:46:02 Renk Thorsten wrote:

 Well, yes, that I know - this is why the performance/quality steps in the
 framework utilize mostly different shaders rather than one shader with
 if-statements.
 
 But we were talking about *optional* usage of the framework making things
 worse for everyone else, and none of the shaders concerned are even
 compiled unless they're switched on.

Sounds to me like this discussion could use some more concrete examples to 
make sure all involved understand the things said and talk about the same.
Mathias, could you please give examples of the code you were talking about?

Stefan

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Re: [Flightgear-devel] Color-shifts for textures

2013-01-28 Thread Renk Thorsten

Ah, now I understand what Mathias is after:

 That would be ok if this would be optional in the sense that it does not
 impact what is there performance wise. But since this is all runtime  
 configured
 by an uebershader with a lot of uniforms this is not the case. Any  
 additional
 feature done in this way *does* impact everbody in several ways. Any
 additional uniform takes time to be set up in the driver. Any code that  
 is in
 the shader and that cannot be optimized away at *link* time of the  
 shader may
 take registers which affects the partitioning and the amount of paralell
 executed threads in the GPU. At least a notable amount of gpu's on the  
 market can get register set limited at that point.

This paragraph has nothing to do with what is actually happening.

1) The 'ubershader' for _models_  (model-combined-deferred.eff and 
ubershader.vert/frag) has not been introduced by myself but by Frederic 
Bouvier and Gijs de Rooy with major additions and revisions by Emilian Huminiuc 
and Vivian Meazza 2011 (says so in the shader code). That shader requires to 
insert generate tags into each model which uses normal maps. The shader is 
optional, i.e. it is not compiled if model shader quality is set to zero. It is 
configured by a lot of uniforms (really a lot more than I ever used for 
terrain). 

My own contribution with regard to this shader is just to change the light and 
fog functions, I did not otherwise alter its design. However, since there's 
lightmap, reflection map, normal map and dirt map, there are potentially 15 
different combinations of dedicated shaders which are not configured by 
uniforms, it seems to me there may be a maintenance issue to consider and it 
makes sense to do it that way.

I did not come up with the need to modify each model, that is a property of the 
original shader. Mathias, you picked the wrong audience.

2) The terrain 'ubershader' (terrain-haze-detailed.vert/frag and 
terrain-haze-ultra.vert/frag) is my own work. These are two quality levels of 
procedural *terrain*  texturing with terrain-haze.vert/frag being the 'bare' 
light scattering framework without any terrain effects, just modifying light 
and fog.

This shader is very different from the model ubershader and does *not* require 
any insertion or modification of any model. All of these shaders are only 
compiled if the respective quality level is actually used and atmosperic light 
scattering is actually checked.

3) terrain-haze-detailed.vert/frag still has if-clauses linked to quality level 
in - however the plan (made on this list) is to take them out as I recognize it 
doesn't help for performance. This has largely been done in 
terrain-haze-ultra.vert/frag already.

It would have been 5 minutes effort for Mathias to take a look into our effect 
files to see how all this is actually implemented and to realize that none of 
the shaders being discussed here is compiled unless this is asked for by the 
user.  But it would appear his criticism is not based on any understanding of 
the situation, but just on his interpretation of bits and pieces of messages 
out of context. So, I will disregard it as unfounded.

Mathias, please next time have a look at what you are against before you start 
writing. Thanks,

* Thorsten
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Re: [Flightgear-devel] Color-shifts for textures

2013-01-28 Thread Emilian Huminiuc
On Monday, January 28, 2013 09:27:53 Renk Thorsten wrote:
 Ah, now I understand what Mathias is after:
  That would be ok if this would be optional in the sense that it does not
  impact what is there performance wise. But since this is all runtime
  configured
  by an uebershader with a lot of uniforms this is not the case. Any
  additional
  feature done in this way *does* impact everbody in several ways. Any
  additional uniform takes time to be set up in the driver. Any code that
  is in
  the shader and that cannot be optimized away at *link* time of the
  shader may
  take registers which affects the partitioning and the amount of paralell
  executed threads in the GPU. At least a notable amount of gpu's on the
  market can get register set limited at that point.
 
 This paragraph has nothing to do with what is actually happening.
 
 1) The 'ubershader' for _models_  (model-combined-deferred.eff and
 ubershader.vert/frag) has not been introduced by myself but by Frederic
 Bouvier and Gijs de Rooy with major additions and revisions by Emilian
 Huminiuc and Vivian Meazza 2011 (says so in the shader code). That shader
 requires to insert generate tags into each model which uses normal maps.
 The shader is optional, i.e. it is not compiled if model shader quality is
 set to zero. It is configured by a lot of uniforms (really a lot more than
 I ever used for terrain).
 
 My own contribution with regard to this shader is just to change the light
 and fog functions, I did not otherwise alter its design. However, since
 there's lightmap, reflection map, normal map and dirt map, there are
 potentially 15 different combinations of dedicated shaders which are not
 configured by uniforms, it seems to me there may be a maintenance issue to
 consider and it makes sense to do it that way.
 
 I did not come up with the need to modify each model, that is a property of
 the original shader. Mathias, you picked the wrong audience.
 

Just to set things straight, models don't need to be modified. The local 
effect inheriting from model-combined*.eff needs to have those, and this is a 
workaround to Flightgear not handling graciously untextured models fed to the 
binormal/tangent generator (by this I mean FlightGear simply segfaults). and 
this requirement has been in the associated documentation for a year and two 
full releases

Regards,
Emilian



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Re: [Flightgear-devel] Color-shifts for textures

2013-01-28 Thread James Turner

On 28 Jan 2013, at 10:41, Emilian Huminiuc emili...@gmail.com wrote:

 Just to set things straight, models don't need to be modified. The local 
 effect inheriting from model-combined*.eff needs to have those, and this is a 
 workaround to Flightgear not handling graciously untextured models fed to the 
 binormal/tangent generator (by this I mean FlightGear simply segfaults). and 
 this requirement has been in the associated documentation for a year and two 
 full releases

Uh, wouldn't it be simpler to fix the segfault?

:)

It's the first I heard of it….

James
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[Flightgear-devel] Default shader level for 2.10

2013-01-28 Thread James Turner
Heads up:

After some discussion / observation, I am going to change the default shader 
level for 2.10 (and probably next) to '1' instead of '3'

'3' is causing folks with underpowered hardware to die, and not realise there's 
a setting they can tweak. I'd rather we make the default setting pessimistic, 
since the GUI option is now simple and clear than to Stuart's work.

Please don't suggest fancy systems where we look at the GL driver/vendor 
strings and guess a default shader level, I want a low-risk change for the 
release branches :)

Comments / objections?

Regards,
James

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Re: [Flightgear-devel] Default shader level for 2.10

2013-01-28 Thread Renk Thorsten
 After some discussion / observation, I am going to change the default  
 shader level for 2.10 (and probably next) to '1' instead of '3'
(...)
 Comments / objections?

Complete agreement, after looking at the Intel and Mac problems in the forum, I 
was about to suggest the same thing.

* Thorsten
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Re: [Flightgear-devel] Default shader level for 2.10

2013-01-28 Thread Stuart Buchanan
Agreed, though I think the GUI is Gijs' work rather than mine.

-Stuart

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[Flightgear-devel] Ati viewport bug

2013-01-28 Thread James Turner
http://code.google.com/p/flightgear-bugs/issues/detail?id=385

Is about a problem with the viewport behaving very oddly, in certain Ati 
catalyst drivers.

A kind person has worked out a hack, which fixes the issue, or at least avoids 
it. It add an empty, pre-render camera to the scene, which I assume forces some 
state which otherwise gets skipped in the Ati drivers.

If anyone has any strong opinions about applying the hack to the 2.10 release 
branch, let me know. I'm currently undecided - it *is* a hack, but it fixes a 
real and long-standing bug, and the cost to everyone else should be zero.

Regards,
James


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Re: [Flightgear-devel] Ati viewport bug

2013-01-28 Thread Torsten Dreyer
Any chance to wrap this into something like

if( true == getprop(/sim/use-ati-hack) ) {
   addTheEmptyPrerenderCamera();
} else {
   doNothing();
}


Am 28.01.2013 18:56, schrieb James Turner:
 http://code.google.com/p/flightgear-bugs/issues/detail?id=385

 Is about a problem with the viewport behaving very oddly, in certain Ati 
 catalyst drivers.

 A kind person has worked out a hack, which fixes the issue, or at least 
 avoids it. It add an empty, pre-render camera to the scene, which I assume 
 forces some state which otherwise gets skipped in the Ati drivers.

 If anyone has any strong opinions about applying the hack to the 2.10 release 
 branch, let me know. I'm currently undecided - it *is* a hack, but it fixes a 
 real and long-standing bug, and the cost to everyone else should be zero.

 Regards,
 James


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Re: [Flightgear-devel] Ati viewport bug

2013-01-28 Thread James Turner

On 28 Jan 2013, at 19:09, Torsten Dreyer tors...@t3r.de wrote:

 Any chance to wrap this into something like
 
 if( true == getprop(/sim/use-ati-hack) ) {
   addTheEmptyPrerenderCamera();
 } else {
   doNothing();
 }

Yes of course, that's probably wise.

James


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Re: [Flightgear-devel] Ati viewport bug

2013-01-28 Thread Curtis Olson
 On 28 Jan 2013, at 19:09, Torsten Dreyer wrote:

  Any chance to wrap this into something like
 
  if( true == getprop(/sim/use-ati-hack) ) {
addTheEmptyPrerenderCamera();
  } else {
doNothing();
  }


On Mon, Jan 28, 2013 at 4:42 PM, James Turner wrote:

 Yes of course, that's probably wise.


This does mean that the default behavior is still broke for the people we
are trying to help with this, but it at least offers a fix for anyone who's
willing to ask (or hunt through the email archives.)

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Re: [Flightgear-devel] Ati viewport bug

2013-01-28 Thread James Turner

On 28 Jan 2013, at 22:52, Curtis Olson curtol...@flightgear.org wrote:

 On Mon, Jan 28, 2013 at 4:42 PM, James Turner wrote: 
 Yes of course, that's probably wise.
 
 This does mean that the default behavior is still broke for the people we are 
 trying to help with this, but it at least offers a fix for anyone who's 
 willing to ask (or hunt through the email archives.)
 
 Curt.
 

Right - my impression is the hack is zero-impact for non-affected people, so 
making it on by default is a possibility, but I really don't have a handle on 
how widespread the bug is - the forums and IRC aren't full of people screaming 
about it, but equally it has been mentioned several times.

I'm going to add the code, bracketed by a property test, and default it to off 
on the release branch, and to 'on' in 'next', **temporarily**. If anyone 
running next sees any issues due to the code, they can report them and we will 
get some data-points about if it's truly zero-impact for 'everyone else' 
without jeopardising the stability of the release code. And flipping the 
default property value on the release branch (even for a 2.10.1) will still be 
an option.

James


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Re: [Flightgear-devel] Color-shifts for textures

2013-01-28 Thread Mathias Fröhlich
On Monday, January 28, 2013 09:27:53 Renk Thorsten wrote:
 Ah, now I understand what Mathias is after:
  That would be ok if this would be optional in the sense that it does not
  impact what is there performance wise. But since this is all runtime
  configured
  by an uebershader with a lot of uniforms this is not the case. Any
  additional
  feature done in this way *does* impact everbody in several ways. Any
  additional uniform takes time to be set up in the driver. Any code that
  is in
  the shader and that cannot be optimized away at *link* time of the
  shader may
  take registers which affects the partitioning and the amount of paralell
  executed threads in the GPU. At least a notable amount of gpu's on the
  market can get register set limited at that point.
 
 This paragraph has nothing to do with what is actually happening.
 
 1) The 'ubershader' for _models_  (model-combined-deferred.eff and
 ubershader.vert/frag) has not been introduced by myself but by Frederic
 Bouvier and Gijs de Rooy with major additions and revisions by Emilian
 Huminiuc and Vivian Meazza 2011 (says so in the shader code). That shader
 requires to insert generate tags into each model which uses normal maps.
 The shader is optional, i.e. it is not compiled if model shader quality is
 set to zero. It is configured by a lot of uniforms (really a lot more than
 I ever used for terrain).
 
 My own contribution with regard to this shader is just to change the light
 and fog functions, I did not otherwise alter its design. However, since
 there's lightmap, reflection map, normal map and dirt map, there are
 potentially 15 different combinations of dedicated shaders which are not
 configured by uniforms, it seems to me there may be a maintenance issue to
 consider and it makes sense to do it that way.
 
 I did not come up with the need to modify each model, that is a property of
 the original shader. Mathias, you picked the wrong audience.
 
 2) The terrain 'ubershader' (terrain-haze-detailed.vert/frag and
 terrain-haze-ultra.vert/frag) is my own work. These are two quality levels
 of procedural *terrain*  texturing with terrain-haze.vert/frag being the
 'bare' light scattering framework without any terrain effects, just
 modifying light and fog.
 
 This shader is very different from the model ubershader and does *not*
 require any insertion or modification of any model. All of these shaders
 are only compiled if the respective quality level is actually used and
 atmosperic light scattering is actually checked.
 
 3) terrain-haze-detailed.vert/frag still has if-clauses linked to quality
 level in - however the plan (made on this list) is to take them out as I
 recognize it doesn't help for performance. This has largely been done in
 terrain-haze-ultra.vert/frag already.
 
 It would have been 5 minutes effort for Mathias to take a look into our
 effect files to see how all this is actually implemented and to realize
 that none of the shaders being discussed here is compiled unless this is
 asked for by the user.  But it would appear his criticism is not based on
 any understanding of the situation, but just on his interpretation of bits
 and pieces of messages out of context. So, I will disregard it as
 unfounded.
 
 Mathias, please next time have a look at what you are against before you
 start writing. Thanks,

You may be right that I did not pick the exactly right person for every line 
of code.
But I also did not get the completely wrong one as you never cared for the 
state of the art even if being pointed to.

If you think that you are right just by being the last one in the mail thread 
than you are actually very wrong. That just does mean that you have probably 
the most sloppy job so that you can write more mail than others.

I am after technically superior stuff not after fighting for that.

Mathias

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Re: [Flightgear-devel] Color-shifts for textures

2013-01-28 Thread Renk Thorsten
 You may be right that I did not pick the exactly right person for every  
 line of code.
 But I also did not get the completely wrong one as you never cared for  
 the state of the art even if being pointed to.

Quoting myself:

You did no such thing, Mathias. You gave a completely incomprehensible, highly 
technical sermon here which I tried to figure out for an hour googling every 
third word or so and then gave up. You did not answer any follow-up questions, 
usually you just appear here,  throw technical comments in and then disappear 
again. If you really want any of your comments to be taken into account, you 
should perhaps consider making some effort to make yourself understood and take 
the time to explain things. It's great to be knowledgeable, but that's only 
part of it - the ability to explain what you know in easy words to others is a 
very important other part.

I promise I'll listen if you really want to try to explain and answer 
questions.

Sums it about up.

 If you think that you are right just by being the last one in the mail thread 
 than you are actually very wrong. That just does mean that you have probably 
 the most sloppy job so that you can write more mail than others.
 
I am right because the problem you refer to (i.e. users selecting a low quality 
level still being affected by performance overhead) doesn't exist in realityfor 
terrain  because we compile a new shader for every quality level. Rather than 
admitting that and going on from there or taking into account any of the other 
arguments made, you turn this into a 'but you aren't right in any case' type of 
argument and rant about my 'sloppy job'? Is this really an adult conversation?

 I am after technically superior stuff not after fighting for that.

I'm all for that, but you just being for it doesn't change anything for what I 
do - you need to transmit the information you undoubtedly have  to me in a way 
that I understand, and you need to read and understand what I say in return. 
Without communication, no transfer of information and without you understanding 
what the question is and me understanding how the technically superior solution 
works, no progress. As simple as that.

Cheers,

* Thorsten
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