[Flightgear-devel] Issue list

2013-10-13 Thread Renk Thorsten

Following a 'tradition', I'd like to remind of a few issues which I think 
should perhaps be sorted out before 3.0, partially have been discussed 
previously and involve me asking for some help on the C++ side.

1) rain layers still do not drift with the wind and will be eventually 
displaced from their cap clouds. I've discussed this previously with James who 
suggested that a generic way of spawning AI objects (which can get a velocity) 
from Nasal rather than the current way of spawning non-AI models from Nasal 
which can not drift would perhaps be a solution. I don't know what the status 
of this is.

2) runway and other lights do not appear in the effect framework, hence they 
get fogged inconsistently with what Atmospheric Light Scattering is doing. I 
think a cheap fix would be to fade them to transparent rather than to fog 
color, otherwise they'd need to appear in the effect framework and then I could 
write a consistent shader to treat them. I don't know what is preferable. The 
same issue persists with particles, although that isn't as severe in terms of 
showing realistic low visibility for IFR (it's a bit of a spoiler then the 
runway lights are always visible...).

3) the sun is currently pretty much always drawn, in particular also if it is 
below the horizon - which means that it shows inside the 'terrain' when the far 
away terrain is just painted onto the skydome. The sun also shows 'through' a 
cloud layer if the cloud layer is invisible because it is fogged. I think a 
property control whether the sun (moon) should be rendered would solve this.

4) exposing the moon phase somewhere as a property would be nice, then the 
moonlight night lighting could be made automatically - currently it's property 
controlled and one needs to edit the property by hand to see it

5) following a forum discussion about lightmaps for city and suburban terrain, 
my idea would be to use the urban effect for this (which has that functionality 
already) and run a version of the urban shader without the relief effect if 
random buildings are on. That appears to be working fine:
http://www.flightgear.org/forums/viewtopic.php?f=47t=21059
FredB - is this a modification to the urban effect you can agree with?

6) there's still a 'crack' in the sky visible when the skydome shader is used. 
Based on the color of the crack which just shows the color of the default 
sunlight underneath (which the skydome shader can't possibly know), I believe 
this is really a fault line in the geometry and that it can't be fixed within 
the shader code.

It'd be nice to be able to get rid of some of these eventually - please let me 
know if anyone is working on any of these and I can start picking up things 
from the other end.

Cheers,

* Thorsten
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Re: [Flightgear-devel] Mipmapping of liveries

2013-09-26 Thread Renk Thorsten
 Recently I was told that some planes have liveries of so high resolution  
 that you have to install low resolution versions to have a decent fps  
 during multiplay. But doesn't FG use mipmaps for liveries? If not then  
 are there plans to do so? Or should the livery be prepared in a certain  
 way to trigger mipmap generation?

 Perhaps mipmaps should also be applied to interiors as sometimes you can  
 see the insides through the window.

Mipmaps for textures are pretty generic for the rendering process. If you would 
not mipmap  textures, they'd create flickering Moire patterns whenever the 
texture resolution is higher than the screen resolution as (leaving 
antialiasing aside) the pixel color is determined from a single texture lookup, 
and the point for that lookup is ill defined when many texture pixels are 
mapped to a single screen pixel, i.e. the pixel color would flicker frame by 
frame (that is a problem for procedural texturing).

Whenever a texture is loaded into the GPU memory, it is mipmapped if it isn't 
already.  One advantage of dds is that it can contain pre-generated mipmaps - 
in this case the mipmaps can just be loaded with the base texture, otherwise 
the mipmap generation is part of the texture loading process.

If uncompressed dds is used, the final result is the same - a mipmap tower 
resides in GPU memory, but the time to load the texture is shorter for dds at 
the expense of having  a larger file. So non-dds textures may generate a short 
to long (dependent on system) frame delay, whereas dds works a bit smoother. 
dds can also be compressed, in which case it saves GPU memory, but since that 
requires proprietary graphics drivers to work, it is not considered an option 
for FG.

The main difference between hires and lowers textures is not lookup speed 
(that's taken care of by mipmapping) but memory - if the GPU memory is full, 
system memory needs to be used (which is slower), if that overruns, virtual 
memory must be used (which is even slower) - I have managed at some point to 
fill the whole 11 GB of my combined GPU and system memory, and the performance 
degradation was quite substantial.

 Quite recently there was a discussion about 2048x2048 textures for  
 scenery, and I'm sure they are mipmapped, otherwise it won't fly. A  
 typical plane fits all of its exterior into at most a dozen hi-res  
 textures, so the added cost of mipmapping those is negligible I think.

Scenery textures are typically mapped to 2000x2000 m areas, so you get about 
4x4 m per pixel with a standard 512x512 terrain texture, assuming a 60 deg FOV, 
you get a good graphical impression only for view distances of 2500 m and more. 
That's okay for airliner cruise altitude, but really lousy for low leve flight.

Going to 2028x2048 improves the optimum view distance down to ~800 m, which 
starts to make it okay for private aviation in single-engine planes, but still 
lousy  for low level flight.

So for scenery, there's not only a need for high resolution, but it's also 
something that you tend to see quite often (almost all the time) at less than 
optimal resolution. And the whole scenery doesn't need more than two dozens of 
such textures at any given time - according to your calculation, that's just 
the performance footprint of two MP planes.

In contrast, planes typically map to areas of 10x10m, so using a 2048x2048 
texture gives you a 5 mm resolution. Assuming a FOV of 60 deg, you need to be 
closer to 4 m to the MP plane to actually get to see the hires texture. I think 
it's fair to say that you'll almost never reach that distance, so you're 
spending lots of memory on things which you'll never get to see in flight. 
Assuming you see MP planes from at best 40 m distance, a 256x256 sheet is quite 
enough. For the same reason, it makes a lot of sense *not* to render the plane 
interior of MP planes.

So, not only would hires MP liveries be insanely expensive as compared to 
scenery if you just have a few planes in the scene, they would also be utterly 
useless because you can never get close enough. 

Hope that answers the question conclusively.

* Thorsten
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Re: [Flightgear-devel] Mipmapping of liveries

2013-09-26 Thread Renk Thorsten
  But several people reported that hi-res aircrafts break fps in MP, and  
 downscaling liveries solves the problem (and this follows from Stuart's  
 email). But if mipmap _is_ applied to liveries, then why we have to have  
 lo-res liveries separately? Won't one of mipmap levels do the same? Note  
 that people complain about fps drop, not some load delay or space issues.

Full GPU memory leads to performance deterioration. If you load a hires 
texture, mipmapping doesn't automatically remove the hires maps from memory and 
keeps only the resolution level you actually need, it stores everything. Even 
if you effectively use a 128x128 mipmap, for memory and ultimately performance, 
it makes a difference whether this comes from a 128x128 sheet or a 4096x4096 
sheet mapped down.

 Also the question to GPU gurus: I think most aircrafts that have hi-res
 liveries do so because of several small signs here and there.  So does it
 makes sense to have a lo-res opaque texture that paints aircraft's body,
 and then a hi-res transparent one that places signs on top of the first?
 This way hi-res texture will be mostly empty - will it substantially
 improve GPU cycles and memory usage?

I don't think so - that'd potentially only help if you would store compressed 
textures (see the dds issue), but we don't, and so it would just make memory 
usage worse. In addition, transparent bits are always more difficult to render.

There's some clever things you can do with shader effects which save memory 
(and sometimes even end up being fast) - but that gets difficult to implement 
for aircraft creators.

* Thorsten
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Re: [Flightgear-devel] Upcoming Random Buildings changes

2013-09-19 Thread Renk Thorsten


 So, in V3.0 I plan to change this. Instead of using a scatter-gun
 approach to placement and a mask, random building location will be
 read directly from the mask, defined by a single pixel.  The color
 (actually blue value from 0-255) will define the size of building
 (small medium, large), and the red channel the rotation.

 So instead of a material designer blocking out a large area for random
 buildings to be placed within, they will define the specific location
 for each random building.

Which would in fact not make them random buildings at all :-)

May I propose to think about something more ambitious? One thing which bugs me 
is that we have now well-working de-tiling strategies for terrain, but not 
really for city textures and agriculture. Forest is effectively de-tiled by 
placing sufficiently many random trees on top - but we still get huge tiling 
artefacts for large city areas or fields.

Deterministic 'random' building on top of that will make the tiling problem 
worse, because you get repeating patterns now in both texture and objects on 
top, which wasn't the case with the scattergun.

I think one could at least partially solve this by subdividing the terrain into 
individual coordinate cells and give each city texture inside the cell a random 
orientation of the texture. The template would be the sparse dot noise function 
introduced in terrain-haze-ultra.frag , but instead of creating the dot 
position and radius randomly, the routine would just create a rotation angle 
randomly. I believe this would improve city and agriculture, but for this to 
really work, the 'random' buildings and trees would have to be shifted by the 
same function - probaby at placement time.

Would it be technically hard to design the system in such a way that this could 
be introduced? I don't have a function ready yet, but it's something I wanted 
to give a try at some point with running a distinct shader for 'random' and 
'civilized' terrain which needs different types of overlay.

* Thorsten
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Re: [Flightgear-devel] Textures separation, cleanup

2013-09-18 Thread Renk Thorsten
   - a baseline texture set that is of adequate, but not high quality  
 (e.g. max 1024x1024 size for landcover, or something else agreed to be  
 good enough) to be included by default in the installers
   (this would also be friendly to people on older hardware with limited  
 VRAM)
   - high res (and even, ultra-high res) sets, plus a DDS set for those  
 who want it, which can be downloaded + updated later via terra-sync.
   (of course we can have discussions about if the default set should be  
 really low quality or quite high - but the point is to have levels we  
 can switch between centrally )

I think this is somewhat tied to the question of how the 3.0 default should 
look like. If the idea is (as has been suggested before) that ALS becomes the 
default rendering framework, then there are really no hires or ultra hires 
textures needed since the higher quality level build details procedurally down 
to cm-scale anyway, so we could have a limit of 1024x1024 textures in the 
package without any loss of visual quality. 

On the other hand, if ALS is not supposed to be default, I wouldn't save 
harddisk space by reducing the visual quality - we want to make a good first 
impression for the user. So I would get rid of redundant lowres textures which 
have a hires equivalent then.

I suppose dds can be factored out in any case, as there seems to be a strong 
sentiment that dds cannot be default as it doesn't run on Linux systems with 
non-proprietary drivers. 

In general, I would definitely like to keep as many textures as possible in the 
devel version - when designing regional textures, I find that I really need 
material to work with, and many textures can be applied to a different purpose 
after a color transformation. Also, it's going to be rather difficult to 
package regional textures region by region as many of them are shared across 
different regions. 

Hm, I guess in the end I work too much with terrain textures to be really 
comfortable with a major change in the way we distribute them - I can see the 
redundant lowres bits go, and I can see that the dds set is easily separable, 
but I don't really see a grand design beyond. May be just my personal bias.

* Thorsten
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Re: [Flightgear-devel] Howto download aircraft - impressions on a new PC

2013-09-10 Thread Renk Thorsten
 Did a fresh install and needed all day to get ~7GB of aircrafts only to  
 find that my most loved the IAR 80 has gone.-

 Who was ridden by hell to remove the best airplane?

The author himself. But you've downloaded 7 GB of GIT repository, not 7 GB of 
aircraft, and the GIT repository contains all the commit history, so you can 
restore the IAR 80 from there if you like.

* Thorsten
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Re: [Flightgear-devel] Performance and 3d cloud switch

2013-09-10 Thread Renk Thorsten
 ..another test case suggestion: if you have a radeon card, pop that
 in and see how it looks with that, if you don't have a radeon card,
 try swap out nvidea for nouveau in your /etc/X11/xorg.conf and
 install your distro's nouveau and libdrm-nouveau2 etc drivers
 alongside your nvidea drivers and chk framerates etc there:
 arnt@celsius:~$ dpkg -l |grep nouveau |fmt -tu
 ii libdrm-nouveau2:amd64 2.4.46-2 amd64 Userspace interface to
nouveau-specific kernel DRM services -- runtime
 ii xserver-xorg-video-nouveau 1:1.0.9-2 amd64 X.Org X server -- Nouveau
display driver


Point being? It's well known that the noveau driver doesn't reach the 
performance of the proprietary driver (and I have a laptop - pretty hard to 
change the cards...). In any case, that doesn't have anything to do with the 
observation made by the forum user.

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[Flightgear-devel] Performance and 3d cloud switch

2013-09-09 Thread Renk Thorsten

A report of performance dramatically improving for advanced weather when 3d 
clouds are switched off in the rendering menu (you still get to see 3d clouds) 

http://www.flightgear.org/forums/viewtopic.php?f=69t=16630start=30#p189983

I've played around with this, and I can't reproduce any significant framerate 
difference. It is true that the cloud effect file doesn't condition on the 3d 
cloud switch at all, so Advanced Weather generates 3d clouds no matter what you 
select here (it can't do 2d clouds at all) - which may be a little confusing, 
but I have no good idea how to handle this gracefully. Maybe the switch should 
go away from rendering to the Basic Weather GUI? But that's a side issue.

I have no idea where any performance increase might be coming from though - as 
far as I know, the shaders are completely unaware of this. Can anyone reproduce 
the finding? Stuart, any idea where this could come from?

* Thorsten
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[Flightgear-devel] With best regards...

2013-08-20 Thread Renk Thorsten
... to Vivian, the converted wake shader appears to be working

http://users.jyu.fi/~trenk/pics/als_new_8_13_02.jpg

(not sure when I will be able to commit it, but at least the work is done).

* Thorsten
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Re: [Flightgear-devel] 2.12 is branched

2013-08-14 Thread Renk Thorsten
 I propose pushing out the release by a month. I've got a bit more time  
 available
 for FG right now, but not as much as I did 12 months ago, and it sounds  
 like
 James and Thorsten R are similarly time limited.  I think it will take
 longer than usual to address any issues found in the RCs.

 If we are going to slip the release, we should only do so once :)

Agreed - in case there are any problems in my department, I won't be able to 
react till Sep. 7th - I've two trips scheduled between now and then.

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Re: [Flightgear-devel] 2.12 is branched

2013-08-13 Thread Renk Thorsten
On the risk of making myself really unpopular, but would now be a good time to 
defer the release? It seems James is caught in the middle of moving, Stuart 
indicated some other private things piling up, I have the maddest travelling 
schedule I've ever had in my life this fall, and I haven't seen a number of 
other folks around for a while, we don't have release candidates out which will 
have impacts on bugfixes, assuming there'd be anyone around capable of doing 
bugfixes,...

It seems we've hit a fluctuation where pretty much everyone is occupied with 
something else at the moment (?) - if that's the case, should we still go ahead?

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Re: [Flightgear-devel] Changelog 2.12

2013-07-15 Thread Renk Thorsten
 On a related note there's also the question of the mouse modes to
 consider.  I no-longer use the old-style mouse modes, instead using
 the right-click-to-pan-view mode instead.  Should that be available
 through the GUI (in which case I've got to re-write various parts of
 The Manua)

I'm a mouse only pilot, and I'm still using the old mode for two reasons: 
First, the new mode requires tab to change mode, which you need to do 
frequently without a joystick, and that key is mapped on some planes (the ufo 
or the Lightning come to my mind) to other functions which leads to trouble. 

Second (and that's less relevant) - old mode is quite a deep habit, and if I 
just fall back to what I was used to while in a helicopter, I end up being so 
dead and crashed.

I think in general the new style is superior, especially if you're a joystick 
user - so I would tend to make the new behaviour default, I think mouse-only 
control is a minority position and doesn't need to be default as long as we 
keep the old style optionally.

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Re: [Flightgear-devel] Tupolev 154 goes GPL

2013-07-08 Thread Renk Thorsten
 This is terrific news. Big thanks for the hard work, and especially for going 
for GPL in the end! This will easily be one of the showcase planes of FG.

* Thorsten
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Re: [Flightgear-devel] Grass airfield texture distortion in ALS

2013-07-01 Thread Renk Thorsten
 1. I noticed some distortion in the texture placement in grass airfields  
 when using the ALS.

 Here are some snapshots:
 --basic shader: http://imageshack.us/f/15/p917.png/
 --ALS: http://imageshack.us/f/196/9lcl.png/
 --Rembrandt: http://imageshack.us/f/839/4ll1.png/

 The shots are from ESSZ, although I see it in other grass airfields as  
 well.
 Version: latest GIT simgear/FG/fgdata (2013-06-30, 20:30UTC).
 The distortion was there before I upgraded to today's Git...

Difficult to see if the others are distorted or not, seems to be just to be a 
homogeneous color where no distortion could be seen. This is probably related 
to what I'm seeing with the runway shader effect.

I haven't touched either shader code for at least 6 months, so... something has 
somehow happened to the process creating the runway uv-mapping (normals? 
tangents?) which screws up the shaders specifically on runways. Now, since not 
everyone sees it, I first suspected some hardware specific quirk, but James is 
running pretty much the same hardware and apparently doesn't get any problems. 
Thus, the next culprit which I can think of is that I compile under Linux 
against OSG 3.0.1 rather than latest, and it appears that OSG specifics can 
also throw the other shaders off track as reported during the last days.

So my current suspicion is that we're dealing with some OSG change here where 
dependence on OSG devel versions has somehow crept into the FG/SG code and 
leads to problems with runways when compiling against OSG last stable. Beats me 
why this is runway specific, but I would observe if it goes away once the OSG 
issues are tackled.



 2. I also noticed in ALS, that the Mie Factor slider is locked in 0.005,  
 and the other two slider do just nothing when changing their values  
 except from momentary flashes in the sky. This was not happening before  
 today's update...

Should they be doing anything? Rayleigh, Mie and density factors should now be 
controlled by Basic Weather as well as Advanced Weather after Stuart's work on 
making Basic Weather run ALS better - so as far as I know the sliders should in 
fact be obsolete. Maybe Stuart can comment?

Definitely they should be non-functional (or even absent)  when Advanced 
Weather is running.

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Re: [Flightgear-devel] FG 2.12 RC Broken ?

2013-06-30 Thread Renk Thorsten
 I am seeing the same(NVidia GT450, Windows 7) . All runways are black.

 If I set shader options – generic to minimum the runway is restored.

 It happened within the last few days.

I've had a different sort of problem with the runway shaders since a few weeks 
on my up-to-date Linux version which were showing a checkerboard pattern. This 
hasn't shown on my 5 weeks old Windows version. I've also seen that the higher 
level runway shader is affected, whereas the minimum shader works correctly.

I wonder if this is related. I assume Ahmad is seeing this under Rembrandt. I 
am seeing this under ALS (which is a rather different shader code which isn't 
even doing the same things). Alan - which rendering framework are you using? It 
bugged me that the problem crept in without me doing anything on the shader 
code, so I suspect it's not a shader problem, but something that creates 
problems for the shaders.

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Re: [Flightgear-devel] reminder: entering feature freeze now

2013-06-26 Thread Renk Thorsten
 Having thought about this a bit more I'm going to propose we do 2.12.0  
 now and
 pre-announce 3.0 as the Feb 2014 release to give us just a little  
 more time
 to prepare and make the 3.0 as polished as possible.  After all, it'll
 be the third
 major release in 15 years :) .

Okay, works for me as well.

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Re: [Flightgear-devel] Grain texture for models - a demo

2013-06-26 Thread Renk Thorsten
 That would be appreciated. Emilian already reminded me of the normalmap
 feature, so it'd be interesting to compare the two and see which one I  
 prefer.

I don't know if Emilian gave you the notion that these would be competing 
options or not, but the notion isn't correct. You're not technically restricted 
to having either a normalmap or a grain texture, the shader allows you to have 
both, and they also do very different things, so it makes even sense to have 
both.

Think of color variations in smoothly polished wood - these have no distortion 
of the normal, so you wouldn't do them with a normalmap, but a grain overlay  
works just fine. You might want to use a grain texture for details which are 
too small to be explicitly simulated by a normalmap as just color variations 
(because that's computationally and momory-wise much cheaper to do), but 
basically if you have surface structure on the size scale of your standard 
texture, you'd not normally use a grain texture to model  them.

Cheers,

* Thorsten
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[Flightgear-devel] Grain texture for models - a demo

2013-06-25 Thread Renk Thorsten

Since the idea hasn't really caught with modelers yet, I've tried to get a more 
practical demo of the virtue of a grain texture and tried to put a grain effect 
on the Vinson flightdeck (I've always felt that the homogeneous grey color 
doesn't justice to the details of the model otherwise).

Here's a comparison

http://users.jyu.fi/~trenk/pics/vinson_with_grain.jpg

http://users.jyu.fi/~trenk/pics/vinson_without_grain.jpg

In my personal view, this makes a hell of a difference. I'm not getting any 
visible framerate difference, and the GPU memory has to hold just a single 
512x512 texture more. If you want to do the same detail level using 
conventional texturing, you need a texture resolution of 25600x6400 (I'm 
guessing no GPU can even process this).

There's (unfortunately) a catch - the screenshots are taken on the landing 
strip where the uv-mapping is very homogeneous, but to my surprise I discovered 
that the rest of the flightdeck has a rather inhomogeneous uv-mapping, i.e. to 
make the Vinson really make use of the grain effect, the uv-mapping of the 
Flightdeck would have to be redone.

Vinson crew - anyone interested? I'm happy to send the effect definition and 
the grain texture. 

We can use this whenever a model has a large crufely textured surface and just 
should get some hint of metal surface (or any other structure - we can do 
concrete or wood just as well) - it's tremendous texture resolution for cheap. 
But I'm a coder, not a modeler, for me things like changing the uv-mapping take 
unreasonably long, so I would really hope to get folks from modeling interested.

* Thorsten
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Re: [Flightgear-devel] Grain texture for models - a demo

2013-06-25 Thread Renk Thorsten
 I looked at this possibility already. The carrier deck is made up of a
 number of odd-shaped areas, for historical reasons. I don't think that a
 complete rebuild of the flight deck is worth it for this very nice  
 eye-candy
 (just too much work). Alexis might think differently.

Do you really think it has to be rebuilt? My impression was that you just need 
to map the odd-shaped area to a grey base texture without distortion (now it's 
mapped to a distorted grey patch) using the same magnification as for the main 
strip. All the shader effect wants is the same ratio of physical size to 
texture coordinates all over the deck, it doesn't care about odd shapes 
otherwise.

* Thorsten
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Re: [Flightgear-devel] Grain texture for models - a demo

2013-06-25 Thread Renk Thorsten
 Interesting! Any way we can see this example live? I'd love to  
 experiment with it in the 744's cockpit, but that'll have to wait till  
 after next weeks exams...

I'll be happy to let you have the files - but the Vinson can't go to GIT 
because it doesn't really work due to the uv-mapping, and even if I get it to 
the point where it does (I'd have to see if I can get the ac3d license 
transferred to my new computer, just copying the directory isn't enough...) 
it's not my model and I have no business modifying it.

If it's just about studying from a working example, I can also give you the 
extra lines for the Citation Bravo with hires stains, that's perhaps more 
instructive as it combines grain with other effects. Just let me know what you 
need.

* Thorsten

 
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Re: [Flightgear-devel] reminder: entering feature freeze now

2013-06-25 Thread Renk Thorsten

Hi Stuart,

 Ah yes.  I remember you mentioning this before, me saying I'd add it
 to my TODO list, and then failing to do so.  Sorry.  I've now added it
 to my wiki TODO list so I don't forget again.  Are you thinking about
 the sprinkling of lights that we put over the terrain, the VASI/PAPI
 lights, or the approach lights.  Or all three?  :)

I think none of the lights are ever processed by any shader code, so they would 
all get some default non-shader fogging and never fog correctly. It might be as 
trivial as just running them through model-default.eff, but I can also write a 
dedicated shader for lights as they won't need any ambient of diffuse light 
computations. It might also be much cheaper to simply fade them to transparent 
and use the fog color from whatever is behind rather than to comnpute the 
actual fog color (which is moderately expensive). This strategy seems to be 
working well for heavily fogged clouds.

Certainly all the runway lighting sticks out worst, because it make the runway 
outline visible through very dense fogging, which sort of defeats the point of 
dense fog obscuring the runway. I could probably live with VASI being seen from 
a larger distance, I guess they're pretty powerful lights, and fog fading of a 
light source must be a function of the light intensity (and direction - and 
aerosol size... and...) in reality.

 I don't think it's a major hold-up, but it would be nice to get it  
 resolved.

I'll be travelling next week - hotel rooms have often been the location for 
major code development, so I'll try to get the wake shader done then. If we 
agree that this doesn't constitute a novel feature and can be added despite the 
feature freeze.

* Thorsten
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Re: [Flightgear-devel] reminder: entering feature freeze now

2013-06-24 Thread Renk Thorsten

Referring to the version number discussion, I've been given to understand here

http://www.flightgear.org/forums/viewtopic.php?f=19t=20137#p185619

that there have been already core developers referring to the next release as 
2.12 a while ago who would now be obviously pretty annoyed about it [i.e. me 
arguing for 3.0].

It hasn't been my intention to annoy anyone by opening an already closed 
discussion, neither do I have a particularly strong opinion on the point, just 
an opinion. 

I do not know if the statements quoted above are correct, if there is really a 
generally accepted set of goals for 3.0 or not, or whether people feel annoyed 
or not. I took TorstenD's post


 As of today, the set of new features should be complete. The usual
 question at this point is: What version number will we give to the new
 release?
 Are we ready for a 3.0 or is it 2.12?


for a genuine question indicating that the issue would be open, in response to 
which I summarized by opinion and stated my case. Since I am not aware of any 
other occasions where project milestones are publicly discussed, I attach a 
fairly high importance to these discussions hoping that a picture emerges of 
what is going on. I am well aware that such discussions are not always 
pleasant, but in my opinion having unpleasant discussions is still better for 
project coherence than developing in fractured groups which talk only among the 
group but do not participate in public discussions.

In case this wasn't meant as a genuine question and I missed a hint from 
somewhere, I would like to apologize for needlessly opening an issue which is 
apparently already settled. I would also like to clearly state that I regard 
version numbers as an essentially minor issue (with some PR value attached to 
it). In comparison to 2.0, I see several novel systems leave the experimental 
stage and reach maturity, which in combination now lead to a quite different 
user experience, and that's what drives my opinion. If there are already other 
criteria defined and generally agreed upon, I apologize for missing the point.


* Thorsten 
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Re: [Flightgear-devel] Benchmark matrix

2013-06-22 Thread Renk Thorsten
 It would need to take in all of the, by now well known, variables -  
 making it by no means a simple beast to manage.

 If this could be automated in some way it would be much easier to  
 capture, and then submit, consistent data.

Let's think this from the end. What would we like to know?

I'm usually interested in very specific before/after questions. For instance, I 
can push some shader code into a conditional clause and benchmark this to run 
faster on my system. I'd like to know - does it generalize? I've learned that 
optimization seems to generalize across nvidia hardware, but I'd like to get 
feedback in a before/after situation from a Radeon user.

Or, system dependent optimizations. Stuart has introduced a cloud LOD system 
and has some framerate gain from it in overcast layers. I've been playing with 
it and couldn't get much clear difference in performance, so I just switched it 
off completely. What I'd be interested in is - for what hardware do we see 
framerate gain, and what LOD distances would people typically select in order 
to get a good balance between visuals and framerate. Or would they prefer to 
vary cloud density, or cloud visibility radius? If we would know what most 
people select if given the choice, we could set reasonable defaults and 
structure the GUI accordingly.

In the present case - take my suspicion that I'm running something wrong 
because I have the gut feeling Rembrandt should be running faster - what I 
really would like to know is if I am indeed doing something wrong (James, 
please let me know if you find anything...). It's difficult to see how a 
performance benchmark test would answer the question unless you code in all 
possible causes of low performance already.

For these questions, a standardized benchmark isn't so terribly useful, because 
I'm at least partially after how users would adjust a balance if they start on 
it, or I have a very specific question evaluating a specific change. A 
standardized benchmark would be, if we get enough data, be more of a general 
warning system - suppose we regularly monitor performance on 50 different 
systems, and after some commit we see 20% performance drop on 35 of them - 
that's indicate that the commit might be in some way problematic. But for this, 
we would require a regular time history - basically the monitoring script 
should run and report after every update of either FG or the drivers.

Well, that's what I would like to know - what kind of information would others 
like to have?

* Thorsten
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Re: [Flightgear-devel] reminder: entering feature freeze now

2013-06-21 Thread Renk Thorsten
 I guess the professional you are has done statistics about the FG users
 world, thus you are able to be more precise about those unfortunate users
 who are getting only the single frame per second, which hardware? which
 operating systems ?

Strangely enough I have (you might have noticed by now that I only open my 
mouth when I have some data to back it up). Unlike other people who assume all 
users are like themselves, I hang out a lot in the forum, talking to 
disappointed users and explaining how rendering taxes the hardware and trying 
to come up with solutions. While Vivian has pointed out that this may not be a 
representative sample of users as disappointed users tend to be 
disporportionally represented in the forum because they need help, I would 
counter that it is certainly more representative than not talking to any users.

For instance some Mac laptops seem to show single frame per second Rembrandt 
(not all of them though). Typically laptops with  integrated Intel graphics 
chips don't fare any better, but then they can't seem to render much OpenGL in 
any case.

 Since, sorry at the moment your feeling ( only feeling ) does not convince me.

Sorry to say, but whether you're convinced or not is irrelevant for the outcome 
as long as I am supposed to do the work implementing ALS features under 
Rembrandt. It's me who needs to be convinced here. 

But hey, since you think I don't know anything anyway and just pretend to be 
smart here, why don't you go looking for a different and really smart person to 
code you what you like. Or better yet, do it yourself. Because I have enough of 
this - I'm suspending my offer to help merging Rembrandt and ALS features for 
the time being. I didn't sign up for being insulted, I'm not personally 
interested, the only reason for me to do this is because others would like it.

Find someone else who takes your attitude and still goes doing the things you 
like.

 We had at the beginning ( 2 years ago) a nice sky which was working for  
 me and for the others friends.

Yes, this has been explained to you at least three times now (I think even once 
by Emilian in case you have a problem accepting it from me). A sky without a 
matching terrain shader doesn't work properly and creates horizon artefacts. Do 
you have any special problems understanding that point or is there any other 
particular other reason you bring this up over and over again?

* Thorsten
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Re: [Flightgear-devel] reminder: entering feature freeze now

2013-06-20 Thread Renk Thorsten
 Pushing in front your supposed to be  know how is not an argument ,
 usually  the more person' s know how is great the less they are  
 pretending  to have it.
 Please stop to pretend to be the best.

So you mean to say that actually having written all the ALS code has not in any 
way given me an understanding of what the code does, where it burns performance 
and what the bottlenecks are? That sounds like an ill-considered position to me.


 Don't tell  the FG feature can't be improved with Rembrandt by exposing
 some similar eye candy  you are getting with your ALS,

That wasn't what I was telling you at all. I was telling you that it probably 
can be done, but that it's going to be slower than either Rembrandt or ALS, so 
it won't run for you, and I asked if you still wanted to have it under these 
circumstances.

 Have you thought about the Rembrandt lights functions, and others  
 effects.

Yes, sure. I'm not quite as stupid as I appear - obviously they require extra 
computations and will make rendering slower than not having light functions, 
everything else being equal.

 For sure the way you have been developing has created a big gap, thus it
 would be difficult to mix both systems.

I remember writing a few times that it would _not_ technically be horribly 
difficult to port some eye candy, as for instance pixel postprocessing and 
procedural texturing happens in the fragment shader only and that my assessment 
is that it can be more or less copied. I also remembered offering to help 
anyone working on Rembrandt doing just that. There was just zero response to my 
offer.

 Anyhow the GPU CPU systems is less significant, than the programs which  
 are  developed, and the way they  are using the resources.

Given that there are users for which Rembrandt renders with a single frame per 
second, I would assume that hardware is a consideration for them.

Admittedly I am a bit tired of arguments 'You must make this faster, surely 
there must be a way.'  I would ask you to demonstrate my ignorance to me and to 
demonstrate that you can actually make the algorithm run faster. Why don't you 
sit down and get your hands dirty, find out where the rendering burns most 
performance and figure out a way to do the computations faster? Maybe you'll 
come to appreciate hands-on knowledge better then.

Best,

* Thorsten


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Re: [Flightgear-devel] reminder: entering feature freeze now

2013-06-20 Thread Renk Thorsten
 - ALS now works much better with the random trees.  I think
 there's still work to be done with other shaders (presumably
 the wake shader has still to be ported?)

Yes (if that is really a major holdup, I can probably do this within the next 
weeks if it makes Vivian smile :-) ...).  

A more significant problem in my view are the lights which apparently don't go 
via any shader, so they fog wrongly, and the visibility of the sun below the 
skydome-drawn horizon or through dense fog - from Fred's answer I gather that 
they would require some source code work.

Also, note that aircraft only show effects if they used the ubershader to 
generate them - there is no equivalent of 'just the reflection shader', you 
have to use the ubershader and switch reflection on - so there'd be no legacy 
support for the older model effects - I'm not sure how widespread the use of 
old effects is.

Not sure if we're missing any other major thing.

* Thorsten
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Re: [Flightgear-devel] reminder: entering feature freeze now

2013-06-20 Thread Renk Thorsten
 Referring to my poor experience with these two computers , i conclude , i
 can accept a decrease of performance, without loosing any FG facility.
 I'll be far from the single frame per second your are talking about.

First of all, there are people who get a single frame per second with Rembrandt 
and have said so on this list or in the forum, the fact that you get decent 
performance doesn't mean that everyone does so as well. We're not developing FG 
for you personally, there are other users as well. Kindly take note of that. 

Second, according to what you wrote here on this list, ALS is unusably slow for 
you. That won't change when you run it under the Rembrandt rendering framework 
because you have to run pretty much the same operations, just inserted into 
different stages of the rendering process. Thus, if the algorithms of ALS are 
unusably slow now, they will remain so if you run them under Rembrandt. Despite 
of what you may think, Rembrandt is not a magic tool making everything run 
faster - deferred rendering has specific advantages over the default (e.g. for 
multiple light sources for instance) and specific disadvantages (e.g. no 
acceleration due to interpolation across triangles for a coarse mesh as for 
terrain).

Please go back and read what I wrote and try to understand how deferred 
rendering works before continuing this discussion, otherwise it's a waste of 
everyone's time.

 Hum, Given your answer, you have probably some personal memory leak.

I'd appreciate if you could refrain from any more insulting language if you 
want to continue this conversation.

* Thorsten
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Re: [Flightgear-devel] reminder: entering feature freeze now

2013-06-18 Thread Renk Thorsten
 What version number will we give to the new
 release? Are we ready for a 3.0 or is it 2.12?

Looking through my list of goals for the last coding period:

 * Get a high-quality model shader running under Atmospheric Light Scattering

This is now available, working for random buildings and for several aircraft. A 
reminder to aircraft creators using the ubershader - normal mapping requires to 
declare tangent, normal and binormal generation airplane-side. These need to be 
also declared as vertex attributes in a numbered technique - in order for this 
to work, the technique n=4 matching the model ubershader effect in 
model-combined.eff for ALS has to be added, otherwise normal maps do not work 
and the model receives incorrect lighting.

 * Implement a scheme for generating autumn colors procedurally

The scheme exists and generates autumn colors in central Europe. Since the 
majority of feedback for this was rather skeptical, I have not pursued the idea 
much further or extended it to tree autumn coloring, but Stuart has implemented 
his tree work in a nice way that trees shed all leaves in late autumn, so it's 
not as good as it could be, but reasonably plausible. At least I like changing 
the colors a bit.

Since autumn coloring doesn't work correctly everywhere in the world (I've 
mainly adjusted Europe and the North Atlantic Islands), I would regard it as 
experimental.

* make clouds render faster

Stuart has done the main work on this one with a LOD scheme dropping sprites 
beyond some distance. Since this mutilated faint clouds which have just 1-2 
sprites to begin with, I recently pushed a way that these clouds are not 
treated by the LOD system at all.

I'd say we need feedback from users playing with the LOD distance if it 
improves framerates while keeping the visuals or not. We now have overall cloud 
density, draw distance and the LOD distance to configure the framerate impact 
of 3D clouds - is this enough? In what form should this best be exposed to the 
user? What are reasonable defaults?

* Improve cloud appearance from high altitude

This is mostly done - I've introduced three quite sophisticated cloudlet 
placement scheme, and it does miracles from high altitude. There are still the 
rather blocky 8/8 cover scenarios remaining when clouds tend to cover the whole 
square tile - I wanted to do something to the edges, but haven't gotten around 
to doing so. Not sure if this qualifies as a bugfix or a novel feature, but I 
think it's harmless.

* The 'ultra' terrain shader

This is done - at highest landmass and transition slider setting, the terrain 
shader renders details to a quality that you can park your helicopter in the 
scene and have a nice ground resolution (the smallest details are cm-sized, and 
they move with the wind). From my side, this would be the main selling point 
for a 3.0 release.

The water shader also has received upgrades with color and reflectivty 
variations of the water and a trick to generate surf at steep coasts. Also 
drift ice and be procedurally drawn on the water. In arctic regions, we have 
drifting icebergs by default now.

 * Regional texturing

Since the last release, I've added Indonesia, Madagascar, North Atlantic 
Islands (Greenland, Faroe, Shetlands,...) and Middle East and Vivian added UK 
definitions.  Combined with Hawaii, Iceland, Caribbean and tropical South 
America which we've had previously, this is already a substantial variation to 
illustrate how FG can look like. Especially Hawaii can serve very well as a 
showcase scenery now.

* Atmospheric light scattering and Rembrandt

There hasn't been a volunteer to help me look into this from the Rembrandt 
side, and so according to the plan there has been no development. Based on my 
current test results, my computer doesn't seem to be able to get Rembrandt fast 
enough for this to make any sense, although I don't understand this finding.

While things can always be better, from my side that's a clear vote for 3.0. 
With the hires terrain shader and wind effects on terrain and vegetation, 
combined with the pixel post-processing effects, we can offer much higher 
resolution visuals on the terrain than before (and I understand with the autum 
color effect or drift ice some genuine novel effects which are in no other 
flightsim).

* Thorsten
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Re: [Flightgear-devel] reminder: entering feature freeze now

2013-06-18 Thread Renk Thorsten
 A nice list and it's all worthwhile improvement, but it's all tinkering
 around the edges of existing stuff. There's no step change which would
 justify 3.0 IMO. For that we need something major, like new terrain  
 (850) or Rembrandt as the default. 

*shrugs* 

This would depend on if you're a Rembrandt user (in which case you'd like to 
have a major step in Rembrandt) or an ALS user (in which case you'd expect a 
major step in ALS for a 3.0). From my perspective, it's not tinkering around 
the edges.

In terms of code, ALS has about doubled the number of lines. In terms of 
features, ALS has now all the features that it could theoretically serve as 
default rendering scheme if so desired without major gaps like missing trees or 
model effects - this wasn't the case last time, which is why I didn't vote 3.0 
last time but why I do now. If you're not a user of these features, they 
obviously won't impress you much, but they are there nevertheless.

The way I see it, waiting for a dramatic step will not ever give us a 3.0, 
because if some dramatic new feature is introduced, we'd first want to test and 
observe it, so it will be experimental for a while (so with Rembrandt, ALS and 
Advanced Weather which all didn't prompt a new number before the decimal), and 
then the next release will obviously only see progress on existing things, not 
dramatic new stuff. So, from that perspective, also Rembrandt has by now 
reached a stable and well tested state and featuring it no longer as 
experimental would also argue for a 3.0.


 Right now we have Terrasync partly broken in  
 Win  64, which will probably not be fixed until after the release. We still
 cannot select the Screenshot Directory from the gui. I think that all  
 argues for 2.12.

I'm not sure I follow you that selecting a screenshot directory from the GUI is 
a major advance justifying a 3.0, but a detailed terrain shader is not. I'm 
also not sure why Terrasync partially being broken argues for not releasing 3.0 
rather than fixing it before the release.

But 3.0 is only my (certainly biased) impression. I agree that it would be 
terrific to have new terrain. But I don't really see a date, and at some point 
it seems to me we have added so many features beyond what used to be in 2.0 
that it's now 3.0 - which is, from my perspective, now.

* Thorsten
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Re: [Flightgear-devel] reminder: entering feature freeze now

2013-06-18 Thread Renk Thorsten
 3/ To wait for better development reaching the target to have REMBRANDT  
 and
 ALS working well all together, and definitively included within FG.
(...)
 The basic content remains the same, some Aircrafts are flying with
 Rembrandt not with ALS , others are flying with ALS not with Rembrandt

Much has been said about this already. So I'll be brief (by my standards...).

Please consider: The framerate you get to see depends, with full eye candy on 
and on modern CPUs, almost exclusively on how fast the GPU can process the 
shaders. Shader execution speed depends measurably on the number of operations 
performed.  I've now had three years to gain hands-on experience benchmarking 
shaders what runs how fast - I believe I do have a good understanding of what's 
going on by now.

You seem to imagine a 'best of two worlds scenario' here. Just looking at the 
operations which the GPU needs to perform for ALS+R and comparing with ALS or R 
alone, the following is far, far more likely to happen:

* The framerate of ALS+R will be a bit slower than the minimum of the framerate 
you get in Rembrandt now and the framerate you get in ALS now. You say you 
can't run ALS on your machine right now - you'll also be unable to run ALS+R, 
because it will be even slower. 

* I have yet to see a plane in which the normal mapping is properly declared 
fails to render properly under ALS, but assuming for a moment it exists - for a 
plane to render under ALS+R, it would have to render now under ALS *and* under 
Rembrandt. Which is to say, if it doesn't run under ALS now, it won't run under 
ALS+R, if it isn't Rembrandt compatible, it also won't run under ALS+R. So the 
number of planes which renders properly for you will be even smaller.

* As a result, we would be advertizing features which almost no one can run. 
You won't be able to run it because ALS fails to be fast enough for you, I 
won't be able to run it because Rembrandt fails to run fast enough for me, so 
we'll end up creating a major PR disaster with endless user complaints about 
abysmally low framerates and posts all over the place 'But I can run insert 3d 
game here without any problems, so Flightgear must be really badly written.' 

So all problems which the individual rendering frameworks have now will be 
worse. You will also combine the features of course, so you could render 
gorgeous sunset scenes with long shadows cast by mountains - but what's the use 
if that happens at 10 fps?

I have yet to see any real argument why this shouldn't happen. I have test data 
how much you save by perfect z-buffering as used in deferred rendering, and 
that will mitigate the problem but not solve it.  Frankly, I'm not keen to 
spend half a year coding something just to create a stream of complaints about 
unusable framerates. All tests I have done so far back me up. So - are you sure 
you would want it even if less planes work and you get less framerate than now? 
Because asking for features just costs a few lines of typing, implementing them 
is a lot more expensive.


* Thorsten


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Re: [Flightgear-devel] Rembrandt performance

2013-06-17 Thread Renk Thorsten
 It could help you to understand why you are getting that poor  
 performances
 with your pretty fast beast  GTX 670M.

Thanks, though I remain mystified.

There are few differences I can spot:

* you have tree density to 0.7 in the shots, I had it at 2.4 - since  there's 
lots of trees in the scene (it's tropical forest), that would be expected to 
have an impact

* you have cloud density set to 0.4 whereas I have set it to 1, and also in 
vaguely remember seeing a bit more clouds

* you have dds textures used, I have used the regional set - my understanding 
was that this should affect texture loading times and available resolution, but 
not really runtime performance, but this needs to be checked

- So I have 4 times the number of trees in the scene and 2-3 times the number 
of cloud sprites. I'm not completely sure how Rembrandt manages trees, but it 
could be that since they're semi-transparent they're like the clouds taken out 
of the deferred rendering approach. Multiple cloud sprites in a row are a 
significant drain on both vertex and fragment shaders as you may need hundreds 
of texture lookups - so the available performance for Rembrandt-specific tasks 
isn't quite the same.

My gut feeling is that this can't account for a factor 4 in framerate though, 
especially since there is still the pixel number working the opposite way this 
time - I will have to test this.

In addition there's the question of having two GPUs. I wonder if they're both 
utilized for the job - if so, maybe one needs such a setup to get above 30 fps 
with shadows? It would be helpful if a few other Rembrandt users could give 
some indication of what framerates they usually get and what the main framerate 
killers are.

* Thorsten


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[Flightgear-devel] Rembrandt performance

2013-06-13 Thread Renk Thorsten

I've had a my first short go with Rembrandt on my new machine yesterday. The 
test case was a small airport in Sulawesi (Indonesia) (WAAJ) where I'm 
discovering a very nice scenery. There are no static or shared models to speak 
of, there is some forest around, and that's basically it. I chose fair weather, 
i.e. a modest cloud cover. The aircraft was the PAF team DR-400 in the latest 
version.

All Rembrandt functions work out of the box very nicely. I started with a dawn 
scene and tried the landing light illumination first. This gave me a good 30 
fps. I then switched to noon and tried shadows. I have to say that since I am 
more the VFR virtual pilot, I almost never fly at night, lightmap for internal 
illumination work fine for me, and so shadows are the main selling point of 
Rembrandt which attracts  me.

The initial shadows coming up by default were rather ragged and flickery (the 
last is a problem for me, I tend to get headache when looking at some sort of 
flickers unfortunately), so I played with shadow map size, cascade ranges and 
filtering till I had a nice result. To my dismay, at this point the framerate 
counter gave me a mere 15 fps (no shader effects on at this point).

For comparison, the same scene renders in Atmospheric Light Scattering with all 
details maxed out (including tree motion) with solid 60 fps.

Am I doing anything wrong? Did I miss any optimization which makes the shadows 
run fast enough? Am I just unlucky and my system has some unspecified problems 
chewing Rembrandt? Does anyone else get significantly higher framerate out of 
shadows with filtering? I am running on an GeForce GTX 670M, which is usually a 
pretty fast beast.

I mean, maybe it's just me, but this appears to confirm a suspicion I wrote 
earlier that trying to pack ALS functionality into Rembrandt will end up being 
way too slow. If I have a mere 15 fps before any shaders, then I can't 
reasonably apply 800 lines of extra computations and expect no performance 
impact. 

Does anyone have a semi-solid case which would argue that this would be fast 
enough? I'm sort of trying to make my mind up if I should focus on that before 
the next release (which is why I did the test), but it seems hopeless to me. 
It's okay and flyable as it stands, but I don't see how to cram lots of extra 
stuff in.

* Thorsten
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Re: [Flightgear-devel] Rembrandt performance

2013-06-13 Thread Renk Thorsten
 Which screen size ?
 With my old GPU Geforce 9600 GT at 1024x800 i never got less than 24 fps
 (usually 30 fps). It is when using FG 2.10.
 Decreasing on the fly the screen size increase the fps.

Yeah, well, fragment shader load (and hence deferred rendering) scales with the 
number of pixels. My fullscreen is 1920x1080, which means I have about 2.5 
times the pixel number of your screen, which means that if I scale your 24 fps 
to my screen, I would get about 9-10 fps. If I decrease that by the 30% you 
mention (since I run recent GIT), then I'd end up with 6 fps compared with my 
15, which doesn't seem grossly out of place. 

But to render 2 megapixels isn't an unusual demand - that's about what the 
human eye can resolve from a normal view distance.

* Thorsten
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Re: [Flightgear-devel] Base fgdata

2013-06-09 Thread Renk Thorsten
 The primary increase seems to be in Textures.high/Terrain. In 2.10.0,
 the size of the folder was 181 MB, while in the current git version, the
 size of the folder is 300 MB.

If no one has any problems with the autumn texture versions in any rendering 
scheme (i.e. nobody sees a semi-transparent texture when using the regional 
materials file under any rendering scheme) then we can remove the non-autumn 
textures which should free some space. Should we do this? 

I have added several textures for regional texturing schemes which can also 
account for part of the increase. The png versions of dds textures are, I 
think, part of the regional UK scheme by Vivian. So I would guess that a fair 
share of the increase is actually connected to added features.

(Compared with phototexturing, I think our scheme is actually fairly cheap in 
storage space even with all the regional goodies...)

* Thorsten
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[Flightgear-devel] Hires runway effect

2013-06-07 Thread Renk Thorsten

After a fresh pull and recompile today (I've not had much time for FG the last 
weeks...) I've noticed that the hires runway effect of ALS appears to have been 
partially broken by something - I now see a checkerboard pattern when I look at 
runways and taxiways which hasn't been there before. Is anyone else observing 
this?

Since I've not done anything for the last weeks, something other than the 
shader must have caused this (coordinate mapping? altered normal?). Can anyone 
perhaps shed light on this? Unfortunately I still don't have much time right 
now for a long investigation :-(

* Thorsten
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Re: [Flightgear-devel] Atmospheric Light Scattering during nighttime and the Sun

2013-05-20 Thread Renk Thorsten
 By any chance, is this a bug when using atmospheric light scattering?

Yes. 

The issue you see is that real terrain is drawn out to some draw distance set 
by visibility and LOD range, and beyond what appears as fogged terrain is drawn 
by the skydome code. And the sun is set to be always visible on the skydome - 
so it becomes visible through skydome posing as terrain. I'm not quite sure, 
the same issue should also appear in the default rendering scheme then, 
although the colors are less dramatic, the default scheme retains a lot more 
red light for the sun below the horizon.

The problem is that the sun (moon,...) code is outside ALS and doesn't seem to 
run via a shader, so I can't fix it. A related issue is the sun shining through 
overcast sky (fog becomes so dense that the clouds are faded, in essence 
looking up you see the skydome drawn in grey, and the sun is never fogged.

The sun rendering would have to be made to respect the angle with the horizon 
and some fogging settings better in order to address this properly. A cheap 
'fix', as you realized, is to draw terrain further out.

* Thorsten
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Re: [Flightgear-devel] Tree issues

2013-05-16 Thread Renk Thorsten

Hi Stuart,

sorry for the silence from my side, I haven't been able to start FG up for the 
last week or so, I am a bit swamped in work and family issues at the moment...

 I'm slightly surprised that Thorsten's
 new system doesn't
 support this, as evidenced from his screenshots.

glxinfo claims that it does - I get several instances of GL_ARB_multisample or 
GLX_ARB_multisample shown in the resulting  list (at least under Linux, maybe 
it's a bug in the Windows driver of the card only??? - I'll check next time I 
boot up Windows).

 1) Forget the whole thing.  Revert back to the previous model of
 having one texture
 for summer and one for winter, no support for snow-covered trees.  I'd
 still commit
 changes to fix the black outlines and technique=4, so the effort won't
 have been completely
 wasted. With a 4096 texture sheet limit we'd be able to have 512x1024
 individual trees.

What about 1a) - reverting back to the previous model at low quality, but 
introduce a composite tree model (where bare tree and foliage and snow are 
separately read and rendered on top of each other) at high quality setting? I 
have yet to test how bad a second texture call is in the tree fragment shader, 
but if it works we could have the pre-selected season model (winter and summer) 
for the slower systems and a completely dynamical shader-generated season model 
for the faster systems.

This would allow to color leaves in fall, and even partially shed foliage in 
late fall. And have 512x1024 maximal tree size which is really quite generous.


 2) Support dynamic changing of snow-cover on trees, but not season
 changes.  This means
 that to see a winter deciduous tree one would need to change the
 season and reload the scenery,
 loading in the winter material definitions which would include both
 the tree texture and general
 ground textures.  Thorsten R. - what are your plans for ALS support
 for winter?  I
 think you currently use the summer materials, correct?  This would
 allow 256x512 individual trees.

ALS doesn't _depend_ in any sense on what materials definition you use, it runs 
fine with dds textures last time I've checked. Only the procedural terrain 
definitions reside in the summer definitions, but imo it wouldn't make too much 
sense to have them in the winter materials as well, because the terrain is 
snow-covered anyway, so it doesn't really matter so much what procedural 
details you generate because you wouldn't seem them.

2) obviously doesn't mesh with any continuous season model for the terrain or 
the idea of snow as a shader effect.



 3) Support dynamic changes of season, but have no support for
 snow-cover on trees in the texture
 itself.  This is my probably my preferred option. While having
 snow-covered trees is nice, the
 actual circumstances when it occurs are fairly minimal as the snow is
 blown off the trees by the wind.
 This would allow 256x512 individual trees.


I woud prefer this over 2), if only for the simple reason that it's no issue at 
all to add some white color sprinkles to the tree textures procedurally - snow 
is, after all, a pretty simple texture, white does the job remarkably well :-)

 4) Accept the limitation of 128x256 individual tree textures.

I'm not too happy about that limitation - I would prefer to have a novel scheme 
which is an investment into the future and which can easily be adapted to yet 
more powerful graphics cards 5 years from now.

Hope that helps.

* Thorsten
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Re: [Flightgear-devel] Tree images for texturing

2013-05-13 Thread Renk Thorsten
The package of tree photographs is here

http://users.jyu.fi/~trenk/files/trees.tgz

I will leave this online for about a week for grab. Let me know if photographs 
taken that way are useful or not, I am just trying out things.

* Thorsten
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[Flightgear-devel] Air-air refueling

2013-05-13 Thread Renk Thorsten

I finally got around to fly a few air-air refueling exercises with the revised 
system with configurable refueling envelope. I have tested the F-16 using a 3 m 
envelope and the F-14b using a 10 m envelope (I figured the hose allows a bit 
more flexibility than the boom - I'm not completely sure about the reality of 
AAR...).

From what I can see, this is now very well done. With a tolerance of 3 m, one 
actually has to work for fuel rather than getting the tank filled while 
approaching the tanker - still this is doable. Trying to get the F-14b into 
the right position is a bit more challenging (it has larger lag between change 
in throttle and change in airspeed), but still doable. I started receiving 
fuel just in the position where I would have expected that.

So - big thanks to Stuart - this is now much better than it used to be.

* Thorsten
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Re: [Flightgear-devel] 2.10.1

2013-05-09 Thread Renk Thorsten
The downside is that I think it would require adding  
 an  if()
 test to the vertex shader, something I've been avoiding due to
 (unfounded?)
 concerns about performance.

 General advice that I can find is that GLSL is designed as a linear  
 program:
 conditionals and loops are best avoided:

From my own experience:

* conditionals on flags (say uniform int) are in general unproblematic and work 
as intended

* conditionals on a varying are dangerous and only worth trying if you have an 
expensive operation which you can avoid - but then they help.

Say, replacing

expensive = some_expensive_operation();
mix(cheap, expensive, x) ;

by

if (x0.0) 
  {
  expensive = some_expensive_operation();
  mix(cheap, expensive, x) ;
  }

usually does help if x is zero for enough pixels/vertices. The exception to 
this are texture lookups which are expensive, but must be evaluated outside of 
a branch if the condition involves a varying

* nested conditionals might work for performance gain up to a depth of 2, never 
any deeper - then you end up evaluating every branch

* conditionals of the form

if (x0) {do stuff();}

(...)

if (x0) {do_other_stuff();}

don't seem to be recognized as referring to the same condition - they need to 
be merged into a single block to be effective for performance.

In general, I think one should stay clear of conditionals, but they have their 
use for optimization as well.

* Thorsten
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[Flightgear-devel] Tree images for texturing

2013-05-09 Thread Renk Thorsten

I have a series of tree photographs if anyone is interested in creating new 
tree textures.

The images are 1200x1600 JPEG, taken on an overcast day in diffuse light, 
outlining the trees against the bright sky, isolated as good as possible 
against the background. I've experimented with different exposure times ranging 
from 1/60 to 1/200.

I have bare birches and alders, as well as pine and spruce (= a typical central 
Finland selection). I have tried to get genuine forest trees, as trees growing 
in isolation have quite a different growth pattern (in forest trees, the lower 
branches tend to die off and only the crown is green), but this is tricky for 
obvious reasons. 

My impression is that some photoshop/gimp postprocessing is needed to create 
suitable textures - if anyone is interested in having a go, please get in touch 
for the package.

* Thorsten
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Re: [Flightgear-devel] New features for 3.0 (?) presentation

2013-05-07 Thread Renk Thorsten
 * Canvas instances can now be placed on scenery objects. This allows
   for example creating animated signs/monitors. I've started to create
   a Visual Docking Guidance System, which is not fully functionally yet
   but should be complete enough to be used for a screenshot (eg. azimuth
   guidance is missing)

If I could get a screenshot from you, that'd be nice.

   If you want I can create a video of my work in progress C-130J making
   use of these animations.

This sounds very neat!

Hm, I guess one could make a video presentation of all animated features (like 
the trees moving in the wind, or the storm blows dust /leaves effect I'm 
working on), but maybe someone else should do that - video is not really my 
area of expertise...

* Thorsten
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[Flightgear-devel] New features for 3.0 (?) presentation

2013-05-06 Thread Renk Thorsten

I thought it'd be a nice idea to present one or two articles on the FG project 
page about things to expect from the next release (3.0?). These would be 
features which have appeared on GIT since 2.10 or are epected to appear before 
the release. Consider the articles as advertisement material, so they should be 
visual, exciting and be at the forefront of what FG can do. 

I have flagged for the purpose

* tooltips and the gnome-themed new popup windows
* Heiko's devel version of the EC-135
* Stuarts work on AAR with new tanker planes 
* improvements with regional textures and trees
* (my own stuff on weather, light and hires procedural texturing)
* (what about the linear texture work on roads and railways?)

If you know of anything else which makes good publicity and can be explained in 
a picture and a paragraph of text, let me know or better let me have the 
picture and paragraph of text (preferably by the end of the week).

* Thorsten
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Re: [Flightgear-devel] Atmospheric Light Scattering

2013-05-02 Thread Renk Thorsten
 That's not quite right: you should be able to use one _effect_ across all
 rendering schemes, but under the hood different flavours of shaders do the
 work.
(...)
We have recently broken that principle with the grain effect - it only works
in ALS.

Oh, so Rembrandt-declared  lights do work properly to illuminate cockpits also 
in other rendering schemes? Because otherwise it seems like there are rendering 
effects which are not supported in every scheme quite outside of ALS.

Come on... 

First of all there is no stated principle that every effect must work in every 
scheme except in your messages, second that's not what Rembrandt does or ever 
has done with lightmaps vs. Rembrandt lights either.

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Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-30 Thread Renk Thorsten
 There was so many wrong remarks , that i forgot that one:
 I am quoting you
 Only Rembrandt requires separate Rembrandt and no Rembrandt versions of
 aircraft. Are you unable or unwilling to acknowledge that point?

 Aren't you talking about stuff you don't know?

 An aircraft which has been modified to fly with Rembrandt ( like said  
 only transparencies are involved) , can be flown without Rembrandt.

Well, yes, in the case the aircraft didn't have emissive lights before and 
couldn't be flown at night that may be the case, but, to quote the Rembrandt 
Wiki page:

*  Rembrandt computes shadows = no more fake shadows in the model 
* Rembrandt computes ambient occlusion = no ambient occlusion baked into 
textures 
* Rembrandt has light = static lightmap are not needed, emissive color to see 
models at night is not needed and would interfere 
* Rembrandt has glow = incorrectly used emissive colors may blur displays and 
make some text unreadable. Light size may have to be adjusted
(...)

Again, please get your facts right before you continue the discussion. In the 
general case of lightmaps and/or emissive instrument textures used for night 
flights, you do need two versions (you can use auto-detection and conditional 
animations to hide that fact from the user though). Seems your aircraft don't 
have those then... doesn't mean no one else uses them.

This really gets a bit tedious and I believe the topic is exhausted... would 
you mind carrying your grudge elsewhere rather than desperately trying to find 
any mistake in what I say? I think you have demonstrated your level of 
comprehension of the FG rendering  internals sufficiently.  Thanks.

* Thorsten
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Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-30 Thread Renk Thorsten
 Sorry it is not ALS Compliant.

I think we covered that one early on in the discussion  last week. Quoting 
myself:

 You'll have noticed that the ALS ubershader (short of inserting the tangent, 
 normal and binormal attribute for normal maps which I understand really
  _must_ be airplane-side) works out of the box without any action required in 
 ALS.

But reading what I write doesn't seem to be your main strength, does it? *sigh*

This really really gets a bit tedious and I believe the topic is exhausted... 
would you mind carrying your grudge elsewhere rather than desperately trying to 
find any mistake in what I say? Thanks.

* Thorsten
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Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-29 Thread Renk Thorsten

Vivian:

 I don't want to download fgdata/fg/sg to find that I have to spend
 hours fixing up my work. I'd rather get on with my own stuff.

Your actions don't match your words. You're the remaining maintainer of the 
water effect in default. Its environment interface still doesn't support 
Advanced Weather. When you implemented it, it had zero communication with 
Advanced Weather, I had to spend hours to figure out how it gets light and wind 
info and then code a hack for Advanced Weather to make it work. 

If this is a real concern to you - there has been a long weekend to get busy 
and change the interface. Looking at GIT, you haven't done so and we're still 
using the incomplete hack. Any plans to change that in the near future?

 I don't want to force developers to develop ac for one
 scheme/framework rather than another.

As pointed out for the 3rd time now, that is a hypothetical problem in ALS. 
Only Rembrandt requires separate Rembrandt and no Rembrandt versions of 
aircraft. Are you unable or unwilling to acknowledge that point?

 I don't want to force users to choose between a nice atmospheric
 effects or shadows, or anything else.

I think I have said about 5 times now that I am perfectly willing to contribute 
to this, but I'm not doing it all on my own. I haven't seen you volunteer to 
help out here. I haven't seen you arguing with Fred that he should take care to 
help out. Somehow, it seems to be my fault. 

Also - you can burn framerate only once, and I have stated my opinion on that 
as well. My personal view is that OpenSource is about freedom, and freedom 
implies choice. It's nothing bad to deliver a rendering scheme for low end GPUs 
and one for high end GPUs and let the user pick, and I don't even see you 
acknowledging that argument. I acknowledge that we probably have a fundamental 
split of philosophy here: I see more merit in offering different choices to the 
user (think Linux with KDE or Gnome - I see myself well backed up by OpenSource 
tradition here) than in pre-selecting to the lowest common denominator we can 
all agree on so that the user doesn't have to choose. You see this differently, 
and we probably won't ever resolve this. 

Vivian, I don't see this getting any more constructive, and I don't have the 
impression that this is about me explaining to avoid a misunderstanding. I 
don't see my arguments acknowledged, much less refuted. I don't see you willing 
to take any action making the framework which you maintain accessible.

So I will not justify the reasons behind what I do to you any further, and 
unless I see a constructive turn, I will also refrain from doing so in the 
future.

Henri:

  How could you say you're both not even users of the scheme ?
 Yes i had at the beginning done some screenshots with the Dome project,  
 the period when i could use it without breaking others features.
 I was, even, able to combine the Effects with the dome by unlocking the
 conditions. To me the project was promising , until you engage to develop
 deeply.

As explained several times over, when the skydome used the default terrain 
shaders, it produced glaring graphical artefacts. What I have done is the only 
possible series of changes which could have fixed this.  I'm sorry you are 
unable to understand that point, but maybe ask someone who does to explain it 
to you in detail.

Otherwise, when I say 'you are not a user', I mean that I have a mail in my 
inbox which is signed with your name from which I may quote the phrase  
introducing some unusable features like the atmospheric light scattering - 
which would appear to the English-speaking reader indicating  that you don't 
use it.

 You pretend to be experienced and worry we don't use your know how, Emilian 
 is 
  experienced and you rejected his know how.
 Would you say everybody but you is stupid.

I'm a scientist. I don't believe in persons. I don't believe in Emilian, TIm, 
Fred or Mathias - I believe in verifiable facts and solid evidence. I believe 
that each of these person knows much, but that likewise each of these can get 
things wrong, and when anyone raises an issue, I make up my own mind by 
thinking it through and testing it myself. I don't think everyone else is 
stupid, but I do think everyone else can make mistakes just like me, and I have 
a very long professional experience in recognizing and dealing with my own 
mistakes.

To expect that I would take advice from anyone without looking at the hard 
evidence available to me is unreasonable. I'm not impressed by titles, merits 
and experience - I argue with Nobel-price winners just as with students if I 
think they're wrong (I have done so on occasion). 

You will be able to verify that in each and every case someone backs up his 
critique with actual evidence which I can verify, I usually change my position 
quickly. You will also see me in these cases publicly acknowledge that I was 
wrong and crediting the person who corrected me. You will also be 

[Flightgear-devel] No shader compilation error messages

2013-04-29 Thread Renk Thorsten

With the recent FG, both Linux self-compiled and Jenkins for Windows, I no 
longer get compilation errors from the shaders thrown  to the console - badly 
formed shaders just don't work without complaining.  This makes developing a 
bit awkward now and will make it close to  impossible to trace problems of 
other users in the pre-release testing phase. I assume this must be FG related, 
as I didn't change my OSG version under Linux or the graphics card drivers on 
either Windows or Linux?

Does anyone have an idea what may have caused this, and if so would it be easy 
to put the error messages back in?

* Thorsten
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Re: [Flightgear-devel] Tree issues

2013-04-29 Thread Renk Thorsten

 However, one reason I didn't spend more time on it was that it didn't
 seem particularly useful from a sim perspective.  If found that to see
 the effect at reason (30kt) winds you either need to be sitting on
 the ground or at quite low altitude when your attention is elsewhere.

I think you would see it quite well with a glider when ridge-riding - you're 
moving comparatively slow, you're close to the ground and there is strong wind. 
Also, helicopter pilots would probably appreciate good terrain close-up scenes 
in general - nowadays I quite often take a heli to some mountaintop and back to 
the airports, just because it's so nice to explore the terrain.

In a more general sense, I find it an interesting avenue to make FG more 
interesting for a user community outside flight as well. For instance:

Here

http://www.flightgear.org/forums/viewtopic.php?f=19t=19626

is someone using Unity3D to walk through hires terrain with the skybox showing 
FG-rendered terrain and weather to the horizon. What if this were directly 
running in FG (the terrain resolution we can get is quite competitive) - so 
maybe we could eventually have a mode of a walker going out of the aircraft and 
exploring the terrain a bit. Whenever I land in L'Alpe d'Huez, I would like to 
go and have a virtual cup of coffee before heading back... One could start in a 
briefing room in the carrier and walk to the aircraft... You name it.


Here is Chris driving through virtual Innsbruck with a car:

http://www.flightgear.org/forums/viewtopic.php?f=19t=19294start=60#p182039

apparently it's now good enough that this starts getting exciting in its own 
right. Do we perhaps get more of this?

Just to be able to deliver an interesting scene from the ground might open FG 
up a bit more along these lines, and maybe draw some modellers in which 
contribute to the scene.

Then there is the marketing argument - seeing the wind move trees and grass is 
cool - and we get often compared to e.g. Outerra in terms of scenes, so why not 
counter with some cool effects of our own? Reads well on a 'new features' list 
of 3.0...

In practical terms, as you indicated, wind motion isn't excessively expensive - 
usually it's down to a few trigonometric function and some basic arithmetics, 
all of which runs very fast as compared to, say, getting a single noise 
frequency or computing an environment-map reflection. So while it's not 
immediately relevant for flight, I still think it has some reasonable gain for 
pain ratio, especially since we can implement it optional by checkbox.

 However bear in mind that the same
 constants would be used for both oaks and conifers, which I'd expect
 to move different amounts.

You're right - same with the motion of grass and shrub...  It's quite hard to 
come up with closeup motion that looks well on both corn and in the desert. We 
could pass stiffness constants as uniforms if we really like, but I think this 
would be over the top...

* Thorsten
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Re: [Flightgear-devel] No shader compilation error messages

2013-04-29 Thread Renk Thorsten

 If this is the cause, it's been that way since January, and I assume you  
 would have compiled from source since then.

I still have the funny GPU problem under Linux that the GPU refuses to go to 
high performance, so I don't actually develop shader code under Linux but use 
it just to interface with GIT and do quick tests. I update the Windows much 
more rarely, since it's a royal pain to do, so it is well possible that I 
didn't spot it since January despite compiling under Linux a few times.


Is this what I'm looking for? Not sure which is which.

void fgOSOpenWindow(bool stencil)
{
osg::setNotifyHandler(new NotifyLogger);
//osg::setNotifyLevel(osg::DEBUG_INFO);

(...)


 * Thorsten

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Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-29 Thread Renk Thorsten
  How could you say you're both not even users of the scheme ?
(...)
which would appear to the English-speaking reader indicating  that you
 don't use it.
(...)
 Yes there not any contradiction ,since i said, quoting myself:
  To me the project was promising , until you engage to develop deeply.
 Where is your scientist mind?

Note that in the English language the present tense 'you are not a user' has a 
meaning different from the past tense 'you were not a user' or the perfect 
tense 'you have never been a user'.

Best,

* Thorsten
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Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-27 Thread Renk Thorsten
 That said - I don't see why an Atmospheric
 Light Scattering scheme should have embedded in it some ac modelling  
 stuff.
 That serves to diverge the schemes. And it makes it look like ALS is your
 private sandbox.

Offering new and different options is the whole point of having a different 
scheme. What would be the point of having Rembrandt if it were to look just as 
the default scheme and would not offer novel options? You think these options 
should be limited to the sky (and terrain?) - fine,  I don't, I think they may 
well affect models, trees, all the visuals. 

Since Emilian accused me of wanting to rule FG anyway - just what would happen 
if I would start editing some new effects also into Rembrandt or default? Or if 
I would decide myself how Basic Weather needs to interact with ALS? Let me give 
you the answer: I would get the same accusations 10 times over - and (at least 
partially) rightfully so. It's not my call to make - it's up to the maintainers 
of Basic Weather (Rembrandt,...) to decide what to include and how.  There's 
simply no pleasing some people - if I introduce new effect in my framework, you 
complain about diverging schemes, if I would do it everywhere you would be 
complaining that I can't simply make such decisions on my own. So in your book, 
I just shouldn't introduce any novel effects at all unless you approve? (You 
didn't say this, but it pretty much follows.) You can't be serious.

Last time I checked, I designed or ported something like 95% of the code of 
ALS. Stuart did some work on the trees, Lauri did the original skydome shader 
before haze, Emilian contributed insights, corrections  and tests to the ported 
model ubershader - and that's basically it. So I guess that makes me the 
current maintainer of the scheme.

What you (and Henri) are really saying here that you guys should really have a 
vote on where the scheme is going without investing work into it (and 
ironically enough, you're both not even users of the scheme), and you should 
even be able to overrule my own judgement on what is important and how things 
get implemented and be able to tell me what I should be working on first. Just 
since when did we start doing things that way in FG?

I fully accept that decisions which affect other subsystems, potentially 
disable them or require substantial action by others must be discussed and 
voted on, and that coding e.g. an explicit preference for one weather system 
over the other is a bad thing. So if the choice were that we can have either 
Rembrandt or ALS, we'd need to have a discussion and a vote. But that's not the 
case.

Thus,  you don't get to overrule me if I consider implementing wind effects 
more useful than the wake effect. You can bring up your case, you can ask 
nicely, we can have a discussion, but as long as you expect me to do the work, 
you'll have to live with my decisions and wait till your request reaches the 
top of my to-do list (in the case of the wake, I have already stated that it's 
on the to-do list - same with the rainbow). You can do it yourself if it has a 
higher priority for you (in which case I offered help and expect the customary 
amount of coordination with what I'm doing, same as if I would start working on 
one of your aircraft), you can convince anyone else to do it (in which case 
I'll also help), and that's how it works everywhere else in FG. If I want a 
particular feature for an aircraft, I ask nicely and try to be convincing, I 
don't go around claiming the aircraft is broken every time.  Why is this mode 
not acceptable to you?

You know, I don't want any special treatment here - I just want that the same 
standards are applied to me which apply to other people (specifically also you 
and Emilian). And I can't see that in what you say - I'm always held to much 
stricter standards. 

Vivian, for all your eloquence, I don't get the impression that all this is the 
real sticking point - what is _really_ bugging you here?

You're not a user of ALS, I haven't seen it on in any of your screenshots. 
You're not affected personally by anything I do. I told you I will put the 
rainbow back and I will implement the wave, and we're in the middle between 
release periods, just when it's officially time to introduce new features with 
the idea to consolidate towards the release.  So there can't be any serious 
concern at this point that users might not get to see and appreciate your work 
sufficiently.  You argue against the hypothetical case that you might 
potentially have to adjust your aircraft for ALS even when this is not 
factually the case.

At every opportunity, you speak up against  the way Advanced Weather is done. 
You implemented, together with Emilian, an environment for the water shader 
which explicitly favours Basic Weather over Advanced Weather, in spite of the 
fact that I documented the lighting model of Advanced Weather in the readme, 
outlined it to you on this list, again in a mail to you and 

[Flightgear-devel] (no subject)

2013-04-27 Thread Renk Thorsten
 If something exists and works in the default scheme, but is missing or does
 not work in a child scheme then that child scheme is broken or we might say
 that there is a regression.

Which all would be relevant if it would be a child scheme - which it isn't.

The solution was obvious - combine the Fresnel and
 Rainbow look-up textures into 1 texture. A few trivial changes - job done.
 Of more interest, we could, and probably should, do something similar for
 almost any complex math function.

That depends on the complexity. To compute the rainbow is a rotation in color 
space - GPU's have hardware acceleration to do the job and this computes way 
faster than looking up a texture. A typical Fresnel curve can probably be 
parametrized by a polynomial - if so, again that'd be way faster than a texture 
lookup. 

In no test case I've studied so far was a texture lookup superior to function 
evaluation - exponentials, combinations of sine functions or even the 
generalized logistic function computes way faster than a texture lookup.  
Akenine-Moller 'Real Time Rendering' also confirms that on modern GPUs 
functions evaluate typically faster than texture lookups. Plus, you can 
evaluate a function only when needed, whereas you must evaluate a texture.

Unless the function is an integral, I don't see the need to introduce yet more 
texture lookups. I have indicated my plan to replace this by a functionsfor 
better performance  in ALS and will do so in the mid-term - you may disregard 
my experiences at your pleasure.

Best,

* Thorsten
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Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-26 Thread Renk Thorsten

Hi Vivian,

 ALS is very impressive work, but things broken? Have you forgotten the  
 flag shader (now fixed), wake effect and rainbow effect? I don't have a
 particular problem with these and hope that they will be fixed  
 eventually, although I note that do you seem to have raced on to other things 
 while
 leaving the wake effect unfixed for some time. I rather fear that that's
 just going to get lost in the noise and general excitement over the  
 latest bit of eye-candy.

That is what I tried to explain in length. My definition of broken is 'used to 
work, there was a change, now doesn't work'. What is yours?

The wake effect used to work in default, and now still does. The wake effect 
never worked in ALS and now still doesn't. There's nothing broken here, you are 
talking about non-existing features and a feature request to implement them. 
Which is very different from breaking existing things.

To give you the reverse example - procedural texturing works in ALS but not in 
Rembrandt  - so does this imply it's broken in Rembrandt? Cloud shadows don't 
work in either Rembrandt or ALS - does that imply we've broken them? Nope - 
they never existed, and you can make a feature request to implement them.

In the event, your feature request for the wake effect is noted, but not my top 
priority - I prefer to race on to the next bit of eye candy (as you put it) 
because the wake effect is a very localized effect, whereas I want to address 
some world-wide stuff which affects a few billion pixels more first. You're 
welcome to implement it yourself, and I'll be happy to assist you if that is 
needed.

To call a non-existing feature with a feature request attached 'broken' 
generates a completely wrong impression and a sense of urgency which really 
isn't there.

 I think a more general concern would be that we seem to be developing 3  
 or 4
 different Flightgears, in which different things work or not as the case
 might be:

   Rembrandt

   Basic weather/Advanced Weather

   Atmospheric  Light Scattering (ALS)

This may be a question of philosophy, but I don't think OpenSource fares badly 
with this approach in general. As a Linux user I get a choice between Gnome, 
KDE and a host of other desktop environments - and I rather like that, I can 
pick what suits me best. As an aircraft developer, I can pick JSBSim or YaSim, 
whatever suits me best.  So why should we not offer different rendering 
approaches dependent on what the user wants to burn the framerate for? I don't 
see this at all as a problem, I rather see it as a huge opportunity. We can 
ship one rendering approach for the low end graphics cards and are then not 
restricted in what we offer for the high end. How exactly is that a bad thing? 

 As a developer I have only just finished making my models Rembrandt
 compatible, and I don't know if I will ever be able to actually make use
 Rembrandt facilities in all of them.

You'll have noticed that the ALS ubershader (short of inserting the tangent, 
normal and binormal attribute for normal maps which I understand really _must_ 
be airplane-side) works out of the box without any action required in ALS. So 
there is no need to make your models ALS compatible, this is not a real 
problem, but a hypothetical one. The worst case by the way is not that the 
aircraft can't be flown as in Rembrandt, because you can't see out of the 
cockpit, the worst case is that your normal map doesn't work.

 As I understand it, ALS will include modelling facilities which will not
 work in the other flavours of FG. How is this meant to be used? 

Optionally. 

*sigh* When you and Emilian wrote the default ubershader, it provided new 
features. These were offered to the airplane developers as options - it was 
their choice to make use of them or not. Now ALS offers an ubershader which 
might get additional features. There are offered to airplane modellers as 
options. Just why is it okay if you do it, but problematic if I do it?

Yes, they may not work in Rembrandt - and Rembrandt has AO, and bloom, and real 
internal light sources which do not work in other frameworks. So not every 
framework has the same visuals. Why is this a problem?

 In an ideal world everything would work and be
 compatible with everything else.

I don't see how any progress could be made that way. I don't see how Rembrandt 
could have been made requiring that it must be completely compatible with 
existing technology and aircraft definitions. We used to characterize the 
atmosphere by a fog density and a fog color. It's beyond me how one could make 
ALS by requiring the same thing. JSBSIm has updates, they break some aircraft, 
developers fix it - somehow I miss all the complaints about this (and JSBSim 
updates actually have the potential to break aircraft in the sense of rendering 
them non-functional, not in the sense of bumpmapping not working).

Just imagine computers were required to be able to run DOS nowadays... Just 

Re: [Flightgear-devel] Tree issues

2013-04-26 Thread Renk Thorsten

Hi Stuart,


this tree movement code is wonderful - how could you possibly not implement 
this? 

I've been looking out of the window, timing the movement of trees in our 
forest, and I think the time constant should rather be 1.7-2.0 and the 
amplitude about 2.5 times as large - all of which makes it more pronounced. 
Then I cooked myself a nice tropical storm and went in low level in rain over 
treetops - very very nice.

I think I'll be putting this in at high quality and see if I can't get some 
wind movement of the hires noise to match the impression...



   // [top vert only] [time dependent movement]
   [seed so trees close together move together]
   position.x = position.x + position.z * (sin(osg_SimulationTime * 0.7
 + (gl_Color.x + gl_Color.y + gl_Color.z) * 0.01) + 1.0) * 0.001 *
 WindN;
   position.y = position.y + position.z * (sin(osg_SimulationTime * 0.7
 + (gl_Color.x + gl_Color.y + gl_Color.z) * 0.01) + 1.0) * 0.001 *
 WindE;


 Any other ideas would be most welcome, as at the moment I'm a bit
 stumped as to how to fix this.
 
Since I see it reliably, I could have a try how I can make it go away - I think 
I understand how the tree shader works well enough...


* Thorsten
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Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-26 Thread Renk Thorsten
 I've also taken a bit of a look at merging Rembrandt and ALS, and I think
 I understand the Rembrandt pipeline enough that I could add ALS to it.

Just to provide some expectation management:

Rembrandt (as deferred rendering) is very heavy on the fragment shader. ALS at 
low quality is currently rather balanced between vertex and fragment shader and 
at high quality adds all additional load to the fragment shader. An ALS 
implementation in Rembrandt will require that basically all light computations 
which are currently in the vertex pipeline move to the fragment shader as well. 
That's not a small workload, sunlight is about 100 times heavier to compute in 
ALS than in default or Rembrandt (that's what ALS burns framerate for).

I'm currently running ALS at highest quality on a GeForce 670M which is a GPU 
on the top-end of the performance scale. With all settings maxed out, this 
pretty much guarantees me a framerate of above 20 fps, no matter the weather or 
the scenery (with very few pathological exceptions where it drops to 15).

Rembrandt + ALS will be slower than any of them, because of all that additional 
stuff which needs to go into the fragment pipeline which will completely choke.

My strong expectation is that even on a top-notch GPU, maxing out all settings 
will not work fast enough, so something will be lost if you actually hope to 
fly. The GPU to run that framework isn't  sold yet... and I can picture the 
crowd of usual suspects shouting 'This is too slow! This is badly implemented!' 
once it's actually running. And I a so looking forward to that experience. 
(*irony*)

* Thorsten 


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Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-26 Thread Renk Thorsten
 I don't think it's quite that bad. In a deferred shader like Rembrandt,
 the ALS would run in the deferred lighting pass. While it's true that the
 heavy work is done in a fragment shader, it only runs for each pixel on  
 the  screen, not for every rendered fragment.

Yes - but you need to execute ~ 200 additional lines per screen pixel just to 
get the light at every point right in the scene. Then come ~150 additional 
lines to compute fog.  As for the graphical goodies of terrain texturing, 
that's all in the fragment shader and contributes another 300 lines or so in 
total, and now that's only done per screen pixel, because I always use a 
trivial first pass to fill the z-buffer and render terrain only when actually 
seen.

So the fragment shader will get ~650 additional lines to execute for every 
screen terrain pixel. Have you looked at terrain-haze-ultra.frag ? That has 720 
lines of code in total, part of it subroutines which are called a few times.

It is true that we currently render terrain obscured by the panel due to the 
near/far camera issue - but I have a crude panel masking code and a good 
feeling of how much this saves you.


 Also, in many cases the sky  
 would  take up a large portion of the out-the-window scene; is computing ALS 
 for
 the blue sky as expensive as for an object in the scene? Not to mention
 that you don't need to run ALS in the cockpit...

Yes, it does now as well. But you want the sim well-behaved not only in level 
flight, but also when you descend or do aerobatics. So you have to design for a 
clouded sky (which reverses the argument, looking at the sky then becomes very 
bad) or a steep descent when only terrain is visible - it doesn't do to have a 
framework which only runs when half the screen is sky :-)

And you do have to use ALS light computations for the cockpit to get consistent 
light (you don't need fog or pixel postprocessing). 

In the end, I guess we'll see how bad it is...

* Thorsten
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Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-26 Thread Renk Thorsten
I've thought about if I really should comment on Henri or not, and I won't 
dignify most with a reply, but just this:

 I don't mean i don't like ALS, i mean i don't like your approach ,  
 instead of working  on consistency with the existing valuable features which 
 were
 implemented within FlighGear, ( and by including Rembrandt),  you ARE  
 WORKING on a other FlightGear.

Please get your facts right. The first appearance of the skydome shader in the 
forum dates to  Mar 07, 2011. The first appearance of Rembrandt in the forum 
seems to be  Jan 04, 2012. Assuming that they roughly correlate with the time 
at which these features were first presented elsewhere as well, this means that 
the beginning of ALS _predated_ Rembrandt by almost 10 month (!). 

Thus, it is very clear what the 'existing' feature is, and who did not 
contribute to the existing technology - it's FredB and Rembrandt, not Lauri, me 
and ALS. 

Let me make it very clear that I have no issue whatsoever with that. I did not 
expect FredB to incorporate the skydome shader or anything that follows out of 
this. It is also very clear to me that FredB has no issue with Rembrandt and 
ALS co-existing, because he showed me how to implement the terrain shading in 
the effect framework and committed it himself after I had finished it.

But your whole argument about not contributing to existing features simply 
applies to the wrong person. That's embarrassing, isn't it?

Have a nice weekend,

* Thorsten


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Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-25 Thread Renk Thorsten

Hi Henri,

 However your approach is questionable.
 I can understand you are working on an other FlightGear variant for
 yourself. 
(...)
 It is not the Atmospheric Light Scattering, we want.

Who is the 'we' you're claiming to represent? I look at the FGUK weekly flight 
screenshots in the forum, and pretty much everyone there is using ALS. I look 
at some recent scenery projects (Russia, New Zealand) - and I see people 
playing with the procedural texturing of ALS. So *you* may not want it, but 
you're not representing 'the community', you're representing yourself here.

And you know what? You can simply never switch it on if you don't like it, and 
that solves it all. It's a bit beyond me how you could possibly be bothered by 
a feature you currently actively have to switch on.

(And even if I were the only person interested in using it, it would still be 
perfectly legitimate for me to work on what interests me rather than the rest 
of the users - this is my spare time we're talking about.)

 You call it Atmospheric Light Scattering, you could call it  
 Renk ALS

I could at that, but it's handed out to the community under GPL, so it doesn't 
belong to me, it belongs to whoever adheres to GPL.

 We want, so far, a consistent flightgear system, any features should be
 compatible each other, and not breaking each other.

First, you haven't read what I wrote: There is nothing 'broken' by ALS - 
everything you're using when ALS is off works just the same as if you would 
remove the whole framework (if you disagree, name me a single Rembrandt feature 
that doesn't work any more because ALS blocks it). The only implementation 
which actually prefers Basic Weather consistently over Advanced Weather (and 
hence in a sense breaks things, although one can to some extend hack around it) 
is the environment interface of the default (and Rembrandt) rendering framework 
- which is designed by the very person who brought up the idea that I would 
break things. 

Second, you're applying double standards here. Rembrandt (which you like) is 
massively incompatible with the default rendering framework at a much deeper 
level. It requires to modify aircraft to even see through cockpits, it requires 
likewise to re-write every effect and shader. You seem to have zero issue with 
this, but taking your argument seriously, you would have to be against 
Rembrandt.

Of course you personally like Rembrandt but not ALS, so it's okay if Rembrandt 
is incompatible with the default, but not ALS - I don't have a particularly 
high opinion of such types of arguments.

 What about  Rembrandt ? To reproduce the reality, isn't it the main tool 
 which  
 gives the best effect ?  Won't the effort should done on that side ?

What you're asking is really 'I like Rembrandt better, so why don't you work on 
it?' Let me ask you back - I like ALS better, so why don't you ask FredB to 
work on ALS instead? Makes just as much sense.

As for Rembrandt being superior, Rembrandt is a different engine, not a set of 
different effects. As such, it has more potential, because it can potentially 
do the same things ALS can do and still add multiple light sources and shadows. 
 As has been mentioned a few times, ALS can be ported to Rembrandt by 
re-writing the effects, but this isn't something I am personally so interested 
in that I would do it completely on my own, and unless a volunteer appears to 
do it with me, that's all there is to say.

Currently I would claim that ALS delivers more realistic outside scenes at 
daytime and at sunrise/sunset, whereas Rembrandt wins for aircraft interior, 
close to the ground when shadows are important and at night where multiple 
light sources are important.

 I hope that the next Flightgear version will offer a consistent system  
 and not several independents systems ( including your Flightgear) which won't 
 be
 compatible each other.

I hope you have the fairness to ask FredB to remove Rembrandt then as well, 
because we need to ship the default rendering scheme such that users without 
good graphics cards (the integrated intels for instance) can use FG at all, and 
neither Rembrandt not ALS are compatible with default.

I mean, what is this really about? You're seriously bothered by a framework you 
especially have to activate, which doesn't break any of the features you like 
to the degree that you blatantly ignore the significant group of users who uses 
ALS and claim to represent 'the community' and invent 'broken things' for which 
you can't give a single example'? And you expect me to... do  what? Code what 
you like instead of what I like?

Please... can we keep some basic fairness and decency here?

* Thorsten
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Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-25 Thread Renk Thorsten
 ..yes, but we also need some patience with non-native English
 writers who _should_ include their French etc original so we
 don't get people wound up on questionable translations of things
 that may warrant discussion

For the record, there is a repeating pattern here on and off  list and I don't 
think I'm overreacting. I don't think you are ignoring the flightgear users 
community interest, features should be compatible each other, and not 
breaking each other or You call it Atmospheric Light Scattering, you could 
call it Renk ALS are particularly prone to mistranslation or are intended to 
mean something else.

I'm not wound up about wording here. I'm wound up about

1) Repeated insinuations that I would 'break' things. Somehow, nobody can seem 
to come up with an example of what I have actually broken. So I think I'm not 
out of line in asking that people either say what they think I broke (and give 
me a chance to fix it) or shut up.

2) A complete lack of explanation why simply not switching on a completely 
optional framework which they don't like is not an acceptable solution to some 
people. 

3) The inherent double standard in arguments that if other people do the same 
thing it's completely okay, but if I do it it's very bad.

Could somebody who disagrees with me just spell out what I'm supposedly doing 
wrong, what I should rather be doing and explain to me why? Rather than 
insinuating, making vague statements, expressing unspecified concerns, hinting 
at some unspecified group which would be of the same opinion but never 
committing to any statement which can actually be investigated? Because I'd 
really really like to see that case reasoned.



Thanks,

* Thorsten
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[Flightgear-devel] Atmospheric Light Scattering

2013-04-24 Thread Renk Thorsten

It occurred to me yesterday that there seems to be a major misunderstanding in 
the way Atmospheric Light Scattering (ALS) is perceived by different people. So 
in order to avoid future misunderstandings, let me try to clarify my side once 
again.

Vivian:

 Do we need to go down this road? We are breaking more and  
 more for minimal gains. Did we ever restore the wake effect on the Carrier  
 with Atmospheric Light Scattering?

Emilian (a while ago):

 I have nothing about the core of the Advanced weather engine, I have an issue 
 of how you interact with it, and how it interacts with other parts of the 
 whole system... and in my view this is broken. 
 
 I also have nothing against the idea of the atmospheric scattering, I have an 
 issue with how it's done, which is suboptimal in my view... and again of how 
 you can interact with it/ how it affects other systems, and how it's affected 
 by 
 other systems.

The common theme here is the perception that something is broken, which is 
naturally not my perception. For instance, the fact that ALS doesn't have a 
wake shader effect indicates its brokenness the same way as the fact that the 
default rendering doesn't have procedural texturing working - which is to say, 
not at all. 

Vivian might correct me, but I think I finally understand where that notion 
comes from. I think it comes from the view that ALS is in essence just another 
way to compute fog and light for what the default rendering scheme does, and 
from this perspective, any effect that doesn't work is indeed broken.

The original plan was indeed to implement things as just different fog and 
light, there is still the parameter 'fog-type' in the effects which would 
support such an implementation, and there was a 6 months window during which 
Emilian and Vivian had the opportunity to implement it that way. As this didn't 
happen (for whatever reason) I decided to ask for some help and Fred kindly 
told me how to implement it as a different rendering framework (i.e. loading a 
whole different effect rather than a different fog shader only).

So, from where I stand, that decision is done and it is now a different 
rendering framework, which means clean slate, all effects have to be written 
from scratch, with all the pros and cons to that (which we might debate 
endlessly). So since this window of opportunity to start from scratch happened, 
I took the opportunity to address a few things I saw as shortcomings in the 
default rendering framework we had. Just to give a few examples:

* Environment interfacing:

Emilian's view that the way ALS and Advanced Weather interact with the rest is 
broken is... bold. Just to give an example for how he addressed the interface, 
for instance the water shader needs to know the amount of reflected light at 
the water surface in order to compute reflection.

Emilian's and Vivian's version of the water sine shader solves this by passing 
the cloud layer configuration settings of Basic Weather to the shader and then 
compute in the fragment shader from that the amount of light. This means that 
a) Advanced Weather has no chance (even conceptually) of ever passing the 
correct information to the shader since it doesn't use the Basic Weather config 
properties to create clouds and my understanding is that it is even impossible 
to write these properties without actually generating visible clouds 
interfering with what Advanced Weather does, and that b) a quantity which 
changes in Basic Weather once a few minutes (when a new METAR comes in) is 
computed about 60 million times each second. I may not be a rendering wizard, 
but this doesn't sound like the way to implement an environment interface to 
me. 

My supposedly broken interface references a single property 'light reaching the 
ground'  for the same purpose. That property isn't native to the weather 
system, it can be set by hand with the browser without affecting anything else 
but the shader or be computed by any weather system currently running, i.e. 
shader control parameters are explicitly and always separated from native 
weather system parameters. This means the computation can be done if and only 
if needed, and the interface doesn't prefer one weather system over the other.

* Consistency

I've witnessed quite a few forum discussions with people complaining that they 
didn't think selecting higher quality shader settings would give them higher 
quality visuals (usually this was about the crop and forest overlay texture 
effects which some like and some don't - I have my opinion which is irrelevant 
here). Likewise, snow and fog were not always consistent across landclasses (I 
believe this is fixed now).

Starting from scratch offered the opportunity to organize quality settings with 
a clear idea in mind, using a consistently selected set of effects. Now, 
consistent doesn't necessarily mean superior, it just says it's all my idea of 
visual quality, not a mixture of different ideas.  But then 

[Flightgear-devel] Tree issues

2013-04-23 Thread Renk Thorsten
 Definitely looks like it.   Could you provide some further details on
 this please:
 a) Where are you seeing this ?
 b) which materials file (dds ? regions? )
 c) Have you deleted the Textures.high file to use lower resolution
 textures?  The
 trees in the screenshot look even more blocky than normal.

After fresh pull yesterday, I can confirm the issue. 

a) Caribbean and French Alps so far
b) using regional definitions
c) no - just tried out of the box

 I think so.  The textures here are very small (512x512) so the
 difference between  a 512x128 and a 512x512 texture would be miniscule while 
 loading 4
 textures rather  than 1 from disk might be significant.  IIRC Thorsten also 
 did
 some experiments and found that having additional textures references
 in a shader had a significant performance impact.

If you had two different texture sheets and would need bare trees high up and 
leafy trees down in the valley, you would have to look up both of them for each 
tree - which is not so optimal. I think Stuart's way trades GPU memory (you 
have 4 times the sheet size now) against speed (just a single lookup).

We may think about not doing the two winter slots as a simple noise function 
with white color can paint them with snow as well, but I think eventually we'd 
like to have nice winter images with snow piling correctly on the branches, and 
this is close to impossible procedurally, so I can see the advantage of the 
scheme here.

Stuart, is it possible to pass somehow the info what trees are deciduous? I've 
done some testing, and I can selectively pick 'green' hue in the shader and 
color-rotate these pixels to autumn colors, but this is not sensitive enough to 
key on the difference between leaf and needle - if we had that, we could have 
autumn colors in addition.

 Then fall and windy could be combined with particles (?) to simulate  
 wind blown leaves and dynamically painting the foliage part of the  
 texture with alpha to make leaves fall off on windy weather..? ;) Kinda  
 special case and maybe not worth the effort but might be quite awesome  
 jaw-dropper on the right moment.. ;-)

Yes, let's forget about spending all the framerate for flight and do realistic 
vegetation - trees and grass should also move in the wind :-) (I like the idea 
in principle because it's just mad enough to be charming...) 

* Thorsten
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Re: [Flightgear-devel] Tree issues

2013-04-23 Thread Renk Thorsten
 Actually, I had this working very nicely a couple of months ago - using  
 a sine function on time multiplied by wind factor to shift the top  
 texture coordinates so the top of the trees move.  I even had a nice  
 larger scale effect to produce the sort of wave affect you see across  
 the tree tops

 However to be visible at normal ranges (500m+) the wind had to be  
 absolutely howling and shifting the tree tops many meters, so it really  
 didn't seem worth the  minor computational cost.

Oh, do you still have that somewhere? I would love to play with this 
implemented in an optional  high-quality tree shader - I could probably also 
add some grass movement by translating the grain texture or the hires noise 
with time into the wind direction...

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

2013-04-22 Thread Renk Thorsten

Okay, I've pushed an experimental version of a grain overlay texture for the 
model ubershader  to FGData. It affects Atmospheric Light Scattering only, i.e. 
will be absent in the default rendering, which should make for easy comparison.

For lack of texture units, I had to take the rainbow coloring of reflections 
out  for the moment (again, only in the Atmosperic Light Scattering version). I 
can't visually spot a difference, and in any case a 2d texture lookup call 
seems an overkill for a simple 1d color table, so I plan to replace that by a 
function eventually. As far as I can see and test, this shouldn't take any 
framerate unless used.

The grain overlay is configured pretty much like any other model effect in the 
ubershader - a model specific effect file needs to set the flags, which are

* grain-texture-enabled: does what you think it does, needs to be 1 to work
* grain-magnification : the texture magnification relative to the base texture 
- I think values between 10 and 100 would work here

The grain texture itself needs to be declared as n=14. The grain texture should 
be largely transparent and seamless - I think unlike for the terrain tiling 
artefacts are not an issue for artificial patterns, they actually occur.

For a quick check, inserting the following xml code into 
Aircraft/Citation-Bravo/Models/Effects/reflect.eff

texture n=14
imageTextures.high/Terrain/grain_texture.png/image
filterlinear-mipmap-linear/filter
wrap-srepeat/wrap-s
wrap-trepeat/wrap-t
internal-formatnormalized/internal-format
/texture
grain-texture-enabled1/grain-texture-enabled
grain-magnification50/grain-magnification

gives me this effect for the hull of the Bravo which is now re-painted using 
the terrain grain texture at high resolution


http://users.jyu.fi/~trenk/pics/overlay.jpg

Looks a bit like a military version... 

So, please play with it - it's basically down to how well the grain overlay can 
be made.

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

2013-04-22 Thread Renk Thorsten
 Removing the rainbow effect spoils the highly polished aluminium effect on
 the b29 and the Lightning F1. 

As I said, I don't plan to remove it for good. Quoting myself:

 in any case a 2d texture lookup  call  seems an overkill for a simple 1d 
color table, so I plan to replace that by a function eventually

I might add 'this will make it quite a bit faster, as it is a very simple 
function' - so I believe this should be done anyway everywhere the rainbow is 
used. I am working hard, but don't expect everything to be 100% on the first 
commit of a new feature.

 It is also incompatible with AO effects. Will
 this all work with non-nVidia cards/drivers?

I believe I've seen screenshots of terrain overlay textures working just fine 
on ATI cards. Likewise, functions rather than texture lookups work just fine - 
what counts in the end is a number, the shader doesn't really care if this is 
calculated or read from texture. The four websites I have studied regarding 
conditional texture lookups agree that textures can be looked up conditionally 
on a uniform, not on a varying. 

Do you see actual reasons for concern, or is this just stabbing in the dark? 

Not sure why a grain overlay would be incompatible with AO - care to elaborate? 
My understanding is that we don't have any AO outside of Rembrandt, and a grain 
would not be intended to carry pre-computed shadows, that's what the base 
texture is for.

 The grain effect you proposed did not gain much if any support from
 developers. Do we need to go down this road?

No, we don't have to. 

Like many things, overlay textures and the grain effect are just something I 
believe have incredible potential. The grain effect on terrain is awesome - 
without going dds or using huge textures, you can create 15 cm sized terrain 
resolution everywhere. So, let's give it a few months of testing, see if folks 
can not use it to good effect - the 5 lines are easily removed from the shader 
if the potential doesn't materialize.

 We are breaking more and  more
 for minimal gains. 

I beg to disagree on two counts.

First of all, this is a net acceleration.  I think currently the ubershader 
isn't structured well since it unconditionally looks up lots of textures, most 
of which aren't needed if you use, say, reflection or normal map only - 
restructuring the shader to not read unused textures and to evaluate as 
function what can be evaluated as simple function will speed things up. 

Second, having a technique to achieve 25 times the resolution for 2 times the 
texture memory isn't a minimal gain. It's visually way more powerful than the 
rainbow.

So we're actually getting more bang for the buck.

 Did we ever restore the wake effect on the Carrier  
 with Atmospheric Light Scattering?

Well, we never had it running in the first place, so there can be no talk about 
restoring it. Someone just has to write it. Presumably that someone will 
eventually be me, but I have to ask your forgiveness of I priorize things which 
interest me personally.

I mean, it's not like there's something taken away from you... There's two 
rendering frameworks left in which everything works as you're used to, surely 
we can afford to have one of three going ahead and trying for a few 
experimental new features rather than re-doing every effect in the others? 

Cheers,

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

2013-04-19 Thread Renk Thorsten
 Ive been thinking about this since since you posted, and now i'm curious  
 to  see it.My initial fear was more framerate drop, but if it can be truly
 disabled I think its worth a try

I think one thing we have pretty consistently implemented in the effect 
framework is that all effects can be switched off. The whole model ubershader 
is implemented in such a way that it affects you only if you have a model 
shader on. The grain texture can be implemented such that it affects you only 
if you have the model shader on at high quality and your model has a flag set 
such that it is used.

 Water
 reflection used to have nearly zero impact on my framerate , now its
 unuseable over the ocean or large lake.

Which one? We used to have two of them, a silvery one at lower quality and the 
sine wave variant at high quality. Even the high quality variant can be made to 
run almost twice as fast by dropping half the partial wave calculations (this 
is implemented in the lower quality version of Atmospheric Light Scattering). I 
haven't been following the shaders in the default framework so much, but if a 
shader suddenly eats up twice the performance, there usually is a reason worth 
understanding.

Not sure why but the skydome  
 shader had very little effect on my framerate when it first appeared , now it
 drops fps to 10 from 40 .

Well this at least I know. When the skydome shader first appeared, it did this 
when you didn't have mountains on the horizon:

http://www.phy.duke.edu/~trenk/pics/skydome1.jpg

Your framerate has gone into fixing this problem by providing consistent 
fogging and lighting of the terrain under all conditions such that terrain 
matches with the skydome. And unfortunately, the terrain part is way more 
expensive than the skydome part (and if you run at higher quality, there's a 
gazillion of additional goodies). The skydome code itself is pretty much as 
fast as it used to be (and if you delete all skydome-switched techniques from 
terrain-default.eff and model-default.eff, you can get if back if you really 
like).

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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. 

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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.

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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] Terrain self-shading

2013-04-16 Thread Renk Thorsten
  Thorsten suggested [1] separating foilage and trunk; is this what you  
 have in mind?

 At the moment I'm simply using 4 separate complete textures ; one for  
 each combination of summer/winter and clear/snow-covered.

 So I 'just' need straight pictures from summer and winter. Snow-covered  
 would be a bonus, though that can probably be added later.

 With that I can display different textures above and below the snowline  
 with no computational impact (well, a couple of additions and  
 multiplications at the vertex level plus an additional Uniform). On my  
 system there's no impact to frame rates.

 I've still to look at Thorsten's idea in detail (my code predates that  
 discussion) and don't expect to have the time to do so in the  
 foreseeable future.

Just to be clear - if we had textures, this is something I would do the work 
for since I suggested it, I'm not expecting Stuart to do this for me :-) (This 
is not to imply that I would object against Stuart giving a try, but as long as 
I can follow up an idea I like myself, I try not to fill someone else's to-do 
list).

The reason for separating foilage would be to allow continuous autumn-color 
shifts and 'shed' leaves by overlaying a noisy alpha-channel.

 I expect it to require additional texture lookup and some perlin noise  
 at a minimum so the perf impact might be significant.

Depends on the hardware I guess. On my old GPU, the fragment pipeline was the 
bottleneck, and such an addition to the fragment shader would have been a clear 
no-go. My new GPU is almost always vertex-shader limited if it doesn't go to 
vsync, with the chief suspects being clouds, buildings and trees. So chances 
are I wouldn't even see additional texture lookups and noise functions, because 
the vertex shading dominates the execution speed of the tree code.

So I would suggest to implement this as a high-quality option for those who 
have the hardware to crunch substantial fragment shaders and leave the current 
implementation as a fallback. 

* Thorsten
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[Flightgear-devel] Aircraft modellers - is a grain texture useful?

2013-04-16 Thread Renk Thorsten

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.

* Thorsten
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Re: [Flightgear-devel] Terrain self-shading

2013-04-15 Thread Renk Thorsten
@Erik:

 They are read from the ambient, diffuse and specular files in
 fgdata/Lighting. For the default lighting scheme these do get altered,
 but I think you already override that scheme completely.

Um... as they depend on the sun angle, these appear to be the light intensity 
curves. I indeed override those. I'm interested in the reflection coefficients, 
which must be part of the materials definition - I know that for some 
landclasses diffuse and specular are explicitly defined, but I don't know what 
the defaults are otherwise.

But I guess I found a viable solution yesterday.

@Fred:

 I presume the balance between ambient and diffuse should vary with the  
 weather. A clear sky gives harsh shadows and overcast sky with several  
 layers of clouds gives barely any shadows (dull day in photographer  
 speak). Your results (which are really pretty) are likely to be  
 unrealistic with bad weather and perhaps a middle term as it is now will  
 fit more situations if the balance is not adjustable.

Luckily for me Advanced Weather already comes with a model how light intensity 
is changed by the cloud cover and the interface to the shader is already in 
place and being used to reduce diffuse light under strong cloud cover ;-) So 
that's solved already -  to quote myself 3 lines in the shader including all 
the environment dependencies on cloud cover and sun angle (it doesn't do to 
reduce ambient light before sunrise for instance) - for moderate cloud cover, 
the effect goes back to what you're used to, for strong cloud cover diffuse and 
specular light pretty much go away. 

I think the actual effect is pretty much perception - the ambient light doesn't 
go away that much in clear skies, but the eye, having the contrast to surfaces 
illuminated by high intensity light, reduces shades surface to dark. So we 
could attack this also by simulating real light intensities and do perception 
reweighting later as well, but just reducing ambient light to make up for 
actual high diffuse intensity seems to do the trick nicely.

@Stuart:

 Given that we've got a very limited number of tree textures and the
 same texture is used on a large number of objects, perhaps it would be
 worthwhile increasing the resolution?

The regional Caribbean palm trees should have a higher resolution if anyone 
wants to have a look at the differences. We seem to have some forum users who 
are sort of committed to provide more variety and higher resolution tree 
textures which we can encourage.

Personally I would like to have higher resolution trees after spending quite a 
lot of shader lines for terrain close-up rendering - but I have a lot of memory 
to spare, and I understand the argument that for many users trees will be 
something seen from a few hundred meters at best.

* Thorsten


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Re: [Flightgear-devel] Nasal props API relative path support

2013-04-15 Thread Renk Thorsten
 If you just want a quick and dirty way to read one property, we have  
 getprop / setprop - for any other use, you should be doing what the API  
 already supported; getting a props.Node object for the leaf, and then  
 manipulating it with no further string/path handling. 

 Using getprop on the one hand does not allow getting a property
 converted to a given type and on the other hand is tedious to use for
 more than one property, as one has to assemble the according property
 paths (which is definitely less efficient than using a relative method).

If there is even a slight performance concern, the only justification I ever 
see for not using getprop() / setprop() is if you explicitly require to set a 
variable type. 

Assembling a property path by string manipulation may be in theory less 
appealing, but it is in practice 3 to 10 times faster than using the props 
module - I have made several benchmark tests, all leading to the same result. 
Large-scale property manipulation from Nasal is performance hungry and should 
be avoided if possible by using Nasal-internal variables instead, and if it 
needs to be done, getprop() /setprop() offer significantly superior performance.

If you dig a bit in the mailing list archive, there should be a post with the 
actual benchmark test results.

* Thorsten
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[Flightgear-devel] Shader changes - some feedback required

2013-04-15 Thread Renk Thorsten

I've just pushed a few major modifications to the highest quality shaders of 
Atmospheric Light Scattering - the lower quality levels are at present 
unaltered. Please give some feedback so that I can decide what to do with the 
lower levels.

* I've converted fog and snow overlay from tile-coordinate 2D noise to 
world-coordinate 3D noise (I think FredB is to be credited for the concept). 
This has the big pro that the noise is continuous across terrain tile 
boundaries and looks much more appealing. The cons are that the computation 
load to generate a noise frequency doubles from 2D to 3D noise and that on my 
hardware, the world coordinates are numerically somewhat unstable. This means 
it works fine for large wavelength noise where accuracy isn't an issue (for me 
250 m and larger is fine) but gives an inacceptable jitter for high frequency. 
Thus, all noise patterns below 250 m size scale are still created as before as 
2D noise in tile coordinates.

I don't know if the 250 m are save for everyone - Emilian at some point said he 
was fine down to 30 m using world coordinates which I definitely can't do. 
Please test and let me know if this is a problem on other GPUs and if the 
performance drain vs. visual gain is worth the procedure - if yes, I will 
implement 3D noise on lower quality level shaders as well.

* The mentioned shadow code is also in for the high-quality terrain shader. In 
order to see the shadows deepen, you need to use fairly clear skies and 
Advanced Weather (unless Basic Weather starts communicating light attenuation, 
it will always use default shading). Fair weather is usually fine, and morning 
as time of day works well.  I have not yet pushed modified trees, so best don't 
look at tree-covered slopes. The difference in shade can directly be seen by 
toggling between highest quality (landmass and transition both to max) and any 
lower quality.

Please let me know if you pick up grossly unrealistic situations, if not I will 
make this the default behaviour.

* Water in addition got a variable density drift ice overlay texture to use in 
winter and some 3D noise based water color and reflectivity modifications - I 
think it looks much nicer than monochrome water - again, any feedback 
appreciated. I have a half-baked scheme to make water color also dependent on 
proximity to the coast (this could get a ride on the terrain sampler which 
Advanced Weather is running anyway), but that's not there yet.

* Thorsten
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[Flightgear-devel] Terrain self-shading

2013-04-14 Thread Renk Thorsten
Following a forum discussion

http://www.flightgear.org/forums/viewtopic.php?f=47t=19693

 I've done some experiments with terrain  self-shading based on changing the 
balance between ambient and diffuse light.

The results look fairly compelling and the illusion (even without a real 
shadow-map) is usually pretty good (in fact, one has to go looking for cases 
where it breaks, they don't usually stick out even in complicated terrain)

http://users.jyu.fi/~trenk/pics/light_balance_new05.jpg
http://users.jyu.fi/~trenk/pics/light_balance_new06.jpg

Since it's not based on a shadow-map, it works still 100 km out

http://users.jyu.fi/~trenk/pics/light_balance_new02.jpg

It works by reducing ambient light in the terrain shader, and to compensate for 
the loss of scene brighness, diffuse light has to be oversaturated (is this 
problematic ?). One problem is that I don't know the default ambient and 
diffuse reflection coefficients of terrain, so I have to experiment. If anyone 
knows these, please let me know, then I could compute rather than experiment. I 
do know that full ambient light has an intensity of about 0.5 in each channel 
and full diffuse light has 1.0.

Downstream, to preserve the illusion of shadows, I've had to alter the tree 
shader to purely ambient lighting based on sun angle above the horizon. But 
that seems to be a good idea in general - not only is this cheapter to compute, 
but also our tree sprites have flat suraces with a clear normal, so they have 
very pronounced directional scattering - real trees have random orientation of 
leaves and needles and a leaf can also transmit light, so I think real trees 
have much weaker directional light scattering and isotropic scattering is 
actually the better approximation.

I'm describing this in detail because the change is rather small (3 lines in 
the shader including all the environment dependencies on cloud cover and sun 
angle) - so this is an extremely good bang for the buck, and I would perhaps 
suggest considering similar changes in the other rendering schemes.

I'll try to push a test modification to the highest quality terrain shader and 
the tree shader on Monday, so that you can experiment a bit and make up your 
mind

* Thorsten 
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Re: [Flightgear-devel] Cloud detail range and faint clouds

2013-04-10 Thread Renk Thorsten
 Presumably making cirrus clouds after more sprites doesn't make for
 very realistic clouds because of the size of the cloud structures?

Well, they are very faint - say an alpha of 0.1 or less. If we make 10 sprites, 
each of them needs an alpha of 0.01 in order to get the same visual impression, 
and that means every sprite gets thrown by the alpha testing. Also, the whole 
point of dropping sprites is to make clouds render more efficiently - so adding 
sprites to already rather efficient Cirrus clouds such that some can be dropped 
later appears a bit... counter-productive ;-)

It occurred to me that the correlation of cloud thickness and altitude is quite 
good, so a quick fix could be not to drop any sprites for clouds above 
6000-7000 m altitude (?).

* Thorsten
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Re: [Flightgear-devel] A collection of questions

2013-04-09 Thread Renk Thorsten
Thanks Fred, this pretty much addresses all my questions.

 Light objects are built in simgear/scene/tgdb/pt_lights.cxx
 There effect is built in C++ in the getLightEffect function. It is not
 configurable as it is now. Ideally, this function should be replaced
 by a lookup in the material file to find a configurable effect.
 But I didn't thought about the implications of doing so.

Okay, then I'm not going crazy and can't really address this from the 
effect/shader side without touching the core.  Could I request implementing a 
lookup as a non-urgent feature request? This is needed to get true low 
visibility scenes rendered properly, but I think not among the most pressing 
problems.

 Precipitations use the OSG particle effect. I don't thing it is something
 configurable as the shader is coded in OSG C++ code. Maybe this is
 something we should try rewriting in order to make the lighting
 different. The implementation of the effect is in
 simgear/environment/precipitation.cxx

Well... maybe let's just leave it as it is - personally I am not much bothered 
by the precipitation lighting, and this sounds like a non-trivial issue to fix. 

 Problem : it consumes GPU memory even if the technique requiring
 the extra attributes is not selected

Hm, I see Can a geometry shader potentially compute the curvature and pass 
it on? I mean, having a triangle with adjacency info must be good for something 
like this, right?

Stuart:

 I don't think there's a sensible way to generate additional trees at
 50-100m.  With the changes described above, the overall memory
 occupancy of trees should go down, so perhaps it won't matter as much?

I was thinking fern, grass, undergrowth,... - these would have a density ~100 
times higher than trees, so even just storing the coordinate point if it is 
created at tile creation time would be a major drain, and the whole thing would 
only remain manageable if really only the close vicinity is stored - which 
means it needs to be created on the fly as you approach an area.

* Thorsten
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[Flightgear-devel] A collection of questions

2013-04-08 Thread Renk Thorsten

If I may bother everyone again - here's my current list of open questions. Any 
help or pointers would be appreciated:


* Where do the runway and taxiway lights enter the rendering scheme? They need 
to be fogged consistently with the rest of the scene, but I do not know where 
to set this - which effect are they using?

Context: In low visibility scenes, lights remain visible to large distances 
because they go to the default fog color rather than the atmospheric light 
scattering fog color.

See http://users.jyu.fi/~trenk/pics/catIIIb.jpg


* Where does precipitation enter the rendering scheme?

Context: I have received the suggestion to change the lighting of rain and snow 
to agree better with the environment lighting - but I don't know where the 
lighting for precipitation is defined in the first place.

See http://www.flightgear.org/forums/viewtopic.php?f=69t=7358start=555#p176734


* Why are the runway and taxiway designation signs using the terrain shader? 
Can (should) this be changed?

Context: The terrain ubershader at high detail assumes that vertical surfaces 
need to be rock. If a sign is rendered by the terrain shader, the shader 
consequently makes the sign vanish and replaces it with rock unless the rock 
texture is explicitly set to 'off'. This could be hacked around by just setting 
it off for every sign, but I am thinking that a better solution would be to 
render these objects with a model shader because the features of a terrain 
shader do not really make sense in this context.

See http://www.flightgear.org/forums/viewtopic.php?f=47t=18999

* Can we generate more vertex attributes than tangents, normals and binormals? 
For instance, can we do components of the curvature?

Context: Lots of vegetation patterns in nature are 'on the valley floors'  or 
'along a ridge'. In order to tag those with shader effects, one would need 
curvature. For instance, valley floors are defined by normal pointing upward 
and positive curvature, the ridges are defined by normal pointing upward and 
negative curvature. This would allow much more natural distributions of overlay 
patterns.

* How difficult would it be to expand the tree generating system to a 
multi-tier system in which we can in addition generate a circle of vegetation 
in the range of ~50-100 m for high resolution scenes landing off airfields? Do 
we generate the memory load from trees at tile loading time, or at tree loading 
time?

Context: Would be very cool to have ;-)

* Just how are the LOD ranges defined in the view menu used? I am genuinely 
confused, I understand that LOD bare sets the terrain, but that's the limit. 
Does anyone know?

Thanks in advance for any help with these!

* Thorsten
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Re: [Flightgear-devel] A collection of questions

2013-04-08 Thread Renk Thorsten
 I suspect they are just using the default terrain effect, if anything.
  They are generated from the C-code when the tile it loaded  (IIRC
 simgear/scene/tgdb/obj.cxx though I'm not at my FG computer to check)

 If you want any changes I'd be happy to make them, though I'd expect
 it's the sort of change that you could make yourself with a little
 digging :).

I guess the only way to fog/light these things correctly is to hand them to the 
right shader, but I only know how to do this for things which appear in effect 
files or which use one of the specified effects. I can certainly pick it up 
from there, but I had the impression that lights do not use terrain default, 
because I would have expected that to work consistent with the rest. Among 
other things, they would for instance get snow-covered or dirt-modified if they 
would use the terrain shader.

So I think what I would need is the lights referencing some effect file if 
they're currently not sorted anywhere.

 FYI, I've got a list as long as my arm of FG things to do, and have
 struggled to find any time to spend on FG for the last month.

Please no hurry - I'm just trying to get my mid-term plans together.

 I would think it would be straightforward to do this, but I don't know
 the perf/capacity impact of doing so.

Probably on par with generating both tangents and binormals - it's down to 
looking up adjacent normals and computing how different their dot product with 
the local 'up' direction is. This shouldn't be outrageously expensive to do, 
but it would throw in some more non-local topology into the shaders.

Thanks,

* Thorsten
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Re: [Flightgear-devel] FG - YASim model output data in txt file

2013-04-03 Thread Renk Thorsten

In addition to what Heiko said, Nasal script loops can be used to print any 
properties or functions of properties under any set of pre-defined conditions 
with adjustible sampling interval on-screen. If you re-direct console output to 
a file, you also get something that is plottable with minimum manual 
postprocessing. I've used this in the past to check the environment simulation 
by plotting pressure or windspeed graphs.

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Re: [Flightgear-devel] Kinect for pc for head tracking?

2013-03-18 Thread Renk Thorsten
 After all,
 head tracking is one of the most important aspect of flight sim.

 It's fine that people are interested in something, but could we please  
 tone  down the rhetorics and refrain from arguments 'I am interested in X,  
 hence it must be one of the most important aspects of flight simulation'?

 Why reply like this?

 Just change the superlative most to very, or remove it altogether.  
 The poster is obviously not writing in his native language, and you accuse  
 him of starting an argument?

 All the unsuspecting soul did was to enquire about  Flightgear  
 interfacing  with Kinect.

 In my eyes you are one of the most respected contributors to Flightgear,  
 but do seem to be easily provoked.

Um, Alan, why reply like this?

I asked Zhitao to _please_ tone down the rhetorics (i.e. to remove the 
superlative, as I don't see it's needed), and you interpret that as me 
'accusing' him to start an argument? Whenever did I say that? As for me being 
provoked, in the follow-up 'discussion' we get to read 'fool, idiot, 
ridiculous, pontificating about language skills,...' - does it strike you as 
strange that I, as supposedly provoked party, do not use that kind of language 
but say 'please'? Could you imagine that I might be motivated by something 
other than simply being provoked (for which I'd not have a reason in the first 
place)?


Since you ask, here's the thought processes underlying my  'Why?' spelled out:

I know very little about Chinese grammar and semantics, so I can't definitely 
rule out that we're dealing with a language problem here. In which case a 
simple 'Oh, sorry, simple misunderstanding' as a response would have solved the 
problem. Note that this didn't occur after the fact.

But as I tried to indicate in my post as well, the structure of the argument

X is important for me, so it must be important for everyone. or I use X a 
lot, hence X must be essential for flight simulation. 

is a fallacy which I get to observe quite a lot. This suggested a high 
probability to me we're not dealing with a simple language issue, but that he 
actually meant what he wrote. In which case, I would think it valuable pointing 
out that this is a fallacy and ask him to please not do it. What other way 
would you see to change discussion culture here and in the forum? (Well, maybe 
you see no need for a change, but I think it's rarely very constructive - of 
course the counter-proposal from you would be that this is because I am so 
easily provoked, to which I would reply as above,... In the event, I do see 
merit in your perspective - I can't honestly say that there's any evidence my 
post improved anything. So I'll just shut up here.)

* Thorsten
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Re: [Flightgear-devel] Kinect for pc for head tracking?

2013-03-15 Thread Renk Thorsten
 After all,
 head tracking is one of the most important aspect of flight sim.

It's fine that people are interested in something, but could we please tone 
down the rhetorics and refrain from arguments 'I am interested in X, hence it 
must be one of the most important aspects of flight simulation'?

I've been interested in flight simulation for more than 20 years, but till 
today it did not a single time occur to me that head tracking would be one of 
the most important aspects of it. I naively assumed it had something to do with 
primarily simulating aerodynamics and solving equations of motion and secondary 
with providing a credible environment in terms of realistic instrument 
behaviour and more or less realistic visual cues (visibility, cloud coverage) 
and wind interaction with aerodynamics, and then all else.

Might just be me.

Here's a choice list of other things which have previously  been claimed to be 
absolutely crucial / among the most important aspects / the reason for FGs 
demise if they're not implemented asap:

* shadows cast by aircraft
* space flight capability up to the moon
* meter-scale exact synchronization of clouds over MP
* real-time real air traffic
* orbital maneuvering capable numerical accuracy of the MP protocol
(...)

Strangely enough, we still don't have all of them but FG is very much alive and 
kicking.

Have a nice weekend,

* Thorsten
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Re: [Flightgear-devel] Generating ground textures on the fly?

2013-03-13 Thread Renk Thorsten

Hi Tom,

sorry if I sound overly pessimistic, but... several of the potential issues are 
structurally not that different from problems I've encountered in painting 
terrain or setting up credible weather. it doesn't mean that I am in any way 
against your plan, but I want to see if you have any new solutions in mind or 
if we'd just run into more or less known problems. So, let me just pinpoint the 
main challenges I see.

  The basic idea would be:
 Based on landclass data and OSM roads, generate a unique hi-res texture  
 for a few km out. (maybe using a base texture and overlays as you  
 desribe below.) Gradually reduce texture resolution for terrain further  
 out. (I did some rough estimate which indeed showed I need plenty of  
 video RAM, but not several GBs.) Regenerate the textures as the camera  
 moves.

A LOD system always sounds charming in theory, but I haven't been able to 
really make a good one for clouds for instance. 

Shuffling data in and out of graphical memory is at the moment for me  on a 
high-end machine (GeForce GTX 670M) the single identifiable source of uneven 
framerates. I get 60 fps like a clockwork, unless the system starts bringing in 
large chunks of terrain or new clouds into the scene. Currently we only do this 
once terrain is loaded, you would do it for every LOD stage - so while we might 
be able to keep the total memory occupancy sane, it is very likely that the 
flow of data in and out of memory is much increased, which might make this 
problem worse. Uneven framerates are, I've been told, a no-go for many on this 
list (personally I'm somewhat more tolerant in this department).

Another problem of LOD systems is that you need to hide the LOD  line very well 
- otherwise there's a ring around you where the terrain changes in some way.

As for the generating the resolution levels, there are various ways how this 
could be done:

1) pre-computed LOD level textures shipped with the scenery
+ doesn't need much performance
- needs much HD space, isn't very flexible

2)  LOD-level loading time on the CPU
+ needs no harddisk space, can respect current environment conditions to some 
degree
- creates a very uneven performance load dependent on airspeed, all textures 
cost the same memory as pre-computed textures

3) per frame on the GPU
+ needs comparatively little memory, has very even performance load, LOD-levels 
can be implemented fairly trivially (if you don't need it, don't compute it), 
can immediately adjust to environment conditions
- eats plenty of GPU performance (but then, working with textures is what GPU 
fragment pipelines are built for, so there's plenty of hardware support for 
that)

You seem to think of option 2) whereas I mainly work with 3).


 Terrain that is 100km out doesn't need 1m/px resolution. I'm certainly  
 thinking of a LOD scheme here, so I won't need 11.000 unique texture  
 sheets.

Well, you don't need 11.000 hires texture sheets, but you do need 11.000 unique 
texture sheets unless you want to have a graphical discontinuity where a 
default texture sheet is replaced by a completely different-looking 
specially-designed hires texture sheet. A texture 100 km distant can have a 100 
m per pixel resolution, but it still needs to be an averaged variant of the 
later hires texture.

That's my main problem with a cloud LOD scheme. I know how to create a very 
cheap to render cloud 100 km distant. I know how to create a nice-looking cloud 
close-up. What I don't know is how to replace one by the other without clouds 
suddenly changing the visual appearance completely. 

In other words, the problem is that the lowres LOD levels still need to know 
what is painted on the hires LOD levels, but you somehow need at achieve this 
without actually creating the hires version, because if you create the hires 
version in every instance, the performance gain is pretty much gone.

Procedural texturing on the GPU can do that by simply filtering the hires 
structures out dynamically once they get smaller than a pixel. Textures do it 
by mipmapping. But how do you want to do it with a runtime-generated texture? 
Somehow you need to create the whole hires texture sheet, then mipmap it down 
to the resolution you need, and then throw away the hires information to free 
memory - but that is a very expensive scheme, as there are plenty of texture 
sheets to be generated to fill a ring 100 km out.

 I don't get this yet: why is blending the texture against the  
 surrounding bad, and what's the problem with non-local information?

Blending isn't a unique procedure. Taking a sand texture with 50% alpha and a 
rock texture with 50% alpha usually works in a credible way and gives me the 
appearance of sand-covered rock, but blending city texture with 50% alpha with 
forest texture with 50% alpha looks plain silly, if you want to create a rough 
stand-in for a park-filled city, you need to create noise at the size scale of 
the parks, and then use the noise value 

[Flightgear-devel] (no subject)

2013-03-12 Thread Renk Thorsten

 I've been playing with populating my home airport's area with buildings  
 derived from OSM floorplan data. I think having many buildings in the  
 correct place greatly improves realism over the current random  
 buildings/sparse static models, especially when you know the area.

This becomes a performance issue eventually - see Paris (France). Random 
buildings scale well for memory and performance because they're numerous 
instances of the same building, so just the various positions need to be stored 
separately - a city full of unique buildings needs to store each building 
uniquely. The basic idea doesn't really scale well.

 However, now the buildings obviously don't match with ground textures or  
 random trees. Any bright ideas how to achieve this? I know I could  
 follow the photoscenery approach and pre-render special materials and  
 masks for a couple of cities, but that just doesn't scale.

Matching with ground textures - very problematic, as you would need to generate 
unique ground textures on the fly, see below. Matching with random buildings 
and trees - I think the feasibility of using exclusion regions for random 
buildings and trees around static models has been discussed. This needs quite a 
lot of distance tests, but may just be possible.

 I could see a number of  
 advantages/disadvantages here as compared to our current, generic  
 textures:
 + much better autogen scenery possible: many textured streets/railroads  
 without additional scenery vertices

This isn't as impressive as you think - the kind of graphics card that can deal 
with 11.000 unique terrain texture sheets in the scene (you need something of 
that magnitude, see the numbers worked out here  
http://wiki.flightgear.org/Procedural_Texturing#Photo_texturing ) is also the 
kind of graphics card which can go through millions of vertices.

Custom Italy scenery has very high vertex-count roads and rivers - my  GTX 670M 
GPU crunches these just fine up to the visibility where my combined 11 GB of 
memory are filled. 

If you think it through, it's much easier to fill memory with textures than 
with vertices - to fill 11 GB memory with unique terrain textures doesn't take 
all that much visibility and resolution.

 + shared models with an individual piece of ground texture

Well, but how does FG know how this is supposed to look? 

Obviously, if you would do it manually, you would blend the individual ground 
texture against the surrounding. Which is bad, because it means you need 
non-local information to get the task done. You'd also want to generate 
different patterns in Europe, the US, Asia,...

I've been working a lot with procedurally generated patterns on the terrain - 
I've devised overlay texture schemes based on Perlin and sparse dot noise, and 
I'm working on 2nd generation cloud-layer generating functions (you call a 
function and get in return the distribution of cloud sprites which corresponds 
to a Mackarel sky for instance). These are not trivial problems, but to 
procedurally generate a credible city/village/town/argiculture pattern, even if 
you know the location of some buildings, is a genuinely tough problem, and even 
if we can find a solution, it's probably rather performance-hungry.

Which brings you (as usual) between a rock and a hard place - you can trade 
between memory usage and performance consumption, but there's no free lunch.

 + get rid of sharp landclass borders

Essentially you're asking for photo-scenery, which would do that,  except that 
the source isn't really an aerial photograph. So you get into almost the same 
pro's and con's of photo scenery if the scenery is pre-generated, and you get 
into significant performance and memory issues way beyond photo scenery if you 
want to do the generation runtime.

 + possibly improved resolution

No, resolution will in fact go much down because of the memory limit. In the 
current scheme using a finite set of terrain textures with procedural overlays, 
we can achieve cm-sized resolution on ground features. If you want to do this 
with unique texture sheets generated by the CPU at scenery load time, you 
better bring a Petabyte-sized graphic memory.

 - eats much more video ram and CPU (but then I have 3 out of 4 idle  
 cores ATM)

Well, the memory really  is the show-stopper. All else could in principle be 
pre-processed and shipped with the scenery. Or, if we had the memory to hold 
the raw data, the GPU could generate all relevant patterns (graphics cards are 
much better at this sort of thing than the CPU). But you can't implement any 
such scheme unless it's completely optional if you have to deal with integrated 
Intel chipsets with 512 MB of memory.

 - probably totally incompatible with the current terragear toolchain

There's that as well.

In the end, if I could make a wishlist how to design the scenery rendering, I 
would probably separate hires sharp features like roads out and describe them 
via vertices and pass the 

Re: [Flightgear-devel] Keyboard bindings

2013-03-04 Thread Renk Thorsten
 Often airports are in or  
 near very scenery-intensive areas and reducing visibility can help a lot  
 in making the sim run usably for take-off, whereas once you're up and  
 away it's nice to be able to open the view back up again for  
 cross-country flying.

This is applying a sledgehammer to a problem which asks for a screwdriver.

Performance management with reducing visibility throws everything out - terrain 
mesh, static models, trees, random buildings,... As a result the load arriving 
at the vertex shader drops.

First of all, this kind of performance management is bound to fail if you're 
not limited by the performance of the vertex shader - if the fragment shader is 
the bottleneck (as in the two more modern rendering schemes where we 
increasingly shift load to the more powerful fragment pipelines on modern GPUs) 
then you may change the number of vertices drastically, but the number of 
screen pixels covered by terrain and models changes insignificantly and the 
fragment load stays what it is. When I run Atmospheric Light Scattering on high 
detail, then my framerate is pretty much independent of visibility. I haven't 
tried it, but I am fairly sure the same is true for deferred rendering 
(Rembrandt) where the vertex stage of rendering is trivial and all the work is 
done per pixel. In fragment-dominated rendering schemes, the load of faraway 
models pretty much scales with the number of screen pixels they cover - so 
unloading them may free memory, but doesn't really change framerate.

Also, if you're limited by cloud rendering performance (which unfortunately 
seems to be the case in many situations) changing visibility doesn't help you - 
only cloud draw range will do the trick. It may also be that the performance 
isn't limited by the GPU performance at all but by expensive Nasal (none of 
mine obviously :-) ) or terrain-probing features like a ground radar  - in 
which case you can play with the visibility all day long and will not see any 
effect.

So let's first note that performance management by visibility is only effective 
if certain conditions are met, likely to be ineffective in our modern rendering 
schemes and we should neither encourage it nor recommend it in general nowadays 
- performance scaling depends more often on the fine-print of what shaders 
you're running and what your GPU can do.

If you nevertheless happen to be dominated by the vertex shader load, you'll 
notice that most of the load in scenery-heavy areas comes from models, not from 
the terrain. The fact that you need to get rid of models by drastically 
changing visibility indicates that the LOD range isn't configured properly, so 
what you actually need is a way to unload models at larger distance, not to 
increase visible fog and to unload terrain. I don't know if the LOD menu 
settings are honoured for  static models and random objects  (?) - but I'd give 
that a try before claiming that a visibility-changing key is needed for memory 
management.

Of course, using a cheaper model shader may solve the trick equally well if 
models cause the main performance drain in the vertex shader. 

Before getting my current computer, I have had quite some performance 
limitations in the end and I've done a lot of tweaking of shaders and 
customizing my settings. The one thing I've never needed is adjusting 
visibility on the fly - it didn't ever help. All I needed is a safe limit to 
avoid going over the 32bit memory limit.

 whereas once you're up and  
 away it's nice to be able to open the view back up again for  
 cross-country flying.

Well, but can't you do it from the menu (if you must do it at all) ?  

 Maybe if that happened automatically somehow this  
 would become unimportant, but for now I think a lot of people rely on it.

Well, we can safely rule out all people running Advanced Weather (because the 
trick doesn't work), Atmospheric Light Scattering at high detail and possiby 
Rembrandt (because there the fragment shader gets the work and dropping vertex 
load is not really effective) and probably the majority of people using online 
weather (what's the point of using online weather if you cheat with the 
visibility later). I don't think that leaves a lot of people.

 I can't believe you're suggesting removing the FoV keybinding though!   
 I've used that for zoom in 3d cockpits for about as long as we've had  
 the things, completely essential in my opinion.  I know it's not  
 strictly speaking zoom but it works, and is very quick and natural to  
 use, too.

I actually agree with that, based on the reasoning that focusing on an 
instrument is something you can do in a real cockpit. Although personally I'm 
quite a fan of using the mouse wheel in view mode.

* Thorsten




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Re: [Flightgear-devel] Iceland textures

2013-03-02 Thread Renk Thorsten
  Did you test your airfield grass with some of the newer generated  
 terrain
  (LOWI in my case)?

 No, I didn't. Shouldn't make a difference for rendering purposes how you
 created it, at this stage it's all vertices and pixels and the shaders
 don't care where they come from or how they connect.


 Not sure about the airfield grass, but at least the concrete and tar
 surfaces for taxiways and apron use a different mapping.
 If i remember correctly 1 x 1 meter in the new scenery builds.

I'm not sure I understand the problem. After the scenery generation process, 
you have vector data of the terrain mesh, but textures are mapped at tile load 
time using materials.xml - so here we find that a 512x512 sheet of terrain is 
mapped to, say, 2000x2000 m. This is done independent of how the vector 
resolution of the terrain mesh is and has nothing to do with how you generated 
the scenery.

You're also usually not free to change the mapping as you like - texture sheets 
depict real-world structures with a real-world size, and showing 1000 m sized 
houses on the texture just doesn't do.

Shader effects add noise and overlay textures to the base texture mapping, and 
here is where it gets tricky:

* Overlay textures inherit the uv-mapping of the base texture sheet for lookup 
purposes (you can't look them up in world or local cartesian coordinates), and 
read the overlay texture at a fixed fraction of the base texture uv 
coordinates. Which means that if you shrink the base texture, normal maps, 
heightmaps and overlay structures shrink proportionally. This makes sense - 
imagine the urban effect in which you change the scale of the base texture but 
not of the heightmap - suddenly random bits of the base texture show the relief.

* Procedural noise is usually generated at fixed scale in world coordinates or 
local cartesian coordinates - this needs to be so because you need to be able 
to fade it out at a given distance to avoid Moire patterns and flickering, and 
also because the noise often stands for some fixed-size phenomenon (rocks lying 
around, ocean waves...)

So texture size mapping declarations and shader-internal noise  mappings can in 
general not be varied arbitrarily or independently and need to be considered 
together. It would be possible to code shaders in which overlay textures are 
also done at fixed physical sizes - but you'd need a lot of extra parameters to 
do that and I'm not really sure in improves usability. 

If that's what you're doing, i.e. you're changing the mapping of a base texture 
to a physical size, my recommendation is just to undo these changes or to map 
your airports to a different effect in materials.xml. 

The reason is that we have a balance between what details we want to generate 
procedurally and what details need to be on a texture. Some structures (grass 
for instance, agriculture patterns, buildings) need to be on the texture sheet 
because the functions to generate them are very expensive, other more random 
structures can more cheaply be generated by evaluating a function.

So in the case of fields we use a top-down approach - the fields which we can't 
do by function are shown in the texture, the local grainy detail structure is 
done in the shader. The airfield grass uses a bottom-up strategy - the grass 
which isn't easily generated by a function is done by a hires texture mapping, 
this leads to tiling when seen at larger scales, so shader-generated noise is 
used to de-tile the effect.

If you come with a different idea of the base texture size, you may need to 
change the whole approach from top-down to bottom-up or at least the balance 
between what detail scales are on the texture and what detail scale you add 
procedurally. I admit that it's not exactly convenient that all these things 
need to be taken into account when doing texturing together with effects, but 
it's very hard to write an effect like the airfield grass or the runway that 
will work with any base texture  you could come up with - the issues listed 
above are not going to go away easily.

I don't know if that is the issue, but perhaps the explanation makes sense (?)

* Thorsten


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Re: [Flightgear-devel] Advanced Weather updates

2013-03-02 Thread Renk Thorsten
 This feels like a moderately large issue to me, because out of the box,  
 we select basic weather, and hence we're going to get bug reports about  
 clouds not appearing. We could make basic weather drive the real  
 visibility based on altitude, but then we're moving away from 'basic  
 weather does what you set'. We could give basic weather sea-level and  
 altitude visibility and interpolate between them, which I guess is what  
 advanced weather does?

Well, the problem arises because a number of issues have so far been handled in 
a peculiar way:

* Basic Weather 'out of the box' assumes, when driven with METAR, that the 
reported visibility has no altitude dependence (I think) - which isn't 
particularly realistic in the first place

* clouds, unlike practically all other objects, do not really respect 
visibility the same way as other objects (they are fogged in the default 
rendering scheme at twice the nominal visibility, so a similar issue exists 
outside Atmospheric Light Scattering and clouds disappear before their 
rendering cutoff hits...

* ... but Atmospheric Light scattering, unlike the default scheme,  gives you 
always a rather clear skydome once you clear the ground haze layer as long as 
no extra high-altitude haze is declared, so in essence the visibility above the 
lowest layer certainly looks visually very high (this is intended since it 
gives you a realistic appearance of very clear air high up and the illusion of 
having several hundred km visibility)

One could fix either of those: Changing aloft visibility in Basic Weather leads 
to memory issues. Not fading clouds leads to bad behaviour in low visibility. 
And fogging the skydome to agree with the set visibility leads to a completely 
unrealistic visual impression at high altitudes - 10 km forward visibility at 
airliner cruise altitude outside of cloud layers simply do not occur.

So I'm not quite sure what the intended behaviour should be. Obviously, if you 
expect to see objects 70 km away with 10 km visibility set, there's something 
fishy with your expectation as well. And saying that you want to use visibility 
for memory management but otherwise have a realistic visual impression of 
objects 100 km away is also not quite a honest base expectation...


 Suggestion:
   rename cloud 'visibility' distance to 'draw distance' (since it's in  
 the rendering dialog anyway), to make it clear it's nothing to do with  
 weather / environment

Sounds good to me - make that perhaps 'max. draw distance'.

   in basic weather, have clouds ignore environment/visibility, and simply 
  
 use draw distance (as before)
   in advanced weather, cloud use the minimum of both, and get fogged,  
 with nice results in low vis situations.

That's in essence asking to code a dependence on the active weather system into 
the shader, and that's something which imo smells like bad design. The shader 
shouldn't have to care how the properties which drive it are created.

Can a Basic Weather user perhaps test if there is a substantial problem at all, 
i.e. if 3d clouds disappear as compared with expectations when running Basic 
Weather and Atmospheric Light Scattering? 

Maybe we're trying to come up with a fix for a rather theoretical issue...

* Thorsten
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Re: [Flightgear-devel] Advanced Weather updates

2013-03-02 Thread Renk Thorsten
 I need someone to reset my brain on this, explain to me what  
 functionality is required, show me the Nasal code and Vivian's version,  
 and so on.

Rain layers and Cirrus clouds are not shader-generated 3d stacks of sprites 
like the 3d clouds but normal, Nasal-spawned models. 

3d clouds are moved by changing the transformation matrix (I guess). But we 
have no way of moving Nasal-spawned objects except updating their position from 
a Nasal loop every frame (we do have hardcoded movement for AI-objects, but 
Nasal-spawned objects cannot use that for some reason - so the Nasal tanker has 
such a per-frame update loop).

It turns out that per-frame position updates for O(20-30) objects from Nasal is 
already too much to keep a nice and smooth framerate above 20 fps. So I 
de-activated the Nasal loop. The functionality needed is that, like AI objects, 
Nasal-spawned models can get a heading and a velocity and then move 
automatically as specified.

Vivian, do you still have the patch somewhere? It's somewhere on my old 
computer...

* Thorsten
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Re: [Flightgear-devel] Low visibility issues

2013-03-02 Thread Renk Thorsten
 *Please* don't drop the z/Z key binding. This is one of the most
 useful and direct controls we have to affect the visual experience.
(...)
 It's fecking difficult to operate a mouse/menu/slider while using a  
 joystick
 unless you are ambidextrous
 (which I'm not)

Can anyone please explain to me why one needs to change visibility manually 
during flight so often?

We're trying to create a simulated experience. Which means that for me there 
are things which I adjust before flying, i.e. I set the airplane, the location, 
the weather, the environment, the time,...  And there are things which I can 
adjust in-flight - there's the throttle, levers for gear, flaps, various 
buttons, where I look and what I focus on. But the simulated environment 
in-flight largely is what it is if you aim for realism of the experience - if 
the weather deteriorates, I have to deal with it. If the visibility drops below 
VFR conditions, I have to change my plans. 

Conceptually, I understand that key bindings make sense in the context of a 
simulator standing for things I can do in-flight in the cockpit, because I may 
need to be able to perform these actions quickly or while I'm doing something 
else (like controlling an airplane). In many cases, we do not have a 
keybinding, and performing a real possible action  ends up being awkward - you 
need to mouse-click something while flying on, or you even need to open an 
menu. Changing visibility magically is not of this group, it's not a realistic 
option which you could perform in a real cockpit.

I understand that visibility needs to be manually controllable for setting up 
specific training conditions. But this doesn't need to happen in-flight all the 
time and can be from the menu. I understand that visibility has a role for 
memory management, but that doesn't need to be done in-flight either, memory 
management can be done much more efficiently by setting a max. visibility value 
once and just store it. You can't micro-manage memory consumption by adjusting 
visibility all the time because a) you'd need to have an open system monitor to 
see memory occupancy and b) you'd need to know in advance how much memory the 
next tiles to be loaded will have. 


About the only reason why I can see one would want to adjust visibility often 
in-flight is 'cheating' - you just take a quick look in bad visibility where 
you are. This is fine, it's a simulation after all, we have AP support for 
planes which have no AP in reality and an in-built GPS - but why do we need to 
support that with a key-binding?

The question to me is not 'Do some people use it?' The question we should 
answer is 'Given the alternative between a key binding to change visibility and 
assigning a new key-binding to a function you can actually perform in a 
cockpit, isn't the second option better'? For instance assume we would assign 
z/Z to changing the NAV1 frequency or the heading of the AP - these are 
functions which I perform basically all the time when I don't do pure VFR and 
it's rather awkward to open the menu or hit a tiny clickspot.

Personally, I think reserving key binding for things which you can really do in 
a real cockpit is not a bad concept. And I would really like to understand why 
some people think it's necessary to change the visibility so often that a menu 
option doesn't work for them whereas I need to change my NAV frequencies in the 
menu (while flying the plane with the mouse... I can do this with just one 
control device)

* Thorsten
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Re: [Flightgear-devel] Low visibility issues

2013-03-01 Thread Renk Thorsten
 So whatever we do, we can't override the ability to get low level  
 granular
 control of the weather parameters, and not just so that advanced weather
 can manipulate them exclusively, also so that external tools can  
 manipulate
 them without advanced weather getting in the way or overriding the  
 settings.
(...)
 And please don't forget, there are command line options like
 --visibility, --wind, --random-wind etc.
 All those options override the other weather-magic. It took me quite
 some time to make all this behave in a somewhat reasonable way with
 basic-weather and I'd love to keep all that functionality.

I don't think any of this is a real issue or under debate at the moment (?) - 
the whole discussion about z/Z is if the keybinding should be removed, but the 
internal control structure of the system shouldn't change.

The current structure seems sane to me:

* shaders which render the visibility take values from the property tree and 
are agnostic to how these got there
* so does the terrain manager

* the weather system has an 'idle' mode in which no properties are set by the 
system automatically, and it is possible to define weather with the property 
browser
* Basic Weather can run and fill the properties based on interpolation tables
* Advanced Weather can run using the idle mode and set the parameters from 
Nasal - once you stop the Nasal loops, you're back in idle mode and can set 
properties by hand
* any external/future system can likewise use the idle mode to set parameters

- any shader will render these parameters regardless of how they were put into 
the tree.
- what you can't do is run two different systems at the same time

The only problem arising is that Atmospheric Light Scattering uses three 
visibility-defining parameters to render rather than one, so if you  define 
only  one of them on the commandline, the rendering task is ill-defined and the 
framework falls back to the defaults as specified in environment.xml - which 
may or may not be appropriate for the weather situation you have in mind. The 
system is sane in the sense that it will always use the lower of visibility and 
ground visibility, so if you set visibility to a very low value, you'll not get 
to see the higher default ground-visibility on the ground. You can in any case 
specify the info by setting /environment-ground-visibility-m and 
/environment/ground-haze-thickness from the commandline and you will see the 
system responding appropriately, and Basic Weather or any external application 
could likewise set these parameters to other than default if so desired.


There's a also host of secondary calculation of light attenuation and color 
rotation underneath clouds which are pretty complicated, and there's no chance 
to just set them to the right defaults - so unless you have a system which does 
the equivalent of these computations as done by Advanced Weather and sets the 
properties for the shader, you will get implausible lighting under some 
conditions. But that's an aestetic issue - FG remains usable with the defaults, 
it just doesn't give you the full eye candy.

The whole part of the discussion about the max. visbility slider and realistic 
visibility checkbox in Advanced Weather is a completely different beast because 
it refers to Nasal-internal parameters which are not seen when any other system 
runs and not relevant for the shaders or the FG core. I think we need to keep 
parameters which are exchanged between subsystems in the discussion separate 
from   parameters which stay inside a subsystem - there are many different wind 
parameters set by property rules for the water shader, others written for 
internal reference by Advanced Weather, yet others used to store the config of 
Basic Weather -  but none of them has any relevance for the FDM for instance.

So if there's any genuine concern that we might block options for any other 
development, I'd like to know what it is, because keeping options open is 
something which is high on my agenda as well.

* Thorsten
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[Flightgear-devel] Advanced Weather updates

2013-03-01 Thread Renk Thorsten

I've pushed some updates to Advanced Weather and the cloud shader of 
Atmospheric Light Scattering.

Clouds now fade to transparent at distances between the visibility and 3 times 
the visibility. This gives a much better impression when in heavy groud fog 
(CAT I to CAT III) and shouldn't be a problem above the cloud layer for 
semi-realistic visibilities (if you have 20 km, you get clouds drawn out to 60 
km or so). CAT IIIb using Atmospheric Light Scattering and Advanced Weather 
should now give better results (I won't start thinking how to support Basic 
Weather properly before this actually works) - although it takes a while for 
the system to ramp down the visibility to very low values (the interpolation 
routine has a time delay) - you may have to wait for 20 seconds till the 
visibility is actually all the way down.

However, the change does mean that if you leave the visibility at cruise 
altitudes of airliners at 10 km, you will not get to see many clouds regardless 
of how the cloud visibility range is set (because they now respect the real 
visibility setting in addition), so this is potentially an issue for  Basic 
Weather users. If this is a show-stopper, then we may need to undo the changes, 
but fading to alpha is by far the fastest way to deal with heavily fogged 
clouds.

Please test and give feedback!

Runway lighting and the sun are still not okay and seen through fog - any 
pointers as to where to modify the lights are highly appreciated.

I've also tinkered a bit with the thunderstorm scenario and reduced the density 
of clouds surrounding the Cb towers as well as the number of sprites being used 
- I now get quite acceptable framerates of ~20-30 fps in the scenario - maybe 
it also helps for others.

One problemhere  is that rain textures are still orphaned (i.e. don't move in 
the wind with the clouds) - I'm running out of ideas here - my Nasal moving 
code creates frame spacing issues, Vivian's C++ moving code patch wasn't 
accepted, so I'd appreciate a helping hand from C++ coders before the next 
release.



* Thorsten
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Re: [Flightgear-devel] FG vs. FSX demo

2013-03-01 Thread Renk Thorsten
Hi Vivian,

 That's really good to hear  - but if we are falling behind in some  
 respect
 then we will make an effort to improve. I am reminded that the flag and  
 wake shaders are inoperative when Atmospheric Light Scattering is activated.  
 With  the departure of Emilian, I see no prospect of this being fixed unless
 someone else steps up to the plate.

Well, we couldn't possibly leave the flag just hanging around, could we? :-)

http://www.gitorious.org/fg/fgdata/commit/be7ee7e06cf4237d60cf8ae5849cf098308b7cd8

(The flag shader is a simple variant of the default model shader, so just 5 
minutes of Copy/Paste the flag-specific code into the default model fragment 
shader did the trick - that must have been my new record for shader conversion. 
Also, in ubershader-lightfield.frag we now have all the code blocks of the 
atmosphere effects nicely separated and lined up in a fragment-only 
environment, so when you need to write a shader which isn't performance 
critical, then I recommend just copy-paste of the four blocks, supplying them 
with properties, and you should be almost there...)

As a suggestion to improve the Vinson, I would ask for some dirt/rust/stains on 
the Flightdeck - the homogeneous grey appearance is the thing that sticks out 
most to my eye.



 I recently saw a short video of FSX with moving cars and trucks  
 populating
 the roads. We can do that up to a point, and trains as well, and I  
 forgot to
 mention that we can also texture tracks and roads properly:

 We can only have a few - around 50 if we are to keep framerate within
 bounds. If we ever get the Kent scenery fixed up well enough for release
 I'll include this around Manston/EGMH.


You seem to have managed the trick to align the uvmapping of the street texture 
with the direction of driving. If so, I think we could have an almost arbitrary 
number of (low resolution) cars for cheap by shader magic:

* use an overlay texture which is transparent except where the cars are 
supposed to be
* use the heightmap technique of the urban shader to give them some substance
* overlay them on the lane and move one coordinate along the driving direction 
over time
(* add light effect in dark and so on)

Since this could all be in the fragment shader, and only a vanishing amount of 
screen pixels would usually be occupied by linear features such as roads at any 
given time, you could generate tens of thousands of cars that way without 
hitting the performance badly.

Of course they'd suffer from the same artefacts as the urban effect from 
close-up, but the sheer number may completely make up for that.

Cheers,

* Thorsten
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Re: [Flightgear-devel] Low visibility issues

2013-02-28 Thread Renk Thorsten
 You asked for ideas for a more descriptive text - I've gone one better  
 and
 added descriptive texts to the gui. My design aim was to provide the  
 average
 user with some indication of which option he should choose and in which
 circumstance. It's only a shallow redesign. It would be nice, I think, to
 allow max vis range to be as low as 10kms, and also if this could be  
 driven
 by z/Z. However, these items are beyond the scope of what I set out to  
 do.

Thanks.

I can do the first item easily (I do think 10 km max visibility are a bit on 
the low side, but it doesn't hurt anyone..).

As for z/Z - can we reach a decision first what to do with this? James and 
Stuart seemed to be considering to drop this key binding, and I would actually 
prefer that as well. Is there a compelling reason to manage visibility by key? 
For me, this resembles more an arcade game strategy  than a realistic 
simulation.

(If we keep z/Z, it'd be nice if anyone can give me a pointer how to link it 
with the max. visibility or just do it, because I don't know how it's done...)

* Thorsten
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Re: [Flightgear-devel] FG vs. FSX demo

2013-02-27 Thread Renk Thorsten
 A small addition: what has always bothered me about terrain in FG is that
 roads and rivers are all the same size.

Good point. That wasn't really apparent from the FSX demo (not so many roads of 
different size in the Caribbean).

I think rivers are less of an issue in CORINE based custom scenery - I seem to 
remember that I was quite happy following major rivers in custom France or 
Italy.  Roads... yes - Vivian's screenshot looks quite promising though. It's 
not something that's very important to me personally because I usually fly in 
pretty lonely places where roads are far an inbetween, so it's something I tend 
to overlook.

 Obviously compare  the worst YASim with the best  JSBSim will always be
 beneficial for JSBSim. But the opposite will be benefit YASim. This is
 ridiculous.

Erik basically said it - it's not a YaSim vs. JSBSim comparison here.  We could 
make a best YaSIm vs. best JSBSim comparison, and I do have an opinion about 
that, but that's a different discussion.

 This kind of remark has no place here, and especially not by you.


What's the last half-sentence supposed to mean? Why would I be an especially 
unsuitable person to remark on aerodynamics? Granted, I'm not an aerospace 
engineer, but I do have a sufficient comprehension of fluid dynamics, solving 
equations of motion and all the rest, and I have real-world experience as a 
glider pilot,  so I feel entirely qualified to comment on aerodynamical issues.


 FS X was released in 2006. What is really surprising is that a person
 like you never had the curiosity to test it before today.

Not really - I'm not a Microsoft fan, I try to run Windows as little as 
possible and mostly live on Linux.

 What is it
 then for X-Plane, Fly II Legacy and all the others ? And I am speaking
 not even of older sim. FS 1, FS II, FS 3, FS 4, FS 5, Gunship, Knight of
 the Sky, Reach The Sky of, A320, F15II, F29 Retaliator, Falcon, Falcon
 4, IL 2, Flanker 2.0, Lock On, etc. ..

I have logged many happy hours with Falcon 3 and Falcon 4 and I think they were 
excellent simulators. I fail to get your point though - if I compare FG with 
FSX and write my opinion, am I somehow under obligation to make a comparison to 
every other flightsim in existence at some point in time?

So I tested FSX, I found we fare quite well in comparison, I did not test 
Gunship or X-Plane 10, so I don't know how we fare in comparison and I will not 
offer an opinion without knowing - what exactly is the problem?

Best,

* Thorsten
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Re: [Flightgear-devel] Regional texturing project - Cntrl. Alt. Click

2013-02-27 Thread Renk Thorsten
 Thorsten, work is halted as my co-ordinates must be wrong, can you tell  
 me  the dimensions I need to use?

Bruce, I'm not sure I understand your question - the coordinates in the 
conditional used to define a region are latitude and longitude in degrees (but 
I guess you know that, so probably you refer to something different?)

* Thorsten
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Re: [Flightgear-devel] FG vs. FSX demo

2013-02-27 Thread Renk Thorsten
 Renk, you should take a look at the default Cessna 172 in FG and it's  
 mate in FSX.  The FSX version wipes the floor with the FG version with respect
 to the cockpit model.

(I'd really appreciate if you guys would call me on first-name basis 
'Thorsten'...)

That's a question of what a fair comparison is. 

I'm going to assume that whoever put a demo version from FSX together has 
specifically chosen scenery and airplanes in the demo to impress users. So my 
standard of comparison is not 'How does the same airplane or the same scenery 
in FG look like' because I regard that as unfair - they got to chose, we 
didn't. My standard of comparison would be - if I were to put together a FG 
demo to impress users, how would that compare?

You are certainly right with the c172, but the fair comparison is e.g. our 
DR-400 against the FSX C-172, and FG is going to win that one. 

It doesn't matter so much that many aircraft in FG can not measure up to that 
standard - I don't usually fly them. We have 20-30 really high quality 
aircraft, and I doubt FSX has that many out of the box. If you count addons, we 
can field all the non-GPL hangars in return, where I believe T4T is doing some 
really impressive warbirds...

If you're going into comparing 'the same' (scenery, aircraft,...) than my next 
question would be - FG has beautiful scenery in central Iran with the 
Middle-East texturing definitions. I doubt FSX out of the box has any scenery 
there at all. So we're winning flat out in many cases by virtue of having 
scenery everywhere. It doesn't make too much sense to me to go into that 
direction.

 One thing I'd really like to see put together is a The Hidden Secrets of
 FlightGear page that illustrates all the little bits that people aren't
 necessarily aware of.  Things like the hard science behind a lot of the
 things FG tries to get right that other simulation software completely
 ignores or fakes poorly.

We've sort of started this here

http://wiki.flightgear.org/Unique_Features

My problem is that I often know very well how X is implemented in FG, I may 
suspect that it's not in FSX or X-Plane, but since I'm not running X-Plane or 
FSX with all addons I don't really know for a fact if it is a genuinely unique 
feature or if there is a 3rd party addon to FSX/X-Plane which provides the same 
thing. And we would want to be factually correct here.

 While we wait for the FSX screenshot, I'd like to see the FSX  
 equivalents of  these as well:

Honestly, I have no clue how to make a screenshot in FSX... and I don't want to 
fiddle around with it much longer, suffice to say it gave me some ideas how the 
GUI could be, but it doesn't draw me in in any way. And you'll not going to 
find me argue that the Vinson doesn't measure up. It's a spectacular model, and 
I do love doing carrier ops in FG.


Cheers,

* Thorsten

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[Flightgear-devel] FG vs. FSX demo

2013-02-26 Thread Renk Thorsten

Following a forum discussion, I finally became curious and tested the FSX demo 
version yesterday. I've spent about two hours flight with it, testing 3 
different planes (the ultralight, the Baron and the Learjet) and had a look at 
different weather conditions and daytimes around TNCM.

The installation process takes forever, opens one useless wizard after the next 
one and never gives any indication what it's actually doing - the Windows 
way Also startup isn't exactly fast.

A few immediate nice impressions:

* The launcher GUI is very pretty - including some pics in the GUI adds a nice 
touch and gives you more immediate impressions what things are about. In 
comparison, the FG GU (both launcher and in-sim) is very rough around the edges.

- I guess it's a matter of taste, but including a pic of the weather situation 
to expect in pre-defined scenarios would not be a bad touch for our GUI for 
instance.

* I got the IR-sycnhronized LCD shutter glasses 3D effect working out of the 
box, so I was able to test FSX in real-color 3D which looked very cool - I've 
never been able to make FG do that, I can activate the whole set of 3d options, 
but they never trigger my shutter glasses. I wish FG would support that 
function...

- Win for FSX.

One in the cockpit, I had serious trouble finding my way around. Maybe it's 
just whay one is used to, but looking around in the virtual cockpit the FG way 
came much more natural to me than looking around in FSX. I didn't find any way 
to adjust my field of view at all.

In the following, I maxed out all graphics and realism options I could find.

1) Terrain:

* A big plus about the FSX terrain is that it doesn't have landclass seams. 
That makes it quite a bit nicer to look at from above. It's not so impressive 
from close-up, and all in all, I would conclude that regions where we did apply 
a regional texturing scheme and use the best shader effects available are in 
fact quite competitive. In particular, I think the recent 2nd generation Hawaii 
in FG  or middle-east looks much better from close-up and is still about on par 
when seen from a few thousand feet. Of course, FG terrain can look much worse 
in areas where we didn't customize it.

- Pretty much a draw. Hiding the landclass seams better would still be the 
thing for FG.. it's just not so easy.

* I know several people who were especially impressed by the water in FSX. 
Personally I wasn't at all. What it does get is that it knows where shallow 
water is and thus it gets lighter and the ground can be seen through. But for 
instance it doesn't have as nice waves and foam as our water, the scenery 
reflections it generates look completely unrealistic,  ocean just doesn't do 
that, and it didn't really change color when underneath a 8/8 cloud cover where 
it should have gone to grey - as the FG water shader does. 

- So that's a win by a narrow margin for FG - still, being able to include 
depth information into the rendering would be cool.

* Models of trees and of the aircraft carrier in the vicinity where largely on 
par. Probably FSX has more graphical artists and the quality of for instance 
tree textures seems to be a bit better, but the technique is otherwise pretty 
similar. I liked seeing a few other aircraft lined up on a carrier - the FG 
carriers are usually rather empty.

- Ever so slight edge for FSX

2) Weather (I looked at 'Fair Weather' and 'Rain' scenarios.):

* I wasn't at all impressed by the quality of 3d clouds. The Cu clouds are sort 
of very impressive at first glance from the ground , right until the point 
where you realize that they just don't look like real clouds. The form seems to 
be designed by an artist to impress, but the combination of shapes doesn't 
occur in real Cu clouds which are turbulent raising air motion. The 
distribution of cloud sizes is all wrong - a real sky generates Cumuli at all 
size scales, FSX just does two or three. The distribution of locations is all 
wrong - they should cluster over islands where convection is stronger than over 
water, but they don't. They don't respect time - I've gotten the same amount 
and size in the morning as during the day. They're far too white - real Cu have 
rather strong self-shading. This leaves the impression the clouds where made to 
resemble the pretty picture in the launcher GUI of fair skies, but they miss 
out pretty much every subtlety I've been struggling with when designing the Cu 
system of Advanced Weather. 

- Clear win for FG.

* The Cirrus clouds do actually look quite nice and better than what we have - 
here having people who can do good texture extraction is an advantage...

- We could need a helping hand from some photoshop/gimp master to get better 
Cirrus textures.

* Rain and overcast skies didn't impress me either. The rain generated in FG 
looks more plausible to me, and the light underneath the overcast sky was just 
wrong. From above the cloud layer didn't look very good.

- Well, the 

Re: [Flightgear-devel] Air-to-air refuelling enhancement

2013-02-25 Thread Renk Thorsten
 I've just committed some small changes to the AI air-to-air refueling  
 function:

Had a short look yesterday - nice! I like the option to customize the envelope. 
Does anyone know what realistic numbers are - I guess the boom can be moved 
somewhat, so there must be a tolerance of few meters (?) or less.

Someone in the forum made a Russian tanker - maybe we can include that as well?

* Thorsten
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Re: [Flightgear-devel] Low visibility issues

2013-02-24 Thread Renk Thorsten
 2. Slider in Advanced Weather - Advanced Settings - sets a max value .  
 The
 displayed vis in the min value of this and the value derived by Advanced
 Weather. (Is this true? I'm only inferring this).

True.

 3. Checkbox named realistic visibility in Advanced Weather - Advanced
 Settings. What does this do? I can't see any effect here.

It changes the internal model used to derive visibility as a function of 
altitude. In reality, once you clear the lowest convective layer which is 
normally pretty hazy, the visibility often goes to hundreds of kilometers. The 
checkbox largely controls where Advanced Weather would set it - if you don't 
check it, visibility increases more  slowly with altitude, if you check it, you 
will in many weather situations open the visibility to 120 km  (or whatever 
max. value you specified) a few hundred meters above the lowest convective 
layer.

Basically, checking the box means 'model my visibility as real as you can do 
within the FG framework' and unchecking it 'model it halfway realistically, but 
keep an eye on performance and memory issues'.

 I used the old terms Basic/Advanced Weather, but I note that these have
 disappeared from the GUI. How would the user know why or when he would  
 chose ether option? Scope for some rationalisation here I would think.

The design idea behind the current GUI was that the user should no longer be 
presented with two different weather options to choose from, but just see a 
single GUI which controls weather.  If that is still the idea, it works 
remarkably well. If you have an idea for a more descriptive text, please let us 
know.

 This should be easily fixable by having the atmospheric scattering checkbox 
 set 
 the value of: 
   /sim/rendering/minimum-sky-visibility 
 to 0, and returning it to the default value when unchecked.

Is there an xml way to do that? I know how to do it with a listener from Nasal, 
but that seems like an overkill... Or am I thinking too complicated?


In other matters, I was able to make some progress.

I've replaced the hard cutoff by a smoothed, sliding cutoff, so the circle is 
gone. Fogging clouds properly turns out a no-go because the fog color is way 
too expensive to obtain, but it occurred to me that one can cheat here - rather 
than fading to fog color, one can fade clouds to transparent for distances 
larger than 2-3 times visibility. That gives the desired disappearance of the 
cloud layer in poor visibility from below (I have to check if it has any 
undesirable side effects in situations with high visibility). It's also neat 
because the fragment shader will drop transparent pixels - so performance of 
fading to transparent is better than fading to fog color.

Since there are still unspecified but serious concerns about loading 20 km of 
terrain, I've hacked my way around it... so please drop the idea.

This is what CAT IIIb now results in:

http://users.jyu.fi/~trenk/pics/catIIIb.jpg


There are some remaining issues. Specular light is way too strong in the 
picture, I have to tune that down (that's also the case in default rendering). 
As you can see, the lights are way too visible for CATIIIb - it took me 5 
minutes to figure out that they are actually 100% fogged, but since they are 
fogged in the default scheme for some reason, the fog color is much brighter, 
and so it seems as if they were unfogged. Does anyone know where  the various 
runway and other lights enter the rendering pipeline and what should be done to 
get a shader to process them? Can they be assigned to model-default, or do they 
need extra treatment?

A similar issue is the sun (which is never fogged). It used to be hidden by the 
clouds, but if we fade the clouds to transparent rather than to fog color, that 
no longer works. In the default scheme, I think the sun becomes hidden when the 
skydome unloads - but that doesn't work either, the scheme needs the skydome. 
So we'd need some control over what we show of the sun - that's also relevant 
if the sun is below the horizon, but the horizon terrain is rendered by the 
skydome - in this case the sun can be seen through the 'terrain'.  Does anyone 
have an idea how we could control the appearance of the sun?

* Thorsten
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Re: [Flightgear-devel] Discussion culture clashes

2013-02-23 Thread Renk Thorsten
 Actually, I think what he tried to suggest was, that the needs of  
 visuals and  the needs equipment like radar should not be mixed. For visuals 
 we need  
 the terrain and all the objects like trees and buildings which are hard on
 performance.

It's a fact that the distances out to which we draw trees and buildings are 
considerably less than how far we potentially draw terrain (120 km max.) So 
these things are separated even now - we don't attempt to render random 
buildings in 80 km distance even if we render terrain. Nobody proposed to 
render buildings to the visibility range either.

Also let me quote what James said immediately before:

 This is moving in the right direction for sure. I'd like to go a little  
 further, and make the LOD setting a simple checkbox labelled 'reduce  
 detail adaptively'. Then make the LOD ranges (for trees, clouds, AI  
 models, whatever) internal properties, and crucially, enable OSG's  
 LOD-bias feature. This effectively scales the 'visible distance' used to  
 select LOD by a factor, and we can use a PID controller to adapt it  
 based on target and actual frame-rate. (Of course I didn't try it for  
 real yet). This ought to nicely adjust the LOD bias, and hence the final  
 LOD, to keep a target rate (say 30 or 60fps).

So this doesn't lead to any more gracious interpretation. 

* Thorsten
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