Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-26 Thread Tim Moore
On Fri, Apr 26, 2013 at 8:39 AM, Renk Thorsten thorsten.i.r...@jyu.fiwrote: 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

Re: [Flightgear-devel] Moonlight reloaded

2012-11-11 Thread Tim Moore
On Sun, Nov 11, 2012 at 1:41 PM, Renk Thorsten thorsten.i.r...@jyu.fiwrote: I suspect the difference in light intensity (dynamic range) doesn't fit in an 8-bit 3-component color. It sure doesn't, but I think you're thinking way too complex. We don't want to render physical light

Re: [Flightgear-devel] Cloud layer performance

2012-10-24 Thread Tim Moore
I haven't really been following this thread closely... are the tracers basically occludes? Are they completely opaque? One possible optimization for the cloud rendering would be to use polygons that closely follow the outline of the sprite instead of quads; this saves on fill costs. Also, I'm

Re: [Flightgear-devel] Cloud layer performance

2012-10-24 Thread Tim Moore
On Wed, Oct 24, 2012 at 10:40 AM, Renk Thorsten thorsten.i.r...@jyu.fi wrote: I haven't really been following this thread closely... are the tracers basically occludes? Are they completely opaque? Yes, they're completely opaque. That's tracer.frag - if it gets a white gl_Color from the

Re: [Flightgear-devel] Cloud layer performance

2012-10-24 Thread Tim Moore
On Wed, Oct 24, 2012 at 1:27 PM, Renk Thorsten thorsten.i.r...@jyu.fi wrote: I realize that I'm confused about whether you are working on Stuart's clouds in C++ or clouds in Nasal. How are you generating the tracer? I gather that it doesn't use any textures. If a flag is set in the cloud

Re: [Flightgear-devel] Shader optimization

2012-10-16 Thread Tim Moore
Thanks for writing this up. I have a couple of comments, nitpicks really. On Mon, Oct 15, 2012 at 9:43 AM, Renk Thorsten thorsten.i.r...@jyu.fi wrote: I thought it might be a good idea to write up a few things I've tried recently and not seen in widespread use - so that either others know

Re: [Flightgear-devel] Shader optimization

2012-10-16 Thread Tim Moore
On Tue, Oct 16, 2012 at 12:05 PM, Renk Thorsten thorsten.i.r...@jyu.fi wrote: One can assume that a vec4 varying is no more expensive than a vec3. (...) I'm not sure it's useful to think of each component of a varying vector as a varying i.e., three vec3 varying values use up three varying

Re: [Flightgear-devel] Shader optimization

2012-10-16 Thread Tim Moore
On Tue, Oct 16, 2012 at 2:54 PM, James Turner zakal...@mac.com wrote: On 16 Oct 2012, at 13:38, Tim Moore wrote: The tile data on disk is actually stored in a coordinate system that is aligned with the earth-centric system, so Z points to the north pole. We rotate the coordinates back

Re: [Flightgear-devel] fgdata trouble

2012-09-22 Thread Tim Moore
On Fri, Sep 21, 2012 at 11:51 PM, ThorstenB bre...@gmail.com wrote: On 21 Sep 2012, at 13:03, Anders Gidenstam wrote: The master branch of fgdata has become messed up. A number of commits ... It has happened again, fgdata history is messed up. It looks as if my last commits (6d46fe7, f722671)

[Flightgear-devel] X-Plane sued for patent infringement

2012-09-15 Thread Tim Moore
http://games.slashdot.org/story/12/09/14/2048240/patent-troll-sues-x-plane It turns out that the patent has nothing to do with flight simulation but with remote license checking, but still. The Slashdot article has the line X-plane is a cross-platform flight simulator app, notably the only

Re: [Flightgear-devel] license

2012-09-03 Thread Tim Moore
On Mon, Sep 3, 2012 at 4:27 PM, Michael scrat_h...@yahoo.com wrote: Hi saw this: http://wiki.flightgear.org/File:Joystick_Configuration_Dialog.jpg which is Creative Commons Attribution-Share Alike 3.0 license. Will that go into default 3.0? Hence I would use the same license to keep off

Re: [Flightgear-devel] Memory issues

2012-08-14 Thread Tim Moore
On Mon, Aug 13, 2012 at 7:40 PM, James Turner zakal...@mac.com wrote: On 11 Aug 2012, at 18:21, Tim Moore wrote: This is what osg::PagedLOD does, though we often forget that the paging of the higher LODs is triggered in the cull phase. I can't recall what scene modifications

Re: [Flightgear-devel] Release 2.8.0 - closing release/2.8.0 branch

2012-08-14 Thread Tim Moore
On Tue, Aug 14, 2012 at 3:40 PM, Curtis Olson curtol...@gmail.com wrote: On Tue, Aug 14, 2012 at 3:30 AM, Torsten Dreyer tors...@t3r.de wrote: Hi all, I have just suggested off-list to close the release/2.8.0 branches (FG+SG+FGDATA) on Thursday (16th) in the morning (UTC) to give those

Re: [Flightgear-devel] Memory issues

2012-08-11 Thread Tim Moore
On Fri, Aug 10, 2012 at 12:50 PM, James Turner zakal...@mac.com wrote: On 9 Aug 2012, at 21:49, Stuart Buchanan wrote: Do we have any ideas addressing these issues? Random thought, hopefully someone with more OSG knowledge can confirm or deny: Can we create the geometry (and unload it) in

Re: [Flightgear-devel] git help request

2012-08-09 Thread Tim Moore
On Thu, Aug 9, 2012 at 2:45 PM, Curtis Olson curtol...@gmail.com wrote: It looks like every time you rebase you have to reapply the same set of patches over top the target branch. So even if I figure out a way through it once, I'll have to repeat the same conconction of craziness each time I

Re: [Flightgear-devel] git help request

2012-08-08 Thread Tim Moore
It sounds like your local tree has not been completely committed. See what git status says. Check out the man page for git-mv. I can't say more right at the moment, but I'll see if I can add more details later. Tim On Wed, Aug 8, 2012 at 5:45 PM, Curtis Olson curtol...@gmail.com wrote: A quick

Re: [Flightgear-devel] Scenery

2012-08-06 Thread Tim Moore
On Mon, Aug 6, 2012 at 10:00 AM, Martin Spott martin.sp...@mgras.net wrote: Moin Yves, ys wrote: [...], it's just in responsability of the core developers to show how 2nd-row developers can help to improve apt.dat without being blocked by a deprecated. I tend to disagree. You're

Re: [Flightgear-devel] Switching from PUI to osgWidget

2012-07-25 Thread Tim Moore
On Wed, Jul 25, 2012 at 1:43 PM, Martin Spott martin.sp...@mgras.net wrote: James Turner wrote: Or to put it another way - the actual hard part is running the widgets in the main OpenGL window - which *is* a requirement for full-screen apps and multi-monitor setups. (Some people have claimed

Re: [Flightgear-devel] Functions to textures?

2012-07-24 Thread Tim Moore
On Wed, Jul 25, 2012 at 12:16 AM, Chris Forbes chr...@ijw.co.nz wrote: Somewhat inversely, I'm also wondering if a simple texture1D() lookup might not be faster than evaluating the light function e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d)) three times to get an (rgb)-triplet. That depends

Re: [Flightgear-devel] Rendering passes question

2012-07-21 Thread Tim Moore
On Sat, Jul 21, 2012 at 10:42 AM, Mathias Fröhlich mathias.froehl...@gmx.net wrote: Hi, On Thursday, July 19, 2012 15:32:01 Tim Moore wrote: The depth-pass-only pass is a well known optimization, but the fact it is not helping implies that our bottleneck is not in fragment processing. I've

Re: [Flightgear-devel] Rendering passes question

2012-07-20 Thread Tim Moore
On Thu, Jul 19, 2012 at 6:09 PM, James Turner zakal...@mac.com wrote: On 19 Jul 2012, at 14:32, Tim Moore wrote: Do we really not run the terrain fragment shader when the terrain is seen through the cockpit floor (my system seems to slow down even though no terrain is seen in the event

Re: [Flightgear-devel] Rendering passes question

2012-07-20 Thread Tim Moore
On Fri, Jul 20, 2012 at 10:23 AM, Frederic Bouvier fredfgf...@free.fr wrote: Hi Tim James, De: James Turner On 20 Jul 2012, at 07:22, Tim Moore wrote: We could use the stencil buffer without copying anything: render the near scene first, setting stencil bits, then enable the stencil

Re: [Flightgear-devel] Rendering passes question

2012-07-20 Thread Tim Moore
On Fri, Jul 20, 2012 at 9:59 AM, James Turner zakal...@mac.com wrote: On 20 Jul 2012, at 07:22, Tim Moore wrote: We could use the stencil buffer without copying anything: render the near scene first, setting stencil bits, then enable the stencil test for the far scene. I believe

Re: [Flightgear-devel] Rendering passes question

2012-07-19 Thread Tim Moore
On Thu, Jul 19, 2012 at 1:16 PM, Renk Thorsten thorsten.i.r...@jyu.fi wrote: This is an optimization to avoid running really expensive shaders on geometry that will be hidden from view. The GPU has an early Z capability and won't run a fragment shader if it knows the result will be discarded.

Re: [Flightgear-devel] Rendering passes question

2012-07-18 Thread Tim Moore
On Wed, Jul 18, 2012 at 8:27 AM, Renk Thorsten thorsten.i.r...@jyu.fi wrote: May I ask yet another dumb question? Yes, although this isn't a dumb question. In the first rendering pass of default terrain rendering, we use default.vert and terrain-nocolor.frag as shaders. I have so far

Re: [Flightgear-devel] Shader menu structure

2012-07-12 Thread Tim Moore
First of all, apologies for tuning out over the last year+. I have been keeping an eye on things from afar, and am quite impressed with all the goings on in the FlightGear world. This post did catch my eye... On Thu, Jul 12, 2012 at 2:54 PM, Renk Thorsten thorsten.i.r...@jyu.fi wrote:

Re: [Flightgear-devel] new An-2

2011-08-12 Thread Tim Moore
Hi Yuri, I chose the An-2 as the aircraft that I would delete first from the fgdata repository and move to its own repo, and I am about to do that. I can check your new work into the new repository. Should I remove the Tutorials directory? Are they now completely broken? Tim On Mon, Aug 8, 2011

Re: [Flightgear-devel] new An-2

2011-08-12 Thread Tim Moore
I have created the ac-an2 repository, which includes only the An-2 (duh), and deleted the an2 from fgdata. Tim On Fri, Aug 12, 2011 at 11:19 AM, Tim Moore timoor...@gmail.com wrote: Hi Yuri, I chose the An-2 as the aircraft that I would delete first from the fgdata repository and move to its

Re: [Flightgear-devel] Proposal: Move airplanes to an SVN repository

2011-08-12 Thread Tim Moore
I've started the first phase of trimming down fgdata. I've removed the an2 from fgdata and put it in its own repository called ac-an2 under the Flightgear project. I'm going to proceed with moving other aircraft which haven't been touched in a while into their own repos as well. When we get down

Re: [Flightgear-devel] [SPAM] Re: Proposal: Move airplanes to an SVN repository

2011-08-12 Thread Tim Moore
On Fri, Aug 12, 2011 at 1:23 PM, Emilian Huminiuc emili...@gmail.com wrote: On Friday 12 August 2011 14:02:16 Tim Moore wrote: I've started the first phase of trimming down fgdata. I've removed the an2 from fgdata and put it in its own repository called ac-an2 under the Flightgear project. I'm

Re: [Flightgear-devel] new An-2

2011-08-12 Thread Tim Moore
On Fri, Aug 12, 2011 at 4:31 PM, Alex Romosan romo...@sycorax.lbl.gov wrote: Tim Moore timoor...@gmail.com writes: I have created the ac-an2 repository, which includes only the An-2 (duh), and deleted the an2 from fgdata. so where is the new repository? is there a way of integrating

Re: [Flightgear-devel] Proposal: Move airplanes to an SVN repository

2011-08-03 Thread Tim Moore
On Tue, Aug 2, 2011 at 11:39 AM, Francesco Angelo Brisa fbr...@gmail.com wrote: Any news about a possible separation of aircrafts data from the fgdata folder ? I am afraid this topic is sligtly falling into the forget about it folder :-( Cheers Francesco Some of the inertia -- on my part

Re: [Flightgear-devel] [patch] Improved forests

2011-07-28 Thread Tim Moore
On Thu, Jul 28, 2011 at 8:33 AM, Gene Buckle ge...@deltasoft.com wrote: On Thu, 28 Jul 2011, Stefan Seifert wrote: On Thursday 28 July 2011 01:00:10 Hal V. Engel wrote: But there is one minor and very common issue with the code that should be fixed.  In the for loop for (..; ..;  j++)

Re: [Flightgear-devel] GIT source

2011-05-20 Thread Tim Moore
the community of a basic template and a howto for adding a fragment shader would help. Thanks Jack Curt. On Mon, May 16, 2011 at 11:45 PM, cas...@mminternet.com wrote: Hi Curt,  A while back Tim Moore offered to post the image warping code onto the GIT site. Since then I've not heard

Re: [Flightgear-devel] OSG caching

2011-04-18 Thread Tim Moore
On Sun, Apr 17, 2011 at 6:10 PM, ThorstenB bre...@gmail.com wrote: On 16.04.2011 21:16, Anders Gidenstam wrote: If I'm not mistaken the particles issue has been around since we got particles, so it is apparently not that bad (leak and race condition) in practice. Ok, thanks! I've create a bug

Re: [Flightgear-devel] OSG caching (was: Texture cache)

2011-04-03 Thread Tim Moore
On Sun, Apr 3, 2011 at 3:41 PM, ThorstenB bre...@gmail.com wrote: Maybe someone could do some tests when changing the setting  (SGPagedLOD.hxx:56) from CACHE_NONE to CACHE_IMAGES or even to  CACHE_ALL (then recompile/install sg+fg). Would be interesting to know  how this changed loading

Re: [Flightgear-devel] Stuttering at 1 Hz rate

2011-03-26 Thread Tim Moore
On Sat, Mar 26, 2011 at 6:27 AM, Robert dogg...@googlemail.com wrote: Indeed the jitter is caused by Nasal's garbageCollect method. Simple test: add a printf (apply attached patch to simgear) and you should see the stutter is synchronized with it. True! The text is printfed with every jitter.

Re: [Flightgear-devel] [OT] Best pratice for debugging multi threaded programs?

2011-03-23 Thread Tim Moore
On Mon, Mar 21, 2011 at 3:04 PM, Holger Wirtz dcored...@googlemail.com wrote: Hi all, sorry - a little bit off-topic (in fact not so much as you might think, it's for a third-party software for FG): Has anyone some hints/websites/programs for debugging C -based multi threaded programs

Re: [Flightgear-devel] Texture cache (was: Adventures in dds)

2011-03-22 Thread Tim Moore
On Mon, Mar 21, 2011 at 10:03 PM, Lauri Peltonen lauri.pelto...@gmail.com wrote: Hi. Inspired by the talk in the dds thread about cloud performance and other things, I did some quick grepping through the source about textures. I found out FG/SG has at least 5 different way of storing

Re: [Flightgear-devel] File sizes in fgdata, clean up needed?

2011-03-18 Thread Tim Moore
I've been threatening for some time to break up the aircraft portion of fgdata into several repositories by using some git magic. It's true that the current repository size is out of hand. I would encourage people to check in their source files whenever possible. I'd also encourage people to add

Re: [Flightgear-devel] Coordinate conventions

2011-03-03 Thread Tim Moore
If you're referring to coordinates in the multiscreen support, they are OpenGL coordinates: x to the right, y up, z comes out of the screen. Tim On Thu, Mar 3, 2011 at 10:16 PM, cas...@mminternet.com wrote: What are the coordinate conventions used for eye position offsets in 2.0? standard

Re: [Flightgear-devel] Simgear and OSG out of sync?

2011-02-17 Thread Tim Moore
I've committed one more fix that should make things right on 2.8.3. Tim On Wed, Feb 16, 2011 at 8:16 PM, Tim Moore timoor...@gmail.com wrote: OK, I see that merely removing the 2.8.3 case from my conditional, which I checked in a couple of hours ago, isn't correct. I'll have another go

Re: [Flightgear-devel] Simgear and OSG out of sync?

2011-02-16 Thread Tim Moore
I was confused, by my git SVN import of the OSG source tree, about what commits are in 2.8.3. I'll check in a correction soon. Tim On Wed, Feb 16, 2011 at 8:51 AM, Frederic Bouvier fredfgf...@free.fr wrote: - Bertrand Coconnier a écrit : 2011/2/15 Tim Moore timoor...@gmail.com: I've

Re: [Flightgear-devel] Simgear and OSG out of sync?

2011-02-16 Thread Tim Moore
OK, I see that merely removing the 2.8.3 case from my conditional, which I checked in a couple of hours ago, isn't correct. I'll have another go. On Wed, Feb 16, 2011 at 7:10 PM, ThorstenB bre...@gmail.com wrote: On 15.02.2011 13:41, Tim Moore wrote: I've checked in fixes for this change

Re: [Flightgear-devel] Simgear and OSG out of sync?

2011-02-15 Thread Tim Moore
yet updated FG to work with it. While some developers do track OSG SVN, that's a slightly ambitious goal for everyone - personally I stick with the most recent developer release of OSG (2.9.9 or 2.9.10 at the moment, depending on who you ask) I believe for this paerticular change Tim Moore has

Re: [Flightgear-devel] urgent git help requested

2011-02-09 Thread Tim Moore
Backing out is done with git reset --hard last_good_commit. Often the name of the last good commit is HEAD^, the last commit. However, after a botched merge it is good to verify that with git log or graphically with gitk. If you've pushed a commit to a public repo and then it later turns out that

Re: [Flightgear-devel] urgent git help requested

2011-02-09 Thread Tim Moore
On Wed, Feb 9, 2011 at 7:49 PM, Andy Ross a...@plausible.org wrote: On 02/09/2011 12:02 AM, Tim Moore wrote: Backing out is done with git reset --hard last_good_commit. Often the name of the last good commit is HEAD^, the last commit. However, after a botched merge it is good to verify

Re: [Flightgear-devel] modern X-Plane airport format; Was: Magnetic North

2011-01-19 Thread Tim Moore
Interesting discussion. By the way, I highly recommend http://xplanescenery.blogspot.com/ Ben Supnik is the main graphics guy for XPlane and a very good writer; obviously they encounter many of the same issues. Terrain rendering has quite a bit of headroom in terms of raw number of polygons. That

Re: [Flightgear-devel] git question

2011-01-10 Thread Tim Moore
On Mon, Jan 10, 2011 at 5:31 PM, Curtis Olson curtol...@gmail.com wrote: Here is my next git question (possibly another dumb one) :-) When I did a git pull in simgear/flightgear this morning I saw something like the following: simgear$ git pull remote: Counting objects: 1, done. remote:

Re: [Flightgear-devel] git for dummies

2011-01-04 Thread Tim Moore
On Tue, Jan 4, 2011 at 5:36 PM, Curtis Olson curtol...@gmail.com wrote: I have a git question. I'm trying to git push a new joystick config someone sent me. When I run git push I get the following message: $ git push To g...@gitorious.org:fg/fgdata.git ! [rejected]master -

Re: [Flightgear-devel] Comments and questions about model loading, model formats, and effects....

2010-12-22 Thread Tim Moore
On Thu, Dec 16, 2010 at 5:17 PM, Jacob Burbach jmburb...@gmail.com wrote: Ok then, trying to make sense of this whole model effects loading code... Good luck; it goes with the territory :) In `modellib.cxx' the `loadFile' and `loadModel' functions, which check the file extensions for a

Re: [Flightgear-devel] Comments and questions about model loading, model formats, and effects....

2010-12-22 Thread Tim Moore
On Wed, Dec 22, 2010 at 4:34 PM, Jacob Burbach jmburb...@gmail.com wrote: Hey thanks for taking the time to respond, especially during the holidays. So what I see currently in the model loading code in regard to effects is really something just hacked together to 'get er done' and make it

Re: [Flightgear-devel] message: Warning: TangentSpaceGenerator: unknown primitive mode 9 why?

2010-12-21 Thread Tim Moore
plug-in. It runs the GLU tessellator on convex polygons, which produces a collection of triangles and polygons, but doesn't turn the polygons into triangles. These days there is little to recommend the OpenGL primitive type. On 04/22/2010 03:12 PM, Tim Moore wrote: It would be best to get

Re: [Flightgear-devel] Comments and questions about model loading, model formats, and effects....

2010-12-12 Thread Tim Moore
On Sat, Dec 11, 2010 at 9:56 PM, Jacob Burbach jmburb...@gmail.com wrote: This is considered a feature, by some anyway :) I added this with the idea that one could optimize ac model and substitute the optimized version. It's never been used much and has led to complaints about getting the

Re: [Flightgear-devel] Comments and questions about model loading, model formats, and effects....

2010-12-12 Thread Tim Moore
On Sun, Dec 12, 2010 at 4:21 PM, Jacob Burbach jmburb...@gmail.com wrote: Will do. I take it your the maintainer/creator of this particular bit of code then? I feel this is very important for the future of fgfs graphics and performance wise and I'm quite willing to put in some work to make

Re: [Flightgear-devel] Comments and questions about model loading, model formats, and effects....

2010-12-11 Thread Tim Moore
On Sat, Dec 11, 2010 at 7:01 PM, Jacob Burbach jmburb...@gmail.com wrote: Hi all, I'm experimenting with various model file formats and the effects system and have some questions/comments. First I found that if you have a file 'model.ac', but also have a file 'model.osg', flightgear always

Re: [Flightgear-devel] SegFault on Current Git

2010-12-06 Thread Tim Moore
On Sun, Dec 5, 2010 at 9:18 AM, Jeff Taylor jefftaylo...@gmail.com wrote: On 02/12/10 12:05 AM, Tim Moore wrote: Can you move up the stack into SGText::UpdateCallback::operator() and see what is being passed to createUTF8EncodedString? Thanks, Tim OK, this is bugging me. I needed

Re: [Flightgear-devel] SegFault on Current Git

2010-12-02 Thread Tim Moore
Can you move up the stack into SGText::UpdateCallback::operator() and see what is being passed to createUTF8EncodedString? Thanks, Tim On Thu, Dec 2, 2010 at 8:46 AM, Jeff Taylor jefftaylo...@gmail.com wrote: On 29/11/10 12:45 AM, Erik Hofman wrote: So it looks like to be a JSBSim problem,

Re: [Flightgear-devel] Aircraft model/cockpit rating

2010-11-30 Thread Tim Moore
On Tue, Nov 30, 2010 at 5:54 PM, Martin Spott martin.sp...@mgras.netwrote: thorsten.i.r...@jyu.fi wrote: What do the numbers mean? = Roughly, anything below 5 means that it isn't really finished and that I think they should be alpha status. 7 and 8 are really

Re: [Flightgear-devel] 3D clouds and precepitation affects.

2010-11-29 Thread Tim Moore
On Mon, Nov 29, 2010 at 9:39 AM, thorsten.i.r...@jyu.fi wrote: One more observation. Yesterday I was doing tweaks to the spin related functions in my model and during spin tests I noticed that I get the same affect when I am in a spin only the clouds are rotating about a vertical axis

Re: [Flightgear-devel] 3D clouds and precepitation affects.

2010-11-28 Thread Tim Moore
While the unrealistic behaviour in loops can't really be cured, it could be lessened by doing what nature does - using more cloudlets with less features (up-down distinction) and build cloud structure not by texture but by positioning selected cloudlets with better control. That would need

Re: [Flightgear-devel] ProFlightSimulator The Most Realistic

2010-11-27 Thread Tim Moore
What a marketing opportunity! Tim On Sat, Nov 27, 2010 at 9:47 AM, Frederic Bouvier fredfgf...@free.frwrote: By the way, look what I received in my inbox : Support Requests item #3117965, was opened at 2010-11-24 20:24 Message generated for change (Tracker Item Submitted) made by gwself

Re: [Flightgear-devel] Performance change?

2010-11-27 Thread Tim Moore
On Sat, Nov 27, 2010 at 2:33 PM, thorsten.i.r...@jyu.fi wrote: Can you compare the OSG statistics between the two binaries? Choose cycle onscreen statistics three times. I sure can, but I have no idea what I am looking at when I do that - I basically get a table with numbers which change

Re: [Flightgear-devel] Performance change?

2010-11-26 Thread Tim Moore
Can you compare the OSG statistics between the two binaries? Choose cycle onscreen statistics three times. Tim On Fri, Nov 26, 2010 at 5:03 PM, thorsten.i.r...@jyu.fi wrote: I've had just occasion to compare performance of a GIT binary compiled on Nov 24th with a GIT binary compiled Nov 13th

Re: [Flightgear-devel] Wiki article about GIT: commiting changes wrong?

2010-11-25 Thread Tim Moore
On Thu, Nov 25, 2010 at 5:31 PM, Heiko Schulz aeitsch...@yahoo.de wrote: Congrats! Will you add the steps you followed to achieve this to the wiki? That's the idea behind a wiki after all ;) I used exactly the same steps like you described in the wiki. My problem was a 503error when

Re: [Flightgear-devel] Multithreading pattern and frame rate

2010-11-20 Thread Tim Moore
Lots of variables. It sounds like you're using up-to-date scenery, so there could have been a change there. New code has also been checked in that deals with paging in the scenery, though I doubt that's causing the problems you are seeing. Can you check out of git the source code from a week ago,

Re: [Flightgear-devel] FGFS-Release was Scenery tile management and further property heads up...

2010-11-20 Thread Tim Moore
On Sun, Nov 21, 2010 at 2:58 AM, Scott Hamilton scott.hamil...@popplanet.biz wrote: The important point here is that it has been nearly twelve months since the last major release, the codebase appears to be looking forward, and in the past it has required quite a bit of planning and work

[Flightgear-devel] property tree heads up

2010-11-17 Thread Tim Moore
I committed a change that removes the cache from property tree path lookups. This cache causes significant thread safety and other headaches, and my tests show a negligible speedup from the caching. If you notice a big performance hit and you think it might be related to this change, let me know

Re: [Flightgear-devel] Hey Curt... :)

2010-11-13 Thread Tim Moore
There's never been a guarantee that the development sources compile for everybody at all moments. That's why they are development sources. I appreciate the Hudson process and quite often the change to get things compiling on a given platform are obvious, but sometimes they aren't and one needs to

Re: [Flightgear-devel] FlightProSim advert on FaceBook

2010-11-12 Thread Tim Moore
On Fri, Nov 12, 2010 at 11:38 AM, Mally ma...@tklm.freeserve.co.uk wrote: ?Hi Chris I have reservations about this. It could easily backfire on you personally or turn out to be a traumatic event, particularly if it turns out to be more of a confrontation than a reasonable discussion. What

Re: [Flightgear-devel] FlightProSim advert on FaceBook

2010-11-12 Thread Tim Moore
On Fri, Nov 12, 2010 at 12:45 PM, Chris Wilkinson blobster...@yahoo.com.auwrote: My goal will be open dialog as to why this guy seems unwilling to honor the exacting word of the GPL, and why he isn't giving back to the community. Probably done over coffee. I'll probably smile. And my solemn

Re: [Flightgear-devel] Global Coordinate System

2010-11-11 Thread Tim Moore
On Thu, Nov 11, 2010 at 9:14 AM, Paul Guhl ad...@simtechnologies.de wrote: Hello! I'm a hobby programmer and work on a flight simulation project as well and would like to ask probably a trivial question: Lets the global origin of the coordinate system be at 0deg lat and 0deg lon. While

Re: [Flightgear-devel] Local weather: Clouds redrawn

2010-11-11 Thread Tim Moore
On Thu, Nov 11, 2010 at 6:16 PM, Arnt Karlsen a...@c2i.net wrote: On Thu, 11 Nov 2010 07:58:08 +0100, fiers...@zonnet.nl wrote in message 4cdb9400.1090...@zonnet.nl: I limited the frame rate to 30, used a smaller window. No difference. ..any change when you play with X Window frame rates

Re: [Flightgear-devel] Shader performance and multiple GPU?

2010-11-01 Thread Tim Moore
This mirrors comments to the OSG mailing list, where people have reported performance issues with multiple GPUs and screens. There hasn't been much of a resolution there; some people have the problem, others don't. I've put together a multi-GPU machine to explore these issues; now I just need to

Re: [Flightgear-devel] Material shader problem?

2010-10-31 Thread Tim Moore
I'll take a look. It could be that the default shaders are using constructs that aren't supported on older hardware, or provoke bugs there, or are buggy themselves in ways that don't show up on post G80 hardware. Tim On Sat, Oct 30, 2010 at 9:50 PM, Martin Spott martin.sp...@mgras.netwrote:

Re: [Flightgear-devel] Compiler error

2010-10-07 Thread Tim Moore
On Thu, Oct 7, 2010 at 5:12 PM, fiers...@zonnet.nl wrote: I used OSG version 2.9.10. The error probably has something to do with a recent change, because yesterday's compilation was fine. I guess I could roll back to an older version of OSG, like you suggested, but I was rather hoping my

Re: [Flightgear-devel] Disappearing scenery

2010-09-19 Thread Tim Moore
On Sun, Sep 19, 2010 at 4:40 PM, ThorstenB bre...@gmail.com wrote: Hi, good news - I've done more debugging in the tile cache module and think I already found something... I'm seeing two issues with the tile cache, sometimes causing active scenery to be kicked when the cache is full - and

Re: [Flightgear-devel] Musings on optimizing Nasal code

2010-09-17 Thread Tim Moore
On Thu, Sep 16, 2010 at 1:28 PM, thorsten.i.r...@jyu.fi wrote: You just discovered that Nasal is 10x slower than C++ code! This is exactly why I prefer core code to end up in C++ in the end. I don't think that's a valid interpretation of my results. Consider the two cases where I achieved

Re: [Flightgear-devel] Musings on the range animation

2010-09-05 Thread Tim Moore
On Sun, Sep 5, 2010 at 6:01 PM, thorsten.i.r...@jyu.fi wrote: Hi Curt, Are you placing your range animation node above each tile or above each object in each tile? One has to work with the tools available - or write one's owns... with range animation I literally mean the xml-tag in the

Re: [Flightgear-devel] shaders heads up

2010-08-27 Thread Tim Moore
There needs to be some coordinate for the fog. You could try using gl_FogFragCoord instead. Tim On Wed, Aug 25, 2010 at 1:00 AM, HB-GRAL flightg...@sablonier.ch wrote: Am 24.08.10 23:58, schrieb HB-GRAL: Am 24.08.10 23:44, schrieb HB-GRAL: Am 14.08.10 00:20, schrieb Tim Moore: Let me

[Flightgear-devel] shaders heads up

2010-08-13 Thread Tim Moore
I've checked in some changes to the shaders in attempt to fix bugs on some platforms and generally optimize them. I've eliminated the use of gl_FrontFacing, which seems to give us problems on certain Macintosh platforms. I've also reworked the way material animations are handled. Let me know of

Re: [Flightgear-devel] Curved screens

2010-08-12 Thread Tim Moore
On Thu, Aug 12, 2010 at 5:03 AM, John Wojnaroski cas...@mminternet.comwrote: There is a program called Nthusim ( http://nthusim.com ) that will warp an MS windows screen for projection onto a curved surface. Is there any such capability in OSG? If not, any thoughts on adding the function to

Re: [Flightgear-devel] git questions

2010-07-03 Thread Tim Moore
/2010 11:48 AM, Tim Moore wrote: On Fri, Jul 2, 2010 at 5:43 PM, dave perry skida...@mindspring.comwrote: I am having syntax issues trying to push changes to the git fgdata repository. I have made the edits and git add's, git rm's, git submit, and git status shows my local fgdata master

Re: [Flightgear-devel] FlightGear/SimGear (git) segfaults

2010-05-25 Thread Tim Moore
On Tue, May 25, 2010 at 10:27 PM, Curtis Olson curtol...@gmail.com wrote: Hi Torsten, On Tue, May 25, 2010 at 2:57 PM, Torsten Dreyer wrote: There's no difference between Technique.cxx in the cvs vs. git repositories, The CVS version of flightgear runs fine against the fgdata-git

Re: [Flightgear-devel] [PATCH] Fix fgviewer segfault

2010-05-23 Thread Tim Moore
On Sat, May 22, 2010 at 10:30 PM, Jeff Taylor jefftaylo...@gmail.comwrote: Hello, fgviewer crashes when reading channel options (which it doesn't use). Here is a patch which fixes this by adding a pointer check. This is my first ever patch to any open source project, so feedback would be

Re: [Flightgear-devel] Developers

2010-05-22 Thread Tim Moore
On Fri, May 21, 2010 at 3:32 AM, Peter Morgan p...@freeflightsim.orgwrote: Its is/was bit of a dark how to get commit permission to FG and its seems to be one Curt in control. Can someone explain to process to submitting patches to this new git scenario, or are we to be held in the grey area

[Flightgear-devel] Flightgear git repositories (was Re: GIT or CVS - Confusion)

2010-05-20 Thread Tim Moore
The Git source repositories for Simgear, Flightgear, and the data repositories are now fully enabled at gitorious.org. A group of developers and modelers have been making checkins for some days now and all appears to be working. The repositories are available at: http://gitorious.org/fg.

Re: [Flightgear-devel] landmass geometry shader rewrite

2010-04-30 Thread Tim Moore
On Fri, Apr 23, 2010 at 11:14 AM, Erik Hofman e...@ehofman.com wrote: Tim Moore wrote: Looks like the same attribute problem. What hardware? NVidia 9600GT/512Mb on AMD X2 250 wn 2Gb memory. I've eliminated some varying parameters from the landmass vertex and geometry shaders. Please give

Re: [Flightgear-devel] landmass geometry shader rewrite

2010-04-23 Thread Tim Moore
On Fri, Apr 23, 2010 at 10:46 AM, Erik Hofman e...@ehofman.com wrote: Tim Moore wrote: Hi, I hacked on the landmass geometry shader a bit. On my machine I got the frame rate to improve from 14 fps to 52 fps using the ufo at ksfo. This technique may be promising, although it could

Re: [Flightgear-devel] Enable headtracking in FlightGear?

2010-04-22 Thread Tim Moore
On Thu, Apr 22, 2010 at 10:34 AM, wjp.vri...@quicknet.nl wrote: Hello FlightGear developers, In the FlightGear forum I stumbled upon a request from users, to enable head tracking in FlightGear (head tracking that is i.e. provided by Freetrack or TrackIR). Until now, I found no evidence that

[Flightgear-devel] landmass geometry shader rewrite

2010-04-22 Thread Tim Moore
Hi, I hacked on the landmass geometry shader a bit. On my machine I got the frame rate to improve from 14 fps to 52 fps using the ufo at ksfo. This technique may be promising, although it could certainly stand some new textures. Anyone playing with geometry shaders in the terrain (and also models)

Re: [Flightgear-devel] New Effects on OSX

2010-04-22 Thread Tim Moore
On Thu, Apr 22, 2010 at 8:47 PM, HB-GRAL flightg...@sablonier.ch wrote: HB-GRAL schrieb: Frederic Bouvier schrieb: This is an OSG warning. Unfortunately, polygons were forgotten by the people who wrote the tangent space generator. I posted something about it on the OSG list but got no

Re: [Flightgear-devel] New Effects on OSX

2010-04-22 Thread Tim Moore
On Wed, Apr 21, 2010 at 11:06 PM, Frederic Bouvier fredfgf...@free.frwrote: - Martin Spott a écrit : HB-GRAL wrote: BTW: Warning: TangentSpaceGenerator: unknown primitive mode 9 does not go away (from all this bumpspec.eff) but I guess this is not related to my card. Is it?

Re: [Flightgear-devel] gnu linker question (don't optimize unused variables)

2010-04-15 Thread Tim Moore
On Thu, Apr 15, 2010 at 10:59 PM, Torsten Dreyer tors...@t3r.de wrote: Hi, this is a question for the gnu linker geek: I am trying to add gnucap to FlightGear as posted before. It compiles cleanly and links fine, but there is one issue. Gnucap uses commands which are implemented in

Re: [Flightgear-devel] New reelase(?) (Was: User selectable quality level for effects)

2010-04-12 Thread Tim Moore
The major objective of having a master branch in my gitoreous repo is to make the release process less onerous from the source code point of view. Master is lagging a bit behind CVS at the moment, but that is actually part of the plan. It seems like preparing the data tree for a release is still

Re: [Flightgear-devel] English Electric Lightning no longer runs

2010-03-25 Thread Tim Moore
Alan, What graphics hardware are you running on? Turning off shaders should get you going for the moment. Then we'll figure out how to conditionalize the shader code for drivers that don't support gl_FrontFacing. Tim On Thu, Mar 25, 2010 at 4:33 PM, Alan Teeder ajtee...@v-twin.org.uk wrote: I

Re: [Flightgear-devel] Linker problems

2010-03-25 Thread Tim Moore
On Thu, Mar 25, 2010 at 8:58 PM, Roland Haeder r.hae...@gmx.de wrote: Not yet solved: libMain.a(main.o): In function `osg::Referenced::unref() const': /usr/local/include/osg/Referenced:194: undefined reference to `osg::Referenced::signalObserversAndDelete(bool, bool,

Re: [Flightgear-devel] Linker problems

2010-03-25 Thread Tim Moore
On Thu, Mar 25, 2010 at 9:56 PM, Roland Haeder r.hae...@gmx.de wrote: Hi Tim, It looks like your OSG libraries are out of sync with your header files. You might need to run ldconfig. Tim here is the full output of ldconfig -v: http://www.pastebin.org/123487 But it still outputs the

Re: [Flightgear-devel] apt.dat format

2010-03-24 Thread Tim Moore
On Wed, Mar 24, 2010 at 2:53 PM, Gene Buckle ge...@deltasoft.com wrote: On Wed, 24 Mar 2010, Martin Spott wrote: Gene Buckle wrote: On Wed, 24 Mar 2010, Frederic Bouvier wrote: Fred is that only in the CVS or also in 2.0. All working? This code is in 2.0.0. But as far as I know, the

Re: [Flightgear-devel] apt.dat format

2010-03-24 Thread Tim Moore
On Wed, Mar 24, 2010 at 4:19 PM, Martin Spott martin.sp...@mgras.netwrote: Erik Hofman wrote: Tim Moore wrote: I think the point is that the tools that build BTG files don't use the new format. Well maybe, just maybe it can be modified to output to ac3d or something similar (or even

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