Re: [Flightgear-devel] Aircraft modellers - is a grain texture useful?

2013-04-17 Thread Renk Thorsten
 I'd say no , its easy enough to do without yet another shader, since each
 new shader 'improvement has me tweaking my aircraft
 to get back the frame rates I lost.But thanks for offering.

Well, according to GLSL specifications and my experiments, texture lookups 
cannot be made conditional on a varying, but they can be conditional on a 
uniform integer. Which means that this can be implemented optionally without 
any performance overhead if the feature is not needed  (that's not how the 
model ubershaders currently  are written, they read textures regardless of the 
config flags,  so I suspect they run slower on low quality levels than they 
really have to. I have been given to understand that this is because of Mac/ATI 
driver issues, but my medium quality terrain shaders read textures conditional 
on uniform int flags, and for me this gave a performance gain - seems to run 
fine on Mac and ATI as well, so it doesn't seem to be a nVIDIA exploit).

 I would follow the same opinion as Syd. I think Gimp/Inskape/Photoshop... are 
 enough powerful to create correct texture.

Well gimp is nice, but: Using 8192x8192 textures, with a 2x2 m cockpit size to 
texture, you get 0.25 mm resolution and have a 128 MB texture file. Using a 
1024x1024 texture with a 256x256 overlay, you get pretty much the same 
resolution with 2 MB worth of textures. using a 1024x1025 overlay, you still 
have 4 MB textures only and can create 4 times the resolution. So there's that.

The fact of the matter is that very few aircraft are textured in high quality 
(even a really good aircraft like the b1900d has lots of monochromatic surfaces 
on the panel) and if we had a library of a few overlay pattern, it would not 
require a photoshop artist but just a few lines of xml to fix that for good. 
The fact of the matter is also that once I turn my head and look away from the 
panel, the texture resolution in pretty much all aircraft decreases 
dramatically.

But okay, I asked for feedback and I got it - point taken, feature not 
considered interesting from the modeller side. 

* Thorsten
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Re: [Flightgear-devel] Improved Basic Weather integration with Atmospheric Light Scattering

2013-04-17 Thread Renk Thorsten
 No ,Advanced weather forced 3d clouds on me even when i disable 3d clouds
 so i don't use it.
 Of course i could be doing something wrong , but Im not quite convinced  
 yet to get a new computer.
 Looks like I'll have to pretty soon ;)

Interesting, I thought the 3d cloud checkbox was a shader-disabling button and 
the 3d clouds would disappear for lack of a rendering technique. Anyway, yes, 
Advanced Weather doesn't support 2d clouds, so if you want them, you can't use 
it, and you're not doing anything wrong.

* Thorsten
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Re: [Flightgear-devel] Rembrandt and ALS combined or switchable

2013-04-17 Thread Renk Thorsten
 I was wondering if there is a future plan in uniting these two amazing  
 attributes of FG...

My development plan as outlined for the period between 2.10 and 3.0 
(hopefully...)
http://wiki.flightgear.org/User:Thorsten 
is still valid:

After thinking about this for a while, I have decided that I am definitely not 
going to do this on my own. Being maintainer of one major rendering scheme and 
one weather system is quite enough to keep me busy, and it's not something 
which is very close to my heart. However, if there is a decision that there is 
going to be a team effort making this work, I will join it and do my part.

 I suspect the programming challenges must be more than easy, yet I  
 assume we would all like to have these features together, without having  
 to quit and edit config files for choosing one of them at a time.

I'm not a frequent Rembrandt user, but my understanding is that you have to 
start Rembrandt with a certain set of commandline options, but don't have to 
edit config files. Can you elaborate?

 I was wondering, could a button between Rembrandt and Atmospheric Light  
 Scattering be made in-game so that one can be turned off, thus allowing  
 the other to be turned on??

Starting from the default rendering scheme, Rembrandt is a change in rendering 
architecture, whereas Atmospheric Light Scattering is merely (?) a change in 
effect and shader code. Which is to say that Atmospheric Light Scattering has 
to be largely re-written to work inside the Rembrandt architecture, and which 
is why one can switch in-sim from default to Atmospheric Light Scattering 
(because they use the same architecture) but not from default to Rembrandt. 
Maybe Fred can explain this better.

I've been given to understand that the easiest way to implement things inside 
the Rembrandt framework is to make all computations in the fragment shader - 
this is now done, ubershader-lightfield.frag contains all the main operations 
of lighting and fogging in five distinct and well-structured code blocks. I 
assume they would be more or less run when just copy/pasted into their 
counterpart locations in the Rembrandt framework. 

So the current roadblock is that someone sufficiently familiar with the 
structure of Rembrandt needs to write a skeleton framework and move these bits 
where they belong and implement the xml logic to switch things on and off. Once 
such a skeleton exists, I could take over from there and modify and adapt it to 
get all the procedural texturing and other fragment postprocessing effects in. 

What I can't do easily is design the skeleton from scratch, because I know only 
for ~ 2/3 of the lines in effect files what they're actually for (to be able to 
modify an existing file is not the same as being able to come up with one from 
scratch, especially if that is supposed to work in a different 
architecture...), and I have no prior experience in Rembrandt, and 'would be 
nice to have' is not sufficient to motivate me to spend a lot of time learning 
all of this. The offer stands - if anyone does the skeleton using what's in 
ubershader-lightfield.frag and gets a minimal system running in Rembrandt, I'll 
do the rest.


* Thorsten

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Re: [Flightgear-devel] Rembrandt and ALS combined or switchable

2013-04-17 Thread Kleo G .
Hej Thorsten! :)

 From: thorsten.i.r...@jyu.fi
 To: flightgear-devel@lists.sourceforge.net
 Date: Wed, 17 Apr 2013 07:22:42 +
 Subject: Re: [Flightgear-devel] Rembrandt and ALS combined or switchable
 
  I was wondering if there is a future plan in uniting these two amazing  
  attributes of FG...
 
 My development plan as outlined for the period between 2.10 and 3.0 
 (hopefully...)
 http://wiki.flightgear.org/User:Thorsten 
 is still valid:
 
 After thinking about this for a while, I have decided that I am definitely 
 not going to do this on my own. Being maintainer of one major rendering 
 scheme and one weather system is quite enough to keep me busy, and it's not 
 something which is very close to my heart. However, if there is a decision 
 that there is going to be a team effort making this work, I will join it and 
 do my part.
 
  I suspect the programming challenges must be more than easy, yet I  
  assume we would all like to have these features together, without having  
  to quit and edit config files for choosing one of them at a time.
 
 I'm not a frequent Rembrandt user, but my understanding is that you have to 
 start Rembrandt with a certain set of  commandline options, but don't have 
 to edit config files. Can you elaborate?

Oops, I use FG with .fgfsrc, so I have the Rembrandt command on a line which I 
comment/uncomment. Sorries for not clarifying this.


  I was wondering, could a button between Rembrandt and Atmospheric Light  
  Scattering be made in-game so that one can be turned off, thus allowing  
  the other to be turned on??
 
 Starting from the default rendering scheme, Rembrandt is a change in 
 rendering architecture, whereas Atmospheric Light Scattering is merely (?) a 
 change in effect and shader code. Which is to say that Atmospheric Light 
 Scattering has to be largely re-written to work inside the Rembrandt 
 architecture, and which is why one can switch in-sim from default to 
 Atmospheric Light Scattering (because they use the same architecture) but not 
 from default to Rembrandt. Maybe Fred can explain this better.
 
 I've been given to understand that the easiest way to implement things inside 
 the Rembrandt framework is to make all computations in the fragment shader - 
 this is now done, ubershader-lightfield.frag contains all the main operations 
 of lighting and fogging in five distinct and well-structured code blocks. I 
 assume they would be more or less run when just copy/pasted into their 
 counterpart locations in the Rembrandt framework. 
 

Is this why Rembrandt overrides any Antialias options I try to set?
 So the current roadblock is that someone sufficiently familiar with the 
 structure of Rembrandt needs to write a skeleton framework and move these 
 bits where they belong and implement the xml logic to switch things on and 
 off. Once such a skeleton exists, I could take over from there and modify and 
 adapt it to get all the procedural texturing and other fragment 
 postprocessing effects in. 
 
 What I can't do easily is design the skeleton from scratch, because I know 
 only for ~ 2/3 of the lines in effect files what they're actually for (to be 
 able to modify an existing file is not the same as being able to come up with 
 one from scratch, especially if that is supposed to work in a different 
 architecture...), and I have no prior experience in Rembrandt, and 'would be 
 nice to have' is not sufficient to motivate me to spend a lot of time 
 learning all of this. The offer stands - if anyone does the skeleton using 
 what's in ubershader-lightfield.frag and gets a minimal system running in 
 Rembrandt, I'll do the rest.
 

This sounds like heavy-duty programming and it won't be easy, of course. But, 
again, the fruition of this merging will be immensely beneficial, as we all can 
imagine, I guess! 
  * Thorsten
 
Thanks and cheers!/KlearchosSE-MUA

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[Flightgear-devel] Flight Gear for Simulation Visualization

2013-04-17 Thread Christopher Fourie
Hi Everyone,

My name is Chris Fourie - I'm a master's student in control engineering. My 
work is in control systems for the autonomous flight of aircraft (primarily 
helicopters).

We do most of our simulations in MATLAB and a few other things, and I'm looking 
for a good way to visualize the data that I generate in simulation. I'm hoping 
to use flight gear - I have the source code but I'm struggling to work out how 
everything fits together without detailed documentation.

I'm looking to modify flightgear so that I'm able to set up a simulation 
environment (using UDP for online simulation) as well as use it for offline 
simulation (watching trajectories and motion using offline data that I've 
generated). I need to set up environments with static landing points as well as 
with moving platforms (eg. aircraft carriers) to ensure that the systems we 
design work.

I'm a bit at a loss as to where to start - I don't have that much experience in 
graphics programming (not that I'm unwilling to learn though, its really 
interesting) and I can't seem to find detailed information on how everything in 
the code fits together.

Is there any one that may have the time to help me or point me in the right 
direction?

Many thanks,

Chris Fourie
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[Flightgear-devel] map and flight projection...

2013-04-17 Thread Geoff McLane
Hi, 

Seems in the latest 2.11 git, the 'map' has 
lost the forward projected yellow dotted line 
from the aircraft...

Was this intentional? I thought the projection 
was a very good way to line up on an ILS, head 
to a VOR, etc, etc...

Or is it a 'bug'? 

Or can I re-enable it somehow?

Regards,
Geoff.



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Re: [Flightgear-devel] Aircraft modellers - is a grain texture useful?

2013-04-17 Thread Faber
Am Tue, 16 Apr 2013 06:34:26 +
schrieb Renk Thorsten thorsten.i.r...@jyu.fi:

 
 I have a question to aircraft/cockpit modellers: Would a shader
 effect with the equivalent of a grain texture be useful to you?
 
 For the terrain, the grain texture is a semi-transparent overlay
 pattern of grainy dots - which is superimposed on the normal texture
 at 25 times the nominal resolution (so while a usual pixel on the
 terrain might be 4x4 m sized, a pixel of the grain pattern is 16cm x
 16 cm. This gives the appearance of a texture resolution which is
 much higher than it actually is:
 
 http://www.flightgear.org/forums/viewtopic.php?f=47t=18628#p173410
 
 In cockpits, I often see many monochromatic surfaces. When I look at
 the panel of my card, the plastic is monochromatic but has a fake
 leather pattern imprinted. The roof of my car has a cloth structure.
 My computer has some rhombus pattern imprinted. Metal surfaces often
 have some brush stroke structure. All these things are literally
 screaming for an overlay texture, as they are artificial repeating
 patterns and there is in fact no tiling problem as in terrain shading
 - they can just be superimposed, creating sub-millimeter-sized
 resolution on cockpit details at the expense of a single texture
 lookup.
 
 Now, I would offer to code a slot for a grain texture into the
 high-quality model shader of Atmospheric Light Scattering, but since
 I am not a 3d modeller and I suspect there are some issues with the
 uv-mapping which are a bit different from the way terrain works, I
 would need someone from the model side who is interested in exploring
 this idea.
 
 Let me know if anyone is interested.

I like the idea. It is always a problem to get the Cockpit
looking right. Using a high res texture gives a lot of details, but
requires a lot of work and resources. Seamless textures save a lot of
texture memory and improves the look of the wide areas a lot, but
denies any use of e.g Ambient Occlusion. AO gives a somehow grainy
appearence which looks ok, but with large interiours (e.g Transports,
Bombers) it requires huge texture sizes to look good. 

I guess using a Shader for interiour will improve the overall look (I
already use the model shader for interiour and it definitly improves
the look and feel).

Since I'm currently working on improving the Sabre Cockpit I would be
ready to try some things out.


Greetings
 
 * Thorsten
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[Flightgear-devel] multiplay refuel test

2013-04-17 Thread Geoff McLane
NOTAM:

To flyers who fly 'probe' enabled aircraft in Europe... or
even if NOT...

I will be flying the 'victor' refueling tanker for the next
few days from KFPY, south 180 track, then turn around at the
southern mountains, north on 360, at 12,000 feet – FL120
STD QNA – and am interested in 'hot' flyers who want to try
air-to-air REFUELING (AAR) in suitably equiped aircraft,
well ANY aircraft...

The tanker will maintain, under autopilot, 220 knots (KTAS),
at the said 12,000 feet, either 180 or 360, under the callsign
GA006.

The flights will commence about noon, or before, UTC, and
close about 20:00 UTC.

The track can be followed using http://test.fgx.ch, or other mp
map URLS. Click on 'GA006' to localize...

Reason:

(a) I have tried with several aircraft over the last few days, and
learned that this is QUITE difficult, but I hope NOT impossible!

(b) The present suggested pps (Hz) is 10 when you set up –multiplay=,
but FG 2.11 has fill-in extrapolation code when fgfs packets
do not arrive in time, so maybe this is too high. This is the basic
question...

So the idea is to reduce this IFF this fill-in code helps, ie does its
job...

The theoretic idea is that with this code we can reduce the
bandwidth used by 10 Hz to perhaps 2-4 Hz, but this needs
to be FULLY tested, and confirmed...

Now I have tried this over several day, in several aircraft –
A-10, f-14b, a4 and failed, FAILED to touch the trailing
drogues... it is TOUGH... autopilots help you get to the 'zone'
but it needs manual flying to get to the RIGHT PLACE...

If you are using a joystick maybe you need to even adjust
the dead spot and the 'sensitivity' of the inputs... lots of
learning, understanding and doing fgdata xml changes...

And I have had a few pilots joining in ad hoc, but so far
no one has actually contacted with the trailing outer wing
drogues... The 'victor' can refuel 2 aircraft at a time... and I
would LOVE to see/capture that...

One, french I think, got so frustrated at his attempts, began firing
missiles at the tanker. Thankfully, he MISSED, but was CLOSE ;=))

Also if you alert me to your attempt to refuel from my tanker, via
mp chat, email, fgcom, … AND I am on board at the time -:

(a) I will offer a VIRTUAL bottle of good Bordeau rouge to the first
pilot who maintains drogue contact for say a minute, or more ;=))

(b) I will take some screen shots and post them.

Be warned, during a screen shots (F3), fgfs stops sending mp
packets for up to a second or so, and in the close fgfs the fill-in
(extrapolation) code is activated, with some interesting, and
sometimes quite alarming effects...

Also I have heard others mention that the live metar update can
also cause mp packet delays. The tanker will be flying under the
'Fair weather' scenario to avoid this. Maybe you should choose this
as well...

I really seek help from other pilots to analyse this multiplayer
bandwidth situation. We have chosen 10 Hz, but WHY?
Can less than 10 Hz be used with no adverse effect? That is
the BIG question...

Simply, what really is the optimum packets-per-second (pps) rate?
Maybe it changes depending on circumstances...

We know the lower the Hz the lower the bandwidth used by
FGMS servers... but can the extrapolation code fill-in for
the missing packets?

Is 10 Hz good? Should it be higher, or lower depending on
circumstance.. Lots to learn...

Of course I am sure there are OTHER ideas...

Hope you can help, and have some FUN at the same time;=)).

Look forward to seeing you on my rear view... and I will
take some pics...

Regards,
Geoff.

CC: to users list...
BCC: to others...

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[Flightgear-devel] Linux nightly builds

2013-04-17 Thread Saikrishna Arcot

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hi,

I'm working in a local version of Jenkins to set up a nightly build for
Linux Ubuntu and allow them to be uploaded to a PPA, so that
non-developers can test the nightly builds. Since Launchpad doesn't
allow pre-built debs, I'm planning on doing a test build to make sure it
compiles in the first place and then uploading the source code to
Launchpad for it to compile. Eventually, I'm hoping that the official
releases can be prepared and uploaded to Launchpad from Jenkins itself.

- -- 
Saikrishna Arcot
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Re: [Flightgear-devel] Flight Gear for Simulation Visualization

2013-04-17 Thread Ron Jensen
Hi Chris,

Flightgear will already visualize external data, I've done it, just not that 
often or recently and I can't remember the steps. Have a look at 
Docs/readme.IO and Docs/readme.protocol and look at the prewritten protocol 
files in Protocol/

Ron

On Wednesday 17 April 2013 02:31:21 Christopher Fourie wrote:
 Hi Everyone,

 My name is Chris Fourie - I'm a master's student in control engineering. My
 work is in control systems for the autonomous flight of aircraft (primarily
 helicopters).

 We do most of our simulations in MATLAB and a few other things, and I'm
 looking for a good way to visualize the data that I generate in simulation.
 I'm hoping to use flight gear - I have the source code but I'm struggling
 to work out how everything fits together without detailed documentation.

 I'm looking to modify flightgear so that I'm able to set up a simulation
 environment (using UDP for online simulation) as well as use it for offline
 simulation (watching trajectories and motion using offline data that I've
 generated). I need to set up environments with static landing points as
 well as with moving platforms (eg. aircraft carriers) to ensure that the
 systems we design work.

 I'm a bit at a loss as to where to start - I don't have that much
 experience in graphics programming (not that I'm unwilling to learn though,
 its really interesting) and I can't seem to find detailed information on
 how everything in the code fits together.

 Is there any one that may have the time to help me or point me in the right
 direction?

 Many thanks,

 Chris Fourie
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