Re: [Flightgear-devel] Low visibility issues

2013-02-23 Thread Renk Thorsten
Emilian, just up-front to keep this discussion focused on what it actually is about: Do you, or do you not agree that 20 (or 16) km terrain loaded regardless of the visibility is a sane value? Somehow, you still haven't really answered the question, you're just expressing unspecified

Re: [Flightgear-devel] Discussion culture clashes

2013-02-23 Thread Renk Thorsten
Buildings/trees are generated at tile load time currently, and remain resident in memory, for as long as the tile is loaded. If you don't se them on screen doens't mean they're not there. Yes, but strangely enough, this part of the discussion happened to be about LOD systems and

Re: [Flightgear-devel] Low visibility issues

2013-02-23 Thread Renk Thorsten
Let's please be honest here. I'll repeat it once more, I don't have a personal problem with you, I have a problem with your methods, and AFAIK I'm not the only one, but (un)fortunately, the other ones chose to stay silent... If you refer to my methods of coding, I don't think we've had

Re: [Flightgear-devel] Discussion culture clashes

2013-02-23 Thread Renk Thorsten
While I think that sometimes Thorsten may give people more benefit of the doubt... After sleeping over it, I have to admit that Stefan is right. I was angry about the way the discussion was turning away from being productive, and that colored my response to Lorenzo, which is not how

Re: [Flightgear-devel] Low visibility issues

2013-02-22 Thread Renk Thorsten
Have you ever read the getstart.pdf? apparently not. I've read it once, a long while ago. But I don't feel bound by what it says, in my view the logic is that we implement what's reasonable, then change the documentation accordingly, not that we first have a documentation as god-given and

Re: [Flightgear-devel] Discussion culture clashes

2013-02-22 Thread Renk Thorsten
..a point I forgot to make: you (or your MUA?) don't attribute properly what I wrote below, which may be part of the thread breaking problem. Arnt, you do know that 'you' in the English language doesn't necessarily refer to you personally, but that it doubles as an unspecified 'one'? If I

Re: [Flightgear-devel] Discussion culture clashes

2013-02-22 Thread Renk Thorsten
Straw man ?!?!? http://en.wikipedia.org/wiki/Straw_man [See :: structure point 2.5] and you will understand that simplifying my point of view trying to invalidate it is ... a straw man technique. Are you so sure that it is not what you have done concluding rushy that I do not had read the

Re: [Flightgear-devel] Discussion culture clashes

2013-02-22 Thread Renk Thorsten
- Assumes that we want to set the limits by equipment (radar) rather than visuals, although we've just said we don't want to do this because of memory issues, and I've listed several points besides radar why I'd like to do it. On re-reading, this sounds pretty hilarious... What I mean

Re: [Flightgear-devel] Low visibility issues

2013-02-21 Thread Renk Thorsten
I was not referring to a frame rate issue, but FG running out of memory. http://www.flightgear.org/forums/viewtopic.php?f=5t=18913p=177392#p177392 It is rare to see that happening using the current scenery, but here if I select random buildings and objects with a high value for trees, I can

Re: [Flightgear-devel] Low visibility issues

2013-02-21 Thread Renk Thorsten
Why should those users be forced to give up on those goodies just because one part of the rendering scheme doesn't want to play by the rules? Even more so when there's no indication that happens... The default max visibility value is a pretty sane default, and simply increasing that to

Re: [Flightgear-devel] Low visibility issues

2013-02-21 Thread Renk Thorsten
I was talking about the 16km value (sorry for not being more clear about that) and see below for the huge value. Let me get this straight. You state that the 16 km are a pretty sane value. The proposal being discussed is to load terrain to 20 km no matter what the visibility is. Vivian has

Re: [Flightgear-devel] Low visibility issues

2013-02-21 Thread Renk Thorsten
Another option would be to move the visibility control to a dialog, with a slider / spin box, and explicitly disable it when advanced weather is selection. Then we could lose the keybinding completely, which is something I want to move towards for options that are infrequently used,

[Flightgear-devel] Discussion culture clashes

2013-02-21 Thread Renk Thorsten
..a pointer to your previous message would help here, this thread is broken (in at least my MUA) and getting hard to follow. Maybe we just have some cultural misunderstandings? The way I see it - if you want to make a statement in a discussion, you have to read what has been said before. No

[Flightgear-devel] Low visibility issues

2013-02-20 Thread Renk Thorsten
Vivian wrote a while ago: I've only tested Atmospheric Light Scattering for about 10 mins - and so far I've discovered that the Cat III scenario looks decidedly odd with a clear circle around my aircraft on the ground and black skies. I've taken a few hours to look into low visibility

Re: [Flightgear-devel] Low visibility issues

2013-02-20 Thread Renk Thorsten
Vivian: There seem to be significant issues with the loading of terrain. If we load too much, the frame rate drops, if we load too little it looks poor, and AG radar doesn't work. Actually. We don't load enough for AG radar to work realistically in any case. We probably need something

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

2013-02-20 Thread Renk Thorsten
Hey guys, I have been trying to work on some textures for NZ, but I cannot find the land-class via cntrl.alt.click. I have tried multiple aircraft, can anyone help? It's an ufo feature... * Thorsten -- Everyone

Re: [Flightgear-devel] Autumn colors

2013-02-16 Thread Renk Thorsten
I'm not sure this is necessary. I think an opt-in checkbox would suffice. After all FlightGear has been around for personal experiments for a very long time. So why not this option. I don't mind leaving it - the rational for deleting it is that the texture sheets take up space and download

Re: [Flightgear-devel] Iceland textures

2013-02-16 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.

[Flightgear-devel] geodinfo() going astray?

2013-02-15 Thread Renk Thorsten
It seems we have some cases where the ufo trick ctrl-alt-click does not report the correct landclass - I would assume that the underlying call is geodinfo() going wrong. http://www.flightgear.org/forums/viewtopic.php?f=5t=19113 The theme seems to be that if I have two different materials

Re: [Flightgear-devel] Autumn colors

2013-02-15 Thread Renk Thorsten
Okay, after sleeping over this and going over all the feedback on this list: My original idea was that the whole concept of a continuous season model in combination with a user-customizable environment by pixel processing is a big thing - I doubt many other simulators have something like this

Re: [Flightgear-devel] Autumn colors

2013-02-14 Thread Renk Thorsten
In general, giving users choice is bad. What developers should do, is figure out what the user *wanted*, and then do it. Excessive choices / options / preferences are a failure to be sufficiently smart, about what the user actually wants. I disagree with this on a very general basis.

Re: [Flightgear-devel] Autumn colors

2013-02-14 Thread Renk Thorsten
Just what is it you want to customize? Consider a simple 'snow in the mountains'. You can have * early snow up north, the leaves have just started turning and the snow is on slightly yellowish trees up the slopes, no snow on green trees down * one day later - a bit of snow is still on the

Re: [Flightgear-devel] Autumn colors

2013-02-14 Thread Renk Thorsten
What I expected was that having selected Regional scenery, then the slider would give me reasonable results for my region. Perhaps that's simply too difficult, or the region is defined too widely. I also see that the regional scenery for the area is wrong as well, but I'm working on

Re: [Flightgear-devel] Autumn colors

2013-02-14 Thread Renk Thorsten
..the obvious way to control all this, is use e.g. FG time and METAR history to set up a credible scenery appearance. Right, so we somehow get the METARs for the last month for a location, have the environment model run the consequences and use that. Sounds not so easy to me. But... I never

Re: [Flightgear-devel] Autumn colors

2013-02-13 Thread Renk Thorsten
OK, now I understand. Here's a screenshot: https://dl.dropbox.com/u/57645542/fgfs-screen-099.png It's not good for UK - but I guess we can fix that eventually. Do you have any reference material how autumn/winter colors in the UK should look like? ..desert? Severe drought? -20

Re: [Flightgear-devel] Autumn colors

2013-02-13 Thread Renk Thorsten
..maybe in the old days, nowadays, some grass is green, most of it, say 4/5 is a pale dull yellow when the snow comes. Climate change, grass grows about 3 months longer now, than in the 1960-ies when grass was cut once, nowadays farmers get 3 harvests. The whole discussion brings again a

Re: [Flightgear-devel] Autumn colors

2013-02-12 Thread Renk Thorsten
I think I must have something wrong here: much of the textures which were green turn a horrid brown colour, it looks like nothing I have ever seen on the ground in the UK. Is that what is intended? That'd depend on the slider position and the landclass I guess - no way to tell without a

[Flightgear-devel] Autumn colors

2013-02-11 Thread Renk Thorsten
I've just pushed the current state of the autumn color model where the amount of coloring is encoded in the texture alpha channel. I've tried to be very conservative and pushed alternative textures (marked with *-autumn.png) where this is done - I could not see any negative effects in the

Re: [Flightgear-devel] Howto modify release branch?

2013-02-07 Thread Renk Thorsten
Something along these lines: $ git branch my-2.10.0 origin/release/2.10.0 $ git checkout my-2.10.0 Find the commit ids of the bug fix commits on the master branch $ git log master Cherry pick these to your local release branch $ git cherry-pick id Okay, as usualy this is not so

Re: [Flightgear-devel] Howto modify release branch?

2013-02-07 Thread Renk Thorsten
If you want all of them you should be able to cherry-pick the commits _in order_ or, alternatively, you could just checkout the final state of the files from master as you suggested above. I can't cherry-pick them no matter what order I try. Basically I want commit

[Flightgear-devel] Howto modify release branch?

2013-02-06 Thread Renk Thorsten
Could anyone perhaps instruct me how to push onto the release branch? I have committed a couple of shader bugfixes to the master branch which should go to release as well, but I don't have a local release branch by default, so I'm unsure what to do. Or is the idea that only a subset of

[Flightgear-devel] Two rendering issues

2013-02-05 Thread Renk Thorsten
I've received two bugreports in the forum for which I would like to ask some advice here: 1) The ultra terrain shader makes runway designation signs go away: http://www.flightgear.org/forums/viewtopic.php?f=47t=18999 It would appear that all the sign boards in airports are driven to grey

Re: [Flightgear-devel] Obsolete weather models and textures

2013-02-05 Thread Renk Thorsten
Should we think about some kind of tool to find flightgear lint like this? What would the tool have to do? Renk, What steps did you take to find candidates for deletion and to verify the weather is not used? Well, I introduced these textures and models in the first place, I also have a

Re: [Flightgear-devel] Two rendering issues

2013-02-05 Thread Renk Thorsten
Cannot reproduce here on today's GIT. Given the intermitent nature of it, I have a possible culprit (but you're not going to like it): -try with the texture fetches outside of the conditionals, see if you (or the reporter) can still reproduce it. I think I told you a while ago that I

Re: [Flightgear-devel] Two rendering issues

2013-02-05 Thread Renk Thorsten
I think the foam texture is still read in a conditional, based on distance. (water-lightfield.frag/water-lightfield_lr.frag lines 422-434) You got me there :-) But it turned out not to be the problem... the problem was that if (condition) {do_stuff();} (...) if (condition)

Re: [Flightgear-devel] Model shader for Atmospheric Light Scattering

2013-02-03 Thread Renk Thorsten
If so, we should definitely remove the experimental label from the rendering dialog, and possibly change this to the default renderer and have a discussion about whether to retire the previous scheme. I've only tested Atmospheric Light Scattering for about 10 mins - and so far I've

[Flightgear-devel] Obsolete weather models and textures

2013-02-03 Thread Renk Thorsten
Here's a list of objects which I have tested to be safe to remove from /Models/Weather/ - all in all ~19MB. If no one else has objections, as far as I'm concerned they can go. * Thorsten altocumulus_textures.dds altocumulus_textures.rgb cumulonimbus1.ac cumulonimbus1.xml cumulonimbus2.ac

Re: [Flightgear-devel] Release candidates

2013-02-02 Thread Renk Thorsten
4. Models/Weather - 76 MB - As asked are BOTH duplicate dds and rgb files needed, or could a release work with only one or the other? 5. And now I find in both Textures and Textures.high the same duplication of dds and png files. Again are BOTH really required for a release? 6. Are there

Re: [Flightgear-devel] Release candidates

2013-01-31 Thread Renk Thorsten
Are the Winter textures still needed? In a sense they were never really needed... for instance I have never used them. Just to summarize the options we have to generate snow: 1) Winter textures They are base texture sheets with snow painted on, which means they have a fixed snowcover and no

Re: [Flightgear-devel] Release candidates

2013-01-31 Thread Renk Thorsten
I'm not sure if I'm doing something wrong here: we now have so many different options, but getting snow by method 2 or 3 results in deciduous trees in full leaf with snow coverage on the ground. Not an impossible scenario, but bare trees are more likely. Is this a bug? It's actually... pretty

[Flightgear-devel] Model shader for Atmospheric Light Scattering

2013-01-31 Thread Renk Thorsten
I've just pushed the first version of the model shader for Atmospheric Light Scattering. It should do random buildings with reflections and all aircraft using the model-combined.eff without normal mapping. The shader still has some quirks, but they're hard to spot if you don't look for them ;-)

[Flightgear-devel] Random building bugfix for Atmospheric Light Scattering

2013-01-30 Thread Renk Thorsten
Following a forum bug report http://www.flightgear.org/forums/viewtopic.php?f=68t=18924 I had a look at random buildings in Atmosperhic Light Scattering (which I normally don't use). I just pushed a fix * ensuring that the Mie angle gets correctly to the fragment shader * and simplifying the

Re: [Flightgear-devel] Release candidates

2013-01-29 Thread Renk Thorsten
It does run on my Win 7 laptop with nvidia graphics hardware (and nvidia graphics drivers installed.) I will get it uploading ... 740Mb! So much for the CD distribution. :-) Didn't Bill Gates famously say 640Mb should be enough for anyone? Um... which reminds me - I had on my old computer

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

2013-01-28 Thread Renk Thorsten
Dear Mathias, But what I saw lately - especially from this finish guy - is noting close there. I continue to have a name (which is Thorsten), that name doesn't actually sound very Finnish, and that would be because I am actually German (I do live in Finland). There's no need to pretend you

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

2013-01-28 Thread Renk Thorsten
No, I think what he meant is that (without me ever even seeing shader code) something like: if (enable_light_scattering) { a = b + c; } compromises performance, even if light_scattering is disabled because the compiler would assign registers to this code (the a = b + c), even

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

2013-01-28 Thread Renk Thorsten
Ah, now I understand what Mathias is after: That would be ok if this would be optional in the sense that it does not impact what is there performance wise. But since this is all runtime configured by an uebershader with a lot of uniforms this is not the case. Any additional feature

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

2013-01-28 Thread Renk Thorsten
After some discussion / observation, I am going to change the default shader level for 2.10 (and probably next) to '1' instead of '3' (...) Comments / objections? Complete agreement, after looking at the Intel and Mac problems in the forum, I was about to suggest the same thing. * Thorsten

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

2013-01-28 Thread Renk Thorsten
You may be right that I did not pick the exactly right person for every line of code. But I also did not get the completely wrong one as you never cared for the state of the art even if being pointed to. Quoting myself: You did no such thing, Mathias. You gave a completely

[Flightgear-devel] model-combined.eff for Atmospheric Light Scattering

2013-01-24 Thread Renk Thorsten
I've managed to adapt the model ubershader for Atmospheric Light Scattering in the last few days. The results look pretty nice (performance consumption is probably not so nice though): http://users.jyu.fi/~trenk/pics/IAR80-sunrise.jpg So now we can have atmospheric light scattering skydome,

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

2013-01-23 Thread Renk Thorsten
I see applications that care for stable 60 hz. If you get for one frame 59 hz they have too much jitter and look for an other renderer. What I really do not like is that people purely push in the direction they just like more. Beats me when this has ever been a problem. My first

[Flightgear-devel] Seamless noise distributions

2013-01-20 Thread Renk Thorsten
I'd like to ask for a few opinions. The problem: Vertex shader coordinates are continuous only within a terrain tile, so the noise distributions we use show discontinuities across terrain tiles - seen most prominently in snow or fog patches. The solution: Emilian and Fred have figured out a

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

2013-01-20 Thread Renk Thorsten
Yes. Any uniform needs to be handled by the driver. And any of them takes cpu cycles to load. I think having lots of them is one factor that accounts for the long draw times I see here. Looking at profiles the function collecting them and putting it into a buffer for use in the gpu is

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

2013-01-20 Thread Renk Thorsten
Well, if you ask in that way, then the question is: Do we need 10 different flavours of rock? If we want to look a scene roughly as it would in the location, the answer is yes - volcanic rock on Hawaii looks very different from Alpine rock in France. Rock in Iran looks very different again.

[Flightgear-devel] Color-shifts for textures

2013-01-17 Thread Renk Thorsten
I've recently come across the idea of using one generic sand or rock texture and selecting the particular hue desired by multiplying every pixel value with an (rgb) vector - so rather than two different-colored sands, we'd just store one texture and three numbers on disk (and potentially in

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

2013-01-17 Thread Renk Thorsten
For example here on an nvidia 8800GT with 313.09 linux driver I have: MAX_VERTEX_UNIFORM_COMPONENTS 4096 MAX_FRAGMENT_UNIFORM_COMPONENTS 2048 Nevertheless, that would make 50 seem a rather harmless number. Especially when I'm going to assume that no one with a much older card will be able to

Re: [Flightgear-devel] Removing landclass seams

2013-01-11 Thread Renk Thorsten
BTW: I've been discussing with the terragear guys something similar, with a texture encoding material info accompanying the btg, and being generated at scenery build time. This texture would use a secondary set of texture coordinates, relative to in-tile position, and would be read in

[Flightgear-devel] 3D vision

2013-01-11 Thread Renk Thorsten
I was wondering if anyone has experience with the stereoscopic view modes of FG. Coming with my new laptop were very fancy NVidia IR synchronized LCD shutter glasses for 3D vision, and I've used them to have a look at some 3D movie clips, which was sort of impressive. Unfortunately, they

[Flightgear-devel] Removing landclass seams

2013-01-10 Thread Renk Thorsten
By the way, do you know this book ? http://books.google.fr/books/about/Texturing_and_Modeling.html?id=bDlSJd8GfMcCredir_esc=y No, I don't. I have never read much about scenery texturing. (I mostly make it up as I go - my greatest wish would anyway be an artist and a decent database to

Re: [Flightgear-devel] Shader organization for 3.0

2013-01-08 Thread Renk Thorsten
Agreed, this stuff is all about plausible heuristics, but I think this one fails the 'plausible in enough areas' test. Hopefully we'll (soon) be able to suggest land cover updates to fix any areas with these kind of data issues, once the world scenery rebuild completes. Somewhat

Re: [Flightgear-devel] Shader organization for 3.0

2013-01-08 Thread Renk Thorsten
Hi Stuart, That sounds like an excellent plan. Let me know how I can help. yes, I could definitely need a hand... Now since the holiday period is over, my coding time just decreased dramatically... So, if you like, I could give you what I have in terms of autumn colors and hires terrain

Re: [Flightgear-devel] Shader organization for 3.0

2013-01-08 Thread Renk Thorsten
Geometry shader can also process adjacency information if provided by the CPU through special primitives (GL_TRIANGLES_ADJACENCY and GL_TRIANGLE_STRIP_ADJACENCY) Oh, right - a geometry shader can probably receive a triangle as input, compute its center of gravity, shift all vertices outward

[Flightgear-devel] Shader organization for 3.0 (was: Goals for the 3.0 release)

2013-01-02 Thread Renk Thorsten
We have to accept some inconsistencies if we want even vaguely tolerable performance, and pretty much everything you said convinces me we should switch to the 'b' approach, or family of them (see below), as the default option after 2.10, to get as much test and feedback as possible

Re: [Flightgear-devel] Iceland textures

2013-01-01 Thread Renk Thorsten
The landmass shader looks like you fixed something :) Great to hear - so presumably it was the things Emilian identified (?!)- I haven't fixed anything else. Flickering is gone in all settings and i have only some small artifacts visible in the distance while having snow cover and fog.

Re: [Flightgear-devel] Goals for the 3.0 release

2012-12-30 Thread Renk Thorsten
What's the a / b performance impact? All to be taken with some caution, since it seems to be very hardware dependent how expensive certain options are. For my new GTX 670M, I can't measure performance without external tools because any terrain is always rendered with vsync of 60 fps, and only

Re: [Flightgear-devel] Goals for the 3.0 release

2012-12-29 Thread Renk Thorsten
Stuart, one thing that caught me out earlier today with using 2D cloud layers - while using a 2D layer and modifying visibility inside the layer is working quite well, the edge (moving vertically) is very sharp. I wonder if there's some technique to perturb the top and bottom of the

Re: [Flightgear-devel] Goals for the 3.0 release

2012-12-29 Thread Renk Thorsten
Perhaps we could use something similar for the trees? I.e. pass in a uniform indicating which fraction of the texture sheet on the x-axis should be color-rotated. The uniform can be taken from a property on the material definition. Ah, that's clever - I think that would do just fine.

[Flightgear-devel] Goals for the 3.0 release

2012-12-21 Thread Renk Thorsten
It has emerged from forum discussions that gathering the goals for developers so that people can synchronize efforts better and users know what to expect would be a good idea. I've sort of been trying to do that previously, so I might as well continue, even if it's a bit early and 2.10 isn't

Re: [Flightgear-devel] Scenery manager

2012-12-17 Thread Renk Thorsten
There are many issues and tradeoffs with mesh simplification. There are many algorithms and approaches, each with their own unique strengths and weaknesses. Challenges include finding a strategy to hide the cracks between adjacent tiles draw with different levels of details (and possibly

Re: [Flightgear-devel] Performance

2012-12-17 Thread Renk Thorsten
Well, we did have alpha-test comparisongreater/comparison reference type=float0.01/reference /alpha-test everywhere in the cloud effect files. So it's not clear to me how transparent fragments should even make it to the shader (?). Maybe I'm still confused about

Re: [Flightgear-devel] Iceland textures

2012-12-17 Thread Renk Thorsten
Apparently that's ok now, another issue cropped up in the urban-lightfield shader, something wrong with an #if: FRAGMENT glCompileShader /home/chris/FlightGear/Shaders/urban-lightfield.frag FAILED FRAGMENT Shader /home/chris/FlightGear/Shaders/urban-lightfield.frag infolog:

Re: [Flightgear-devel] Iceland textures

2012-12-14 Thread Renk Thorsten
Those are fixed, but you still have some implicit casts/coversions in there, those are tolerated by the nvidia compiler but not by other drivers: http://dpaste.com/845842/ Aw, a forgotten decimal point - that's picky. Okay, how about now? * Thorsten

Re: [Flightgear-devel] Iceland textures

2012-12-14 Thread Renk Thorsten
- no errors on the console - latest drivers for the ati card (tested with all ati drivers from 2012 for win7 64bit) - the artifacts show up if the landmass shader is over 3 (counting from left / starting with 0) - the artefacts show up if the transition shader is over 1 / at 2 only the

[Flightgear-devel] Sound bugfix and Jenkins

2012-12-13 Thread Renk Thorsten
Forum: by zakalawe on Wed Dec 12, 2012 4:46 pm I've pushed a fix (to SG) for the sound issue. Better to report such issues via the developer list in the future, I don't check topics here. Jenkins FlightGear-Win64-CMake build history: #220 (pending - All nodes of label 'x64' are offline

Re: [Flightgear-devel] Real-Time Radio Propagation

2012-12-13 Thread Renk Thorsten
In some cases, the used algorithm is plain wrong as we know by definition (ICAO rules) the propagation of the radio signal. Um... I would like to understand this statement. The algorithm has a physics model in. I am no expert in radio propagation, but after doing a bit of reading, by usual FG

[Flightgear-devel] Iceland textures

2012-12-13 Thread Renk Thorsten
If anyone likes flying in Iceland - the current state of Iceland regional texturing is now on GIT with the region-specific materials file - use with Atmospheric Light Scattering, Transition Effects to max. for best effect - otherwise the endless lava fields and glaciers have very strong

Re: [Flightgear-devel] Iceland textures

2012-12-13 Thread Renk Thorsten
With an ati 5870 on win7 64bit the transition effect is not working as expected. I get what is best described as fast flickering artifacts... but have a look at the screen shoots yourself.

Re: [Flightgear-devel] Grass and Dirt material declaration

2012-12-12 Thread Renk Thorsten
I corrected it some minutes ago and hope everything is fine again. Huh, that was fast, thanks. Airport green is looking good here. * Thorsten -- LogMeIn Rescue: Anywhere, Anytime Remote support for IT. Free Trial

Re: [Flightgear-devel] Real-Time Radio Propagation, Was: Sqlite location

2012-12-11 Thread Renk Thorsten
My suggestion is to include this feature, leave it off, and let anyone interested turn it on. +1 There may be many reasons to reject code, but they roughly fall into two categories: 1) the idea itself which is coded is not acceptable or 2) the actual implementation is not acceptable

[Flightgear-devel] Grass and Dirt material declaration

2012-12-11 Thread Renk Thorsten
During the last weeks, someone added the 'Grass' landclass to the 'grass_raw' materials declaration and the 'Dirt' landclass to the 'dirt_rwy' declaration in/ Materials/regions/materials.xml. I would like to undo the changes, or discuss other solutions to fix the problems caused by them - my

Re: [Flightgear-devel] Musings on FG on Linux/Windows

2012-12-02 Thread Renk Thorsten
Please let me be very clear about a few things. This is not about lack of praise or thanks - I'm doing weather and light mainly because I like doing it, because I like to see if I can capture the essence of a scene I see in real life in shader code. I am passionate and excited about that,

[Flightgear-devel] Issue collection

2012-11-28 Thread Renk Thorsten
I've created a merge request https://www.gitorious.org/fg/fgdata/merge_requests/183 containing lots of my recent shader work(...) Um... what should I do with this? I've gotten one comment pointing to a problem with the urban shader, but I can reproduce the same problem on a pristine master

Re: [Flightgear-devel] Issue collection

2012-11-28 Thread Renk Thorsten
That was caused by your previous merge request, which was resolved without proper testing I guess. There's a bugreport about that http://code.google.com/p/flightgear-bugs/issues/detail?id=836 Which was marked as fixed, but obviously it isn't. Thanks for letting me know. Commenting out

Re: [Flightgear-devel] Issue collection

2012-11-28 Thread Renk Thorsten
Personally I find a collection of independent requests much easier to deal with than one 'all my recent work' submission. Eg I'm interested in your work to early-Z-fill the trees, but the rest of the request, I'm not 'qualified' to make any judgement about. Difficult to do in this case

Re: [Flightgear-devel] Musings on FG on Linux/Windows

2012-11-28 Thread Renk Thorsten
Me asking a genuine question: Why do I need to make a song and dance to get the last stable under Linux when it works no fuss under Windows? Are we genuinely unable to provide a working generic 32 and a 64bit set of binaryies for Linux? I know that lib paths and versions are different

Re: [Flightgear-devel] Musings on FG on Linux/Windows

2012-11-27 Thread Renk Thorsten
No it doesn't. There's nothing preventing us from providing packages for older distribution versions. This sounds very neat, and if this works in practice, then I take my comment back - being able to get an rpm for any major Linux distribution would be equivalent to the Windows installer

Re: [Flightgear-devel] Implementing realistic radar inside the Flightgear engine

2012-11-27 Thread Renk Thorsten
I have no idea though about Nasal terrain sampling performance. Pretty good these days - whenever a convective weather system is set up, we use about O(1000-2000) terrain elevation sampling points to generate the cloud-terrain interaction, they're done at a rate of 20 per frame. On my old

[Flightgear-devel] Musings on FG on Linux/Windows

2012-11-26 Thread Renk Thorsten
So, I finally broke down over the weekend, getting so frustrated with a the GPU not powering up under Linux that I installed FG on Windows. If I want to get FG last stable under Fedora 17, I have to compile it myself, only 2.6 is on the repo. The process is probably similar to compiling

[Flightgear-devel] FG performance on a modern GPU

2012-11-26 Thread Renk Thorsten
So, some of my impressions of how FG runs on the GeForce 670M (Windows). * in default terrain (I did Nevada, going with the F-16 from KNID to KLSV), all procedural effects in atmospheric light scattering on, some snow on the Sierra Nevada, 120 km max. visibility range, some Cirrus cloud

[Flightgear-devel] Cloud bug

2012-11-26 Thread Renk Thorsten
* strange bug - all generated clouds (on Linux and Wndows) used only one texture of a multi-texture sheet, which gives some odd repetitions. This may be something trivial (my binary and FGData snapshots are a few days apart) so if there's been work on clouds in the mean time it could

Re: [Flightgear-devel] Musings on FG on Linux/Windows

2012-11-26 Thread Renk Thorsten
Binary releases on Linux are /possible/ but a pain - working with each distro's packaging system is definitely the way to go, in my opinion. That basically seems to require that everyone who wants most recent FG needs to update to most recent Linux. Which is something which according to my

Re: [Flightgear-devel] Strange GPU behaviour

2012-11-24 Thread Renk Thorsten
I'm not sure if the settings suggested there still work with current drivers, but it's a start. Nope - the available options for the newer driver are quite different. Also, the problem is not that the PowerMizer defaults to adaptive - it doesn't, I can change its setting. It just never

[Flightgear-devel] CMake problem

2012-11-23 Thread Renk Thorsten
I'm just trying to get a working devel environment on my new machine, and I've succeeded in compiling simgear, but flightgear refuses the cmake configuration. Basically I want to have the simgear libs inside a user directory and not system-wide. So what I did is cloning the repositories,

Re: [Flightgear-devel] CMake problem

2012-11-23 Thread Renk Thorsten
If you *have* set SIMGEAR_DIR or other settings, I'd recommend erasing your build directory and running cmake from clean - it 'remembers' previous values in the build dir's cache. Ah, that's how it's supposed to be... I've now hacked my way through by adding the path explicitly to

[Flightgear-devel] Strange GPU behaviour

2012-11-23 Thread Renk Thorsten
I guess I need some help here... I've finally managed to compile FG on the new computer, then copy my FGData here, and... it works. But the framerate is abysmally bad. It doesn't seem to be Flightgear though... When I open the NVIDIA X Server Settings while FG is running, I can see the

[Flightgear-devel] Rembrandt Atmospheric Light Scattering

2012-11-20 Thread Renk Thorsten
Stuart wrote: Personally I'd really like to see the rendering systems unified, even though I don't have enough GPU to run them both together (or indeed Rembrandt with shadows). It's just make for a more consistent experience. (...) I had a look at this a couple of weeks ago but didn't

[Flightgear-devel] Merge request #183

2012-11-20 Thread Renk Thorsten
I've created a merge request https://www.gitorious.org/fg/fgdata/merge_requests/183 containing lots of my recent shader work, including * ambient and cloud shadow correction to blue-grey hue * more pre-dawn illumination * procedural snow * a hires grass texture overlay effect for airport grass

Re: [Flightgear-devel] Effects/shaders change (fgviewer related)

2012-11-19 Thread Renk Thorsten
I've pushed a change to the effect files that makes sure that shaders are disabled when /sim/rendering/shaders/quality-level is 0 or non existant. Previously this relied on gui.nas to set the individual shader levels to 0, and fgviewer had no easy way to disable them. I don't know how you

Re: [Flightgear-devel] Next FlightGear release (Feb. 17 2013)

2012-11-18 Thread Renk Thorsten
How should we call our new baby? Is it 3.0.0 or is it 2.10.0? This is a carry-over from our last release and gets answered along with: Is Rembrandt production ready? Hm, I had a list of items for a 3.0 half a year ago, so some progress chack along these lines: * Scanery-related 'Publish 3.0

Re: [Flightgear-devel] FSWeekend 2012...

2012-11-17 Thread Renk Thorsten
Hmm . that's an underwhelming list, and I can't come up with anything that's really any better. Does that encapsulate the problem? Well well, it would seem our shader-based treatment of light and the environment is quite competitive against what FSX has to offer:

[Flightgear-devel] Some shader work updates

2012-11-16 Thread Renk Thorsten
I don't know if anyone is interested in what precisely I've been up to of late, but I do know that I get frequently asked why the reflection (bump, you name it) effect isn't yet working in atmospheric light scattering, so this is sort of an answer to that. Well, I also sort of wanted to write

<    1   2   3   4   5   >