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 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 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. 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...

Tim
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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 intensity, we want to render perceived light
 intensity, and there the Weber Fechner law is relevant, and that says that
 we roughly want to render the log of the physical light intensity.

 For instenace, full daylight has 10,000 lux, and a very dark overcast day
 has 100 lux  - yet if you multiply the sun (rgb) = (1,1,1) which works fine
 for a sunny day with 0.01, you don't get an overcast day - 0.6 is more the
 factor you need, i.e. every factor 10 reduction in luminous flux is about
 -0.2 from the base light.

 A full moon has about 0.1 - 1 lux, so  we get (rgb) values of ~(0.1..0.2)
 in the light vector - which works visually just fine (I've been using
 vec3 moonLightColor = vec3 (0.095, 0.095, 0.15) * moonlight * scattering;
 for the pics) - which gives imo a decent visual appearance.

 You need to do High Dynamic Range rendering to accurately capture these
differences and the eye's ability to adapt to them. Basically, you do all
the rendering in floating point and at the end convert the values to RGB
colors with a mapping operator. We don't do that yet.

Tim
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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 pretty sure you don't want two-sided lighting for the tracers.

Tim

On Wed, Oct 24, 2012 at 8:53 AM, Renk Thorsten thorsten.i.r...@jyu.fi wrote:

 I've managed to get a  test implementation for the idea of filling the depth 
 buffer early by clouds by inserting tracers into some of the cloud calls. The 
 tracers are in essence just opaque white sheets marked with a top shade 
 factor of 0.0 (black - no real cloud can ever have that low a value). There 
 follow then two passes for cloud rendering - the first one does just the 
 tracers and basically passes by all real clouds, the second pass does not 
 consider tracers. During the first pass, depth buffer is written. Since 
 there's one tracer per 10-50 sprites and the operations done on the tracer 
 are bare minimum, the additional workload caused by tracer rendering is small.

 This has some quirks (the tracers become visible while the layer is drawn, 
 although they are normally hidden by the real clouds, tracers at the edge of 
 the range flicker,...), but it works... halfway. The depth buffer filled by 
 the tracers does have a notable effect on other clouds, but not on the 
 terrain. In numbers - in my benchmark situation I am halfway between a 2000 
 ft high Nimbus layer and the terrain. I get 20 fps looking straight at the 
 horizon and 23 fps looking 30 deg up through the layer. With tracers I get 24 
 fps looking straight and 38 fps looking 30 degrees up, i.e. I am doing way 
 faster to render the layer only.

 However, going above the cloud layer looking down, my framerate never 
 changes. Even if I render only the tracers and zoom in so that only a while 
 sheet is in my field of view (and no terrain pixels at all would have to be 
 done) my framerate is still the same as without the tracer. In other words, 
 the tracers in the depth buffer don't seem to work for the terrain, although 
 they do work for other clouds. I've tested that I am not vertex-shader 
 dominated by discarding half the pixels of the terrain in my field of view - 
 that gave a noticeable framerate boost, so there's something else. I attach 
 the effect xml for the additional first pass below. I'm not completely sure 
 about all the aspects, but... it does the job on clouds, so it can't be that 
 wrong. This should be done in render bin -1, i.e. before terrain. Very 
 similar code for trees does have an impact for terrain rendering, i.e. an 
 early tree pass does fill the depth buffer with effect on the terrain.

 What am I not seeing?

  pass
   lightingtrue/lighting
   material
 ambient type=vec4d0.5 0.5 0.5 1.0/ambient
 diffuse type=vec4d0.5 0.5 0.5 1.0/diffuse
 color-modeoff/color-mode
   /material
  depth
 functionlequal/function
 write-masktrue/write-mask
   /depth
   render-bin
 bin-number-1/bin-number
 bin-nameRenderBin/bin-name
   /render-bin
   texture-unit
 unit0/unit
 type2d/type
 imageusetexture[0]/image/use/image
 wrap-sclamp/wrap-s
 wrap-tclamp/wrap-t
   /texture-unit
   program
 vertex-shaderShaders/tracer.vert/vertex-shader
 fragment-shaderShaders/tracer.frag/fragment-shader
 attribute
   nameusrAttr1/name
   index10/index
 /attribute
 attribute
   nameusrAttr2/name
   index11/index
 /attribute
   /program
   uniform
 namebaseTexture/name
 typesampler-2d/type
 value type=int0/value
   /uniform
   uniform
 namerange/name
 typefloat/type
 valueuserange/use/value
   /uniform
   vertex-program-two-sidetrue/vertex-program-two-side
 /pass


 Some other idea: If I extend the Nimbus layer all the way to 75 km visibility 
 distance, I eventually become vertex-shader dominated in which case tracers 
 are no longer a good strategy. It occurred to me that there's a fairly simple 
 scheme we could try for this situation:

 We assign a random number [0..1] to each of the sprites such that all four 
 vertices of the quad get the same number and pass that as attribute. Inside 
 the shader, we dynamically compute a threshold based on distance (or perhaps 
 better view angle) and check the random number against the threshold, so that 
 say for 50 km distance we render a quad only if its random number is above 
 0.8, for 70 km only if its number is above 0.95. This would allow to 
 dynamically dilute the clouds as we go further out, the checks inside the 
 shader are computationally light and the visual effect should not be 
 pronounced as we see the clouds under a very shallow angle at large 
 

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 vertex shader, it's a real cloud and the fragment is 
 dropped, if it gets any other color the pixel is that of a tracer it produces 
 an opaque white pixel:

 void main(void)
 {
  if (gl_Color == vec4(1.0, 1.0, 1.0, 1.0)) // this is a real cloud
 {discard;}
   gl_FragColor = vec4 (1.0, 1.0, 1.0, 1.0);
 }

 'occluders' would perhaps be a more intuitive name then...
Yes, I meant occluders; perhaps I was on occludes :)


 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.

 The tracer/occluder is supposed to deal with the whole cloud, not any 
 individual sprite (individual sprites may be just a bit transparent even in 
 the center, but a collection of 20 of them is no longer, and in any case 
 doing it on a per-sprite basis means 20 times the load for the vertex 
 shader). We don't know the shape of the cloud before we create them, and to 
 generate a polygon representing in detail the opaque part of the final cloud 
 which is a collection of sprites with varying transparency and looks 
 different from various positions is something which sounds highly non-trivial 
 to me. The tracer is just the simplest guess occluding part of the opaque 
 core of the cloud. It doesn't need to be hugely efficient on an individual 
 cloud, because there'll be hundreds of them in a row, so even if we get only 
 20 % of any individual cloud, the end result is that we get opaque everywhere 
 after 10 clouds rather than doing a row of 200 everywhere.

I was thinking more of the sprite rendering, so my comment was a bit
off-topic here. How are you generating the tracer? I gather that it
doesn't use any textures.

I realize that I'm confused about whether you are working on Stuart's
clouds in C++ or clouds in Nasal. Your shader seems like an expensive
way to toggle between tracers and real sprites; it would be much
better to not render the sprite geometry at all in your tracer pass.

 Also, I'm pretty sure you don't want two-sided lighting for the tracers.

 Okay - I'll switch this off then. But that can't explain the depth buffer 
 issue, can it?
Probably not.

You should use a  color-mask type=vec4d0 0 0 0/color-mask
declaration to turn off color writes when rendering the tracers, since
you don't want them to actually appear in the output. That will save
you some fill costs.

As for not seeing much improvement when the terrain is occluded, I can
think of several possibilities. You said that I've tested that I am
not vertex-shader dominated by discarding half the pixels of the
terrain in my field of view; how did you do that?

This optimization depends on being able to do an early Z test to not
rasterize big regions of the terrain triangles and avoid running the
terrain shaders on those pixels that will fail the Z test, but this
can only be done if the shader can't affect the Z output value.
Writing the fragment depth would do that (urban shader), but the
classic offenders are discard and alpha testing. It's probably worth
checking that the terrain shaders aren't doing those things. A quick
look at terrain-default.eff shows that alpha-test is set to
transparent which, IIRC, means that it is set based on whether or
not the texture is transparent; it should probably just be off.

Tim

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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 definition, after a cloud (consisting of a 
 number of sprites) has been generated, a tracer is inserted at the same 
 position in the center of the cloud. Currently only works if you insert 
 clouds from Nasal. Formally a tracer is a cloud with just a single sprite, 
 but a cloud with a top shade factor set to zero (i.e. a pitch-black top) - 
 which is why we know in the shader it can't be a real cloud.

 Your shader seems like an expensive
 way to toggle between tracers and real sprites; it would be much
 better to not render the sprite geometry at all in your tracer pass.

 I basically don't - if a vertex not belonging to a tracer arrives in 
 tracer.vert, all the vertex shader does is to move it out of the view 
 frustrum  (come to think of it, the if-statement in the fragment shader 
 shouldn't even be necessary - sorry, this is just mess in progress). Also the 
 effect currently declares a texture which I'm not using because at some point 
 I wanted to test round tracers.

If I understand correctly, you have only one model of the cloud, which
has a bunch of sprites and a few tracer polygons. I don't know if this
is practical in the current system, but I'm saying that it would be
better to draw only the tracers in the tracer pass and the sprites in
the real pass as you do know which is which in advance. I do
appreciate the clipping trick in the vertex shader :)

 As for not seeing much improvement when the terrain is occluded, I can
 think of several possibilities. You said that I've tested that I am
 not vertex-shader dominated by discarding half the pixels of the
 terrain in my field of view; how did you do that?

 By putting

 if (gl_FragCoord.y  300) {discard;}

 early into the terrain fragment shader.
OK

 but this
 can only be done if the shader can't affect the Z output value.
 Writing the fragment depth would do that (urban shader), but the
 classic offenders are discard and alpha testing.

 Thanks for the pointers - I'll have a look. How come it works for clouds 
 then? The normal cloud passes all use alpha testing...
They don't write the Z buffer at all, do they?

Tim

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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 about 
 them as well or I can find out what the pitfalls are.

 Basically this is about reducing the number of varyings, which is desirable 
 for at least two reasons. First, their total amout is quite limited (I think 
 32?). Second, they cause work per vertex and per pixel, so their load scales 
 always with the current bottleneck.  Their actual workload is just a linear 
 interpolation across a triangle though, so the optimization I'm talking about 
 here is maybe all together 10-20% gains, not something dramatic, and it's not 
 unconditionally superior to save a varying if the additional workload in the 
 fragment shader is substantial.

 Also, the techniques are somewhat 'dirty' in the sense that they make it a 
 bit harder to understand what is happening inside the shader.

 * making use of gl_FrontColor and gl_BackColor - gl_Color

 As far as I know, these are built-in varyings which are already there 
 regardless if we use them or not. So if we don't use them at all because all 
 color
I don't think that any varyings -- except for the fragment coordinates
-- are mandatory, except perhaps on very old hardware. Generally the
total shader program is optimized to remove any unnecessary
computations. However...

computations are in the fragment shader, they can carry four components of 
geometry, if we use a color but know the alpha, there is one varying which 
can be saved by using gl_Color.a to encode it.

I agree that using a coordinate in a varying that you already need is
a good trick, better than assigning a new varying. One can assume that
a vec4 varying is no more expensive than a vec3.

By the way, we only encode the front/back facing info in alpha in
order to get around shader language bugs.


 The prime example is terrain rendering where we know that the alpha channel 
 is always 1.0 since the terrain mesh is never transparent. In 
 default.vert/frag gl_Color.a is used to transport the information if a 
 surface is front or backfacing, but in terrain rendering we know we're always 
 above the mesh, so all surfaces we see are front-facing, and we do backface 
 culling in any case.
...
 * light in classic rendering

 Leaving Rembrandt aside, the direction of the light source (the sun) is not a 
 varying but actually a uniform. In case we need this in world space in the 
 fragment shader, doing a
 lightdir = normalize(vec3(gl_ModelViewMatrixInverse * 
 gl_LightSource[0].position));
 in the vertex shader and passing this as varying vec3 is quite an overkill.

One reason to pass this as a varying is that on old hardware, GeForce
7 and earlier, it is very expensive to change a uniform that is used
by a fragment shader. It forces the shader to be recompiled. So, this
is actually a well-known optimization for old machines.

Also, I want to point out that, in your example, lightdir is in the
local coordinate system of the terrain, if in fact you are shading
terrain. I would call world space the earth-centric coordinate
system in which the camera orientation is defined.

 Due to the complexity of the coordinate system of the terrain, it's not clear 
 to me how to get the world space light direction really into a uniform, but 
 we do have it's z-component (the sun angle above the horizon) as a property 
 and can use this as uniform. Since light direction is a unit vector, it means 
 that only the polar angle of the light needs to be passed as a varying then, 
 saving two components.

We could include per-tile uniforms as state attributes in the scene
graph if we decide that we really want them..

 In particular for water reflections computed in world space, passing normal, 
 view direction and light direction in world coordinates from the vertex 
 shader (9 varying) is really not efficient - the normal of water surfaces in 
 world space is (0,0,1) and not varying at all (we do have formally water on 
 steep surfaces in the terrain, but we never render this correct in any case 
 since in reality rivers don't run up and down mountainslopes and foam when 
 they run really fast on slopes, and to worry about getting light reflection 
 wrong when the whole setup is wrong is a bit academic), the light direction 
 is really just the polar angle, since we later dot everyting with the normal 
 we really only need the z-component of the half-vector, and that means just 
 two components of the view direction - so it can in principle be done with 3 
 varyings rather than 9.

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 slots, and so do 3 float varying values. On the other hand,
if you can back all the lighting info into one varying, 

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 slots, and so do 3 float varying values

 I dunno...

 Just counting the number of operations, mathematically the best case scenario 
 for interpolating a general vector across a triangle is in Cartesian 
 coordinates where each coordinate interpolates as an independent number, so 
 the cost of a vec4 would be the same as the cost for 4 floats. In any other 
 case, like curved coordinates or Minkowski space, a Jacobian comes to bite 
 and the vector is more expensive than just 4 scalar numbers.

Yes, I acknowledge that interpolating a vec4 requires more operations
than interpolating a float :)


 Now, what I don't know if there's some fancy hardware trick which makes a 
 Cartesian vec4 as cheap as a float. In this case, we could use this by 
 combining every four varying float into one varying vec4 and get the same job 
 done for 25% of the cost. But...

That's the crux of it. I thought the answer was obvious, but it very
much depends on the hardware. For a very long time graphics hardware
has had to rasterize, i.e., interpolate, multiple values across screen
space: depth, color, alpha, texture coordinates I just assumed
that it would be no more expensive to interpolate vector values.
However, this very good web page,
http://fgiesen.wordpress.com/2011/07/10/a-trip-through-the-graphics-pipeline-2011-part-8/,
contains this quote:

Update: Marco Salvi points out (in the comments below) that while
there used to be dedicated interpolators, by now the trend is towards
just having them return the barycentric coordinates to plug into the
plane equations. The actual evaluation (two multiply-adds per
attribute) can be done in the shader unit.

So the cost of interpolating  values is indeed incurred as operations
in the (prolog of the) fragment shader. Even the oldest hardware that
supports OpenGL programmable shaders implements vector operations, and
a vector multiply-add has, as far as I know, the same cost as a scalar
operation. On the other hand, the shader compiler might be able to
combine multiple scalar interpolations into vector ops. You can
examine the assembly language for shaders if you want to see what's
actually going on.

I do recommend that web page and the others in the series; they are
quite interesting.


 ... the thing I did try is that in adapting the urban shader to atmospheric 
 scattering I ran out of varying slots, I needed two more varying float. I 
 solved this by deleting one varying vec3 (the binormal) and computing it as 
 the cross product - and that gave me the two slots I needed (and presumably 
 one left, but I didn't try that). So this would suggest that indeed each 
 vector component counts the same as a varying float.

They do at the OpenGL API level, which doesn't necessarily correspond
to the hardware implementation.



 One reason to pass this as a varying is that on old hardware, GeForce
 7 and earlier, it is very expensive to change a uniform that is used
 by a fragment shader. It forces the shader to be recompiled. So, this
 is actually a well-known optimization for old machines.

 Okay, I didn't know that... But pretty much all weather and 
 environment-dependent stuff (ground haze functions, the wave amplitude for 
 the water shader, overcast haze for the skydome,...) makes use of slowly but 
 continuously changing uniforms (I think gl_LightSource is technically also a 
 uniform), so it doesn't really make sense to have this old machine friendly 
 code in one place in the shader but not in other places in the same shader.


True.

 Also, I want to point out that, in your example, lightdir is in the
 local coordinate system of the terrain, if in fact you are shading
 terrain. I would call world space the earth-centric coordinate
 system in which the camera orientation is defined.

 gl_Vertex is in some coordinate system which I've usually encountered as 
 'world space' in shader texts as opposed to gl_Position which is supposed to 
 contain the vertex coordinates in 'eye space'. I realize that gl_Vertex is 
 *not* in the global (xyz) coordinates of Flightgear Earth, although I don't 
 know how the two relate.  Somehow once in the shader world, z is always up... 
 Just a matter of semantics?

I think more usual usage for the local coordinate system is model
coordinates. The model matrix transforms those coordinates into world
coordinates; the view matrix transforms world coordinates into eye
coordinates. In OpenGL, even in pre-shader days, we tend not to talk
about world space much because there is (was) only one matrix stack,
which contains the concatenation of the model and view matrices.

z is always up is a matter of convenience. Z is up only at the
center of a tile. The tile 

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 to a local
 coordinate system because that provides a much more useful bounding
 box for intersection testing and culling... and also lets you program
 snow lines in shaders :)

 Uh, are you sure about that? My understanding is that the BTG coords on the 
 disk are in 'tile local' coords, i.e 'Z is up'

 James
https://gitorious.org/fg/simgear/blobs/next/simgear/scene/tgdb/obj.cxx#line925

I don't have access to a local copy of the tree at the mo', but I
remember that this was introduced by Mathias when he added BVH.

Tim

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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) were applied to fgdata multiple times
 now (duplicates are 818b92f and e7452f7). With gitk itself, I can't even
 see how where these originated (looks as if I had pushed them multiple
 times). Only the gitorious.org history shows that these were indeed not
 pushed by me:

 https://www.gitorious.org/fg/fgdata/commit/818b92fa07a49c333f80ac21f483b33fd5e2b7c7

 https://www.gitorious.org/fg/fgdata/commit/e7452f70358e67824e499294fd32d6d6f8d3dd93

 Can we please make it a requirement that _local_ merge operations must
 not become visible on our public repository, so _everyone_ has to
 rebase before pushing anything?

 The only merge/branch operations that should be visible in our public
 repo should be those that affect public branches (release branch
 creation/merges etc).

I haven't looked at this latest problem in detail, but you can do as
much damage rebasing as merging. I suspect the real problem here is
rampant cherry-picking. I happen to think merging, at least when
pushing local changes to the public tree, is a lot better than
rebasing, because then a given set of changes only appears in a single
commit in the repository.

 There's really no reason why other people should see that user XYZ has
 merged his local branch 1-15 times with gitorious, before pushing back.
 It only results in the git history becoming unreadable. And apparently
 it results in more issues.
Yes, pushing a branch that has numerous merges from master/next is
unpleasant. There are many pages on the Web describing git workflows
that avoid rebasing and keep a clean history.

 If you compare simgear's or flightgear's history with fgdata's history,
 you'll see how nice and readable a git history can be - since obviously
 (almost) everyone pushing to sg/fg knows hows how to rebase.
Except that I never rebase before pushing to sg/fg :) I should qualify
that: I do interactively rebase before pushing, often rearranging
commits and divying them up to make more sense. But I *never* rebase
onto a different head than the one on which I started the branch.

 Resolving merge operations locally, to reorder and cleanup the history
 is really simple - and only requires a few seconds. If you have
 uncommited changes in your local directory, you can temporarily stash
 them - so that rebase won't complain.

 For fgdata:
 git stash
 git rebase origin/master
 git stash pop

 (And for simgear/flightgear:
 git stash
 git rebase origin/next
 git stash pop
 )

 It is also a good idea to check the git history (gitk) before pushing to
 gitorious: you can read and double check your own changes a final time -
 and also check the history for local merge or funny duplication issues.
 If you're having local Git trouble (like duplications), *please* ask
 before pushing to gitorious.
Can't argue with that.

 cheers,
 Thorsten

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[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 serious one that supports Mac OSX and Linux. In the comments
the serious part refers to X-Plane being FAA certified. Now, I
know that software isn't FAA certified -- complete systems --are and
that FlightGear has been used in commercial simulators too, but
someone (Curt?) with the real details might want to chime in with a
correction.

Tim

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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 
 scammers. Sorry, seems I've missed if default releases only contain GPL 
 license or not.
By scammers you mean developers?

Tim

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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 are / are not permitted inside a 
 cull-callbacl, however.
 You would want to let the OSG loader mechanism and the database pager
 do their thing. Geometry doesn't have to be loaded from files...

 Could you outline the pieces of machinery needed for this to work? Given that 
 we already create LOD nodes, I assume it's switching those to be PagedLOD, 
 and setting the filename / extension / reader-writerOptions to some magic, 
 and creating a loader which matches that, which creates the buildings 
 geometry.
That is how PagedLODs work, without too much magic. Some data will
need to be passed to the loader. A low-tech way to do that is to
encode parameters in the file name passed to the loader, but in this
case you will probably need access to the scenery to place buildings.
You can subclass the DatabaseOptions object stored in the PagedLOD to
store whatever you need.

You would choose a file extension that doesn't correspond to a real
file type, and then register a loader with that extension.

 If you could point to an example of such a loader, I'm pretty sure Stuart or 
 I could adapt his code.

 James

We register loading callbacks using both osgDB mechanisms and some
SimGear goo to control optimizations, construction bvh trees, etc.
grep for ModelRegistryCallbackProxy. For the body of the loader, there
is nothing special; just don't  read any files.

Tim

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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
 packing the binaries and tarballs enough time for the task.

 Please shout if there are any objections.


 Do we have a volunteer (Thorsten?) to tag the branches as 2.8.0 to mark the
 official close of changes for 2.8.0(.0)?

You might want to wait until you cut the release before laying down the tag...
 Thanks,

 Curt.
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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 the cull-callback? I.e set an 
 appropriate bounding volume for the LOD node, and only build the geometry 
 when the node actually passes culling. And obviously after some number of 
 frames of being culled, unload the geometry again.

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 are / are not permitted inside a 
 cull-callbacl, however.
You would want to let the OSG loader mechanism and the database pager
do their thing. Geometry doesn't have to be loaded from files...

Tim

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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
 rebase.  I think I'm going to create a new branch, untar my changes on top,
 lose all my history and forget about it.  I didn't budget 2 full days to
 fiddle with this and I'm frustrated and annoyed now and unsure
 what/if/anything I've lost or broken -- blahhh ... little things you might
 not notice for 6 months because you don't work with every file every day ...

 Curt.

If you are going to keep a branch for a long time that you are not
merging  back into e.g., master, there are a couple of possibilities.
One is to merge (pull) master into your branch. Another is to check
out git-rerere (I kid you not), which records merge conflict
resolutions and reapplies them automatically when needed. With that
you can either rebase repeatedly or never rebase and periodically do
test merges with master.

Tim

 On Thu, Aug 9, 2012 at 1:56 AM, Renk Thorsten thorsten.i.r...@jyu.fi
 wrote:

  The typical fix is to edit the conflicting files and git add them the
  run git rebase --continue.
  But these files don't exist so I can't edit them, git add fails, git rm
  also fails since they don't exist.

 If the files no longer exist, I think one solution is to tell the system
 to skip the patch:

 git rebase --skip

 did the trick for me on a similar occasion. The rebase operation then goes
 on with the next patch. If you actually want the files,

 git checkout branch where files still exist -- non-existing file

 should fetch them from the branch where they still exist.

 I also frequently use

 git status

 to track what exactly the problem is. Although I am probably not the best
 source for GIT troubleshooting, I feel your pain. I've had similar trouble a
 few times.

 Cheers,

 * Thorsten

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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 update here.  Rob pointed out the git rebase --abort command which
 got me back to a sensible working state.  I was able to reevaluate my
 original problem which turned out to be a simple merge conflict in my branch
 vs. changes in master and I was able to fix that and successfully merge --
 so I'm in a reasonable working state again.

 But I would mind rebasing my local changes, but I still get an error.

 I think what happened originally is I changed the directory name of my
 aircraft from Malolo1 to Resolution, then thought for a second and changed
 it again to ATI-Resolution -- and then did that all as a single commit.  Now
 the rebase throws fits on that patch.

 It complains about whitespace errors, then falls back to a 3-way merge, then
 reports conflicts with all the files in the 2 old directories, for example:

 Aircraft/Malolo1/Engines/18x8.xml: needs merge
 Aircraft/Resolution/Engines/18x8.xml: needs merge

 The typical fix is to edit the conflicting files and git add them the run
 git rebase --continue.  But these files don't exist so I can't edit them,
 git add fails, git rm also fails since they don't exist.

 I suppose I could abandon this branch, figure out the diffs against master
 manually, create a new branch, and copy those diffs into my new branch --
 but then I would lose all my history and that just doesn't seem very git-ish
 -- I hate to go against the spirit of git which is more along the lines of
 performing brain surgery on myself when I don't quite feel happy -- what
 could go wrong?  Or what do I do when something goes wrong? :-)

 Curt.


 On Wed, Aug 8, 2012 at 9:27 AM, Curtis Olson curtol...@gmail.com wrote:

 I've run into a problem with git and I seem to hit a dead end no matter
 which way I turn.  I'm hoping this is something easy to solve, but the
 details might be complicated to communicate?  I'll try to start simple --
 I'm working with the fgdata repository.  I created my own branch and have
 been tracking some experimental stuff there.  This has been working well and
 when I do a git pull I will checkout my local branch and merge with the
 master to make sure everything is tracking well and stays compatible.

 With my most recent attempt to merge my local branch with master I got an
 error (unfortunately now I do not remember what the exact error was, and I
 had to do a reboot for other reasons in the mean time.)  My first thought
 after getting an error trying to merge was maybe I should rebase since I've
 just been merging all along.

 So I ran git rebase and that ran did a lot of work, but then generated
 some error messages about whitespace, and then displayed some message that
 it had to fall back to a 3-way diff.  That ran and ran for quite some time
 and (I think?) errored out.  Again, I don't have the message any more. :-(

 Now after my reboot, I'm trying to figure out what's going on.  If I run
 git branch I get:

 $ git branch
 * (no branch)

 If I try to checkout any branch I get a list of files that need merge and
 then the message: error: you need to resolve your current index first.

 If I git add any of these files, what branch am I adding them to and
 merging them into?  (no branch)?

 It seems like all the git help I can find for these error messages
 presumes I can checkout a branch -- but I can't.  Any suggestions?

 Thanks,

 Curt.
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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 probably asking for a recipe on how to square a circle  ;-)
 According to my experience there's little chance to establish a
 procedure having the potential to stand real practise without a couple
 of wise guys making terrible noise, claiming they're blocked.

 Therefore I think trying to guide 2nd-row developers is a waste of
 time in most cases.

How does scenery production, including airport modeling, scale without
2nd (and 3rd and 4th)-row developers?

Tim

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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
 otherwise, but I believe we need the option of 'in-window' UI for
 many cases).

 I object - at last I can't envision a case where running the UI inside
 a separate window in front of a (full-screen) viewer is inferior to an
 in-window UI.  All supported window systems provide the required
 information on screen/window-geometry or -placement to position a
 separate UI-window wherever you like.

One avoids OpenGL rendering to more than one window if possible
because graphics context switches are expensive. I have no idea if
this would affect normal FG usage.

Portions of the OpenGL window buffer that are obscured by other
windows are not guaranteed to be rendered correctly or at all, and in
most implementations are not. This is less of an issue in newer OpenGL
versions that support frame buffer objects and can do multi-pass
rendering in an off screen buffer.
 For the die-hards just think of a menu bar positioned in front of the
 upper left corner of the viewer-screen or -window having just very thin
 borders.  From my perspective that's a pretty appealing approach
 because running the UI outside the viewer and probably/hopefully
 outside the main program could lead to a consistent management-/
 control-interface in FlightGear.
A system menu bar is a slightly different. By definition it is not
obscuring the main rendering window, and it is not updated unless the
user interacts with it. It might be possible to simulate the same
thing in FG with a menu bar in a separate window, but it would be very
complicated to manage updating those windows differently from the main
simulation window.

I agree that separate user interface windows would be nice in several
interesting use cases, but I don't think the default single-screen
case is one of them.

Tim

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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 a lot on the GPU, and how coherent the texture
 coordinates are across a triangle. You also need enough ALU work
 elsewhere in the shader to mask the latency of the texture lookup.

 For the existing noise texture generation, take a look at
 make3DNoiseImage in scene/material/TextureBuilder.cxx in the simgear
 tree. This particular texture is filled CPU-side, but if you're more
 comfortable expressing things in a shader, you/someone could rig up
 some FBO wiring to quickly render a shader-defined function into a
 texture.

Actually, the code that creates the texture is in
scene/util/StateAttributeFactory.cxx, but you would have to do
something similar to the noise texture code in TextureBuilder to
access your texture from a texture. It would be nice if the Effects
framework had a way to load arbitrary textures and make them available
to effects.

 These days you aren't limited to 8 bit texture components. There is a
rich set of data formats for textures: 32 bit floats, 16 bit floats,
exotic combinations of different length floats per RGB component... I
don't know if there is a better way to create your texture offline
than write C++ code in simgear. OSG will read a TIFF file with 32bits
per component as a floating point texture... assuming you can create
such a thing.

Tim

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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 suspected for years that it lies on the CPU, and have
 been trying to optimize our scene graph a bit...

 It *is* on the cpu.
 At least for most of the use cases. Every now and then there is an other limit
 that comes up for specific stuff. But we are *mostly* draw limited. The draws
 are way too small to be efficient.
That is a big problem, but we also have CPU bottlenecks upstream too.
 James and I were talking about this some time ago.
 I would go even further for the LOD's. In the meantime I have in fgviewer a
 PagedLOD whole world database tree running. This is similar to osg's marble
 dataset but carefully designed around our tile structure. Using this I think
 we can really replace a lot of our fine structured scenery tiles with 
 something
 more croase that is used for tiles more far away.
I would really like to see that code!
 Drawback with our current codebase: Our integration of the particle systems
 need to be rethought as this contains geometry with culling disabled which
 makes a pagedlod just never expire. Switching the particle systems off works
 pretty good so far.
Yikes, I didn't know about that problem.

Tim

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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 and the framerate responds to my shader 
 quality settings)?

 That would be nice, but the near/far camera defeats that optimization :(

 Which is very unfortunate, since in the common case it would allow a huge 
 amount of tile/terrain pixels to be dumped. Could we use a buffer copying to 
 trick to initialise a stencil plane on the far camera based on the 
 near-camera Z-buffer?

 I've no idea what the penalty of a z-buffer read and stencil buffer write on 
 the two camera would look like, but my impression is 'out of the window' 
 pixels are wy more expensive in terms of shaders and fog / distance 
 effects than in-cockpit pixels.

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 that the stencil test has been extremely
fast for years.
...

 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 suspected for years that it lies on the CPU, and have
 been trying to optimize our scene graph a bit...

 I have some plans in that direction post 2.8, especially to flatten the LOD 
 quadtrees and transforms of the tiles. Each tile will get some top-level LOD 
 groups for all objects (shared and static). I'm hoping in combination with 
 the LOD-scale function in OSG, this will mean we can automatically drop 
 random tress / building  and STG objects to keep frame-rate up. (as an 
 optional mode of course!)

Good plan. The trick is to minimize the number of LOD nodes introduced
into the scene graph while avoiding popping effects.

Tim

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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
  test for the far scene. I believe that the stencil test has been
  extremely fast for years.

 Oooh, yes - I was forgetting the cameras are rendering to the same
 buffers.

 That seems like some low-hanging fruit indeed!

 Rembrandt can't use a scheme where the depth buffer is cleared in between
 because it rely on it to compute positions. But it exhibits depth buffer
 precision problems too, especially when computing lights (if the light
 volume is too tight, it can miss to intersect the terrain). So I was thinking
 of playing with depth ranges : the far camera renders with a range
 [0.5..1] and then the near camera renders with the range [0..0.5]. I think
 this could be unified with the classical renderer. What do you think about
 that ?

I would probably give more of the range to the far camera e.g.,
[0.1..1.0]. This would probably work best with a floating point depth
buffer, but if you do that, you might be able to go back to using only
one pass.

http://outerra.blogspot.fr/2012/06/couple-of-opengl-notes.html has
some interesting insights into the various approaches.

Tim
 Regards,
 -Fred

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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 that the stencil test has been extremely
 fast for years.

 Oooh, yes - I was forgetting the cameras are rendering to the same buffers.

 That seems like some low-hanging fruit indeed!


The problem with this approach just became all too clear as I was
checking out the PAF dc-3 (wow wow wow!): transparency. It can't
handle transparent objects in the near scene -- e.g., the windshield
-- without using either alpha bits in the frame buffer or doing a
third pass for near transparent objects. Historically we have avoided
frame buffer alpha as being exotic and /or slow; I don't know if we
want to move in that direction.

Tim
 James


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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.

 But that can't be all that is going on. In this case I'd expect that if I 
 leave the pass out, the system would slow down. However, what actually 
 happens when I remove the first pass is that the system runs just a bit 
 faster, but I get z-ordering problems for distant objects which sometimes 
 appear in front.

I realize that I'm not sure what you mean by the first pass. This
information is for the classic renderer:

In order to combat depth buffer precision problems, we draw the whole
scene in two passes, with a near camera and a far camera. See
Viewer/CameraGroup.cxx. The far view is drawn first, then the depth
buffer is cleared and the near scene is drawn on top. Within each of
those ranges we get good depth buffer precision.

Hmm, on further reflection, it's clear that you don't mean that. OK.
Within effects, we do a first pass that writes the depth buffer. If
you remove that pass and don't change anything else, you will see
artifacts because the later passes don't write to the depth buffer.

Within each camera pass (far camera, near camera), all the passes of a
technique are run.

 Do we actually draw all the scenery in one go, or on a per-tile basis?
All in one go, within the near/far scenes. All the geometry associated
with a pass is collected and rendered at once.

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 and the framerate responds to my shader quality settings)?

That would be nice, but the near/far camera defeats that optimization :(

 Much to my annoyance, coordinate systems for instance are discontinuous 
 across tile boundaries, which leads for instance to artefacts when using 3d 
 noise to create variations in the fog density, but I don't know if coordinate 
 discontinuities have anything to do with what we draw.

That's a different issue. Earth centric coordinates can't be stored in
single precision floating point at the required precision, so each
tile has a local coordinate system. A world wide noise basis would
be a good project.

 Somehow, this connects to the render bins, right?
Yes, the geometry for a pass is sorted into a specific render bin. The
cull phase does this. EffectCullVisitor walks the scene, putting
geometry into multiple render bins according to the pass description
in the effect files. Then all the render bins are rendered by OSG.

 Thanks, for any help, I'd really like to understand this better (I am reading 
 up the theory as we talk...), so I promise to (mostly) ask Flightgear 
 specific things.

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 suspected for years that it lies on the CPU, and have
been trying to optimize our scene graph a bit...

Tim

 * Thorsten
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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 mindlessly copied the 
 first pass since I had no real clue as to what it is for. Its purpose seems 
 to be to establish that faraway scenery is not rendered in front of nearby 
 scenery (I think Fred called this 'initializing the z-buffer').

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. Of course, to be effective the shaders run when the
depth buffer is filled need to be fast :)

 My question is - why do we use shaders which texture and fog the terrain at 
 this stage? Every texture2D() statement seems to cost me ~12% of my 
 framerate. I've experimentally replaced default.vert and terrain-nocolor.frag 
 by trivial.vert which is just ftransform(); and trivial.frag which is just 
 gl_FragColor = vec4 (1.0, 1.0, 1.0, 1.0);, and apart from my ~12% increase in 
 framerate I haven't seen any bad side effects - the z-ordering of scenery 
 looks sane, fogging, texturing and colors work normal,...

 So, was there a reason we texture and fog during the first pass and should I 
 see any unexpected side effects, or can I simply use the trivial shaders and 
 get my 12% framerate?

The main reason to render textures at this stage is that textures with
transparency do change the fragments that are rendered. Calculating
the fog color seems wrong, but I don't have the sources in front of me
and gitorious is acting up.

one texture2D() call - 12% framerate drop seems a bit excessive. What
is the time difference in milliseconds? Hardware?

Tim

 Thanks,

 * Thorsten

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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:


 Admittedly, I can't really laugh.

 Fun aside, here's my problem: I think about shader work in terms of operators 
 living in a special corner of differential geometry. So if I were to describe 
 what I did recently straight and short, that would be:

 'I found a way to reduce texture tiling by distorting the metric tensor of 
 the texture with true position dependent noise.'

 Who here would understand this? I'm not in a General Relativity class, and 
 I'm not talking as if I were. So I try to translate things into a 
 non-technical framework, and then it gets longer. Do you really want me to 
 stop doing this?

Believe it or not, computer graphics researchers (not me) think about
shader work in those terms too. It comes off as a bit pompous to
assume that no one here would understand what you are talking about or
be able to come up to speed on the math if necessary.

 I don't know, I find this whole experience once again really, really 
 frustrating. I don't think it's asked too much from people who are interested 
 in having a discussion to spend 5 minutes reading a longer block of text, 
 trying to understand it and ask if anything is unclear.

 * Thorsten

 (P.S.: As for the meaning of the above sentence - I have actually managed to 
 come up with a scheme which reduced both tiling in the 30 km range 
 significantly and gives much higher apparent texture resolution when close to 
 the ground (~20-40 cm per pixel instead of ~2-4 m) at very modest framerate 
 expense. See here:

 http://www.flightgear.org/forums/viewtopic.php?f=47t=16884

These are cool results. It's also a classic technique. SGI had
hardware support for it in the Reality Engine series of graphics
hardware in the early 90s, and variations of it are used in commercial
game engines. Google detail texture.

If I could give some gentle advice, perhaps based on out-of-date
observations: you could really benefit from a serious study of
computer graphics. I highly recommend the book Real Time Rendering
by Akenine-Moller et al. If resources (cash) are a problem, that
book's website has lots of great material. All the chapters of the
GPU Gems books are available for free on NVidia's website.  You
obviously can handle the math, and I bet that within two weeks you
would be unstoppable. Mailing lists, especially this one, aren't a
good medium for learning fundamentals.

Tim

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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 at 9:16 AM, Yurik V. Nikiforoff yurik@gmail.com wrote:

 Hi all!

 I re-done old An-2 model. It have whole new visual model, modern shaders
 animations, new 3D cockpit, deep reconstructed FDM.

 Model intend for replacing old an-2 model  cause old an-2 don't work since
 years.

 Please, replace old an-2 with new from here:
 http://yurik.flightgear.ru/an2/an2-2.0.zip

 It seems, it work Ok with new FG 2.4 but comments are welcome.


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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 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 at 9:16 AM, Yurik V. Nikiforoff yurik@gmail.com 
 wrote:

 Hi all!

 I re-done old An-2 model. It have whole new visual model, modern shaders
 animations, new 3D cockpit, deep reconstructed FDM.

 Model intend for replacing old an-2 model  cause old an-2 don't work since
 years.

 Please, replace old an-2 with new from here:
 http://yurik.flightgear.ru/an2/an2-2.0.zip

 It seems, it work Ok with new FG 2.4 but comments are welcome.


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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 to a working set of aircraft that are currently
under development, I will turn off commit rights in fgdata for a short
period while I extract those aircraft. I will then regenerate fgdata
without the history of all the aircraft, which will shrink the fgdata
repository a great deal.

I've started putting ac- in front of the aircraft repository names
in order to aid tools that manage aircraft downloads, etc.

Aircraft developers: please don't add new aircraft to fgdata! You can
easily set up your own repositories on gitorious and later request
that we incorporate a repository into the Flightgear project.

Tim

On Thu, Aug 4, 2011 at 9:53 PM, Martin Spott martin.sp...@mgras.net wrote:
 Frederic Bouvier wrote:

 Funny (!) that the last one in the first list will be unmaintain from
 now if I read this ml correctly.

 Let's sit down and have a beer/wine/tea/vos...dka  ;-)

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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 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 to a working set of aircraft that are currently
 under development, I will turn off commit rights in fgdata for a short
 period while I extract those aircraft. I will then regenerate fgdata
 without the history of all the aircraft, which will shrink the fgdata
 repository a great deal.

 I've started putting ac- in front of the aircraft repository names
 in order to aid tools that manage aircraft downloads, etc.

 Aircraft developers: please don't add new aircraft to fgdata! You can
 easily set up your own repositories on gitorious and later request
 that we incorporate a repository into the Flightgear project.

 Tim


 Hi, let's say I would like the Lockheed L10 Electra included, how would I go
 about doing that (or is it too early to think about this ? )
 Repo is currently here https://gitorious.org/lockheed-l10-electra

At the moment, James Turner or I would create a repo in the Flightgear
project that clones yours. I think we would give you commit rights in
that  new repo.

To make this easier, I should add a couple of people from the modeling
 side of the house as administrators of the Flightgear project on
gitorious. However, before I start adding repositories for completely
new aircraft, we should think about why new aircraft should be under
the Flightgear project.

Pros: centeralized location for obtaining aircraft, Flightgear seal
of approval
Cons: Flightgear project has to manage new repos, aircraft must be
under the license that Flightgear chooses (GPL)

Other thoughts? Perhaps the wiki would be a better place to promulgate aircraft!
Tim



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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 it with
 the rest of the data so that when i do a 'git pull' in fgdata it
 automatically does a 'git pull' in the ac-an2 repository as well?
 thanks.

It's under the Flightgear page at gitorious, https://gitorious.org/fg.
The git url for the repo is
git://gitorious.org/fg/ac-an2.gitgit://gitorious.org/fg/ac-an2.git.

You can look at git submodules, which would give you a way to do  that.

Tim
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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 -- comes from the fact that the
benefits are not visible until the end: until all the aircraft are
removed from fgdata and fgdata is effectively regenerated through
various git magic, the repository will still keep all the history,
including any deleted files. However, we need to start somewhere. I
had been thinking that the aircraft needed to be grouped into repos --
by theme, author, era, whatever -- but perhaps that is totally
unnecessary.

One thing  (perhaps the only thing) that was nice about keeping
aircraft in fgdata is that enforced synchronization between the
aircraft and other common nasal and instrument files. However, if they
are split out, maybe we will be forced to be more mature about
backward compatibility, etc.

So, let's choose an aircraft, preferably not one being considered for
the base distribution, and suck it into its own repo. I'll perform and
document the git magic, which uses git-filter-branch, to preserve
history for an aircraft in the new repo. If this goes well, we'll do
it with all the rest, build a new fgdata without aircraft, and drop
the old one.

Sound good? Any nominations? I favor the an2, which I like, has lots
of textures and sounds, and which hasn't seen any recent activity.

Tim

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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++)

 should be

 for (..; ..; ++j)

 if you use j++ the compiler has to make a copy of j with each iteration of
 the loop but if you use ++j it does not have to make a copy.  This will
 make the loop more efficient although only by a small amount.

 Are you sure about that? I just tried it with a little example and at least
 gcc compiles both variants to the exact same assembly code. Tried it with and
 without -O2.

 That would freak me out.  Doesn't ++j mean increment j, then test
 whereas j++ means test j, then increment?
No, in both cases the test is done before the increment. The
difference between these cases is that in the post-increment case the
initial value of the variable must be saved and returned as the value
of the operation. In a typical for-loop that value won't be used, so
in simple cases -- such as just incrementing an index or pointer --
the compiler might very well generate the same code. The difference is
seen when the variable is an iterator with hairy overloaded functions
for the increment operations.

Tim


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Re: [Flightgear-devel] GIT source

2011-05-20 Thread Tim Moore
Sorry that I've dropped the ball on this. I will take a look at that
code soon and try to get it into the source tree.

Tim

On Tue, May 17, 2011 at 9:58 PM,  cas...@mminternet.com wrote:
 Hi Jack,

 I'm kind of slogging through a stressful day today with some other stuff
 hanging over my head.  If the patches are intended to go into the main
 line,
 I'd love to have Tim take a pass at reviewing them.  For a quick hack you
 could just do a traditional diff -c sort of patch if you wanted to share
 the changes and let other people try them or take a look at the code.

 Ok, let me try that.

 The goal is to move them into the main line at some point and a review is
 definitely in order. In the near term, a quicky would work

 ATM slogging through the code to understand how shaders work.  The edge
 blending will be a shader program, most likely a fragment shader at the
 pixel level. But having a tough time getting my head around how to include
 the shader in the code as part of the scene graph.  The Docs help, but
 more info than what is needed ( at least that's my impression ).  Just
 need to understand how to incorporate, say, an edgeblend.frag chunk of
 GLSL code into the scenegraph, It's pretty much a static set of functions
 with zero options, no fancy animation, techniques, quality-levels, or
 other predicates.

 The code will test the pixels in the overlap region, adjust the RGB values
 based on position and then apply a gamma correction.

 Any thoughts or examples from 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 from him and emails have gone
 unanswered --  no idea as to why... :-(

 At any rate, tried to setup a GIT library myself and nothing but
 frustration and zero success in setting up a branch or whatever to make
 the code public.

 Might you have a moment to help me get it posted?  Would tomorrow be a
 good time? And best time and number to call if you have the patience to
 walk me through the process. Or if you're too busy, no problem -- sooner
 or later I'll get it figured out.  is there a good howto somewhere
 that would do the trick?

 Regards
 Jack





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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 issue as a reminder, in case someone else
 noticed the issue some day.
 http://code.google.com/p/flightgear-bugs/issues/detail?id=305

 Not sure, but I guess the issues with Effect objects is probably worse
 than with particles. There's a larger number of Effect objects - and
 each is connected to a texture (.rgb/.png images) - which may occupy a
 lot of memory. Just by starting at KSFO, loads of KSFO terminal textures
 - and textures of 15 different MP aircraft immediately stick in memory...
 Yes, the big textures will eat memory fast. Particle systems usually use
 small textures (the effect of the accumulation of particle system updaters
 is noticeable with wildfire, though - but you'd need a lot of MP aircraft
 passing through to generate anywhere near those numbers of particle
 systems).
 The effect/texture mystery is also solved - alas - explained. There is
 a global cache in simgear/makeEffect.cxx (effectMap), and it has no
 condition to ever drop anything. So, created effects always stay in
 memory until shutdown - hence also their textures. If that's used for
 scenery/MP aircraft a lot, it _might_ accumulate a lot of memory. Tim
 might know more about this :).

It seemed like a good idea at the time :)

The Effect cache could be changed to use osg::observer_ptr, which is a
weak pointer. Also, there may be some places where effects are not
being found in the cache and are being recreated.

Tim

 cheers,
 Thorsten

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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 times, run-time fps and memory consumption.
 After 30 minutes more of testing: It also works in practice. I have seen
 no averse side effects, and the performance drop from loading new clouds
 is now almost completely gone - the framerate drops I still see are mainly
 associated with terrain sampling.

 The actual rendering performance is, as far as I can see, not changed,
 i.e. once everything is there, it is there. But all in all this makes
 things way smoother. It should be most pronounced on single CPU machines.
 I've also been using CACHE_ALL since then - not seeing any problems. But
 I haven't checked memory consumption. So, what's the status about the
 OSG caching options, should we enable these? Tim?
There are two issues I can think of. One is that animations might not
work correctly with caching enabled, but I think the copying we do
elsewhere should take care of that. The other is that memory usage
will be higher with caching enabled.

Tim

 cheers,
 Thorsten

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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.


 Well, there is a workaround! Use a faster CPU :). I see a jitter of about
 7ms with most aircraft.

 Wow 7 ms is very good. I hardly notice a 10 ms jitter, at full 75 fps.
 But something around 20 ms gets very prominent.


 However, the garbage collector does a complete scan of all Nasal objects
 to detect and remove unreachable elements. So, the more Nasal data elements
 we have, the worse the jitter gets. Large Nasal data structures will
 eventually break every CPU. And since it's done in the context of normal
 Nasal calls, and not in a separate background thread, it directly affects
 the duration of our main update loop - hence frame rate. Not so nice.
 Hmm. Other script languages rely on reference counting for garbage
 collection, which means much more stable performance. Python does that for
 example. But, well... GSoC anyone? ;-)
Reference counting doesn't provide a strong performance advantage over
conventional garbage collection, and a reference-counting scheme can
take an unbounded amount of time. Reference counting schemes that do
have real-time or bounded behavior are very complicated.

I don't know much about our Nasal implementation, but I suspect that
the garbage collector could be changed to trace only a portion of
Nasal's heap at each invocation, at the risk of increased memory use.

 Python support would be a great feature I think. It is used in many products
 (e.g. in Blender) and that is a plus. However it's not guaranteed that it is
 free of such problems until you port all current Nasal scripts to Python and
 test it.
 What I am thinking about is a possibility to convert Nasal scripts to C or
 C++ and compile them as shared objects (.so .dll). Then we could load them
 dynamically at fgfs runtime. So in the end we get raw C/C++ performance to
 our modules.
 Is this possible or am I dreaming of something impossible here?
 What do you think?
Why not write the modules in C++ to begin with?

Tim

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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 (exactly: glib based C code)? Currently I am
 developing with vi and a little bit gdb (command line) and very much
 debug output. But this setup seems to be very frustrating while
 searching for dead-locks and race-conditions :-(

 On the other hand I won't invest too much time for studying rocket
 engeneering only to use framework XYZ. Has anyone some ideas how to
 debug with less effort?

Just a couple of ideas to add to others' suggestions. First, if you
are starting  from scratch, do some reading  on design of
multi-threaded programs in order to reduce sharing -- and the
potential for races -- right from the start. A good strategy is to set
up queues of work for auxiliary threads and also have queues where
those threads can place their results.

The helgrind tool, which is part of valgrind, is very useful for
rooting out race conditions at an API level. You might not be able to
run FlightGear with it in a practical way, but you can certainly run
graphical applications with it.

In gdb there are several breakpoint and scheduling commands which give
you the flexibility to only break in certain threads and to only let
one thread continue. This can be useful when several threads have
entered the same function (which might be perfectly reasonable) and
gdb appears to be bouncing all around.

Finally, command line gdb is intolerable; I haven't debugged that way
for years. I run gdb inside of emacs, which gives you instant access
to the source code. I won't push emacs on a vi user :), but there are
many alternatives these days on Linux which will provide a friendlier
debugging  experience.

Tim
 Thanks, Holger

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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 textures:

It is important to keep in mind the difference between the texture in
main memory as loaded from disk -- what OSG calls an Image -- and the
texture object on the GPU -- called a Texture2D -- which includes
other state in addition to the bits of the image. OSG does keep a
cache of Images, so it shouldn't be going out to disk each time it
needs to load a texture. However, OSG also avoids using up memory
without bound, so if an Image becomes completely unreferenced it will
drop out of the cache.
 1. FGTextureManager in FG's Cockpit/panel.*, which at least tries to
 keep track of texture files which are loaded and should not load them
 again. This is used in some instruments and 2d panel?

No comment.
 2. Effects (SG: scene/material/TextureBuilder.*) have their own texture
 cache which reloads textures only if their parameters in effect file
 changes. Seems to reload the texture if e.g. clamping changes?

Yes, the Effects system caches Texture2D  texture objects. If a
parameter such as the clamping is different from a texture that is
otherwise identical in the cache, it has to create a new texture
object. That's just the way it is. Note that this should not force the
image to be loaded from disk again.
 3. Material library (scene/material/mat.*) which handles the
 materials.xml. This one seems to use TextureBuilder so it might load the
 iamges only once, if all parameters are the same.
Right, these textures should be only be loaded once.

 4. Individual pointer in subsystems. At least sky elements, splash
 screen, maybe trees and clouds etc use these. Texture pointers are
 stored inside the class and they are not exposed for other systems to
 use.

 5, maybe worst: osg plugins which load 3d models seem to load textures
 directly and store them... somewhere. So no caching, if two models use
 the same texture it gets always loaded, no matter what.
This should not be true in general; the images should be cached and
the texture objects should be too, unless some parameter is animated
so the texture can not be shared. Now, I notice that cacheing is
turned off for a class of models that includes AI models and may
include models created through Nasal
(simgear/scene/model/SGPagedLOD.hxx, line 53); I don't know what the
rationale is for that and that may be the cause of the current
problems.


 I think the problem with local weather could be that the models are
 always re-loaded and that's why the osg plugin re-loads the textures
 too... I checked some models in Models/Weather and they do point to the
 textures.

You can put a breakpoint in ModelRegistry::readImage(), which should
handle *all* images read by fgfs, and see if it seems to be invoked
too often.
 I think this is quite a big mess currently. I think there should be only
 one place to store the images (maybe just the images, even if other
 texturing parameters change?) which should be used everywhere and the
 textures should be exposed so that the same image can be used in effects
 or animations or wherever necessary.
That place is supposed to be OSG's Image cache.

Tim

 Any thoughts on this and how to solve it?

 - Lauri Peltonen, Zan


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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 new aircraft to their own repositories on
gitorious  and think about moving past the central repository model.

Tim

On Fri, Mar 18, 2011 at 9:48 PM, Hal V. Engel hven...@gmail.com wrote:
 On Friday, March 18, 2011 09:50:50 AM HB-GRAL wrote:

 Hi all



 Today I checked the current fgdata/Aircraft folder for sizes. It’s about

 4,3 GB here. Nice.



 Now some statistics (and this is no critcs on aircrafts of course, I

 like all the development and improvements a lot!):



 We have 372 aircrafts in the directory. 22 of this aircrafts have more

 than 30 MB and this 22 aircraft gives 1,1 GB of the aircraft folder.



 Number One is p51d with 104.5 MB (!). 50 MB in the models folder comes

 from GIMP .xcf-files and from Blender files (.blend). Do we distribute

 this files uncompressed? i. e. compressing .xcf to .gz will give a 1,2

 file instead of a 4,3 MB.

 I think 12 MB vs. 43 MB.



 Number Two is 767-300 with 82,2 MB. I. e. this one comes with widely

 used .wav-sounds in the cabin ;-) This sounds, or better short loops,

 take 17,3 MB here. One livery (VRN.png) takes 6.3 MB.



 Number three is MiG-15, a really nice one, with a lot of instruments,

 and it seems like every byte is used here. I am looking deeper into the

 files and I see a radio-tune.wav which has 3.5 MB for 10 seconds of

 sound and 10 seconds of silence ;-)



 Some models like IAR80 have liveries with 13 MB .png-files.



 Totally we distribute 18 blender files with the directory. This is only

 16,4 MB. Not much. But we distribute also 310 MB of original GIMP files.

 Some of this files are .gz already, when I .gz the rest I get another

 100 MB, or in other words I get two MiG-15 or another p51d.



 Cheers, Yves

 I think Yves has several good points. First many of these advanced models
 have working files that are not actually used when the model is being
 flown in sim. The p51d GIMP files and blender files are two examples. Now
 there are valid reasons for these to be source controlled. For example the
 gimp files in the p51d/Models directory are complex multi layer files that
 are intended to make working with the resulting textures easier and they do
 indeed do that.

 Reading Yves comments I think one of the things he hionted was not so much
 that these working files made GIT bigger but that that they made the
 distribution size to users bigger and really served no purpose for users
 other than wasting disk space and bandwidth. This is a valid concern at
 least if the size of these working files is significant and in some of these
 case they are.

 A look at p51d/Models clearly shows that the three big space users are (in
 order of the highest space useage) the working files mostly in the form of
 high resolution multi layer textures, 3D models and the actual textures. In
 the case of the p51d all 3D models are AC3D files and many of the textures
 except some newer ones are *.rgb files. These are not the most compact
 formats and changing these could reduce the size of the model significantly
 but the 800 pound gorrila is still the working files.

 In the case of the p51d, and I suspect that this is true for most models,
 the working files could be located anywhere in the file system tree. And
 perhaps it makes sense to have a directory with a standard name that is used
 for these types of files that is always excluded (somehow?) when regular
 user gets a copy but is included for GIT clones. In the case of the p51d
 this would cut the size of the distributed copy almost in half.

 The 3D and texture parts of the p51d are now fairly far along and will not
 grow too much more even though there is still 3D work that needs to be done.
 It's size will only grow by perhaps 10% as it 3D model and FDM are
 finalized. There may be other models that get implemented for more complex
 aircraft that could result in significantly larger models. I suspect that
 the 100 meg p51d to 310+ meg IAR80 sort of represents the size range we will
 be seeing for really advanced highly detailed models with a few really
 careful modelers being able to bring these numbers down to lower levels
 while achiving the same effective level of detail like the Mig-15 does.

 I really think we are only seeing the begining of a period where are will
 see more efforts to take existing models to the next level and where we
 will start seeing new additions that enter GIT already in a very advanced
 state. As this process unfolds we will see many more models that approach
 the size of the ones listed by Yves. We don't want to discourage that work
 but if we can create a set of best practices we can perhaps help those
 working on this stuff create these highly detailed 

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 right-hand rule or something else?  Messing with the camera
 offsets and not getting the results expected. OTOH, the documentation on
 the subject is VERY old (circa 2002!). Is it still valid?

 John



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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.

 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 in osgDB:DatabasePager to the
  SimGear and FlightGear next and releases/2.2.0 branches.
  Still doesn't compile with OSG = 2.8.5. We also need the patch that
  Bertrand sent yesterday, i.e. the #ifdef logic for the
  _readerWriterOptions attribute is still incorrect (inverted):
 
  diff --git a/simgear/scene/model/SGPagedLOD.hxx
 b/simgear/scene/model/SGPagedLOD.hxx
  index a9e55d9..4e25931 100644
  --- a/simgear/scene/model/SGPagedLOD.hxx
  +++ b/simgear/scene/model/SGPagedLOD.hxx
  @@ -72,7 +72,7 @@ public:
 
   protected:
   virtual ~SGPagedLOD();
  -#if SG_PAGEDLOD_HAS_OPTIONS
  +#if !SG_PAGEDLOD_HAS_OPTIONS
   osg::ref_ptrosgDB::ReaderWriter::Options  _readerWriterOptions;
   #endif
   };
 
   = Fixes the compile for any OSG version without
  SG_PAGEDLOD_HAS_OPTIONS support.
 
  By the way, I committed the changes to releases/2.2.0 and then merged
  that branch into next. This is the way fixes should move between the
  two branches. Please don't commit a fix to next and then cherry-pick
  it to the release branch. It is very messy to have the same change
  committed on several different branches.
 
  Hmm. On the other hand this means applying all (experimental) patches to
  the stable release/2.2 branch first.
  I'm not a git expert, but generally I like the opposite approach of
  applying patches to a project's experimental (master / next / ... )
  branch first. And only after the patch proved to be ok and stable for
  everyone, eventually move it to the stable release branch. Reduces the
  risk of (temporarily) breaking a release branch (like we did now :) ).
 Well, in this case I should have tested with 2.8.3, which I don't
 happen to have checked out. Anyway, we chose a simple branching model,
 http://nvie.com/posts/a-successful-git-branching-model/ , where fixup
 work done on the release branches is merged into the development
 branch. It is very messy to have a commit virtually checked in on
 several different branches. As there is no good reason for the
 development branch not to have all the commits made to the release,
 the commits should originate on the release branch and be merged into
 development.

 Now, you don't have to work this way locally, and in this case I
 didn't; I had next checked out, so hacked away on a fix and committed
 it locally. I then rebased that fix onto the release branch, tested
 (hah!), committed that and pushed it to gitorious. I then reset the
 next branch to blow away my commit at the head, merged in
 releases/2.2.0, and pushed that. You can use git rebase to get
 things in shape before committing to the master repo in the way I've
 described.

 Tim
 
  cheers,
  Thorsten
 
 
 
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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 checked in fixes for this change in osgDB:DatabasePager to the SimGear
  and FlightGear next and releases/2.2.0 branches. Part of the delay resulted
  from the fact that the Open Scene Graph change introduced a new bug; I have
  waited until my patch for that was accepted in OSG to avoid a situation
  where people could compile with OSG SVN and then crash immediately. So, You
  need to have revision 12170 or later of OSG SVN in order to run fgfs from
  the release and next branches. Otherwise you should use OSG 2.8.3 or 
  2.9.10.
  I will not conditionalize code in fgfs based on individual revisions of OSG
  SVN; if you are using OSG SVN, then you are, by definition, living on the
  bleeding edge.

 Hi Tim,

 Your commit broke SimGear for me (using OSG 2.8.1). I have attached a
 tiny patch that restores the ability to compile the last SG git
 revision with OSG 2.8.1
 Could you please review it and apply it if it makes sense ?

 Your patch doesn't work for OSG = 2.9 because _readerWriterOptions is
 unconditionally used in SGPagedLOD.cxx

 Regards,
 -Fred

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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 in osgDB:DatabasePager to the
 SimGear and FlightGear next and releases/2.2.0 branches.
 Still doesn't compile with OSG = 2.8.5. We also need the patch that
 Bertrand sent yesterday, i.e. the #ifdef logic for the
 _readerWriterOptions attribute is still incorrect (inverted):

 diff --git a/simgear/scene/model/SGPagedLOD.hxx 
 b/simgear/scene/model/SGPagedLOD.hxx
 index a9e55d9..4e25931 100644
 --- a/simgear/scene/model/SGPagedLOD.hxx
 +++ b/simgear/scene/model/SGPagedLOD.hxx
 @@ -72,7 +72,7 @@ public:

  protected:
      virtual ~SGPagedLOD();
 -#if SG_PAGEDLOD_HAS_OPTIONS
 +#if !SG_PAGEDLOD_HAS_OPTIONS
      osg::ref_ptrosgDB::ReaderWriter::Options  _readerWriterOptions;
  #endif
  };

  = Fixes the compile for any OSG version without
 SG_PAGEDLOD_HAS_OPTIONS support.

 By the way, I committed the changes to releases/2.2.0 and then merged
 that branch into next. This is the way fixes should move between the
 two branches. Please don't commit a fix to next and then cherry-pick
 it to the release branch. It is very messy to have the same change
 committed on several different branches.

 Hmm. On the other hand this means applying all (experimental) patches to
 the stable release/2.2 branch first.
 I'm not a git expert, but generally I like the opposite approach of
 applying patches to a project's experimental (master / next / ... )
 branch first. And only after the patch proved to be ok and stable for
 everyone, eventually move it to the stable release branch. Reduces the
 risk of (temporarily) breaking a release branch (like we did now :) ).
Well, in this case I should have tested with 2.8.3, which I don't
happen to have checked out. Anyway, we chose a simple branching model,
http://nvie.com/posts/a-successful-git-branching-model/ , where fixup
work done on the release branches is merged into the development
branch. It is very messy to have a commit virtually checked in on
several different branches. As there is no good reason for the
development branch not to have all the commits made to the release,
the commits should originate on the release branch and be merged into
development.

Now, you don't have to work this way locally, and in this case I
didn't; I had next checked out, so hacked away on a fix and committed
it locally. I then rebased that fix onto the release branch, tested
(hah!), committed that and pushed it to gitorious. I then reset the
next branch to blow away my commit at the head, merged in
releases/2.2.0, and pushed that. You can use git rebase to get
things in shape before committing to the master repo in the way I've
described.

Tim

 cheers,
 Thorsten


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

2011-02-15 Thread Tim Moore
I've checked in fixes for this change in osgDB:DatabasePager to the SimGear
and FlightGear next and releases/2.2.0 branches. Part of the delay resulted
from the fact that the Open Scene Graph change introduced a new bug; I have
waited until my patch for that was accepted in OSG to avoid a situation
where people could compile with OSG SVN and then crash immediately. So, You
need to have revision 12170 or later of OSG SVN in order to run fgfs from
the release and next branches. Otherwise you should use OSG 2.8.3 or 2.9.10.
I will not conditionalize code in fgfs based on individual revisions of OSG
SVN; if you are using OSG SVN, then you are, by definition, living on the
bleeding edge.

By the way, I committed the changes to releases/2.2.0 and then merged that
branch into next. This is the way fixes should move between the two
branches. Please don't commit a fix to next and then cherry-pick it to the
release branch. It is very messy to have the same change committed on
several different branches.

Tim

On Sun, Jan 16, 2011 at 12:43 PM, James Turner zakal...@mac.com wrote:


 On 16 Jan 2011, at 10:56, fiers...@zonnet.nl wrote:

  When I saw this, I removed all sources for OSG and Simgear and restarted
 with a fresh git clone, but the error remains. I searched the forums and
 noticed someone else has the same problem with a completely freshly cloned
 git version.
 
  Did I miss something that causes this in the past few weeks?

 OSG SVN made an API change to Paged LOD, no one 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 a fix pending, but each
 such change (not associated with a version release) requires additional
 configure/cmake complexity to check for the changed API - as was done for
 CullSettings, for example.

 James



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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
the commit wasn't a good idea, then you want git revert which creates the
reverse patch for a given commit. However, if you make a real hash out of a
public repo you may still want git reset.

Tim

On Tue, Feb 8, 2011 at 8:04 PM, Anders Gidenstam
anders-...@gidenstam.orgwrote:

 On Tue, 8 Feb 2011, Curtis Olson wrote:

  I made a commit into a branch of a --local clone of my fgdata repository.
  I
  pushed that to the matching branch in my main fgdata.git repository.
 
  Then I attempted to merge one commit into the master branch ... however
 it
  merged *all* my changes.
 
  How can I back this out (I've made some hacks to some f-14b nasal files
  which are intended for personal expermentation and break standard
 behavior.)
 
  How can I cherry pick one particular commit to merge into the master
 branch?

 Backing it out might be a bit tricky, but you can rename your messed up
 branch out of the way easily with git branch -m oldname newname.

 To cherry-pick commits from your other repository into a branch you first
 fetch the branch you want to pick, e.g.

 git fetch theOtherRepro.git theotherbranch:suitableName/theotherbranch

 Or just theotherbranch:suitableOthername

 Then you can inspect the commits on it with
 git log -u theOtherRepro/theotherbranch

 And finally cherry-pick the one you want with

 git cherry pick commitID


 I always use a clean local copy (e.g. git branch -t mrClean origin/master)
 of origin/master to cherry-pick commits to before pushing to origin.
 I leave that branch around since the next time I just need to check it
 out, do git pull which will be a clean fast forward and cherry-pick and
 push again.

 Cheers,

 Anders
 --
 ---
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 WWW: http://www.gidenstam.org/FlightGear/


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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 that with git log or graphically with
 gitk.

 I should have said HEAD^ is the previous commit on the current branch. I
believe this is the case in the absence of exotic options to git merge.

 Actually, unless I've misunderstood your point, this won't work: the commit
 history following a merge is an interleaved mix of two branches.  You can't
 just walk back to before the merge.  Doing that gets to to the equivalent
 of
 git merge-base, which is the last version that includes *none* of the
 changes
 in *either* branch.

A merge commit has two parent commits (leaving aside octopus commits). If
you are not happy with the results of the merge, usually you want to revert
back to the parent that was on your branch. As you say, the reflog can be
useful for checking this, but usually the parent of the botched merge on
your branch is HEAD^.

I'm not sure what you mean by the history is an interleaved mix of two
branches. git log shows the commits in reverse chronological order by
default, but the parent-child relationships of the commits in the two
branches is definitely preserved.

Tim


 I don't think that's what Curt wants.  See my comment to Anders about git
 reflog.
 (and yes, I've made exactly this mistake in the past, heh)

 Andy



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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 part of the rendering engine is reasonably well optimized.
But there are good reasons not to carve polygons into the terrain for every
taxiway marking. Curt makes a very good point about aliasing of sharp
features vs. blurring of the same features when viewed close up.

Intersection queries can be a real bottleneck if we are not careful. Mathias
did a lot of good work to optimize these queries without any change to the
.btg format by building bounding volume hull trees at load time. I think
we could gain performance by pushing some of this work back to scenery
generation time.

One of the problems we have with bumping up the polygon count is that we
don't have an LOD scheme for terrain, and creating one is hard because our
terrain skin is irregular.

I've said before that the best way forward is to have a very regular
height-field for terrain and generate the textures for areas of terrain
on-the-fly. This will be a lot of work for someone.

Airports don't need to handled in the same way as normal terrain. They
could be treated more like a complex model with arbitrary geometry.

We have access to many texture units these days, so not everything  has to
be baked into a single texture.

Tim

On Tue, Jan 18, 2011 at 5:26 PM, Curtis Olson curtol...@gmail.com wrote:

 Here's my 2 cents:

 If we cut all the curves and lines and markings into the base triangle
 mesh:
 - Huge polygon count (large file sizes, memory footprint, etc.)
 - Lots of problems with aliasing along all the line edges
 - All the lines and markings will have very sharp edges.  (Good if we want
 to zoom in forever, but not so good from the standpoint of realistic
 visuals.)
 - slow terrain intersection lookups (?)

 If we draw all the lines and markings on a separate layer above the runway:
 - This is a common approach.
 - Possible z-buffer fighting issues (which can look really bad)
 - GLPolygonOffset can counter z-buffer fighting, but historically it's not
 been implemented consistently by vendors so it's hard to get consistent for
 everyone.
 - FlightGear has non-flat runways so it's hard to cheat and just use draw
 order tricks (or we could see the markings that should be obscured behind a
 rise in the runway.)
 - Still, this may be the most promising approach we have available to us
 ...

 We could cook all the markings into custom textures for each airport.
 - This has the advantage of no z-buffer fighting, and no hard edges on the
 markings and no crazy edge aliasing problems.  (Look at a power pylon from a
 distance as you fly if you wonder what I mean by edge aliasing problems.)
 - Would require a much bigger texture foot print.
 - Would require much bigger texture storage (unless we could figure out a
 way to render/generate textures on the fly.)
 - Probably wouldn't be very high res, so close in ... like when taxiing or
 taking off, we could have big problems with the whole texture just bluring
 out and making the marking hard or impossible to distinguish from the rest
 of the blurry mess.
 - This approach could have the advantage though of being able to cook all
 kinds of extra details into the custom textures for each airport (skid
 marks, pavement flaws, paint chips, all kinds of fun stuff ...)
 - I like thinking about this approach if we could get enough texture
 resolution so the results aren't too blurry when the aircraft is on/near the
 ground.

 Curt.



 On Mon, Jan 17, 2011 at 3:01 PM, Martin Spott wrote:

 Frederic Bouvier wrote:

  As John said, the missing bit is scenery generation.

 I think it's a split task. As with almost every technical problem,
 there is _some_ way to a solution   ;-)

 I'm certain we'd find a reasonable way of nicely casting the new
 X-Plane layouts into Terrain tiles without the triangle count or other
 ressource requirements going through the roof - but this is most likely
 letting us end up with something that FlightGear can't parse  :-)

 Basically (at the risk of triggering another pointless debate) I think
 there are two problems to solve:
 a) There would be the need for supporting more 'complex' geometries in
 FlightGear Terrain, like polygons (at least) instead of triangles, at
 least until shortly before the rendering stage, to save FlightGear from
 sorting countless triangles just for one simple elevation lookup.  An
 alternative solution would be to make extremely high triangle counts
 extremely cheap  :-)
 b) There would be the need for drawing line features, the yellow
 taxiway lines in particular, _on_top_ of the existing runway, taxiway
 or apron textures.


 The funny side of the issue: We're not the only ones struggling with a
 'proper' design for smooth airfield layouts:

 Two years 

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: Total 1 (delta 0), reused 0 (delta 0)
 Unpacking objects: 100% (1/1), done.
 From gitorious.org:fg/simgear
  * [new branch]  releases/2.2.0 - origin/releases/2.2.0
  * [new tag] 2.2.0-rc1  - 2.2.0-rc1
 Already up-to-date.


 Ok, cool I think, it looks like the 2.2.0 release branch has been created.

 But my question is how can I switch to this new branch?  When I list my
 branches I see:

 simgear$ git branch
   maint
 * next


 The new branch is not listed.  Does this branch only exist on the server?
  What do I have to do to see the branch locally?  Do I have to manually copy
 any remote branch that I want to work with locally?  What's the git thought
 process and reasoning here?  How would a person typically know that a new
 remote branch got created and be able to access it?  Why doesn't the new
 branch automatically show up in my list of branches?

 You can see the remote branches with git branch -r or git branch -a.
You can create a local version of a remote branch with git branch
releases-2.2.0 origin/releases-2.2.0or git checkout -b releases-2.2.0
origin/releases-2.2.0. Git doesn't create a local branch automatically. I
don't know all the reasons, but it would not be clear what to call the local
branch, especially if there are multiple remote repositories with identical
branch names.

Tim

 Thanks,

 Curt.
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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 - master (non-fast-forward)
 error: failed to push some refs to 'g...@gitorious.org:fg/fgdata.git'
 To prevent you from losing history, non-fast-forward updates were rejected
 Merge the remote changes (e.g. 'git pull') before pushing again.  See the
 'Note about fast-forwards' section of 'git push --help' for details.


 Make sense, so next I run git pull and get the following message:

 $ git pull
 remote: Counting objects: 31, done.
 remote: Compressing objects: 100% (17/17), done.
 remote: Total 17 (delta 13), reused 0 (delta 0)
 Unpacking objects: 100% (17/17), done.
 From gitorious.org:fg/fgdata
aaef799..4affc2c  master - origin/master
 error: Your local changes to 'Aircraft/f-14b/Nasal/SAS.nas' would be
 overwritten by merge.  Aborting.
 Please, commit your changes or stash them before you can merge.


 Ok, I remember tweaking the file Aircraft/f-14b/Nasal/SAS.nas a few weeks
 ago, and in the mean time I've done a git stash and git stash apply to
 get around this problem before.  I could probably do it again.

 But here's my question.  Now that I've done the git stash and git stash
 apply commands, when I run git diff, I don't see my local differences.  Is a
 git stash apply similar to a git commit in that it actually commits my local
 edits to my local repository.

 No. git stash is sort of like a commit + a reset to the previous commit.
git stash apply and git stash pop are like applying a patch.

A simple thing you can do is git status, which tells you git's idea of the
modified files in your working tree.


 When I'm just fiddling around, I'd prefer some times to just carry my edits
 forward as non-committed edits so it's easy to see what I've fiddled with
 and can clean things up if I no longer need or want my local tweaks.

 What's the best way now to see what my local changes are after doing a git
 stash apply?  What is the best way to carry local experimental edits forward
 while I'm still experimenting and aren't sure if I want to keep them?

 As everyone else has said, commit 'em in a branch.

 Please explain in simple language. :-)

Tim
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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 `.ac' file and if so sets a flag for
 instantiation of effects. This flags is only checked in the
 'ACOptimizePolicy::optimize' method in `ModelRegistry.cxx' and appears
 it's only purpose is to make sure non xml wrapped `.ac' files get the
 default model effect applied. This is done by calling an overloaded
 `instantiateEffects' function in `model.hxx'  that simply calls the
 other version of the function with an empty effects property tree
 causing default model effect to get used. Ok...

The support for raw .ac models exists for the random models associated
with materials, which I think are the only use of non-wrapped models in FG.
Perhaps you can include them directly in scenery too.
...

 So here is the kicker...`instantiateEffects' does indeed seem to be
 called for every single model wrapped in an xml regardless of whatever
 format that might be. So then it seems the effect code is simply
 failing silently on non ac3d formats. Perhaps in the
 `MakeEffectVisitor' or further up the chain somewhere who
 knows...deeper down the rabbit hole we go...

 So umm Tim...could you maybe explain the process of the whole model
 loading, getting effects applied, what the effects system expects from
 a model, the reasoning behind it and so on? There is a lot of static
 local functions and classes and so on in this code that is completely
 undocumented and not at all trivial to unwind and try and fit the
 pieces together. Would be really, really helpful if you could lay out
 the code flow here, what functions are involved and inter-dependent on
 each other, what processing is needed for the effect system to work,
 etcin the mean time I'll keep digging.

I'm not going to document the whole model loading process; it would be nice
one day to have better comments in the code, but this code has accreted over
many years, starting long before my involvement with FG. At a very high
level, when a model is loaded, its OSG subgraph is copied, except for its
textures and geometry. This is not-optimal, but it allows animation of all
models without a complicated optimizer.

In the monster function sgLoad3DModel_internal, effects mentioned in the
.xml file are gathered, along with any created implicitly by animations. An
effect is associated with named objects in the model. The .XML file can also
specify a default effect for the whole file; by default that is
Effects/model-default.eff. The model itself is transformed by
instantiateEffects, which uses MakeEffectVisitor.  For each named object in
the model, this MakeEffectVisitor sets the appropriate effect as a parent
effect, and then creates a new effect for any osg::StateSet found,
inheriting from the parent. osg::Geode objects are replaced with
simgear::EffectGeode objects that will apply the effect at runtime. There is
quite a bit of hair to share effects and avoid creating  new ones where
possible.

The dependency on .ac exists at this level in MakeEffectVisitor. The visitor
expects to find osg::StateSet objects only in osg::Geode objects i.e., near
the leaves of the scene graph. It only works with the simple attributes
created by the .ac loader (see makeParametersFromStateSet): osg::Material
properties, smooth vs. flat shading, polygon culling, blending (for
transparency), and one texture binding. Any other attributes are ignored.

If you want to apply effects to other kinds of models, you would need to
generalize MakeEffectVisitor in both directions. StateSet objects can
appear in any scene graph node and also in the Geometry nodes that sit below
osg::Geode. A more general effects visitor needs to track the graphics state
as it traverses the scene graph and also needs to examine the geometry.
Effects sit at the Geode level.

Alternatively you could ignore any state attributes in the model and specify
it all in the .xml file, but this would quickly get tiresome.

I recommend you use the osgconv program to dump out the .osg representation
of our .ac models and the models that interest you and get an idea of the
differences you are up against. For .ac you should use our Optimizer options
found in ModelRegistry.cxx; you can set them with the OSG_OPTIMIZER
environment variable.

I'll try to write more comments in the code over the next few weeks. In the
mean time, keep hitting me with questions. I don't have the bandwidth to
answer basic OSG questions, but I think you are beyond that and I'll do my
best :)

Tim
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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
 work. Which is fine of course, but I think we can do better and I

Pretty much.

 really believe we can do this in a general fashion that should work
 for all model formats...but still allow specific processing if needed.
 I mean yes, each model loader may organize a models scene graph a bit
 differently...but the effects/material system is only concerned with
 state sets and geode/geometry for it's purpose.  And OSG makes it very
 easy to drill down through a scene graph to find those particular
 things so there really shouldn't be a problem here. Not to say that it

I think general state tracking over the OSG state graph is pretty messy, but
if you want to have a go at at, great!

 will be trivial of course, but certainly doable. I'll be working on it
 when things settle down after the holidays and will of course be
 bouncing ideas and design stuff at you so we can find the best way to
 get it done and into flightgear.


  I recommend you use the osgconv program to dump out the .osg
 representation of our .ac models and the models that interest you and get
  an idea of the differences you are up against.

 Already been doing this, along with writing some code using OSG  to
 load/texture my model and dump them out to see how I can define more
 advanced techniques in the model files. I currently have multiple
 models in my scenery in osg2 binary (.osgb) format making use of
 multiple texture units and texcoords, some texenv stuff, and also some
 very nice anisotropic filtering ;)

Sounds good; that's an advantage of using OSG and it's rich model format
support.

Tim


 Of course it would be much better if I could make use of flightgears
 material system, interface with flightgear properties, and.

 cheers!


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

2010-12-21 Thread Tim Moore
On Mon, Dec 20, 2010 at 4:51 PM, John Denker j...@av8n.com wrote:

 On 12/20/2010 05:42 AM, henri orange wrote:

At FG load, i get a lot of these warning messages:
 
  TangentSpaceGenerator: unknown primitive mode 9
 
  Is it just me ? is there any possibility to avoid it ?

 It's not just you.

 There are at least two or three bugs involved here.

 1) It is a bug that one part of OSG would generate a primitive mode
 that cannot be handled by other parts of OSG.

...

 2) It is a bug in OSG that the error message is remarkably uninformative.
 The message doesn't say what caused the problem.  It doesn't say how

...


 3) It's not clear to me whether this can be considered a bug in FG,
 or whether changing FG so as to avoid provoking the OSG bug would
 be worth the trouble.  Changing FG would be a royal pain, because
 of item (2) above.

 I consider this to be a bug in the OSG .ac 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 the polygons out of the loaded geometry. The
  INDEX_MESH optimizer that was recently added to OSG will do this.

 How recently was it added?

 How soon will it fix the problem?

git log -SINDEX_MESH
...
 commit 595d04fec8cf0faee7bd7e6a9e97872e78a022d7
Author: robert rob...@16af8721-9629-0410-8352-f15c8da7e697
Date:   Thu Mar 11 18:15:20 2010 +

From Time Moore, This submission implements 3 optimizations for meshes.
INDEX_MESH turns DrawArrays style geometry into DrawElements, uniquifying
the vertices in the process. This is useful for certain loaders, like ac3d,
which just spit out DrawArrays. VERTEX_POSTTRANSFORM and VERTEX_PRETRANSFORM
optimize mesh triangle and vertex order for the caches on a modern GPU,
using Tom Forsyth's algorithm. I describe this and the big difference it
makes (38% improvement on a very large mesh) in my blog,

http://shiny-dynamics.blogspot.com/2010/03/vertex-cache-optimization-for-osg.html
.

git branch -a --contains 595d04fec8
...
remotes/OpenSceneGraph-2.8
  remotes/tags/OpenSceneGraph-2.8.3
  remotes/tags/OpenSceneGraph-2.8.3-rc1
  remotes/tags/OpenSceneGraph-2.8.3-rc2
  remotes/tags/OpenSceneGraph-2.8.3-rc3
  remotes/tags/OpenSceneGraph-2.9.10
  remotes/tags/OpenSceneGraph-2.9.8
  remotes/tags/OpenSceneGraph-2.9.9

(Yes, I am cheating by using git svn to work with OSG sources.)


 Installing the latest OSG SVN does not appear to be sufficient to
 fix the problem.

 These optimizers are not part of the default set because they are not
always appropriate. A small code change is needed in Simgear to use
INDEX_MESH.

Time[sic]
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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 wrong
 cows.
  I still think the idea is a reasonable one, but perhaps it needs to be
  removed in its current form.
 Personally I think it's better that if I specify a certain file to be
 loaded that it is honored, rather than having something trying to be
 clever and second guess me in the background.

 That depends on whether you view fgfs as a model preview tool or as a
real-time program. I don't mean to be snarky in saying  that; as hardware
improves, the balance between what should be done before runtime and what
can be done at model load time changes. But I think you can see that, for
optimal real-time performance, it would be best to load an optimized  form
of a model.

  Effects only work with .ac files because the code knows how to extract
  material parameters from the loaded representation of the .ac files.
 Those
  parameters are used by the default effects in the Effects folder. It
 should
  be possible to apply a complete effect with no missing  parameters to a
  named object in a different kind of file, but I haven't tried it.
  Tim

 Damn, was hoping I was just doing something wrong...I really need
 this. I think we should at the very least support OSG native formats
 (osg,ive,osgb,osgt). But really, shouldn't we get be reading the
 pertinent data from OSG interfaces after the plugin has loaded it up,
 rather than doing file specific stuff at all? I thought that was the

Yes, and of course we do that. .ac is a very simple format, so it is  easy
to walk the graph of a loaded .ac file and extract the material and texture
bindings. This becomes much harder as you move to the general OSG formats,
as these bindings could be anywhere in the scene graph, above or below the
named objects. .osg files can even contain their own effects in the form
of shader programs or osgFX nodes.

 whole point about all the osg loaders...to abstract that stuff away as
 much as possible.

 So what can I do to help move this along? I do really need it for my
 projects as the ac3d format just doesn't cut it for me.

 Look at the source in simgear/scene/model, find where it looks for .ac
files, and change it. modellib.cxx:143, for example.

Tim

 cheers!


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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 it happen. I do need to know there is support for this
 idea to be rolled into fgfs though, that I won't be wasting my time
 for something that won't be used...or not receive any support on.

 I wrote the effects framework and am interested in improving it, of course.
I can't guarantee in advance that any particular work will be committed, so
you should undertake any hacking to fulfill your own needs and not solely
because you think it will be committed. I'm willing to help if you want to
dive in.

Tim

 thanks!
 --Jacob


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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 loads the .osg version despite me
 explicitly requesting the '.ac' in the models xml file. Personally I
 don't see any point in automatically choosing one text based format
 over another, especially when I explicitly told the system I want the
 '.ac' via the model xml.  So yeah is this considered some sort of
 feature..or just a bug...because it only served to frustrate me and
 waste my time until I realized what it was doing.

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 wrong cows.
I still think the idea is a reasonable one, but perhaps it needs to be
removed in its current form.


 Second up is does the effect system not work with anything other than
 '.ac' file format? With '.ac' my effect is loaded, using any other
 format I tried (.osg, .ive , .osgb, .osgt) the effect seems to be
 ignored. Is the effect system currently crippled to using only the
 ac3d format, or what's going on here?

 Effects only work with .ac files because the code knows how to extract
material parameters from the loaded representation of the .ac files. Those
parameters are used by the default effects in the Effects folder. It should
be possible to apply a complete effect with no missing  parameters to a
named object in a different kind of file, but I haven't tried it.

Tim

 cheers!


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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 to recompile OSG with debugging
 symbols, so I did a pull from SVN first, which apparantly fixed the

You don't need to recompile OSG with debugging symbols to move up the stack.
I'm interested in the values of variables in a SimGear function.

Tim
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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, now you could try to test a
  turbine powered aircraft like the F-16 to try to pinpoint the problem.
  It would probably be a good idea to try running FlightGear inside a
  debugger an provide a backtrace if possible.
 The F-16 works.  I have updated to current git (as of the time of this
 e-mail).

 I'll post the backtrace again.  It hasn't changed since I last posted,
 but here it is.  My guess is that it's a graphics problem, and something
 specific to the c172p triggers it.

 Also, randomly, remember that I know how to use the debugger, so if it
 helps, I can probe variables, etc.

 Backtrace from gdb:
 #0  0x75fb6410 in osgText::String::createUTF8EncodedString()
 const () from /usr/local/lib64/libosgText.so.68
 #1  0x00919946 in SGText::UpdateCallback::operator()
 (this=0x117b5900, node=0x11832ff0, nv=0xdf6260) at SGText.cxx:76
 #2  0x004396f8 in handle_geode_callbacks (this=0xdf6260,
 node=...) at /usr/local/include/osgUtil/UpdateVisitor:94
 #3  osgUtil::UpdateVisitor::apply (this=0xdf6260, node=...) at
 /usr/local/include/osgUtil/UpdateVisitor:51
 #4  0x74e69898 in osg::Geode::accept(osg::NodeVisitor) () from
 /usr/local/lib64/libosg.so.68
 #5  0x74ec3009 in osg::Group::traverse(osg::NodeVisitor) ()
 from /usr/local/lib64/libosg.so.68
 #6  0x0043ba36 in traverse (this=0xdf6260, transform=...) at
 /usr/local/include/osg/NodeVisitor:191
 #7  handle_callbacks_and_traverse (this=0xdf6260, transform=...) at
 /usr/local/include/osgUtil/UpdateVisitor:86
 #8  apply (this=0xdf6260, transform=...) at
 /usr/local/include/osgUtil/UpdateVisitor:57
 #9  SGUpdateVisitor::apply (this=0xdf6260, transform=...) at
 /usr/local/include/simgear/scene/util/SGUpdateVisitor.hxx:162
 #10 0x74f0e25a in osg::NodeVisitor::apply(osg::MatrixTransform)
 () from /usr/local/lib64/libosg.so.68
 #11 0x765bdb30 in
 osg::MatrixTransform::accept(osg::NodeVisitor) () from
 /usr/local/lib64/libosgViewer.so.68
 #12 0x74ec3009 in osg::Group::traverse(osg::NodeVisitor) ()
 from /usr/local/lib64/libosg.so.68
 #13 0x76f37234 in osg::Group::accept(osg::NodeVisitor) () from
 /usr/local/lib64/libosgFX.so.68
 #14 0x74ef4847 in osg::LOD::traverse(osg::NodeVisitor) () from
 /usr/local/lib64/libosg.so.68
 #15 0x74ef4f12 in osg::LOD::accept(osg::NodeVisitor) () from
 /usr/local/lib64/libosg.so.68
 #16 0x74ec3009 in osg::Group::traverse(osg::NodeVisitor) ()
 from /usr/local/lib64/libosg.so.68
 #17 0x76f37234 in osg::Group::accept(osg::NodeVisitor) () from
 /usr/local/lib64/libosgFX.so.68
 #18 0x74ef4847 in osg::LOD::traverse(osg::NodeVisitor) () from
 /usr/local/lib64/libosg.so.68
 #19 0x74ef4f12 in osg::LOD::accept(osg::NodeVisitor) () from
 /usr/local/lib64/libosg.so.68
 #20 0x74ec3009 in osg::Group::traverse(osg::NodeVisitor) ()
 from /usr/local/lib64/libosg.so.68
 #21 0x0043ba36 in traverse (this=0xdf6260, transform=...) at
 /usr/local/include/osg/NodeVisitor:191
 #22 handle_callbacks_and_traverse (this=0xdf6260, transform=...) at
 /usr/local/include/osgUtil/UpdateVisitor:86
 #23 apply (this=0xdf6260, transform=...) at
 /usr/local/include/osgUtil/UpdateVisitor:57
 #24 SGUpdateVisitor::apply (this=0xdf6260, transform=...) at
 /usr/local/include/simgear/scene/util/SGUpdateVisitor.hxx:162
 #25 0x74f0e25a in osg::NodeVisitor::apply(osg::MatrixTransform)
 () from /usr/local/lib64/libosg.so.68
 #26 0x765bdb30 in
 osg::MatrixTransform::accept(osg::NodeVisitor) () from
 /usr/local/lib64/libosgViewer.so.68
 #27 0x74ec3009 in osg::Group::traverse(osg::NodeVisitor) ()
 from /usr/local/lib64/libosg.so.68
 #28 0x0043ba36 in traverse (this=0xdf6260, transform=...) at
 /usr/local/include/osg/NodeVisitor:191
 #29 handle_callbacks_and_traverse (this=0xdf6260, transform=...) at
 /usr/local/include/osgUtil/UpdateVisitor:86
 #30 apply (this=0xdf6260, transform=...) at
 /usr/local/include/osgUtil/UpdateVisitor:57
 #31 SGUpdateVisitor::apply (this=0xdf6260, transform=...) at
 /usr/local/include/simgear/scene/util/SGUpdateVisitor.hxx:162
 #32 0x74f0e28c in
 osg::NodeVisitor::apply(osg::PositionAttitudeTransform) () from
 /usr/local/lib64/libosg.so.68
 #33 0x74f28ba2 in
 osg::PositionAttitudeTransform::accept(osg::NodeVisitor) () from
 /usr/local/lib64/libosg.so.68
 #34 0x74f930ea in osg::Switch::traverse(osg::NodeVisitor) ()
 from /usr/local/lib64/libosg.so.68
 #35 0x74f940a0 in osg::Switch::accept(osg::NodeVisitor) () from
 /usr/local/lib64/libosg.so.68
 #36 0x74ec3009 in osg::Group::traverse(osg::NodeVisitor) ()
 from /usr/local/lib64/libosg.so.68
 #37 

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 nice cockpits, and
 9
  an 10 usually create a spontaneous  'wow!'.

 I think the risk of doing harm by rating aircraft and their cockpits
 after just a quick test is rather high compared to the potential
 benefit - especially when you're too unfamiliar with some of the
 respective real-life references. To put in into different words: By
 assigning too many inappropriate ratings, you're putting the entire
 effort at the risk of not being taken as seriously as you would expect.

 If I were you, I'd refrain from posting ratings as 'delicate' as this
 one.

 I for one really enjoyed the list and plan to check out some of the more
highly rated ones with which I'm not familiar. I can't believe that the
ratings will come as a surprise to any aircraft developer, and I hope that
their egos aren't so fragile as to be discouraged by a low rating!

Tim

 Cheers,
Martin.
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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

 ...

 Yes - same reason - rapid change of the orientation of the view axis.

 The problem is generic: a real cloud is a 3-d distribution of droplets,
 i.e. for rendering purposes a function f(x,y,z) of opaqueness where
 projections like

 \int f(x,y,z) dz = c(x,y)

 determine the appearance of the cloud as seen from the z-direction.

 I don't quite know if one could render that in real time if enough
 interpolation is used (I'm no 3d rendering expert), but even coming up
 with a physically correct f(x,y,z) which projects in all directions into
 something like a cloud is a pretty hard task.

The current state of the art in cloud rendering does treat the cloud as some
kind of 3d density function and then renders it using tricks that
more-or-less emulate ray-tracing. Such a system would require a lot of work
to implement in fgfs (GSoC project?) The advantage of the current system is
that it looks pretty good and doesn't need very powerful graphics hardware.


 So we have to fake it by using texture sheets projected onto something,
 and then there is always some situation in which the nature of the fake is
 apparent.

 I can given you clouds which look more or less realistic in level flight
 and normal airplane operation  (by using rather high-resolution cloud
 images as done now) - but they rotate in an odd way when you do
 aerobatics.

 An alternative might be to use non-rotating crosses -- like the trees --
for the cloud blobs. The problem is that the blending between the blobs
becomes even trickier than what we have now.

 I can give you static cloud sheets which look great from far below or high
 above - but they look unrealistically flat when level with them (doesn't
 work for convective clouds though - I did some of the Cirrus sheets that
 way).

 I can give you clouds which are stable against the rotations you observe
 in aerobatics - but they behave in an odd way when you are close to them.

 I can give you clouds which are stable against aerobatics and have the
 right behaviour when you are close to them and look straight - but when
 you look out of the side window or take an external view they look odd.

 The problem isn't going to go away - you simply can't make a 2d sheet
 appear like a 3d object without the 2d nature being revealed somewhere, in
 some situation - it's like asking from a stage magician that you should be
 allowed to sit and observe behind the stage as well - if you want
 something which looks always and everywhere like a genuine 3d object, you
 need a genuine 3d object. All you can do is decide where you want the
 problem to be.

 And I guess that having clouds which are stable against an airplane flying
 through them are more desirable as clouds which look good from a spin...
 But you could simply edit the cloud shaders to insert the relative
 position vector to the object as the reference vector for the transform
 rather than the view axis just to see if you like that better - it's one
 line to edit I think.

 Stacking many 2d illusions into a 3d volume is a step towards a genuine 3d
 object, and Tim appears to think it can be done

  I've been looking at the clouds code again recently, which is oddly slow
  on
  my monster machine (Phenom II x6, GTX 460) . It has the same problem
  that
  the trees code did before a big makeover: it uses instancing techniques
  on
  geometry (flat quads) that is to far simple to be treated as an
  instance. It
  would be much better to take the same approach we do in trees and treat a
  cloud as a list of quad or triangle polygons. The messy part is the
  distance
  sorting that is not optional for the cloud sprites.

 (I have no real idea as to what all this means... since I am not a 3d
 rendering expert).

All I'm saying is that the current implementation could be improved and that
we seem to have headroom for more cloud blobs per cloud.


 But then you run into a different problem - right now, the cloud code
 doesn't need to know any convective physics, because the cloud texture is
 a photograph and has all the information where a cloud looks how.

 If you break that and build the whole shape from 200 different elements,
 you need to input the whole information about where the texture should
 look  how yourself, i.e. to get the same visual quality, the code to place
 the texture elements must have some rough idea about convection. There's
 no free lunch...

 Either that or create the clouds statically in a modeling program.

 So, I guess rather than more information where the current cloud schemes
 fail (which I at least know, I've spent 3 months with dreaming up and
 testing schemes adn trying to come up with workarounds), an opinion where
 you 

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
 a factor of maybe 20-100 more cloudlets per cloud.

 This is probably right on.

 With the resources of a current PC in the Flightgear environment, you can
 have 5000-1 cloudlets, i.e. you'd be limited to 50 Cumulus clouds in
 the sky or so. I concluded that under these circumstances, fixing the
 aerobatics problem is not worth pursuing. You can experiment with building
 clouds that way - the local weather menu point has a 'cloudbox' entry,
 that is designed to build such many-cloudlet clouds (you may have to edit
 a bit of you want different textures).

I've been looking at the clouds code again recently, which is oddly slow on
my monster machine (Phenom II x6, GTX 460) . It has the same problem that
the trees code did before a big makeover: it uses instancing techniques on
geometry (flat quads) that is to far simple to be treated as an instance. It
would be much better to take the same approach we do in trees and treat a
cloud as a list of quad or triangle polygons. The messy part is the distance
sorting that is not optional for the cloud sprites.

It would be nice to have a GPU-based particle system that did the clouds,
smoke, etc., but we don't yet.


 I have cooked up also schemes with static (non-rotated models) clouds -
 these would have none of the above problems, but the trouble is that
 Flightgear (OSG?) doesn't display a stack of multiple semi-transparent
 surfaces correctly if they are not exactly parallel - so these schemes
 don't work.

 This is more of an OpenGL / graphics hardware problem. There are schemes to
do order-independent transparency, but it's hard to see the benefits of
rewriting the entire renderer to take advantage of them.


 So unless

 Cheers,

 * Thorsten



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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
  You can respond by visiting:
 
 https://sourceforge.net/tracker/?func=detailatid=510694aid=3117965group_id=65363
 
  Please note that this message will contain a full copy of the comment
 thread,
  including the initial issue submission, for this request,
  not just the latest update.
  Category: Install Problem (example)
  Group: None
  Status: Open
  Priority: 5
  Private: No
  Submitted By: greg self (gwself)
  Assigned to: Nobody/Anonymous (nobody)
  Summary: Unable to launch
 
  Initial Comment:
  The proflightsimulator launch control does not launch pro flight

 -Fred

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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 when I move or change view
 direction. I'd make screenshots available, except they don't work with
 multithreading on. What information from the screen do you need? What am I
 supposed to compare?

 Cheers,

 * Thorsten

 Take a screenshot with one of the system tools. I want to know which
traversal -- update, cull, draw, or gpu -- appears to be slower.

Tim








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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 in one of my standard
 benchmark tests (which I described a while ago), and the test confirmed an
 impression I had yesterday in just test-flying - I've lost almost 1/3 of
 available framerate.

 The flags are

 --enable-fullscreen --geometry=1920x1200 --disable-real-weather-fetch
 --enable-auto-coordination --timeofday=noon --airport=KINS --aircraft=ufo

 followed by spawning a cold sector tile and observing framerate upon
 loading and when fully loaded. Multitherading support is 'Automatic'.

 With empty sky (in otherwise default condition) I get 180 fps with the Nov
 13th binary and 130 fps with the new one. With the cumulus clouds fully
 spawned, I get 80 fps with the Nov 13th binary and 55 fps with the recent
 one.

 Less formal, my impression from yesterday was that I get 20 fps where I
 used to have 30 which ties in well with the above numbers.

 The only difference is the binary - fgdata/ and the set of comandline
 options are completely identical.

 Am I the only one?

 Cheers,

 * Thorsten



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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 requesting the merge. And according to gitorious.orgour 
 repo seems coming more and more to the limits.


 Quote Marius, gitorious.org:

 *One thing that would help immensely is to split the repository into
 several, perhaps using git submodules. I realize this requires some
 effort on your hand, discussions about reorganizing code can grow into
 flame wars in large projects - I know :-)*

 *
 *

 Well..

We're aware of the problem. Recent changes to the code have made it more
practical to split the aircraft directories into different repositories.
I've started this work.

Tim
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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, compile it, run
it, and see if you still see the same performance difference?

FPS is not a good performance metric. If you have vsync turned on in your
driver, a very tiny change in the time of an operation can make a big fps
difference. Also, everyone has different hardware... It's more useful to
look at the OSG statistics (choose Cycle On-Screen Statistics twice) and
report the times reported for each traversal. Or include a screenshot of
them.

Did you update anything else, like OSG?

Tim

On Sat, Nov 20, 2010 at 11:33 AM, fiers...@zonnet.nl wrote:

 Hi All

 I rebuilt from GIT this morning. I am sitting on the runway at a quiet
 airport, doing absolutely nothing. No AI traffic, no other multiplayers
 around. Global weather. I have no other applications running, except
 fgrun. And I am waiting until terrasync has updated all it wants to
 update and the log window is showing no more activity. I have done two
 tests, directly after eachother. Same conditions, same METAR.


 Compared to a version of one week ago, there seems to be a different
 pattern in CPU usage.

 The older GIT version had one thread 75% busy and two more threads of
 about 30% busy and a frame rate of a little over 40 FPS.
 In the version of today, I have one thread 85% busy and one other thread
 about 20% busy and the frame rate is about 20 FPS.

 When I take off and during flight, I have one thread 100% busy all the
 time, where in the previous versions there were only brief moments that
 one of the threads was running at 100%.

 I know there has been done some work on caching and loading of 3D
 elements... perhaps it is related...

 Has anyone else noticed a difference?

 m



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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 to ensure we have a consistent and stable product to release.

 I'm not sure which changes provoked your initial email. The tile manager
change is big, but it addresses longstanding, severe bugs. My property tree
hash work was also in response to bugs, and I think we've established that
it is not in fact a major change. James' work isn't changing anything yet,
as far as I know.

  Part of that work is first finding a suitable point in time and code
 to take a snapshot of the code, that includes simgear, flightgear and
 fgdata. Then I think it would be wise to test that snapshot and fix any
 of the problems that may be uncovered. But before we can start any of
 that, we have to make a decision to make a release and set a tentative
 release date.

We are going to make a release branch soon.

Tim



   S.



 On Sun, 2010-11-21 at 02:25 +0100, Csaba Halász wrote:
  On Sun, Nov 21, 2010 at 2:09 AM, Heiko Schulz aeitsch...@yahoo.de
 wrote:
   Well...
  
   * Route manager works here with current GIT, certainly
   doesn't crash.
  
   -Inserting an airport crashes FGFS
   -choosing a rwy crashes FGFS
 
  Not here, it doesn't.
 
   * not sure what issues the water shader has with the sun,
   except for a
   slight misalignment: http://imagebin.ca/view/SeUwOd.html
  
   slight? Very noticeable!
 
  Noticeable, but the previous release didn't even have such an effect
  did it? And it is simply too awesome to not release just because it is
  slightly, but noticeably, misaligned :)
 
   Some shadertypes seems to be immun against fog, which make the whole
 scenery looks a bit akward:
   www.hoerbird.net/fgfs-screen-064.png
   Even more on detailed sceneries like LOWI...
  
   Noticed by several people now already...
 
  Ahha, I see. That is quite ugly indeed.
 
   For me, FGFS is in no worse shape than some previous
   releases ;)
  
   Let's decide the users...
 
  For these features, I count myself as an user. Even if some new
  features don't work perfectly, as long as they are not regressions, I
  would like to have them.
 




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[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 and we'll take a look.

Tim
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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 rely on the help of those who know the other platforms better. I
don't see why they would have get their own copy of the offending source
code from anywhere other than the next branch.

Tim

On Sat, Nov 13, 2010 at 5:57 PM, Alex Perry alex.pe...@ieee.org wrote:

 On Sat, Nov 13, 2010 at 7:35 AM, Arnt Karlsen a...@c2i.net wrote:
  On Sat, 13 Nov 2010 09:57:14 +, James wrote in message
  On 12 Nov 2010, at 23:44, Curtis Olson wrote:
   My personal rule-of-thumb is to only commit when I've got time to
   watch the Hudson board go green - it's on an hourly poll at the
   moment, though we can allow other users to manually kick off
   builds, if you ask Gene nicely.
 
  Ah, sorry to disappoint, but you have to commit to Git first - unlike
  some setups, we haven't engineered a 'compile before publish' system.
  Hence my ensuring I have time to watch Hudson *after* a commit, and,
  for example, make a fix commit if I broke something.
 
  ..an idea; a bad commit that doesn't compile successfully,
  can it be reverted automatically?  That way git would stay
  unbroken, until new unbroken code is added etc and compiles
  successfully.

 I like automatic build systems which, if ..
 * a commit fails to build for any platform,
 * the prior build passed for every platform,
 * only one commit happened in that time,
 * the word CRITICAL is nowhere in the change description,
 ... automatically rolls back ... and tells someone.

 As a bonus, if it fails at the third bullet, it can automatically
 submit builds for all the intervening releases in an attempt to make
 the bullet pass.

 As another bonus, after the rollback, the fifth bullet looks back at
 the first bullet to see whether it failed to build for every platform
 and, if so, it would be nice for someone to be notified.


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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 are the odds of the
 latter do you think?

 I wouldn't want anyone to go to jail over enforcing the GPL :)

 I think the same could be achieved (at least partially) by sending the guy
 individual messages or an agreed collective letter on behalf of all of  the
 FG community, but having said that, I do actually agree that face-to-face
 can ultimately be the most effective option - but at the same time, with
 somone who is completely unknown, it is a risk.

 It's possible of course that the gentleman in question is reading the
 forum,
 in which case I would just ask that he take some time to reflect seriously
 about the ethics of what he is doing, and attempt to find within his better
 nature the capacity to change the way he is going about this.

There's little chance of that. FlightProSim seems to be a scam, though it's
not clear who is being scammed. It's not us; after all, we're giving it
away, though you might argue that he is besmirching the good name of
FlightGear. It's possible some users are getting scammed, but I think the
ultimate victims will be the affiliates in the multi-level marketing
scheme. This guy has hit on free software as the vehicle for the scam; if
not it would be cleaning products, cell phone plans, water filters, matches,
whatever.


 From my viewpoint, it is not about giving a bit back. The main issues
 for
 me are that potential purchasers should be able to make a fully informed
 choice, that they should know completely what they are buying, and that he
 should comply fully with the GPL, i.e. by charging a fee ONLY for the
 physical act of transferring a copy of FG and optionally for a warranty if
 he wants to provide the same. If he did this and made it clear that this
 was

That language from the GPL refers only to the act of supplying the source
code. There used to be a time when the only practical way to get a copy of
the emacs source was on 9 track tape, so the costs could be considerable.
The GPL says nothing at all about the permitted price of the object code or
any derived product.

There is an idea that, because the cost of the source code is free (or
nearly so), the value of a complete product or distribution is close to
zero. This is patently false; you just have to look at all the questions
that people ask about building fgfs from scratch, and all the effort that
has gone into making this process automatic, to see that a pre-built package
has a lot of value. Not to mention the value of a real professional
version of fgfs...

what he was doing in his main web page/advertising, i.e. clearly informing
 potential purchasers that they were paying for these services rather than
 buying a product, then I would be very happy to see him succeed in his
 venture, and I'm sure he would be providing a valuable service.

 In the case of FlightProSim, there is probably very little there that
cannot be obtained for free. But that's not a GPL violation, nor is it
illegal; it's the very essence of capitalism :)

Tim

 Mally


 - Original Message -
 From: Chris Wilkinson blobster...@yahoo.com.au
 To: FlightGear developers discussions
 flightgear-devel@lists.sourceforge.net
 Sent: Friday, November 12, 2010 5:59 AM
 Subject: Re: [Flightgear-devel] FlightProSim advert on FaceBook


 This looks to be more of a moral issue than a legal one.

 I'll tell you what I'll do about this. I was born and raised in
 Christchurch,
 where this guy operates from, and I will be visiting the city in a months
 time.
 Perhaps I should pay the guy a visit?

 I wanna know where this guy gets off taking all YOUR hard work, and
 PROFITING
 from it, with NOTHING returned to the flightgear community. The legality of
 his
 actions could be debated in a court of law forever, but perhaps a bit of
 face
 time to directly express the sentiments of the flightgear community with
 the
 dude might convince him that there are REAL people who consider his actions
 immoral - you guys are more than just names attached to code commits on the
 internet, and I think this guy needs to be reminded that without your
 efforts his little endeavour would amount to NOTHING.

 I'm sure with some 'friendly persuasion' I can convince the guy to give a
 bit
 back. After all if he can help the efforts to improve flightgear, that will
 have
 a flow-on effect for him. He scratch our back, we scratch his...

 Regards,

 Chris Wilkinson, YBBN/BNE.




 -
 No virus found in this message.
 Checked by AVG - www.avg.com
 Version: 10.0.1153 / Virus Database: 424/3251 - Release Date: 11/11/10



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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 promise is
 that I wont hurt him (much)... :-)

I thought someone had paid the money and determined that they did follow the
letter of the GPL: you could download it and build it with a great deal of
effort.


 Frankly this guy is a big part of the reason I have yet to commit my
 scenery and aircraft to the community. I do NOT want someone making money
 from my efforts without either my consent or without some form of input to
 the community as a condition of being allowed to profit from all your work.

 Failing a positive outcome there I support a re-licensing of the software,
 to prevent this kind of thing. Simple as that.

 That would be difficult for the code. I wouldn't agree to relicense my
contributions made under the LGPL. That might not be a show-stopper, but I
don't think I'm the only one who feels that way.

I'm not sure what I'd do if the modelers and scenery guys managed to put
everything under a different license. On the one hand, I suspect that a lot
of models are not really GPL compliant now, as we don't store .blend files,
.tiff files, etc. in the data repository. On the other hand, if all the
content switched to a non-commercial license I would quickly lose interest.

Tim


 Regards,

 Chris Wilkinson, YBBN/BNE.

 --
 *From:* Mally ma...@tklm.freeserve.co.uk

 *To:* FlightGear developers discussions 
 flightgear-devel@lists.sourceforge.net
 *Sent:* Fri, 12 November, 2010 8:38:08 PM

 *Subject:* Re: [Flightgear-devel] FlightProSim advert on FaceBook

 ?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 are the odds of the
 latter do you think?

 I think the same could be achieved (at least partially) by sending the guy
 individual messages or an agreed collective letter on behalf of all of  the

 FG community, but having said that, I do actually agree that face-to-face
 can ultimately be the most effective option - but at the same time, with
 somone who is completely unknown, it is a risk.

 It's possible of course that the gentleman in question is reading the
 forum,
 in which case I would just ask that he take some time to reflect seriously
 about the ethics of what he is doing, and attempt to find within his better

 nature the capacity to change the way he is going about this.

 From my viewpoint, it is not about giving a bit back. The main issues
 for
 me are that potential purchasers should be able to make a fully informed
 choice, that they should know completely what they are buying, and that he
 should comply fully with the GPL, i.e. by charging a fee ONLY for the
 physical act of transferring a copy of FG and optionally for a warranty if
 he wants to provide the same. If he did this and made it clear that this
 was
 what he was doing in his main web page/advertising, i.e. clearly informing
 potential purchasers that they were paying for these services rather than
 buying a product, then I would be very happy to see him succeed in his
 venture, and I'm sure he would be providing a valuable service.

 Mally


 - Original Message -
 From: Chris Wilkinson blobster...@yahoo.com.au
 To: FlightGear developers discussions
 flightgear-devel@lists.sourceforge.net
 Sent: Friday, November 12, 2010 5:59 AM
 Subject: Re: [Flightgear-devel] FlightProSim advert on FaceBook


 This looks to be more of a moral issue than a legal one.

 I'll tell you what I'll do about this. I was born and raised in
 Christchurch,
 where this guy operates from, and I will be visiting the city in a months
 time.
 Perhaps I should pay the guy a visit?

 I wanna know where this guy gets off taking all YOUR hard work, and
 PROFITING
 from it, with NOTHING returned to the flightgear community. The legality of

 his
 actions could be debated in a court of law forever, but perhaps a bit of
 face
 time to directly express the sentiments of the flightgear community with
 the
 dude might convince him that there are REAL people who consider his actions
 immoral - you guys are more than just names attached to code commits on the
 internet, and I think this guy needs to be reminded that without your
 efforts his little endeavour would amount to NOTHING.

 I'm sure with some 'friendly persuasion' I can convince the guy to give a
 bit
 back. After all if he can help the efforts to improve flightgear, that will

 have
 a flow-on effect for him. He scratch our back, we scratch his...

 Regards,

 Chris Wilkinson, YBBN/BNE.




 -
 No virus found in this message.
 Checked by AVG - www.avg.com
 Version: 10.0.1153 / Virus Database: 

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 moving an aircraft within 100km off the global origin, the
 movement and camera rotation / position work smooth. When moving further
 away the transformations start to jitter increasingly, transformations
 are less exact. The problem is most probably rooted  in rounding error.
 Solution for this problem is the switch to the local coordinate system.
 My question is: how the local/global coordinates are managed in FlightGear?

The short answer is: use double precision and forget about the problem. This
isn't the whole story,  of course, because you can't pass doubles to OpenGL
and expect sensible results or good performance, even on the latest,
fanciest hardware. So, we rely on Open Scene Graph to manage this for us.
The geometry for a scenery tile (tiles are about 14km on a side) is stored
in single precision relative to the tile center. Above that we place an OSG
MatrixTransform which stores the geocentric position in double precision.
The eyepoint is also stored in a double. When OSG renders the scene, it
creates a single precision ModelView matrix for each drawable. In the
context of earthly rendering you can count on being able to use floats to
position anything visible.

Where in the code i could reivew your solution?

Nowhere and everywhere. Before fg switched to Open Scene Graph there was a
lot of code to deal with this.

 How do you solve the momentum of entering critical distances of the
 local coordinate system, ergo moving local coordinate system to get the
 aircraft back again within the limits of the local coordinate system?

I'm not sure if you're referring to the same issue here.

Tim
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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 and X desktop
 size?  _They_ are still drawn at your full X Window xorg.conf
 Modeline controlled speeds, even when you play with FG frame rates
 and FG window sizes, and both X and FG are drawn by the same iron.
 Also check that you use the same color space for these 2.

Uh, what?

Tim
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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 buy
another screen :)

What threading  mode are using? Could you post a screenshot of the OSG
statistics (cycle debug statistics twice) and your X configuration file?

Tim

On Mon, Nov 1, 2010 at 9:06 AM, Torsten Dreyer tors...@t3r.de wrote:

 Hi,

 as pointed out in other threads, I am currently assembling a machine with
 five
 nVidia cards. The machine and the cards are fast enough to render a steady
 60fps, synced to vblank.
 But this is only with shaders disabled. The moment, I enable shaders and
 3d-
 clouds, the frame rate drops to 20fps and sometimes even less. This does
 not
 happen when I limit the display to just one single GPU. One GPU with dual
 screen (TwinView) runs at framerates beyond limits even with all shaders
 on
 and quality level to highest. The moment I add a second card to the setup,
 it
 slows down significantly.
 I know that shaders are little program fragments running on the GPU itself.
 Now, what happens, if a shader effect spawns multiple GPU's, e.g. a cloud
 which is visible across the entire window?

 Cheers, Torsten


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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:

 D-NXKT wrote:

  All model faces that are orientated to the sun are white.

 Oooh, this sounds very familiar  :-)
 SimGear, FlightGear and Base Package pulled from current GIT, Xorg
 server 1.7.7 and Nvidia driver 260.19.12 on Linux-2.6.36/AMD64 (Debian
 Squeeze). Graphics card is a is a 7100GS, which probably has limited
 shader capabilities:

  # ~ fgfs --prop:/sim/rendering/shader-effects=true

   results in:

  http://foxtrot.mgras.net/static/fgfs-white.png

 Anyone interested in details ? Output of 'glxinfo' is available here:

  http://foxtrot.mgras.net/static/glxinfo.log.gz

 Cheers,
Martin.
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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 message would ring a bell with
 someone that committed a change between yesterday and today.

 Am I missing the point?

 Sort of. The problem is due to a change in OSG between yesterday and today.

Tim

 m


 Op 07-10-10 16:19, willie schreef:
  On 07/10/10 14:09, fiers...@zonnet.nl wrote:
 
  Hi all,
 
  I am compiling fgfs with download_and_compile.sh on Ubuntu 10.04.
 
  Latest GIT (one hour ago) is giving errors in hud.cxx:
 
  hud.cxx: In function ‘void fgUpdateHUDVirtual(osg::State*)’:
  hud.cxx:348: error: ‘gluPerspective’ was not declared in this scope
  hud.cxx:361: error: ‘gluLookAt’ was not declared in this scope
  hud.cxx: In function ‘void fgUpdateHUD(osg::State*, GLfloat, GLfloat,
  GLfloat, GLfloat)’:
  hud.cxx:397: error: ‘gluOrtho2D’ was not declared in this scope
 
 
  please check the version of OpenSceneGraph you are using.
  /bin/osgversion in your OSG install dir
 
 
  I think that script is slightly flawed in that it grabs the SVN version
  of OSG which may have been correct when the script was written but not
 now.
 
  Download a stable version of OSG (2.9.8 works for me) and try again,
  please. Let us know how it goes.
 
 



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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 this results in the
 missing patches. I'm also seeing cases where all active scenery tiles
 are dropped. This can also happen when cycling through the tower view
 - so this doesn't always help. Both issues are timestamp related
 (maybe depend on frame rate, system load, slow USB disks :-) or
 so...).

 * First problem is that the tiles' timestamps are only updated when
 the tiles are freshly loaded from disk or they are actively displayed
 (some magic osg CullCallback does that - haven't fully understood
 this yet). So when a tile belonging to the current position was not

The cull callback is called from OSG's culling traversal. If OSG determines
that an object's bounding sphere intersects the viewing frustum, it calls
the cull callback -- if there is one -- to traverse that object and perform
finer grain culling. If there is no cull callback, OSG does the traversal
itself. Anyway, it's a good way to perform an action when an object is in
view.

 displayed for a while, its timestamp is old. When the view then moves
 or teleports into a new position, and then back to the original
 position, the same tiles get scheduled again - but are still found in
 the cache. Since their timestamps remain old, they are kicked from the
 cache soon afterwards, when more tiles are loaded. This is what causes
 the random scenery tiles disappear effect...
 = I'm testing a fix now, which updates a tile's timestamp whenever it
 is scheduled to be loaded, but then found in the cache.

That sounds correct.


 * The second issue is about the timestamps updated through this magic
 osg CullCallback. These timestamps can be newer than the current
 time used by the cache module for loading new tiles (seems to be a
 frame ahead or so). When a new set of tiles is scheduled to be loaded,
 and the cache is already filled with many future timestamp tiles,
 then the new tiles immediately kick each other from the cache (are
 never really loaded). When this happens, all scenery for a new
 position is lost (complete whiteout)...

 The timestamp used by the cull callback comes right from OSG's frame
stamp and should be consistent with the tile code. there could be a logic
error in the tile cache.

 Is all the tile cache and osg code single-threaded? If these osg
 callbacks, the cache management and tile loading were not in the same
 thread, it would explain where future timestamps could come from
 (maybe on slow machines only). If it's all single-threaded then I'll
 have another look to locate this.

It is possible for the tile cache code, which runs in the update traversal,
and the cull callback to run in different threads. However, they should
never run at the same time: the cull traversal starts when the the update
traversal has finished, and the next update traversal blocks on the cull and
draw traversals. Now, the code that actually loads the tiles -- the database
pager -- does run asynchronously. I'll need to check if any of the tile
cache code runs in the database pager thread, but don't think any does.

Tim


 Another option I'm already testing is introducing a flag to lock all
 tiles belonging to the current view position in the cache. The primary
 condition checked by the cache would then be to never kick tiles
 belonging to the current position (i.e. current inner or outer ring).
 Timestamps remain a secondary condition to pick from tiles not
 belonging to the current position. This would make things a lot more
 robust than relying on whacky timestamps alone.

 FG only supports one view position at a time, right? Multiple view
 positions (e.g. one screen for the tower view and a second screen for
 the plane) would complicate a locked to cache flag quite a lot...

Yes, and that's not really supported by the current architecture, neither by
the tile cache nor by osgViewer::Viewer. We would need to move to a
CompositeViewer model, which supports several scene graphs, and rely
completely on the osg database paging machinery.

Tim


 Maybe someone could comment on the threading issue. I'll do some more
 testing, and then hope to propose a patch...

 cheers,
 Thorsten


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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 a significant performance gain by replacing
 hard-coded structures with my own Nasal code (range animation,
 distance_to() method) - you wouldn't conclude from that that Nasal is
 faster either.

 I think what I have discovered is that well-designed code runs much faster
 than merely working code and that there's room for improvement in some
 places and it's worth looking for that room.

 Here's a case where your original Nasal code was the better algorithm:  it
ought to be better to hold the property tree nodes and index them
explicitly using getChild() than to create a property tree path string for
each child. However, the code that parses property tree paths has been
optimized, especially to allocate as little heap storage as possible, so its
speed outclasses the Nasal parser.

 The algorithm being equal, I don't think there's a question that C++ is
 faster (I doubt the factor 10 though - that seems to be an extreme case).
 Everything else being equal, I also don't think there's a question that
 Nasal code is more accessible. And I would base any decision what to
 hard-code and what not on that balance.

 Well, just my 2 cents...

 * Thorsten

 There's no question that scripting languages are good; fgfs has a lot of
Nasal code now. In my profiling I have never seen the nasal interpreter as a
hot spot, though I haven't profiled the new weather or some of Vivian's
experiments. At some point we might need to get more eyeballs looking at
Nasal performance.

Tim
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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 wrapper of a model:


 There's an existing 3D cloud animation system which has had a lot of
optimization work done on it. Have you looked at this at all? What could we
do to integrate your work with that system?

Tim

 typerange/type
  min-m0/min-m
  max-m31000/max-m
 /animation

 Using that tool, you can't organize a scene in subnodes with models
 spawned from Nasal (or maybe you can and I just don't know how).

  I suspect that some careful scene graph
  organization could yield better results than nasal ...

 I have organized clouds in a quadtree structure I wrote for Nasal and in
 arrays when I need it for different purposes. For the problem at hand, I
 want to limit the amount of possible models written into the scenery
 (which is by far the slowest operation) - so the quadtree doesn't buy me
 much - in my scheme I have 10 range comparisons per frame (at the expense
 of not processing everything every frame - which I don't need anyway) -
 the quadtree would need much more (but would process everything every
 frame).

 I tend to use the quadtree representation for things which need to be
 fast, on a per-frame basis, and the array representation for things which
 can be slow and be dragged out over many frames. The quadtree isn't so
 good to solve slow problems - which, surprisingly, exist in rendering :-)

 * Thorsten



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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 know of any new problems.
 
  Tim
 
  A new problem is the last line in default.vert:
  fogCoord = abs(ecPosition.z / ecPosition.w);
 
  For what is this needed exactly?
 
  It kills the light or light direction here with only default shaders
  enabled. Really nobody else encountering such problems? I am wondering.
  I will give my card to a museum once.
 
  Thanks, Yves
 
 
  Just to add: I commented this line out and at least terrain seems to
  work fine.
 
  But the question remains, for what is this needed in the hack? It
  produce a known ATI issue, so I am going from one issue to the next
  (from gl_FrontFacing to .z/.w).
 
  Cheers, Yves

 Sorry, wrong. It does not work fine, it just breaks the terrain-default
 shader, and thats why it looks good and I didn’t see the new problem ;-)
 - Yves


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[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 any new problems.

Tim
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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 FlighrGear or OSG that would work with X windows under
 Linux.

 OSG has built-in support for some specific displays e.g. domes with a
fisheye lens and some eLumens displays. If you wanted to take this further
you could use that existing code as an example.

Tim

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Re: [Flightgear-devel] git questions

2010-07-03 Thread Tim Moore
On Fri, Jul 2, 2010 at 10:21 PM, dave perry skida...@mindspring.com wrote:

  Thanks Tim,

 Here's the result:
 [...@dave-pc fgdata]$ git push origin master
 fatal: protocol error: expected sha/ref, got '
 --
 The git:// protocol is read-only.

 Please use the push url as listed on the repository page.
 --'
 Do I need authorization to be able to push changes to fgdata?

 Yes, you do. Register on gitorious, upload an ssh key, ping me You
won't need to download the whole repo again :)

Tim


 On 07/02/2010 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 branch clean.  But I have
 not been able to push these changes to the repository.

  I presume you meant git commit instead of git submit.


 What is the syntax for this?  Can I do this from the two local
 directories that have changes?

  Assuming you've committed your changes to your local master branch, then
 git push origin master will do the trick. If your local branch is no
 longer up-to-date because someone else has committed something to the repo,
 then you'll need to merge those changes before you can commit your own,
 either with git pull origin or git fetch origin; git merge
 origin/master.

  Tim

  Thanks in advance,
 Dave P.


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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 tree.  The git version of flightgear crashes.  I do observer
   there are a bunch of shader/effect code differences between simgear-cvs
   and simgear-git.  Could something new in that code be breaking
 FlightGear?
Is anyone else having trouble running the git version of FlightGear?
 For me, the lates git sources of SimGear+FlightGear run on the current git
 and
 latest cvs base, I have.

 I observe no difference between cvs and git in the data/Shader and
 data/Effects files - if yours differ, maybe that is the problem?


 I see quite a few differences in data-cvs/Shaders versus data-git/Shaders,
 but the Effects directories are identical.

 My problem is that I cannot run simgear-git + flightgear-git + fgdata-git
 ... this should be the new default for developers.  When I run all the git
 pieces together I get the segfault I reported.

 The segfault also happens when I run the git compiled code with data-cvs.
  The problem does not happen when I run the CVS compiled code.

 If I am the only one seeing this problem, then it must be something on my
 end.  I thought my system was pretty main stream and pretty current ... hmmm
 

 Tim: is there a way to check out a version of the git code that represents
 the first conversion/import of the cvs repository before any subsequent
 changes were made?  I'm still a git-novice.

  There's a last-cvs tag in each of the repos. If you want to get the code
that was the last thing from cvs, then git checkout last-cvs.

Tim

 Thanks,

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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 appreciated. :)

 I've committed this; thanks for the patch. There's not much to say about
the code in the patch, but I do have some advice about the comments. It's
almost never necessary to justify a null pointer check, so the comment there
is redundant. The comment is actually a justification for why we should
accept the patch; as such, it belongs in the commit message i.e., the body
of your email.

The second comment about the return value not being checked is not relevant
at all in this function and is quite likely to be made obsolete. I replaced
it with an XXX style comment in the caller of add_channel as a reminder to
look into this.

Tim

 Jeff Taylor

 ---
  src/Main/options.cxx |8 
  1 files changed, 8 insertions(+), 0 deletions(-)

 diff --git a/src/Main/options.cxx b/src/Main/options.cxx
 index bededfb..0132c02 100644
 --- a/src/Main/options.cxx
 +++ b/src/Main/options.cxx
 @@ -530,6 +530,14 @@ parse_fov( const string arg ) {

  static bool
  add_channel( const string type, const string channel_str ) {
 +// This check is neccessary to prevent fgviewer from segfaulting when
 given
 +// weird options. (It doesn't run the full initailization)
 +if(globals-get_channel_options_list() == NULL)
 +{
 +SG_LOG(SG_GENERAL, SG_ALERT, Option   type  = 
 channel_str
 +   ignored.);
 +return false; // This isn't checked for, but it shouldn't matter
 +}
 SG_LOG(SG_GENERAL, SG_INFO, Channel string =   channel_str );
 globals-get_channel_options_list()-push_back( type + , +
 channel_str );
 return true;
 --
 1.7.0.1


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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 of hopefulnes as well ?

 eg I'd like to submit a patch for the 787 that actually makes it boot up!

 I encourage people to submit patches either to the mailing list -- using
git format-patch -- or through the merge request process on gitorious.

By the way, I merged two of Anders' merge requests today. I did this because
they seem to be well isolated and I trust Anders not to screw things up, but
in general I will not be handling merge requests in fgdata because I'm
simply not qualified to vet random changes to aircraft. I encourage people
who have commit rights to fgdata to review merge requests and merge them;
I'll be happy to help with the git mechanics.

Tim
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[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.

http://wiki.flightgear.org/index.php/FlightGear_and_Git is filled with good
information on how to get started with Git, and this will be updated over
the coming days. If you are a developer or modeler and had commit access to
the CVS repository, please register at gitorious.org, upload an SSH key, and
send me a message, either on gitorious or to timoore33 at gmail.com. I will
then add you to the collaborators list.

The flightgear and simgear repositories are mirrors that I've maintained for
about a year-and-a-half. They are not strict mirrors of the old CVS repo
because the commit history was different, but the bits are all the same.
These repositories contain history going back to 1997, which I believe was
the start date of the project. The fgdata repository is a copy of the
repository at git://mapserver.flightgear.org/fgdata, plus a couple of
commits to get the data back in sync with the last known CVS state. A big
thanks goes out to Martin Spott for maintaining this, and for supplying me
with an up-to-date CVS checkout!

One major difference between Git and CVS is that the entire history is
stored locally. This isn't a big deal for the source code repos, but the
history for fgdata is quite large, over 2.5Gig. If this is a problem for
you, look into the git technique of making a shalllow clone, which doesn't
download the history.  You won't be able to make check-ins if you do this.
If you already have a local clone of the mapserver.flightgear.org fgdata
repository, you can add the gitorious.org repo as a remote to it and then
fetch. This will be quite fast because the vast majority of the history is
shared between the two.

If you have any questions, feel free to ask here or drop by
irc.flightgear.org.

Tim


On Wed, May 12, 2010 at 11:10 PM, Martin Spott martin.sp...@mgras.netwrote:

 Heiko Schulz wrote:

  So the next question is:

 As far as I can tell, details are being arranged after the repositories
 have been migrated properly - which, obviously, is the most relevant
 step now.

 Cheers,
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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 it a try and see if it works better.

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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 certainly stand some new
  textures. Anyone playing with geometry shaders in the terrain (and also
  models) should follow the example of landmass-g.vert and landmass.geom.
 
  Let me know if I broke anything in the graphical appearance, or if any
  OpenGL problems are introduced.

 After this change I get te following in all quality levels:

 glLinkProgram  FAILED
 Program  infolog:
 Fragment info
 -
 (61) : warning C7050: ds might be used before being initialized
 (61) : warning C7050: dp might be used before being initialized
 (63) : warning C7050: d might be used before being initialized

 Link info
 -
 Vertex attribute output count exceeds hardware limits.
 Program's vertex attrib binding 7, binormal
 Program's vertex attrib binding 15, normal
 Program's vertex attrib binding 6, tangent

 Before this change I did have proper landmass shaders with the quality
 level set above 3.5, now I don't get proper shader in any level (dark
 green untextured landmass).

 Erik

 Looks like the same attribute problem. What hardware?

Tim


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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 someone has
 embraced this request, so I would like to jump in...

 As you may know, the mentioned 'head trackers' have one great disadvantage:
 they require the user to wear a hat (or something similar) with Infrared
 LED's attached to it, to enable tracking. Recently I have made a head
 tracking program, based on the FaceAPI from SeeingMachines, which ONLY
 requires a simple web cam.  By now, we only support the Freetrack-protocol
 (which is open-source) and are seriously testing it with ArmA 2 (actually,
 the first attempt gives really promising results).

 ...


 P.S.: The FaceAPI version I use, requires the software to be 'open source'
 (i.e. non-commercial). I am planning on publishing FaceTrackNoIR eventually,
 when beta-testing is done...

 Not to start a big flame, but their non-commercial terms are the complete
opposite of open source. Also, in general, open source does not mean
non-commercial.

Tim
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[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) should follow the example of landmass-g.vert and landmass.geom.

Let me know if I broke anything in the graphical appearance, or if any
OpenGL problems are introduced.

Tim
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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 response. If we want to make it disappear,
  I presume we'll have to do it ourself
 
  -Fred
 
 
  Just to add a note about performance vs. quality:
 
  All effects activated and quality = 4.0
 
  ERROR: Implementation limit of 40 varying components exceeded, linked
  shaders use 4 too many varying component(s).
 
  -Y.
 

 Ooops. Sorry, looks like this comes from todays landmass files from Tim.

What platform. I was wondering if there were too many interpolated
parameters. I can see how to eliminate 3 (the binormal); gotta think hard
about the fourth :)

Tim



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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?
 
  I'm getting tons of this all the time with an NVidia driver on
  Linux/AMD64.
  I suspect the people involved are aware of it (since it's already
  been mentioned here) and it doesn't hurt - so I didn't complain  ;-)

 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 response. If we want to make it disappear,
 I presume we'll have to do it ourself

It would be best to get the polygons out of the loaded geometry. The
INDEX_MESH optimizer that was recently added to OSG will do this.

Tim
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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 separate files. These commands get registered into a global
 command registry. Here is a code snipped for the clear command:

 class CMD_CLEAR : public CMD {
 public:
  void do_it(CS, CARD_LIST* Scope)  {
 // .. do something fancy here
  }
 } p0;
 DISPATCHERCMD::INSTALL d0(command_dispatcher, clear, p0);

 The class CMD_CLEAR implements the CMD interface which requires the do_it()
 function.
 The DISPATCHER template contains a INSTALL class, it's constructor performs
 the registration into the registry. In theory, when the INSTALL class is
 instantiated as d0, the actions in the constructor are performed.
 Unfortunately, this does not happen when linked against FlightGear.
 I tried to rename d0 into something more uniqe and grep'ed the created
 object
 and library for the variable which were found there, but not in the fgfs
 executable. This lead me to the conclusion, that the linker optimizes the
 unused variable from the executable.

It's not optimizing the variable, it's optimizing the entire .o file out of
the linkage, as nothing external is explicitly using any of the symbols in
the .o. This is a major weakness of the registration pattern when statically
linking.


 Is there any magic switch to pass to the g++ linker telling him not to
 optimize unused variables, preferably for a certain set of files or a
 single
 library?

No. Either build gnucap as a shared library or add some dummy references to
symbols in the file(s) that are referenced, perhaps indirectly, by code
outside of the library.

Tim
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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 an
all-weekend affair...

Tim

On Mon, Apr 12, 2010 at 8:14 AM, Durk Talsma d.tal...@xs4all.nl wrote:

 On Monday 12 April 2010 04:19:55 am Pete Morgan wrote:
  DO NOT WAKE up the webmaster and BFDL.
 
  One release A  year MUCH MORE than enough, decided upon At WILL and
  RELEASED AT WILL by ME
 

 FYI, I am currently FlightGear's release manager. Last year, there's been
 an
 approximate 2-3 month lead-up period for the new release, including intense
 communication between approximately 5-8 people directly involved in the
 build
 process. This resulted in 4 release candidates, and many, many last minute
 bug-fixes before we finally decided that the simulator was good enough.

 As much as we would like to d more frequent releases, lack of man power has
 been a serious issue holding us back most of the time. Apparently, since
 you
 are not satisfied with the procedure, I am open to your motivated
 suggestions
 as to how the procedure can be improved. :-)

 Cheers,
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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 have rolled CVS back to 1 Feb, except for SGClipGroup.cxx and .hxx. These
 are the current ones to match with the SVN Osg. I have not rolled back
 Flightgear data as this takes for ever.

 Unfortunately  Flightgear still crashes when I open up the Lightning´s
 engines.

 Perhaps the fault is within Osg.

 Alan



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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, bool) const'
 
 And many more of them. OSG is checked out from tag 2.9.7:

 http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.9.7

 Please assist. :)

It looks like your OSG libraries are out of sync with your header files. You
might need to run ldconfig.

Tim


 Roland

 On Tue, 2010-03-09 at 19:57 +0100, Roland Haeder wrote:
  Hi all,
 
  I still have linker problems. I use the following compiler and linker:
 
  - GCC 4.4.3-3 (Debian Unstable)
  - GNU ld (GNU Binutils for Debian) 2.20
 
  I still got tons of these messages:
  ---
  libMain.a(main.o): In function `osg::Referenced::unref() const':
  /usr/local/include/osg/Referenced:194: undefined reference to
  `osg::Referenced::signalObserversAndDelete(bool, bool, bool) const'
  ---
 
  OSG is 2.9.7 can compiles without errors (no special options specified).
 
  SimGear is recent CVS (updated some minutes ago) and compiles:
 
  ./configure --with-jpeg-factory --prefix=/opt/ --with-osg=/usr/local
 
  FlightGear is also updated some minutes ago and compiles but does not
  link.
 
  ./configure --with-osg=/usr/local --with-eventinput --with-logging
  --enable-osgviewer --enable-sp-fdms --prefix=/opt/
  --datarootdir=/home/quix0r/fgfs/fgfs-base/data/
 
  I use these special environment variables:
  --
  declare -x CC=ccache gcc
  declare -x CXX=ccache g++
  declare -x CXXFLAGS=-g -O0
  --
 
  As I found out with the help from Jester (strace), the linker seems to
  take the right lib but cannot link it.
 
  I already tried GCC 4.3.x but doesn't help. :(
 
  Please help me here. :)
 
  Regards,
  Roland
 
  [spam killed... :(]



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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 same messages. :(

Your ldconfig output shows that your libraries are all from OSG 2.8.2... but
the error message suggests that your headers are from OSG SVN.

Tim


 Roland




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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 scenery tools are not
  ready, and can't generate airports from that format
 
  WED (World Editor) from X-Plane can. :)
 
  Please explain - do you mean WED can generate airports for FlightGear ?
 
 As far as I can tell, the airports that you create with WED are written
 out using the current apt.dat file format.  I seem to recall that it's
 also an open source tool.

 g.

 I think the point is that the tools that build BTG files don't use the new
format.

Tim
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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 btg format itself).

 Problem is that casting curved shapes into triangles, the way our
 Scenery is currently set up, results in a pretty high triangle count.

 A couple of months ago I've done a few tests: Compiling X-Plane's
 current layout of KSFO (being a prominent example), including all the
 yellow taxi lines, into a triangluated surface leads to approx. 50k
 triangles just for the pure airfield. Now add the effect which Ralf has
 been explaining on this page:

  http://www.custom-scenery.org/Triangle-Counts.272.0.html

   and we'll end up with a _much_ higher triangle count than we're
 used to. According to past experience with inserting OSM line data for
 the (major) roads I'd say that FlightGear is currently not ready for
 this representation of curved shapes - especially not for mainstream
 Scenery which is supposed to run on a wide range of hardware.

 No offense, but the hardware described on Ralf's page is not exactly
cutting edge. For an example of a million poly mesh displayed on a
reasonable 2 year old laptop (nvidia 8600M), see
http://shiny-dynamics.blogspot.com/2010/03/vertex-cache-optimization-for-osg.html.
Of course, this is a huge apples-to-oranges comparison, but it should give
food for thought about why fg seems to choke on large numbers of polys in
the scenery. While on this subject, do you scenery guys have any thoughts
about different levels-of-detail in scenery tiles?

Tim
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