Re: [Flightgear-devel] Simgear/ShivaVG compile fails on windows

2012-11-05 Thread Vivian Meazza
Thomas wrote:

 Am 2012-11-05 18:30, schrieb Vivian Meazza:
  I'm using the Nasal API - it used to all work before today's update.
  Can't really see what to change
 
 Are you using canvas.setColorBackground(r, g, b, a) 
 I have this:

m.canvas.addPlacement(placement);
m.canvas.setColorBackground(0.36, 1, 0.3, 0.02);

which is a direct copy from

http://wiki.flightgear.org/Canvas_HUD

 and is there a function
 setColorBackground: func () { me.texture.getNode('background',
 1).setValue(_getColor(arg)); me; }

No - there isn't one in 

http://wiki.flightgear.org/Canvas_HUD

 in your Nasal/canvas/api.nas?
 
 Are there /canvas/by-index[i]/color-background/[red,green,blue,alpha]
 nodes in your property tree or just a single
/canvas/by-index[i]/background
 string property per canvas?

And no other references to color-background

Vivian



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Re: [Flightgear-devel] FG Steering Committee :-) Was: Stand-alone ATC client and Canvas

2012-10-09 Thread Vivian Meazza

Martin wrote:
 
 On Mon, Oct 08, 2012 at 09:33:36PM +, Martin Spott wrote:
 
  Well, but the wording You are advised not to start working on
  anything directly related to this is highly inappropriate.
  Apparently someone has completely failed to understand the topic.
 
 It came to my attention he's a Wiki moderator and it looks like he enjoys
 abusing his powers to enforce advice against development ideas which don't
 conform to his personal favourites.
 
 This is sad, very sad,
 

But who is he, and can he be reminded of the error of his ways, or be
removed?


Vivian



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Re: [Flightgear-devel] YASim and documentation

2012-10-05 Thread Vivian Meazza
James wrote,

 -Original Message-
 From: James Turner [mailto:zakal...@mac.com]
 Sent: 05 October 2012 11:54
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] YASim and documentation
 
 
 On 5 Oct 2012, at 11:32, Alexis Bory wrote:
 
  When you do that code reading (as I do it currently for the engines)
  it appears that at least some crucial parts are not such a woodoo and
  it appears that adding features to improve the FDM capabilities is not
  such a crazy idea. For that we would only need to understand precisely
  the whole existing system/code and document it, then design our
  features and get help from a C++ expert for the writing. We can do that.
 
 Just to say, there are some pending merge requests to add some Yasim
 features, but we have an issue that since none of the current C++
 developers own, or are experts in Yasim, we're reluctant to be the person
 who merges such changes, and potentially introduces subtle regressions.
 
 Obviously this is chicken-and-egg, since no one can become expert enough
in
 the code to become a maintainer :)
 
 So, I'm more than happy to apply patches *providing* I can be convinced
 they are sane+reasonable from a pure code perspective (happy to help with
 that, too, if people are new to C++), and providing we have some assurance
 that a representative sample of yasim aircraft are unchanged or improved
by
 the patch. Suggestions for that means in practice, are most welcome!
 
 Otherwise I worry, given the nature of the solver, we'll keep optimising
the
 solver for some aircraft, and making other existing aircraft worse - until
 someone tests them, and announced that they're no longer working.
 

Andy is still around, but inactive. It might be possible to run stuff by him
once in a while.

But I would in general worry about mucking about with such a critical part
of FG, unless I was very sure about what I was doing.

Vivian



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Re: [Flightgear-devel] Engine sound and HSI problems with Lightning

2012-10-05 Thread Vivian Meazza
Alan wrote

 AJ
 
 With Debug-Browse Internal Properties  I see that the properties
 instrumentation/heading-indicator are stable, but
 instrumentation/heading-indicator-dg are changing rapidly.
 When I press the Push Source button the HSI stops rotating and indicates
 North, but this does not agree with the RMI or Magnetic compass, which are
 in agreement with instrumentation/heading-indicator/indicated-heading-
 deg.
 
 The chirps in the engine sound exist in other aircraft to a greater or lesser
 degree. e.g. the Sea Vixen. With most it is barely audible, but with the
 Lightning and my TSR2 development it is very obtrusive.
 
 Hope this helps.
 
 Alan
 
 -Original Message-
 From: AJ MacLeod
 Sent: Friday, October 05, 2012 6:03 PM
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Engine sound and HSI problems with Lightning
 
 On Sat, 29 Sep 2012 10:59:18 +0100
 Alan Teeder wrote:
 
  The second problem is that the HSI spins continuously until the “Push
  Source” button at the bottom of the instrument is pressed.  Pressing
  this button twice results in rotation once again.
 
 Hi Alan,
 
 I've made a few minor changes to the Lightning sounds and sound XML -
 sadly none of them fix the main issue you reported (it seems to be a wider
 FG issue as you say) but the warnings about stereo sounds are addressed.
 Vivian will hopefully be committing these changes at some point when he
 gets a moment - to my ears the startup sequence sounds a little bit better
 though if I had the time I think I'd do it differently... feel free to 
 improve it in
 the meantime!
 
 The HSI issue on the other hand I don't see at all here so not sure what might
 be causing that unfortunately.  Does anyone else have the same issue?

AJ's update has been pushed. The stereo warnings should have gone away. 
However, I'm hearing noise spikes in the engine sound. I'm also seeing this 
error:

ALC Error (sound manager): Invalid Enum at context creation.

I'll try to analyse the sound to see if the noise spikes are present in the 
sound file.

I can see no problem with the HSI either on the panel or in the property tree.

HTH

Vivian 



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Re: [Flightgear-devel] [Gitorious] Activity: fredb pushed 1 commits to nextnext...

2012-10-04 Thread Vivian Meazza
James wrote

 
 On 27 Sep 2012, at 09:40, James Turner wrote:
 
  Here the aircraft model appears 5 sec before the scenery,
 
  I'm seeing this intermittently too, I think it's related to ThorstenB's
clean-up
 of the scenery init process. I'll let him comment how likely that is.
 
  then the throttle is wide open and the brakes are off despite the
  settings in the ~.set file, so the aircraft races down the runway.
  That's bad enough on an airfield, but it really screws up the start on
a
 carrier.
 
  I'm not seeing that with the aircraft I test regularly - Bravo, c172 and
777. I
 also didn't see it with the Vulcan or CRJ1000 yesterday. It's possible
it's
 related to my moving the FGcontrols init, but a bit research on if it's
aircraft
 specific, and if so, why, would be helpful.
 
 I've just pushed some changes that should help this (or not!) - please
test
 and let me know if you see any improvement.
 

I've just pulled and built SG/FG/FGData. The start looks fine now, after
only a short test. However, I only see incomplete language resource on the
splash screen during the start sequence, and the spinner starts about
halfway through. I don't see any of the old messages. I will do some more
testing to try to ensure that this initial test result isn't
aircraft-dependent.

Sorry about the tardy reply - I've been away on a short break. Good to come
back and find it fixed.

Vivian



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Re: [Flightgear-devel] [Gitorious] Activity: fredb pushed 1 commits to nextnext...

2012-09-27 Thread Vivian Meazza
James wrote

 
 On 26 Sep 2012, at 21:35, Gitorious wrote:
 
  commit ba8190d97f62b60f5b040ae332cddef9c607048d
  Author: Frederic Bouvier fredfgf...@free.fr
  Date:   Wed Sep 26 22:34:48 2012 +0200
 
 Close Sqlite3 database *before* trying to delete the file. Will avoid
a
 segfault when the schema is out of date
 
 Thanks Fred!
 
 Apparently Unix is more tolerant of this :)
 

After 2 days of struggle here, and thanks to Fred, I now have a working FG
under Windows. But it's a bit of a mess, o say the least. I suppose/hope
that it's work in progress. Here the aircraft model appears 5 sec before the
scenery, then the throttle is wide open and the brakes are off despite the
settings in the ~.set file, so the aircraft races down the runway. That's
bad enough on an airfield, but it really screws up the start on a carrier.
We seem to have a problem with the nasal start order as well. 

This looks like someone is mucking with something they don't really
understand. Let's hope not. 

Vivian



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Re: [Flightgear-devel] fgdata trouble

2012-09-23 Thread Vivian Meazza
Martin wrote:


 Alan Teeder wrote:
 
  Twice I left it running overnight, but it failed both times after
  several hours during the fgdata clone.
 
 Which server do you clone from ?  If you don't already do so, then you
should
 consider fetching the initial clone from mapserver and to change the
remote
 origin afterwards.
 
  The fact remains that I believe that the current fgdata is too large
  and is not fit for purpose. The need to re-organise it exists now, as
  it did last year. Perhaps you, or someone else,  could comment on that.
 
 Indeed, the current evil is asking for a *clever* solution but every of
those
 I've seen so far (at least most of them) had been ignoring one or another
 quite relevant context and I think we're not well-advised to embark on yet
 another significant evil to get rid of the current one.
 
 I don't know the 'perfect' recipe either. My favourite would be to keep
just
 the default Cessna in the base package and to move all the other aircraft
into
 one single, separate repo   but as far as I remember, this plan
doesn't have
 much support (for various reasons, I guess).
 

Yes, that would be an obvious plan, but the elephant in the room is that it
is the Aircraft folder which contains the bulk of the problem, so as you
said, we swap one evil for another. I suppose if there were an answer to
this problem we would have implemented it by now.

Vivian



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Re: [Flightgear-devel] Nav-cache

2012-09-20 Thread Vivian Meazza
Syd wrote:

 -Original Message-
 From: syd adams [mailto:adams@gmail.com]
 Sent: 20 September 2012 16:22
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Nav-cache
 
 would any of these changes have affected the Equipment/map performance
 ? I get a lot of disc activity now while panning the map ... and it takes
10 -15
 seconds now before it refreshes , and thats with every mouse drag.This
only
 used to happen when zooming out , and the refresh time was much
 shorter...

First time I used it, it took 10 mins to zoom out to the full extent, but
once the cache was established it refreshed very quickly.

Vivian



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Re: [Flightgear-devel] license

2012-09-06 Thread Vivian Meazza
Thorsten wrote:

 -Original Message-
 From: Renk [mailto:thorsten.i.r...@jyu.fi]
 Sent: 06 September 2012 10:47
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] license
 
 There remains this strange discrepancy between what people are outraged
 about and what could potentially stand in court.
 

snip

 * violations of GPL because the source code is not really available.
 
 So we're really down from fraud to the availability of source code on a
 website - and if FlightProSim would make all the code easily available by
 simply cloning the Flightgear repositories, you'd all be happy because
they
 are now in complicance with GPL? Somehow I don't think so, somehow I
 think this isn't what upsets people.
 

Even that is available, or used to be. I downloaded a copy, which AFAIKS was
just our source code, despite their claims to have modified it. Qs you say -
that's how it is. I think we ought to try to avoid having this discussion
every 12 months or so, covering the same ground, and coming to exactly the
same conclusion. 

Caveat emptor.

Vivian



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Re: [Flightgear-devel] 3D models import webform in production.

2012-08-18 Thread Vivian Meazza
Fred,

 -Original Message-
 From: Frederic Bouvier [mailto:fredfgf...@free.fr]
 Sent: 18 August 2012 12:23
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] 3D models import webform in production.
 
 
  I sent model updates to fgf...@stockill.org a while ago. Is there any
  chance they will be inserted in the database ?
 
 Nobody monitors this address anymore ?
 
  My model is made of 3 xml, 3 .ac and 2 textures . How can I submit it ?
 
 And effects and shaders ?
 
 It came to me that a future-proof solution would be to allow any number of
 files of any kind, maybe with a check on a set of allowed
format/extensions.
 
 BTW: here is the list of modified models in the base package that are not
in
 the database :
 
 - Golden Gate bridge :
 http://scenemodels.flightgear.org/modeledit.php?id=78
   (with fixed geometry by the way. The one in the database got corrupted
I don't know how).
 - Bay bridge west : http://scenemodels.flightgear.org/modeledit.php?id=75
 - Bay bridge east : http://scenemodels.flightgear.org/modeledit.php?id=77
 - Airport beacon : http://scenemodels.flightgear.org/modeledit.php?id=34
 - Airport light pole :
 http://scenemodels.flightgear.org/modeledit.php?id=359
 
 I think Gijs modified the Alcatraz model :
 http://scenemodels.flightgear.org/modeledit.php?id=74
 

I've been trying to contact Jon for a week now - no luck - perhaps he's on
holiday.

Vivian



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Re: [Flightgear-devel] 3D models import webform in production.

2012-08-18 Thread Vivian Meazza
Fred wrote:

 -Original Message-
 From: Frederic Bouvier [mailto:fredfgf...@free.fr]
 Sent: 18 August 2012 15:23
 To: Olivier; FlightGear developers discussions
 Subject: Re: [Flightgear-devel] 3D models import webform in production.
 
 
   It came to me that a future-proof solution would be to allow any
   number of files of any kind, maybe with a check on a set of allowed
   format/extensions.
  It'll be hard to parse and test any number of files
  formats/extensions. Currently for 3D models we have approximately 30
  to 40 tests (on the thumbnail, the textures, the XML, the AC3D...)
  running for each submission, and a visual check, to make sure that
  what is committed is right and not putting into danger our shared
  infrastructure. Don't know how we would cope with a infinite number of
  format.
 
 Not an infinite set of formats. A fixed/allowed number of format. Say :
 
 . AC3D

.AC (AC3D) to be consistent 

 . OSG (several variants)
 . PNG
 . JPG
 . RGB
 . EFF (effect)
 . FRAG/VERT/GEOM (shaders)
 . XML
 
 You cover a wide range of needs if you allow any number of files in this
set of
 formats
 


Vivian



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Re: [Flightgear-devel] Dan Freeman and ProFlightSimulator

2012-08-15 Thread Vivian Meazza
Gene wrote

 -Original Message-
 From: geneb [mailto:ge...@deltasoft.com]
 Sent: 14 August 2012 22:36
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Dan Freeman and ProFlightSimulator
 
 On Tue, 14 Aug 2012, Ivan Abolit wrote:
 
  I am not sure if this is the right forum for my topic but I feel some
one else
 in the flight simulator world should be aware of this.
 
  I ordered the 4DVD Edition of ProFlightSimulator from the company's
  website on 4 April 12; paid $150.00 CAD for both the product and
  shipping by credit card, and received the product shortly after.
 
 Unfortunately you got rooked.  As far as we've been able to tell, he's
selling a
 very old copy of FlightGear (v1.9.1 I think) as well as a number of free
or
 public domain publications.
 
 I would really, really, really like to get my hands on those disks you got
 - I want to see first hand what kind of crap he's been throwing at people.
 Is there any chance you could copy them for me?  I'd be happy to reimburse
 you for media and postage costs.
 
 Thanks and I'm sorry to hear you've been ripped off.  If I were you, I'd
 contact my credit card company and have the charges reversed.
 
 g.
 
 Here's what they claim to be their source code that I got from their
website a while back:

http://www.abbeytheatre2.org.uk/flexshare/flightgear/FlightProSim/

AFAIKS it's our source code unaltered.

It ought to install and run, but I never checked it as I hadn't got the
right data handy.

Vivian



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Re: [Flightgear-devel] Changelog for Release 2.8.0

2012-08-15 Thread Vivian Meazza
Torsten wrote:

 -Original Message-
 From: Torsten Dreyer [mailto:tors...@t3r.de]
 Sent: 13 August 2012 20:32
 To: FlightGear developers discussions
 Subject: [Flightgear-devel] Changelog for Release 2.8.0
 
 Hi everybody,
 
 we are very close to our release date, just a few days left until we
hopefully
 ship our latest-and-greates-ever FlightGear version.
 
 Please check the changelog at http://wiki.flightgear.org/Changelog_2.8.0
 and make sure every new feature is noted at a prominent place there.
 
 These are not only core features but also new/updated aircraft, scenery
 improvements, usability changes - whatever made FlightGear better since
 the last release.
 
 The changelog is often copied by online media and might help to attract
new
 user, so please help creating a persuasive advertising for FlightGear
2.8.0!
 

My reaction was:  is that all?.  I haven't been following developments all
that closely over the past few months as trying to keep up with Fred has
taken much of my time, so perhaps it is. Surprised me though.

Vivian 



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Re: [Flightgear-devel] Changelog for Release 2.8.0

2012-08-15 Thread Vivian Meazza
Curt,

 

I'm sure we could do a pretty good screenshot of Vinson. I'll see what I can
come up with.

 

Vivian

 

From: Curtis Olson [mailto:curtol...@gmail.com] 
Sent: 14 August 2012 15:47
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Changelog for Release 2.8.0

 

On Tue, Aug 14, 2012 at 9:43 AM, Frederic Bouvier wrote:

By the way, maybe we could contribute few screenshots (the best) to the OSG
new website :

http://www.openscenegraph.com/index.php/gallery/screenshots

For the moment, FG is absent in this page.

 

How about a cool Rembrandt shot showing some nice lighting or shadows? The
Vinson is pretty cool although I don't know how well that shows up as a
screenshot?

 

Curt.

-- 

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http://www.atiak.com - http://aem.umn.edu/~uav/

http://www.flightgear.org - http://gallinazo.flightgear.org

 

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Re: [Flightgear-devel] Changelog for Release 2.8.0

2012-08-15 Thread Vivian Meazza
Curt,

 

Here's a few:

 

https://www.dropbox.com/home/Public/Vinson

 

Any good? I can soon rattle up a few more.

 

Vivian 

 

From: Curtis Olson [mailto:curtol...@gmail.com] 
Sent: 15 August 2012 16:19
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Changelog for Release 2.8.0

 

On Wed, Aug 15, 2012 at 10:13 AM, Vivian Meazza vivian.mea...@lineone.net
wrote:

Curt,

 

I'm sure we could do a pretty good screenshot of Vinson. I'll see what I can
come up with.

 

Vivian

 

Hi Vivian,


I'd love to have a couple nice Vinson shots -- at least one with shadows,
and at least one with the new deck lighting.  I keep wanting to make some
new carrier ops videos -- watching the aircraft pass through the deck lights
and get lighter/darker is subtle and happens quickly, but is pretty cool.
Also watching the shadow on landing is also pretty cool, as is seeing the
spinning radar dish shadows cast across the deck ...

 

Curt.

 

 

From: Curtis Olson [mailto:curtol...@gmail.com] 
Sent: 14 August 2012 15:47
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Changelog for Release 2.8.0

 

On Tue, Aug 14, 2012 at 9:43 AM, Frederic Bouvier wrote:

By the way, maybe we could contribute few screenshots (the best) to the OSG
new website :

http://www.openscenegraph.com/index.php/gallery/screenshots

For the moment, FG is absent in this page.

 

How about a cool Rembrandt shot showing some nice lighting or shadows? The
Vinson is pretty cool although I don't know how well that shows up as a
screenshot?

 

Curt.

-- 

Curtis Olson:

http://www.atiak.com - http://aem.umn.edu/~uav/

http://www.flightgear.org - http://gallinazo.flightgear.org

 



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Re: [Flightgear-devel] Changelog for Release 2.8.0

2012-08-15 Thread Vivian Meazza
Curt,

 

Never easy is it? This might work:

 

https://www.dropbox.com/sh/js2hm48d5amsjzy/ediTgCHinD/Vinson

 

Vivian

 

From: Curtis Olson [mailto:curtol...@gmail.com] 
Sent: 15 August 2012 16:50
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Changelog for Release 2.8.0

 

Oh, that link doesn't reference your name so it doesn't work (I get my own
public folder) :-)

On Wed, Aug 15, 2012 at 10:42 AM, Vivian Meazza vivian.mea...@lineone.net
wrote:

Curt,

 

Here's a few:

 

https://www.dropbox.com/home/Public/Vinson

 

Any good? I can soon rattle up a few more.

 

Vivian 

 

From: Curtis Olson [mailto:curtol...@gmail.com] 
Sent: 15 August 2012 16:19


To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Changelog for Release 2.8.0

 

On Wed, Aug 15, 2012 at 10:13 AM, Vivian Meazza vivian.mea...@lineone.net
wrote:

Curt,

 

I'm sure we could do a pretty good screenshot of Vinson. I'll see what I can
come up with.

 

Vivian

 

Hi Vivian,


I'd love to have a couple nice Vinson shots -- at least one with shadows,
and at least one with the new deck lighting.  I keep wanting to make some
new carrier ops videos -- watching the aircraft pass through the deck lights
and get lighter/darker is subtle and happens quickly, but is pretty cool.
Also watching the shadow on landing is also pretty cool, as is seeing the
spinning radar dish shadows cast across the deck ...

 

Curt.

 

 

From: Curtis Olson [mailto:curtol...@gmail.com] 
Sent: 14 August 2012 15:47
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Changelog for Release 2.8.0

 

On Tue, Aug 14, 2012 at 9:43 AM, Frederic Bouvier wrote:

By the way, maybe we could contribute few screenshots (the best) to the OSG
new website :

http://www.openscenegraph.com/index.php/gallery/screenshots

For the moment, FG is absent in this page.

 

How about a cool Rembrandt shot showing some nice lighting or shadows? The
Vinson is pretty cool although I don't know how well that shows up as a
screenshot?

 

Curt.

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http://www.flightgear.org - http://gallinazo.flightgear.org

 



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Re: [Flightgear-devel] [Flightgear-commitlogs] FlightGear Base Package branch, master, updated. 79e3dccf888d19a5cfa8372a5b6b592c0505f06d

2012-08-06 Thread Vivian Meazza
Fred

 -Original Message-
 From: eric Bouvier [mailto:fredfgf...@free.fr]
 Sent: 06 August 2012 11:23
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] [Flightgear-commitlogs] FlightGear Base
 Package branch, master, updated.
 79e3dccf888d19a5cfa8372a5b6b592c0505f06d
 
 Hi Vivian,
 
 - Mail original -
  De: Flightgear-commitlogs mar...@hypersphere.calit2.net
  À: flightgear-commitl...@lists.sourceforge.net
  Envoyé: Lundi 6 Août 2012 12:14:14
  Objet: [Flightgear-commitlogs] FlightGear Base Package branch, master,
 updated.
  79e3dccf888d19a5cfa8372a5b6b592c0505f06d
 
  The branch, master has been updated
 
  - Log
  -
  commit 79e3dccf888d19a5cfa8372a5b6b592c0505f06d
  Merge: e610e85 ca39a67
  Author: Vivian Meazza
  Date:   Mon Aug 6 10:28:22 2012 +0100
 
  Merge branch 'master' of gitorious.org:fg/fgdata into work
 
 
 
 You could avoid this long commit log (and salvage the commit tree as James
 once explained) if you'd do :
 
 git rebase origin/master
 
 after pulling and before pushing. You may need to do
 
 git stash // before rebase followed by
 
 git stash pop // after rebase
 
 if you have uncommitted local mods in your tree
 

I pulled, and did a rebase before pushing, but my stuff came halfway through 
yours chronologically, and seemed to have  got tangled up with yours. At least, 
TortoiseGit seemed not to be able to do it any other way. At least it's trying 
to rebase nowadays.

And if I had any uncommitted changes, I would have stashed, but I never have 
any in my master clone.  

Btw - what is the practical application of all that clever stuff? Any chance of 
a review of FGRun to include some of the new items?

Vivian



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Re: [Flightgear-devel] Ideas for terrain shader structure in 3.0

2012-07-30 Thread Vivian Meazza


 -Original Message-
 From: Stuart Buchanan [mailto:stuar...@gmail.com]
 Sent: 30 July 2012 09:35
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Ideas for terrain shader structure in 3.0
 
 On Fri, Jul 27, 2012 at 8:43 AM, Renk Thorsten wrote:
 
  Since we usually don't have roadmaps and things, I thought I might try
to
 put this up for discussion early on.
 
  I've been experimenting with a partially procedural texturing approach,
and
 I think this is the way to go forward, the outcome looks very convincing.
My
 experiments are coded within the atmospheric scattering framework, but do
 not require it, and since all code is the fragment shader, it'd be
 straightforward to port things also to the default rendering scheme or to
 Rembrandt, if so desired.
 
  After some thinking, it seems easiest to me to organize the terrain
shading
 scheme in such a way that one default shader handles most of the visible
 terrain and the exceptions are declared as effects.
 
 I'm all for the idea of having a single terrain uber-shader, as at
present we
 have too much of a mish-mash of effects.  If we do down this route, I
think
 we really need buy-in from all the people modifying materials to ensure
that
 we apply it to the full set of material definitions and clean up the
unused
 effects that at then replaced.  I think that is you, me, Vivian, Emillian
and Fred
 (urban shader). Anyone else?
 
 I think the current approach of the uber-shader-deferred is a good one,
the
 base effect defines everything, and specializations of the effects can
switch
 individual features on/off.
 
  I'm not sure at this point what to do with agriculture. Large fields
have a
 really bad tiling problem, and variants of the crop shader technique
(which I
 haven't studied yet) might address this. But this would completely screw
the
 object placement masks which require the underlying texture to be fixed
 rather than dynamically generated. So this should be discussed, it isn't
 appealing to get some terrain down to 10 cm resolution and other terrain
at 2
 m, but I like the placement masks very much.
 
 I'm very keen on the placement maps myself, but they are fundamentally
 incompatible with the crop shader, as the placement information is
required
 well above the shader layer.
 
  It'd be really cool to be able to specify a few more parameters in
 materials.xml to be passed as uniforms - for instance we could then
generate
 custom heightmaps for the terrain rather than hard-coded ones. Since I use
 tiling-less noise functions, we could easily get a 1cm scale heightmap for
 runway textures for instance, and we could give sand dunes same larger
 wavelength noises than rock.
 
 I can do this fairly easily.  As mentioned previously, I think I'd want to
handle
 this as a generic framework allowing properties to be defined in the
 materials.xml file that are then passed through to the effects and can be
 used in the parameters section.
 

I'll certainly do what I can to help this one along. However, I'm not clear
how this all ties in with the Rembrandt project. Are we in danger of having
to tear it all down and starting over? 

I, too, am a fan of the placement masks: they have made a significant
improvement in the realism of our scenery.  On the other hand, I have long
since abandoned using the crop shader.

Let me know what it is you think we need.

Vivian 



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Re: [Flightgear-devel] Reduced tiling (was Re: Shader menu structure)

2012-07-13 Thread Vivian Meazza
Hey, Curt AND Martin kidding around! Is this a first? J. Well that's a
weight off my mind. Good. Back to preparing the goodies.

 

Vivian

 

From: Curtis Olson [mailto:curtol...@gmail.com] 
Sent: 12 July 2012 21:36
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Reduced tiling (was Re: Shader menu
structure)

 

On Thu, Jul 12, 2012 at 3:28 PM, Vivian Meazza vivian.mea...@lineone.net
wrote:

Please, please, don't change the plan now! Let's get the release out of the
door as planned. There are lots of goodies in the pipeline - but that's
exactly where they are - in the pipeline. They might or might not be ready
for release in 6 months.

 

Martin and I were kidding around ... there's no change in the official
release plan.

 

Curt.

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http://www.flightgear.org - http://gallinazo.flightgear.org

 

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Re: [Flightgear-devel] Reduced tiling (was Re: Shader menu structure)

2012-07-12 Thread Vivian Meazza
Please, please, don't change the plan now! Let's get the release out of the
door as planned. There are lots of goodies in the pipeline - but that's
exactly where they are - in the pipeline. They might or might not be ready
for release in 6 months.

 

Vivian

 

From: Olson [mailto:curtol...@gmail.com] 
Sent: 12 July 2012 17:20
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Reduced tiling (was Re: Shader menu
structure)

 

On Thu, Jul 12, 2012 at 10:53 AM, Frederic Bouvier fredfgf...@free.fr
wrote:

 ..this kinda blending looks so good it should IMHO go into the
 current release, even if it means delaying the release.

Delayed 6 month ?

 

We could do a release now and another release in 6 months? :-)


Curt. 

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Re: [Flightgear-devel] FlightGear developers discussions flightgear-devel@lists.sourceforge.net

2012-06-08 Thread Vivian Meazza
Thorsten

 -Original Message-
 From: Renk Thorsten [mailto:thorsten.i.r...@jyu.fi]
 Sent: 26 May 2012 18:21
 To: FlightGear developers discussions
 Subject: [Flightgear-devel] FlightGear developers discussions
flightgear-
 de...@lists.sourceforge.net
 
  Done. Could do with some more refinement, but it works. If you input
  speed-kt, then position updates are ignored and positions are
  calculated from input speed and pitch. Here are the patches:
 
  http://dl.dropbox.com/u/57645542/0001-SG%20Make-Models-move-with-
 headi
  ng-and
  -speed.patch
  http://dl.dropbox.com/u/57645542/0001-FG-Make-models-move-with-
 heading
  -and-s
  peed.patch
  http://dl.dropbox.com/u/57645542/0002-FG-Calculate-horizontal-and-vert
  ical-s
  peeds.patch
 
  Next, I'm going to allow input of vertical and horizontal speeds (fps)
  as well.
 
  Seems to have very little impact on framerate, but it involves a for
  loop (and you know how much I like those), so there are limits.
 
 Great - thanks! I'm travelling at the moment, so I won't be able to look
into
 this until a week from now, but I'll test this as soon as I am back.
 
 We won't need it for many clouds (usually less than 10, for pure Cirrus
skies
 still less than 50), so I don't see any large number coming up (of course
there
 may be non-weather applications...)
 
 
 * Thorsten

The patches have been moved to

https://www.dropbox.com/home/Public/FG-Models-Movement

They are sequential so you will need to apply each in turn FG to Flightgear
SG to Simgear. I've tested as far as I am able - seem to work. I hope you
can make use of them.

Vivian



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Re: [Flightgear-devel] Nasal performance

2012-05-22 Thread Vivian Meazza
Thorsten

 
  (Even if this works fine, please do not commit yet, I am not 100% sure
  that I didn't create an instability somewhere).
 
 Turns out I broke at least the visibility interpolation - to restore it,
 uncomment line 726 in Nasal/local_weather/local_weather.nas
 
 if (vis  0.0) {setprop(lwi~visibility-m,vis);} # a redundancy check
 
 (there's a better way to deal with this, but for the time being that seems
to
 solve the problem).
 

I have tested using only the test tile so far. The time spent in events is
dramatically reduced to around 70ms vice 210ms. There remains some odd
cyclical frames coming in, but the results are broadly in line with Basic
Weather. The details are here:

http://dl.dropbox.com/u/57645542/Adv-Weather-data.png

I tried some airborne tests using the test tile, and the visual results are
satisfactory, again comparable to Basic Weather. The spikes in framerate can
be measured, but are not too visually intrusive. Like you, I have been
unable to identify the source so far.

I extended the test by setting all settimer loops to 0.0. There was little
measurable change in either frame rate or stability.

I'm now going to test with more representative weather.

Vivian






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Re: [Flightgear-devel] Nasal performance

2012-05-22 Thread Vivian Meazza
Thorsten

 
  I have tested using only the test tile so far. The time spent in
  events is dramatically reduced to around 70ms vice 210ms. There
  remains some odd cyclical frames coming in, but the results are
  broadly in line with Basic Weather.
 
 Okay, that's good news. I'll continue working along these lines then,
although
 I expect that the rest is just cleanup work which will not gain that much
 performance any more.
 
 The biggest issue is that in this version the movement of the Cirrus
clouds is
 broken, and under some (somewhat unusual) conditions that would show
 (since tiles themselves still move, there'd be a pileup of clouds in a
given
 location in strong winds if the aircraft doesn't move much). But it seems
the
 quadtree code to move them is simply too heavy - either a lighter scheme
is
 needed, or some other solution.
 
 What's the prospect of adding hard-coded movement to models loaded from
 Nasal? AI models defined on startup can have a heading and an airspeed and
 these can even be changed at runtime - just models loaded from Nasal at
 runtime don't seem to have that feature, and so they require per frame
 position updates from Nasal.
 

Looks doable - but then everything does until the difficulties become
apparent :-) I'm just doing a little experimentation here now on that.

Vivian




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Re: [Flightgear-devel] Nasal performance

2012-05-21 Thread Vivian Meazza
Thorsten


  Not that we're  there yet
 
 Heiko and Vivian, please try the following version and let me know if this
 improves anything. If possible, do all tests with the weather tile type
'Test'
 (that has no randomness in the cloud configuration selection, so it
delivers a
 fairly reproducable situation in terms of cloud count).
 
 http://users.jyu.fi/~trenk/files/advanced_weather_v1.47.tgz
 
 I've tested this in the default shading with the ufo in window mode
without
 expensive shaders running so that I got a high framerate. I've seen
 framerates of 65 fps with max frame delays of order 15 ms (which seems
 okay so far).
 
 Every few seconds there was a prolonged frame of 30 ms (still within my
 design targets, but suspicious). I've tested the hypothesis that the only
loop
 not running per frame now causes this (the tile management loop) and
 switched it off - the problem persisted unchanged, so to my ability to
test
 this feature was not caused by any Nasal code running (it might still have
to
 do with Nasal overhead like GC or so, that I couldn't establish).
 
 Every 30-40 seconds I had a freak-frame of 150 ms duration coming in. To
test
 what is going on here, I disabled all running Nasal code by clear/end -
the
 problem persisted. To my ability to test, this is also not caused by
running
 Nasal code but by something which I couldn't identify.
 
 I've subsequently tested the visual impression of flying with an aircraft
rather
 than the ufo and took the Harrier for a spin through 6/8 cloud cover (one
of
 the low pressure scenarios). It certainly felt smooth to me, although the
 framerate and frame delay readings were a bit more jittery than with the
 ufo.
 
 So, I'd like to know if that helps you as well and if we're on the right
track
 here.
 
 (Even if this works fine, please do not commit yet, I am not 100% sure
that I
 didn't create an instability somewhere).
 

Testing underway,

Vivian




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Re: [Flightgear-devel] Nasal performance

2012-05-20 Thread Vivian Meazza
Thorsten

 
  just a quick note to this interesting thread ...
  its elsif in nasal , not elseif ... no e
 
 Thanks. That would explain it ;-)
 
  I hope you're not suggesting that C++ is always slower than Nasal? :-)
 
 Pascal summarized it nicely - we already have ported the important stuff
to
 C++, so what remains in Nasal is a small fraction of the total performance
cost
 and we gain little as such by porting that as well. I'm sure the loop
computes
 even faster in C++, but I don't have the means to measure that. It'd be
 intersting though to see how much the difference actually is.
 

It was just a couple of mouse clicks to remove the unused vars and change to
elsif. The best than can be said is that if I look really closely I can
convince myself that there is less time spent in Events - from about 210 ms
down to 195. The worst that can be said is that it looks a bit prettier.
Improved frame rate? Possibly. It's just tinkering on the margins, as you
said. I didn't do more than that - since it was more than a couple of mouse
clicks, and I expect that we will gain much more by removing redundant code
so that GC has less to do. 

Just to remind ourselves, Andy Ross (the author of Nasal) says:

Performance is not a design goal. Nasal isn't especially slow. Early
benchmarks of the garbage collector showed it as faster than perl's
reference counter, and its number crunching performance is on par with
python. But in all cases, simplicity, transparency and a sane feature set
are preferred over speed.

It is a scripting language that is an abstraction layer over C, so we might
expect it not to be as quick  as code written in directly in C++. And as we
know, we're running into GC issues. Andy also says of GC:

The current implementation is a simple mark/sweep collector, which should
be acceptable for most applications. Future enhancements will include a
return early capability for latency-critical applications. The collector
can be instructed to return after a certain maximum delay, and be restarted
later. Fancy items like generational collectors fail the small and simple
criteria and are not likely to be included.

I don't think it was a design aim to handle time-critical stuff like
Advanced Weather: that it does is a bonus. Were the future enhancements
ever implemented? I don't recall. Porting to C++ might be a little faster,
but it might also be the only way to avoid GC issues. Not that we're there
yet: here with all settimers() set to 0.0, I can get acceptable framerate
and stability. 

Vivian 





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Re: [Flightgear-devel] Sea color

2012-05-19 Thread Vivian Meazza
Thorsten

  Conclusion: don't try to optimise, particularly for a poor system -
  you might make it better for that system, but more likely you will
  make it worse for everyone else.
 
 Judging by framerate comparisons with people in the forum, my system is
 still somewhere in the upper third - many people have to live with less.
 Judging by user requests and comments, more than 90% want higher
 framerate out of the system by any means, you represent a minority of
users
 who would be willing to sacrifice framerate for smoothness.

With your scientific background you should know better than cherry-picking
that statistic. Those on the forum are a self-selected minority of our
users. We have no idea what our users out there are using, neither hardware
nor OS. We don't know if they have tried Advanced Weather and abandoned it,
or put up with stuttering, or never tried it. Anecdotally, there are plenty
of complaints about stuttering, and AFAIKS these are really only apparent
with Advanced Weather or Concorde. 
 
 Most of us are happy to see Rembrandt or lightfields with anything
 resembling 20 fps. So, just who is that 'everyone else'? And for whom do
we
 optimize?
 
 You're basically saying I should optimize things for you - but that would
make
 it worse for everyone else not running a high-end system.

No I'm most definitely not. What I'm saying is that by optimising for a
subset of users, you run the risk of sub-optimising for the rest.

  Right now, with Advanced Weather we have a weather simulator with a
  FlightSim attached. We're spending 10 (yes 10!) times as long in the
  Events Sub-module with Advanced Weather than in Basic, and 5 times as
  long as we spend in Flight.
 
 That'd probably be because Advanced Weather does ~10 times more
 complex calculations than Basic weather... And I'm not surprised that it
takes
 more than flight either - flight is comparatively cheap, that ran with
decent
 accuracy 10 years ago. To compute a non-local environment (i.e. that knows
 that conditions 'here' are different from conditions 'there') is quite a
bit more
 expensive and we could not do that 10 years ago. As for your comment, yes,
 that's quite true - that's just how the problem is. Teaching thousands of
 clouds where convection is, or how to flow over terrain obstacles is
 expensive, even if you do it schematically. That's what's needed to give
you
 semi-realistic distributions of clouds. If you're happy with just clouds
in the
 sky, that's cheaper, but not what Advanced Weather is for.

I think Advanced Weather is good. I'd like the opportunity to exploit my
(fairly - it's getting a bit long in the tooth now) high end system to enjoy
it - not have to put up with an experience that is not as good overall as
basic weather.

  Writing data to the Property Tree is bad.  This one is not evidence
  based
 
 That's evidence based (I have done some testing a while ago just how long
it
 takes) - it's currently minimized in my code, but the tree is the
interface
 between menu, C++, Shaders and Nasal, so ultimately some stuff has to be
 written or read.
 
  To be honest, I think there are design difficulties with Advanced
  Weather.
  There should only be one loop - the update loop - running at main
  frame rate which activates/deactivates the various sub-modules as
  required. I think I have done enough work here to demonstrate that
  this is a viable way forward.
 
 The current design with multiple loops
 
 * has robustness  (a problem in one submodule doesn't crash the whole
 system)
 * has good framerates (which is an issue for the majority of us)
 * is easy to debug (as it doesn't hand over too many parameters between
 iterations)

Unfortunately, Advanced Weather can and does crash Fg here. I haven't looked
into it properly - but there's no obvious reason atm.

 If running the individual loops at main framerate solves your smoothness
 problems, then we can start for instance making the loop timers user-
 configurable. Sacrificing framerate for smoothness is a compromise you
 might be willing to make, but I am not, I need the framerate.

Yup - with bare fg I can see over 200fps (not at KSFO of course). I can
spare a few for smoothness.

 I agree that for your problem, your solution is the correct way forward -
but
 my problems are different from yours. So what do we do about that?

For a start we can try to make the Nasal better, I think that might help a
bit. I spent an hour or so picking over your code. So far I've found:

88 declared but unused variables
47 declarations of the same or similar variables
427 instances of else if instead of elsif
100 instances of I = I + 1 instead of i+=1
Numerous examples of variables declared inside for loops, and some of those
are inside other for loops
Variables declared inside condition statements.

Nasal is tolerant of those kind of things where other languages/compilers
would  at least warn you, and might throw an error. Nasal might even
optimise them away, I don't know. 

Re: [Flightgear-devel] Sea color

2012-05-18 Thread Vivian Meazza
Alan

 
 On the subject of frames rates I have a couple of questions.
 
 1. Is there a mechanism for odd and even frames (or even
 frame.1,frame.2,frame3...frame.n for a once in every n frames task) to be
 run separately, or is everything that is scheduled at a specific rate
executed
 one go?
 2. Is there a mechanism for making the core - fdm, afcs, equations of
motion
 etc. run at a higher priority than the rest of the simulation?
 

If you go to the menu item Debug  Monitor System Performance you will see
which sub-modules run at main frame rate and those which run at 2 x main
frame rate.

Items can be made to run at greater than main frame rate, but not at less,
easily, and I guess more sub-modules could be added to the 2x list with more
effort. 

Vivian 



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Re: [Flightgear-devel] Sea color

2012-05-17 Thread Vivian Meazza
Thorsten

Testing continues

  Concorde has of the order of 6000 lines of active code, and yes, it
  displays exactly the same discontinuities as Advanced Weather (approx.
  10,000 lines of code). So far, I have not found any other examples.

 Just to idly continue my list - the A380 has in excess of 8000 lines of
Nasal, the
 777 has about 3500 lines, ... I don't know what you usually fly, but the
 modern, more complex aircraft tend to accumulate a lot of Nasal when
 aircraft makers start to care about systems.

A380 - broken
Mig 15bis - broken
B777 - works - framerate is adversely affected and stutters a bit, but
acceptable. Notably, it increases the time spent in the Events sub-module,
but only by approx. 10ms, or 2 times.

 I have just tried to start Flightgear without the Advanced Weather module
 loaded, disabling all weather, using the ufo to minimize any Nasal impact.
The
 bottom line is, no matter what I do, as soon as I actually move around I
 always get spikes in the frame delay raging from 30 to 45 ms, i.e. I never
have
 a smooth framerate even if I throw out basically everything.

The ufo is far from a Nasal-free zone. Compare it with the Seahawk? It has
no pooh traps.

 So I can't ever get to the smooth state you apparently have on your
system,
 which means I can't meaningfully test what makes a difference. I can only
 suggest that you try disabling the loops I suggested and play with the
loop
 timings. If you think letting loops run per frame helps, by all means try
- with
 the possible exception of the tile management, I'm fairly certain the rest
can
 run per frame without bad side effects - the times are chosen to give the
 best performance on my system, but this may not work the same way for
 you.

Nil weather is very smooth in basic weather with shaders on but veg, obj,
and bldgs off. Tried METAR. Basic weather now shows some stutter. Now set
all Advanced Weather settime() to 0.0 and retest with METAR. Wow!!!
Improvement, not as good as Basic Weather , but much better. Worst fps is
stable at 24, av. is still unstable.  

That's the good news - the bad news is that Emilian does not see an
improvement. 

Conclusion: don't try to optimise, particularly for a poor system - you
might make it better for that system, but more likely you will make it worse
for everyone else. 

 If you can find a working combination, I'll make it an option in the GUI
and
 see if it helps others.
 
  Yes, I was around when Nasal was introduced to Flightgear. Up to now
  it's been a few 100s of lines, not many 1000s. We have long been aware
  that GC could cause problems, but haven't fixed it because the effects
  weren't too bad while Nasal was small and framerates were low, and we
  had no obvious solution.
 
 You know what really bugs me? The direction fingers are pointing.

Well, as Gene Buckle pointed out: if you point a finger, then 3 are pointing
right back at you.
 
 We have an implementation of Nasal which dumps all the GC into a single
 frame and is apparently sensitive to the total amount of code, regardless
if
 the code is actually run or not. This fact has historically not been
widely
 advertized or explained. That turns out to be a problem.

We were aware that GC was a problem. We also avoided dumping nasal into
the Nasal folder because everything in there runs.  Too much stuff is
either buried in obscure Wiki pages or are simply part of the hive memory;
there are fewer worker bees than there were and the memory grows weaker.

 The way this usually comes across is 'Advanced Weather causes stutter'.
But
 it actually doesn't really (or at least that remains to be shown) - what
causes
 stutter is mainly the GC, and Advanced Weather just happens to trigger
this.
 The range of suggested solutions in the past included almost everything,
 from avoiding Nasal to porting code to Nasal to hacking around the problem
 to loading things on-demand - except fixing the actual cause of the
problems.

To be honest, I think there are design difficulties with Advanced Weather.
There should only be one loop - the update loop - running at main frame
rate which activates/deactivates the various sub-modules as required. I
think I have done enough work here to demonstrate that this is a viable way
forward.

 I don't honestly know how complex code to collect garbage across many
 frames is, but somehow I doubt that in terms of man-hours the effort beats
 porting the existing large-scale Nasal codes to C++. Just my 2 cents in
any
 case.

 Sorry, this really had to get out. Now, back to being constructive. As I
said, I
 try to do what I can in terms of getting old code out and streamlining the
rest
 - hopefully we get some improvements.

Right now, with Advanced Weather we have a weather simulator with a
FlightSim attached. We're spending 10 (yes 10!) times as long in the Events
Sub-module with Advanced Weather than in Basic, and 5 times as long as we
spend in Flight.  It would be a good design aim to get this all more in 

Re: [Flightgear-devel] Sea color

2012-05-16 Thread Vivian Meazza
Thorsten

 I did a bit of testing of my own yesterday, and I have made a few other
 observations as well.
 
 User feedback:
 
 I've largely come to ignore that (with few exceptions such as Vivian's
 performance table), because trying to make sense of it is a path into
 madness. Just a few examples: On my own system, Advanced Weather
 tends to lead to better framerates than Basic Weather for similar cloud
cover.
 In fair weather, I'm getting 10% more, in overcast conditions sometimes
even
 a factor 2. I have some user feedback (4 cases by now) confirming that.
Heiko
 recently said that he previously got better framerates using Advanced, but
 not any more. My problem - I didn't really change anything except
parameter
 values and such things between the two occasions. Logical conclusion: The
 performance of Advanced Weather can change uncorrelated with changes in
 the code, and it affects different users in a different way?

I too saw improved framerates in Advanced Weather a short while back, but
they seems to have disappeared. It is quite hard to compare like-with-like
between Basic and Advanced Weather. 

 A while ago, the user sgofferj experienced 'stutter' when running
Flightgear.
 Vivian was kind enough to immediately blame Advanced Weather on the
 occasion, however the screenshots clearly showed (and sgofferj later
 confirmed) that he had never loaded Advanced Weather (read the story
 here http://www.flightgear.org/forums/viewtopic.php?f=68t=15235).
 Logical conclusion: Advanced Weather is able to cause stutter even if the
 module is never loaded?
 
 So, for some it's faster and they gain a lot of performance, for some it's
 slower,  for some it causes stutter when loaded, for others the mere
 presence on the harddisk causes stutter, for some it works fine... should
any
 of this really cause action from my side? Largely, this is anecdotal
evidence.

Yes. You have produced a very nice piece of work which gives variable
results in different systems. We need to at least understand the cause and
try to fix it

 'Bare Flightgear'
 
 My testcase was France Custom Scenery with the ufo, visibility probably 50
 km or so, no shaders. Removing *all* weather and just remaining
stationary,
 I get 70 fps with a worst frame delay of pretty constant 14 ms, since
14*70 =
 980 ~ 1000 this means I get very evenly spaced frames. However, just
flying
 in a circle, my worst frame delay starts to get jumpy every 2-3 seconds,
it
 goes to 35 - 45 ms, a bit dependent on the scenery to sky ratio. My
 interpretation is that I'm seeing the scene being shuffled in and out of
the
 GPU memory - as I turn, the scene in the visual field changes, and the GPU
 needs to compute the changed elements, causing delayed frames.


Pity you didn't use standard scenery. I don't think custom scenery and the
ufo will produce representative results.

 Just flying straight, the worst frame delay also changes and jumps to
45-55
 ms every few seconds. After a bit of experimenting, that's probably the
 effect of loading and unloading of scenery tiles, objects and such like.

Loading and unloading scenery tiles every few seconds? Any evidence for
that?
 
 That is to say, the bare structure of Flightgear has discontinuous
workloads as
 well, and they cause frame durations of up to 55 ms on my systems. There
 are also genuine (but rare) pathologies like the first look back in the
F-16 (a
 few seconds of frame delay...) - I guess that's particularly large texture
 sheets loading.

Yes it probably does. And we should be trying to eliminating these wherever
feasible. And don't forget that there's Nasal everywhere which is doing its
Garbage Collection.

 'Full Flightgear'
 
 In my favourite setting, I have weather and lightfield shaders on and a
 decent visibility. On the occasion, that delivers me a framerate of ~20
fps
 with a constant worst frame delay of 50-55 ms. Since 20 *50 = 1000, the
 frames come nice and like a clockwork whatever I do - scenery loading
causes
 upward spikes to 55 ms from 50 ms, but that's all, i.e. now the GPU is
slow
 enough to allow all CPU-related stuff to finish nicely.

I can reproduce that here. If I throttle the framerate to 20, less than the
worst framerate, then I get a steady framerate, but then I get very
noticeable but even stutter on the display. I'm aware that there is a school
of thought which suggests that regular flickering can trigger epilepsy, but
I'm not at all sure if what we are producing falls into this category.
Increasing the throttling framerate above the worst (23 fps) makes things
gradually worse, reintroducing the spikes in framerate at 30hz. I think we
need better than 50 hz for good visual appearance. 40Hz can be acceptable.

 'Shader impacts'
 
 Vivian always goes talking about smooth framerate, but for instance the
 water shader is one of the worst offenders in this department, because on
 my system it makes the framerate dramatically dependent on the view
 angle. Looking up into the sky and looking 

Re: [Flightgear-devel] Sea color

2012-05-11 Thread Vivian Meazza
Thorsten

 
  Does the problem go away if you set local-weather/dynamics-loop-flag=1
  from the property browser *after* Advanced Weather is started?
  Does the problem go away if you set local-weather/timing-loop-flag=1
  from the property browser *after* Advanced Weather is started?
  Does the problem go away if you set local-weather/effect-loop-flag=1
  from the property browser *after* Advanced Weather is started?
  Does the problem go away if you set
  local-weather/interpolation-loop-flag=1 from the property browser
  *after* Advanced Weather is started?
  Does the problem go away if you set
  local-weather/housekeeping-loop-flag=1 from the property browser
  *after* Advanced Weather is started?
  Does the problem go away if you set local-weather/tile-loop-flag=1
  from the property browser *after* Advanced Weather is started?
 

Tested extensively today, and the short answer is no. There is some
improvement as the flags are successively set to 0, but Advanced Weather
never becomes as smooth as Basic Weather (and that's not without staggers of
its own).

The longer answer is that the symptoms are readily seen in the System
Performance Monitor. There are large differences between the worst and
average  frame rates, exceeding 50%. In contrast, the Basic Weather
difference is approximately 10%, with some occasional excursions beyond
this. Switching from Basic Weather to Advanced, I see that the  submodule
events changes dramatically. With Basic Weather, the numbers in this
submodule are consistent with other submodules. With Advanced, events stands
out from the rest: not only are the numbers much larger than any of the
others but they fluctuate wildly from sample to sample. The total time spent
in event during a sample are 3 times that spent in the next largest,flight
which is the FDM. It is my understanding that submodule events is where
much of the work for nasal is done: listeners, loop timers and the like. I
have placed todays test results here:

http://dl.dropbox.com/u/57645542/stagger-data.htm

What can be done? I cannot speak authoritatively here - perhaps some expert
can jump in. Personally I would try trading in some framerate for
smoothness, and let all loops run at maximum frame rate. I think at least
some of the problem is load variation as various loop cut in. Loops with
diverse time intervals must coincide from time to time; perhaps we are
seeing that. I did try starting loops at random intervals in AI Models at
one time, but that seemed to make things worse. We know that for loops do
not help, perhaps those loops can be advanced on index per frame.  We know
we have problems with Garbage Collection.

 I suppose the bottom line is that this just might beyond what Nasal was
designed for, and we need to migrate to C++.

HTH

Vivian



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Re: [Flightgear-devel] Sea color

2012-05-11 Thread Vivian Meazza
ThorstenB

 On 11.05.2012 10:21, Renk Thorsten wrote:
  The problem with that consequence is: As you switched all loops off,
  the Nasal part of Advanced Weather ceased to run completely and all
  that's left is the same cloud-generating functionality which is
  responsible for Basic Weather (C++ and shader work). If killing all
  Nasal did not solve the problems, then they can't be caused by Nasal,
  and porting to C++ will not fix them.
 
 Not quite true. A significant part of Nasal-related frame rate impact is
caused
 by garbage collection. Its delay/jitter only depends on the number of
Nasal
 objects and their references which need to be searched.
 Increasing the number of Nasal objects (code+data) existing in memory also
 increases the delay.
 
 The amount of Nasal code which is actually being executed only influences
 the g/c frequency, i.e. whether the effect is visible every few seconds vs
 several times per second.
 
 This is why we are loading large Nasal modules, like advanced weather, on
 demand only (= only when feature enabled). We're not unloading objects
 when disabling a feature though - this usually requires restarting fgfs.
This
 should be remembered when comparing such features (i.e. restart fgfs after
 disabling advanced weather etc).
 

Thanks for that explanation. In the light of this I did some more testing.

Switching from Basic to Advanced Weather increases the time spent in the
events submodule from a stable 44 ms to over 1000 ms unstable. Setting all
flags to 0 reduces this to 90 ms. Switching back to Basic, the time drops to
75. 

Adding more nasal loops into the equation by lowering the flaps and gear  on
the Seahawk, I think I can see the effect as a slight increase in the time
spent in the events submodule.

I'm not clear how deleterious having one submodule taking significantly more
time than any other might be. If that is a problem, then large nasal script
are not a good idea even if we only enable them on demand. The instability
is clearly not a good thing, but is this a GC problem? If it is, then again,
large nasal scripts are not good. 

Perhaps James can fix the GC issue, and this issue will disappear. I hope
so.

Vivian 








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Re: [Flightgear-devel] Sea color

2012-05-09 Thread Vivian Meazza
Thorsten
  There are good sources for sea colour out there - here is one:
 
 
 http://oceancolor.gsfc.nasa.gov/FEATURE/IMAGES/A2008129125500.Scotlan
 d
  .png
 
  The Northern North Sea, away from the turbidity and major river
  outfalls of the Southern North Sea, is indistinguishable from the
  Atlantic, the other side of Scotland.
 
 4 West, 54 North I get an rgb value of (93, 113, 121)
 2 East, 54 North I get (31, 71, 83)

2 E 54N? that's the Southern N Sea off the Humber estuary. That is one of
the major sources of silt flowing into the North Sea . The depth is probably
less than 150m there. 

4 W 54N? That's just off Morecambe Bay, which forms part of the Irish Sea.
It is the largest expanse of intertidal mudflats and sand in the United
Kingdom! Neither of these locations could be remotely described as deep
ocean, and yes, we should certainly be investigating how to best model such
areas of sea.

 There's pretty significant variation everywhere, but I don't see that in
that
 picture that the two would even be similar.
 
  There are many examples in this archive, and if there are differences
  in the deep ocean colour in any of the oceans they are darned hard to
  spot. Similarly, if there is a difference between the Atlantic and the
  Mediterranean, it's very hard to see.
 
 We might not be after the same thing here...
 
 In reality, water color depends on a lot of factors:
 
 * light reflection at the surface, i.e. light diffuseness, intensity, wave
 patterns, sky color, ...
 - we have a decent way to account for that in the shader
 
 * sediment and algae in the water
 - water being a flowing substance, all these are variable phenomena,
 - rivers carry a lot of mud in spring when the snow thaws, algae bloom
 - seasonally,... we can't model this realistically in any case
 
 * near the coast, depth and nature of the bottom
 - white underwater sand looks quite differently from overgrown rocky
 bottom, deep water looks different from shallow water... we simply don't
 have this information - we might get depth somehow, pass true depth to the
 shader, use it to determine color, then let the shader move the vertex up
to
 the water surface, but it's a bit tricky.

 Yup - getting to grips with all that is difficult. Not too dissimilar to
getting reasonable representations of towns and countryside in various
regions in the world, I suppose

 Given that we can't do so much realistically anyway for lack of data (and
lack
 of framerate - I could probably write a detailed water color computing
code,
 but that'd really drive framerate down), my idea is more to re-create
iconic
 pictures.

 When approaching Nice in sunshine, I want to see one of these postcard
 Cote d'Azur pictures. When landing on a drilling rig in the Northern Sea,
I
 don't expect to see this deep blue. Probably in reality the differences
are
 driven by differences in lighting, average weather and some sediment/algae
 component - but when I can't do the realistic thing, I might as well do
the
 iconic thing.
 
 Many people (including myself) seem to feel that the sea should look
 different in different places. I'm entirely willing to tweak physics here
a bit to
 create a better illusion that one is in the place by fulfilling the
expectation.
 True, the actual Caribbean deep ocean is not turquoise. Then again, the
 actual Caribbean city doesn't look the Flightgear way either. But making
sea
 color a lighter turquoise in the Caribbean helps me to maintain the
illusion
 that I am in the Caribbean rather than the Northern Sea.
 
 Feel free to disagree, but for me creating the visual environment has much
 more to do with credible illusions than with getting the physics of the
scene
 right (disclaimer: my position is diffferent for the fidelity of the FDM
where
 we can actually get the physics really right since we have often the
required
 amount of data).

I do feel free to disagree - the Caribbean just isn't turquoise, as you say.
There was a time when we prided ourselves on FG being the most realistic sim
around. Making the ocean the wrong colour to maintain an illusion just
doesn't seem to me to sit right with that. But I would also agree that we
need to sort out some of the more obvious problems of the shallow seas, if
that is possible.

Anyway, on a more prosaic note - your sea colour script appears to be bugged
here. After I got it to run (my bad, I broke it) I discovered that it
iterates at 1 sec not 5 as stated. If I restart Advanced Weather the
sampling locations are re-added to the interpolation_vector which grows in
size: I have reached 32 so far, but sometimes FG crashes before that point.
In any case running Advanced Weather FG crashes here at some point, running
out of memory. I would be surprised if this were related to sea-colour, and
might indeed be a general problem which Advanced Weather runs into sooner
than Basic Weather. You re-instantiate var ppos in each of your locations:
nasal doesn't seem to mind, but I wouldn't have thought 

Re: [Flightgear-devel] Regional textures merge request

2012-05-08 Thread Vivian Meazza
Stuart

Snip ...

  It is possible to use the same scheme to change sea color (this is
  asked now and then in the forum), but that would produce sharp
  transitions which don't look very natural - I've cooked up a different
  scheme to smoothly change base (= for clear sky) sea color (which is
  then modified by the environment) which seems to be working just fine.
  All this needs is the following information
 
  # St. Maarten
  s = seaColorPoint.new(18.03, -63.11, 1.0,0.08, 0.40, 0.425);
 
  which is latitude, longitude, weight (in 1000 km), (rgb) - if the weight
is 1,
 the declaration will be valid about 1000 km around the specified radius,
if the
 weight is 0.1, it will be valid about 100 km, and so on. So please
consider
 submitting any sea color information in this form rather than as a
regional
 texture statement.
 
 I see/sea what you mean, having done a grep in Nasal/local_weather and
 found it in sea_colors.nas.  Nice solution.  Might be worth a note in the
next
 newsletter to suggest that people submit sea colors.
 

50 years ago I joined the Royal Navy to see the world, and what did I see? I
saw the sea. So far as I remember, it's mostly dark blue, apart from where
the river outflows make it a muddy colour. Where the sea is deep (more than
approx. 50m) it is pretty much the same everywhere. The Caribbean is not a
light blue/green, apart from shallow water over sandy beaches. Of course
there are phytoplankton blooms, but these are of a transient nature. 

This scheme introduces yet another for loop in Nasal, of undetermined size.
This potentially introduces yet another source of stagger to FG, or it would
if it worked, but as far as I can see it never runs here. Is it meant? Or do
I need to do something to make it work?

Nevertheless, perhaps it has promise in introducing muddy water.

Vivian



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Re: [Flightgear-devel] Regional textures merge request

2012-05-08 Thread Vivian Meazza
Thorsten

  This scheme introduces yet another for loop in Nasal, of undetermined
  size. This potentially introduces yet another source of stagger to FG,
  or it would if it worked, but as far as I can see it never runs here. Is
it
 meant?

 Well, anticipating your reaction, yes, at this point it's meant not to run
by
 default. It is an experimental feature which you get to see only when
running
 Advanced Weather and lightfield shaders - meant as a proof of concept,
 borrowing the load-by-default structure of Advanced Weather. I wouldn't
 dream of sneaking any Nasal loop running by default into FGData, I know
 very well how that would be received. If the idea catches, I will bother
to give
 it a separate on-demand control structure.

Hmm I've got something wrong here then - if I understand that right I select
Advanced Weather,  and skydome and the sea colour stuff should run? I get
this:

http://dl.dropbox.com/u/57645542/fgfs-screen-190.png

It doesn't seem to have any interpolation.

 Having said that, your argument about performance is actually rather far
 fetched.
 
 The loop runs every 5 seconds (!), in each loop iteration it updates the
 distance table for one single interpolation point (i.e. the loop
performance
 consumption doesn't really increase even if you have 1000 interpolation
 points in there because I'm not doing 1000 distances per iteration, I'm
doing
 one), so I seriously doubt you will ever be able to measure the
performance
 footprint of the thing even if you try really hard. So, I don't think
there's a
 good case against this apart from general dislike of Nasal solutions.
 

I was thinking of this for loop

for (var i = 0; i  ivector_size; i = i + 1)

I take the view that any for loop is not good, but if  ivector_size is
small, I guess it won't matter.

I put a print statement inside this loop - and so far I've not seen it run.
I also put print statements in the  sea_color_loop, and  one in
init_sea_colors, but they don't run either. I'm definitely missing something
here.

  Nevertheless, perhaps it has promise in introducing muddy water.
 
 It's an interpolation system. The output depends on the input - how to
 determine reasonable input is quite a different matter. My take on that is
 that, for whatever reason, I never got the impression that the North Sea
 ever looked like the Mediterrainean to me. So there is more to water color
 than just the reflected sky. In any case, having the possibility to change
 things runtime seems perferable to me over not having it.

There are good sources for sea colour out there - here is one:

http://oceancolor.gsfc.nasa.gov/FEATURE/IMAGES/A2008129125500.Scotland.png

The Northern North Sea, away from the turbidity and major river outfalls of
the Southern North Sea, is indistinguishable from the Atlantic, the other
side of Scotland. There are many examples in this archive, and if there are
differences in the deep ocean colour in any of the oceans they are darned
hard to spot. Similarly, if there is a difference between the Atlantic and
the Mediterranean, it's very hard to see. 

 The scheme is certainly not completely realistic and also a bit simplistic
- but
 it's more realistic than a constant water color everywhere, and it is so
at the
 expense of one distance computation every 5 seconds (and sums which
 don't really count because basic arithmetics is dead-cheap to do).

Whilst variations in the blue of the deep oceans is arguably not worth the
effort, there are many regions where the deep ocean blue is not appropriate
- the outflows of major rivers, the turbid shallower seas and so forth We
can do muddy. Phytoplankton blooms! To difficult!

Hope I can make this work soon

Vivian








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Re: [Flightgear-devel] XML parser error

2012-05-05 Thread Vivian Meazza
James

 
 On 5 May 2012, at 20:10, ThorstenB wrote:
 
  This is actually showing to be a really bad issue. We have loads of
  XML files with invalid encodings. Also, there's many files which even
  explicitly state
  ?xml version=1.0 encoding=UTF-8? so they are explicitly asking
  for UTF-8 decoding - but then these files still contain non-UTF-8
  (usually Latin1 byte codes). So, even changing the parser's default to
  use Latin1 (which would be hack anyway) wouldn't help.
 
  List of files with invalid encodings (will be rejected by the parser
  now) is attached.
 
  What do we do? Ask maintainers to fix each XML file? Run a script to
  fix these issues on fgdata? Suggestions?
 
 Ooof :(
 
 Run a script gets my vote, but I had no idea I was opening up such an
issue
 when I made this change.
 

Looks like just one maintainer to me. 

Vivian 



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Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-28 Thread Vivian Meazza
Chris

 
 It would be interesting to use skeletal animation to get rid of some of
the
 batch spam with complex multipart models. It wouldn't even necessarily
 require reworking the model data -- we could initially do the merge and
bone
 attachment when a model is loaded.
 
 What are the animation cases? So far I have:
 
 - Things move or rotate
 - Things get removed completely
 
 Both of these are representable easily in a matrix palette (removal via
w=0);
 
 Anything else?

I've been waiting for this for years. I animated a couple of pilots way back
using the available animations, but haven't done any since - just too much
like hard work!

Additional animation - spin (special case of rotate)

Vivian



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Re: [Flightgear-devel] Random Buildings

2012-04-26 Thread Vivian Meazza
Björn

 
 Vivian:
 
 A combination of canopy features with individual features scattered around
 the edge?
 Just like in the Enemy Engaged series of helicopter sims?
 
 (See picture)
 http://www.nexgam.de/media/cache/nexgam/img/articles/8753/Enemy-
 Engaged-Comanche-vs-Hokum-1.jpg
 
 I say this would be a viable option for rendering patches of forest.
 If the canopy texture can be spiced up with e.g. a bump map, you'd get a
 fairly good looking, but still fast result.
 

That’s what I had in mind. Perhaps we could use individual trees (outliers)
around the edges. It's not an original idea.

Vivian 



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Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread Vivian Meazza
Stuart

 -Original Message-
 From: Buchanan [mailto:stuar...@gmail.com]
 Sent: 25 April 2012 10:20
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Random Buildings
 
 On Wed, Apr 25, 2012 at 10:06 AM, James Turner wrote:
  For me, the builds are extremely expensive - no idea why. The actual
 density doesn't make a huge different (1.0 vs 2.0, I will experiment more
 later).
 
  Eg my draw + GPU times go from 15msec to 100msec when I enable
 random buildings. This seems suspicious, since this a single state,
texture and
 primitive set, right? I am testing over Berlin, so there's a lot of urban
tiles, but
 even so, it's a very drastic change.
 
 
 That's very suspicious.  There are a small number of states/primitive sets
 being used (for LoD purposes).
 
 Even at density=1.0 in a large urban area there will be many thousands of
 additional vertices being drawn,  so it's possible that is saturating your
GPU.
 
 One random thought - I think the texture (data/Textures/buildings.png) may
 still have an alpha channel.  It might be worth checking if that's the
case, and
 removing it.  (I'm not at my FG computer right now so can't check myself).
 

Looks good here - minimal impact on frame rate.

Well done

Vivian



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Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread Vivian Meazza
Stuart

 -Original Message-
 From: Stuart Buchanan [mailto:stuar...@gmail.com]
 Sent: 25 April 2012 10:20
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Random Buildings
 
 On Wed, Apr 25, 2012 at 10:06 AM, James Turner wrote:
  For me, the builds are extremely expensive - no idea why. The actual
 density doesn't make a huge different (1.0 vs 2.0, I will experiment more
 later).
 
  Eg my draw + GPU times go from 15msec to 100msec when I enable
 random buildings. This seems suspicious, since this a single state,
texture and
 primitive set, right? I am testing over Berlin, so there's a lot of urban
tiles, but
 even so, it's a very drastic change.
 
 
 That's very suspicious.  There are a small number of states/primitive sets
 being used (for LoD purposes).
 
 Even at density=1.0 in a large urban area there will be many thousands of
 additional vertices being drawn,  so it's possible that is saturating your
GPU.
 
 One random thought - I think the texture (data/Textures/buildings.png) may
 still have an alpha channel.  It might be worth checking if that's the
case, and
 removing it.  (I'm not at my FG computer right now so can't check myself).
 

It has an alpha channel

Vivian






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Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread Vivian Meazza


 -Original Message-
 From: Vivian Meazza [mailto:vivian.mea...@lineone.net]
 Sent: 25 April 2012 10:46
 To: 'FlightGear developers discussions'
 Subject: Re: [Flightgear-devel] Random Buildings
 


  One random thought - I think the texture (data/Textures/buildings.png)
  may still have an alpha channel.  It might be worth checking if that's
  the
 case, and
  removing it.  (I'm not at my FG computer right now so can't check
myself).
 
 
 It has an alpha channel
 

Removed in Git

Vivian



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Re: [Flightgear-devel] Water shader issues

2012-04-23 Thread Vivian Meazza
Thorsten wrote:
 
 Vivian: I'm sure this is all very well and good - but what are we meant
to be
 testing/doing/patching? Your last patch was all very good - except it only
 worked with advanced weather, so I was forced to abandon it.
 
 Needless to say, the last patch did not 'only work with advanced weather',
it
 just used a single property to summarize cloud coverage instead of
 computing the cloud coverage inside the shader as I had explained all
along.
 It is a few line Nasal computation to set the property for Basic Weather
if
 needed, a property rule can do the same job I guess, it is a change of one
 number to make the patch run with the 'cover' parameter in the current
 version of the shader instead...


There's the problem Thorsten. I didn't have the info or the knowledge to do
the second bit. I tried the patch you proposed, and as I said, what I had
only worked with the Advanced Weather. The code inside the shader was always
a workaround to compensate for the fact that we were not getting consistent
stuff from the 2 forms of weather. If you fix the weather stuff,  I'll fix
the shader right away.

Vivian



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Re: [Flightgear-devel] Water shader issues

2012-04-22 Thread Vivian Meazza
Thorsten wrote

 -Original Message-
 From: Renk mailto:thorsten.i.r...@jyu.fi]
 Sent: 22 April 2012 12:03
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Water shader issues
 
 
 After the last related discussion, I've really been thinking a while if I
should
 bring this up again or not. I don't want to annoy people just for the sake
of it,
 I know open source development is often a thankless task in which one
 frequently gets to hear more complaints about things not working than
 thanks for things working, and all in all I perfer a pleasant atmosphere
on the
 mailing list, and critique of someone's code tends to lead to the
opposite.
 
 But then, we had a performance discussion, and I had my share of criticism
 about my use of Nasal slowing things down, and in the end it's information
 which is better transmitted than not.
 
 Let me nevertheless start off by thanking all the people who worked on the
 shader codes I've been looking at - I learned a lot about how this is done
and
 what can be done by just taking things apart and putting it back together
 again, I have often enjoyed the effects before starting to mess with
shaders
 myself, and I guess many others also do.
 
 I've been over the water sine wave shader again, seeing if I could make
run it
 faster. What I found reminded me of something I (mean-spirited as I am)
did
 to a PhD student starting to work for me. I asked him to write a code
 evaluating a quantum mechanical scattering process.  He did so using an
 established general-purpose Monte Carlo integral solver. I wrote a code
for
 the same problem, we compared the results and they were the same, so we
 did solve the same problem and had the same solution - just my code was
 100 times faster. Afterwards, he was ready to accept that he can learn
from
 me how to code physics properly.
 
 That miracle was accomplished by me telling the integral solver where
 performance is needed and where not (technically, this involves using an a
 priori suitably biased sampling distribution, which after the fact gets
 corrected by conditional probability calculus - which can be proven to
work,
 but looks like black magic). To give a very simple simple example, if we
want
 to evaluate r^2 pi and know r^2 with an accuracy of 10%, it isn't really a
good
 strategy to spend an hour to calculate a billion digits of pi. It requires
to
 understand the problem and not use all-purpose, but specially designed
 problem-solving strategies.
 
 The same accuracy statement is true of the shaders by the way - so far all
I
 have seen use the Blinn-Phong shading model, so it's completely useless to
 aim for an accuracy beyond what that can deliver, because Blinn-Phong is
 already an approximation which limits the precision that can be achieved.
 
 Now, it struck me that the water shader computes wave patterns and foam
 on a meter-scale. It does so even for a pixel which is 120 km distant (and
 which probably represents an area of 100x400 m or so). We first calculate
a
 very detailed wave pattern and foam for that pixel, then let the renderer
 average everything out again to give the pixel a color. That didn't strike
me as
 a particularly efficient way to do things.
 
 I replaced the wave pattern in the distance by something that averages to
 the same thing. That's not the average wave pattern (=a flat surface)
 because reflected light intensity is a non-linear function of the surface
 distortion, but noise with the right amplitude, leading to the same
standard
 deviation and the same average, gets the job done. I also asked not to
 compute any foam beyond some other distance. As a result, the shader
 performance jumped from 30 fps to 42 fps in a benchmark situation (ufo at
 30.000 ft looking at the horizon, 120 km visibility range).
 
 In general, how much performance one spends on distant stuff doesn't
 influence the visuals drastically, because these pixels are more and more
 fogged and more and more details are averaged out. But more than 80% of
 the vertices in the scene are farther than half the visibility range, and
a fair
 share of pixels is, and that's the stuff you see from a typical cockpit
 perspective. So in terms of performance, simplifying the rendering of
distant
 objects counts a lot.
 
 I have spent 30 minutes testing the visual impression of my changes in
 different winds, in different light and from different altitudes, and I
could not
 spot any problem - the shader just ran faster. Despite this, it's possible
that
 there is a problematic situation somewhere. But the answer to this should
 not be to revert the changes, the proper answer should be to code an
 exception dealing with the particular problem.
 
 I did not get the impression that there was so far any attempt made to
 optimize the performance of the water sine shader. It's difficult to
compare
 directly since I added the whole terrain haze and lightfield rendering,
but I
 suspect that if all I did (remove redundant 

Re: [Flightgear-devel] An empassioned plea

2012-04-18 Thread Vivian Meazza
Vic wrote:

 
   It's probably not so much about memory consuming but more about
   resource
  consuming. But be assured that most new options are easily turned off.
  
 
 Sorry, but I think the point is being missed here.
 
 Where is the sense in making very impressive advancements to FG, if the
 average user has to turn most of them off in order to get a usable fps.
 

The point is that those have  halfway decent hardware can use the new
features, and those who haven't can't. If we want to make the effort - well
that's free.  If we could find a way of doing shadows etc. which could run
on older hardware then we would. Perhaps as development continues we will be
able to optimise the system to find more framerate.

By the way - just how old is the hardware you are using? The hardware needed
to run this stuff can be picked up on eBay for peanuts.

Vivian 



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Re: [Flightgear-devel] Water shader issues

2012-04-13 Thread Vivian Meazza
Thorsten wrote:

 
  Plus, if you neglect the curvature effect in every relevant vector,
  the rendering artefacts at the tile boundaries must go away, because
  the differences in rendering geometry between tiles go away, and
  they're the only thing which can introduce the artefacts in the first
place.
 
 Turns out I was wrong here - found and eliminated the tile boundary bug.
 
 The problematic thing seems to be refTex in the following code block of
the
 water_sine fragment shader:
 
 //load reflection
   vec4 tmp = vec4(lightdir, 0.0);
   vec4 refTex = texture2D(water_reflection, vec2(tmp)) ;
   vec4 refTexGrey = texture2D(water_reflection_grey, vec2(tmp)) ;
   vec4 refl ;
 
   if(cover = 1.5){
   refl= normalize(refTex);
   }
   else
   {
   refl = normalize(refTexGrey);
   refl.r *= (0.75 + 0.15 * cover);
   refl.g *= (0.80 + 0.15 * cover);
   refl.b *= (0.875 + 0.125 * cover);
   refl.a  *= 1.0;
   }
 
 If refTex is replaced by refTexGrey, the problem goes away (but the sea
 becomes grey even in sunshine), so there's something odd with the texture
 (?). But the whole block is actually obsolete. It basically loads a
128x128
 homogeneous grey and a 128x128 homogeneous white texture, samples
 both, since both textures are homogeneous it finds the same color every
 time no matter where it is sampled, then chooses one of the textures and
 discards the other one to determine an (rgb) vector to be modified for
cloud
 cover.
 
 Apparently we have the GPU power and texture memory by the bucketful
 so that we can use that procedure to determine a color vector. On the way,
I
 also eliminated a few normalize(some_vector); statements of vectors which
 were already normalized before passing them, so the whole shader has
 other obsolete steps as well.
 
 Not that I would be an expert in shader design, but about the same output
 (without tiling artefacts) can be achieved in a two-liner:
 
 // basic water color
 vec4 refl = vec4 (0.148, 0.27, 0.3, 1.0);
 
 // de-saturate for reduced light
 refl.rgb = mix(refl.rgb,  vec3 (0.248, 0.248, 0.248), 1.0 -
smoothstep(0.4, 1.0,
 scattering));
 
 That has the neat side effect that we could even pass the basic color as a
 uniform from outside the shader and change the water color smoothly from
 the shore to deep ocean and dependent on latitude (the weather system
 happens to know if there's terrain in the vicinity or not).
 
 Feel free to do whatever you want with the information provided, after all
 it's open source...Oh, and why do I read so often that coding in Nasal is
a
 problem for the performance actually?
 

I don't think your analysis can be correct; are you saying that the
surrounding if.. else statement is a non op? The intention is to set the
reflection colour as white if cover = 1.5 else set it to grey. AFAIK it
works that way as well. Something wrong with the texture? I don't think so.
It also works with your modification. If we had a better input with which to
set the sea colour to reflect the sky conditions then I would have used it. 

It's all an attempt to emulate the cloud cover over the sea and stop it
being a lovely blue in the middle of a storm. I don't see that your
modification honours this intent. The basic colour of the sea is, without
the effects of particulates and phytoplankton in the water, salinity,
reflection from the bottom and other factors, a surprisingly dark blue, but
when there is cloud cover present the sea is more grey. 

Proximity of land is only a very rough guide to depth of water. You can go a
long way from shore in the North Sea without finding deep water, but the sea
gets very deep very fast off the Azores. If we can represent all this
better, then I'm all for it.

Vivian





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Re: [Flightgear-devel] Now Rembrandt here...

2012-04-12 Thread Vivian Meazza
Thorsten wrote:

  I think that is what we have for now.  You can do better by increasing
  your shadow map size to 8192 or 16384, but at the 16384 resolution my
  performance goes into the tank, and at 8192, there are still many
  shadow artifacts due to lack of resolution.  (clearly
  blocky/xelated/aliasing edges, something that looks like z-buffer
  fighting for objects further way, etc.)  Hopefully this will improve
with
 future tuning.
 
 Okay, just to be sure, I've now also compared what I see to the IAR-80 on
 Vinson video by Fred and to the Cub flying around Kufstein video by HHS.
I'm
 seeing a number of issues:
 
 1) The shadows around the aircraft have a ragged egde. That I understand
is
 a function of the shadow map size. I can't go beyond 4096, I get an error
on
 the console trying to go higher - but 4096 works fine with acceptable
 framerates, the edge is just a limit of my GPU and that is okay.
 
 2) I see shadows flickering (I tried the Cub cockpit for comparison) when
I'm
 in level flight where they shouldn't move - the effect is a bit like a
shadow
 cast by a candle flickering in the wind. In Heiko's video that is
sometimes
 visible (he doesn't fly straight much, and when the shadows actually move
 the effect is masked). I've never seen it in Fred's videos - is it not
there, or
 just not in the video? Personally, I find that flickering maddening - I've
ended
 my test flight after 5 minutes because I was starting to get a headache.
 
 3) On my box, all three panels in the screen edges show the same image -
 not so on Fred's videos - is this the intended behaviour?
 
 4) Fred's IAR-80 video has the camera circling around an IAR-80 parked on
the
 Vinson. I tried to do this as well, but for me the effect comes out very
 differently. The amount of shadow I see depends on the angle of the view
 axis with the sunlight direction - under some angles I see dark shadows,
 under some angles I see no shadows at all whereas in the video the shadows
 behave as expected, i.e. they stay the same independent of view angle.
 Under some angles (sun in my back) I also get a whiteout of bright
textures. I
 haven't seen this issue in any of the videos, but it likewise looks very
 unrealistic - I watch an object, and as I overfly it, the shadow goes
away...
 

The disappearing shadow was caused by the sun camera and range animation and
was fixed a while back - can you confirm that you are using the very latest
fg/sg/fgdata? And it's probably worth checking that you have the very latest
nVidia drivers. It looks to me as if you are pushing the very limits of your
GPU; I think you might have to accept that you are not going to be able to
use the added facilities provided by Rembrandt.


Vivian

Vivian



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Re: [Flightgear-devel] No Rembrandt here...

2012-04-11 Thread Vivian Meazza
Thorsten wrote:

 -Original Message-
 From: Renk [mailto:thorsten.i.r...@jyu.fi]
 Sent: 11 April 2012 09:33
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] No Rembrandt here...
 
  Be sure I value your feedback, but we are exploring new lands here.
  There is not so much OSG deferred rendering example or real
  application around, so please be forgiving.
  And I don't think Flightgear is unusable for anybody. The Rembrandt
  renderer is optional and the classical/2.6 renderer should work for
  everybody.
 
 Sorry if that came across the wrong way. I am well aware of this - I am
 probably more worried about aircraft and/or scenery being converted and
 committed at this stage than about project Rembrandt as such, since the
 default renderer is working just fine. What also bothers me is the
attitude
 I've come across with other people (not you!) which goes like 'Don't
bother
 writing something for the 2.6 renderer because Rembrandt will be there.' -
 which sounds more like replacement than optional. I'm also observing
 statements being made in the forum by various people - some are rather
 cautious, others raise expectations for a release which may backfire badly
if
 there turn out to be issues with many cards. So I'm not writing this out
of the
 blue.
 
 Personally, I can live without shadows if my GPU turns out not to support
this
 at all in the end - but I can't really if all aircraft at night use
Rembrandt in a
 non-optional way and all I get to see with default rendering is darkness.
And
 so on.
 
 I'll explore your suggestions and let you know what happens.
 

Ah the dangers of forums! Whether or not an aircraft is converted to
Rembrandt depends on the aircraft developer. Personally, I have taken the
route of adding a Rembrandt version to the inventory and leaving a version
still fully compatible with 2.6.0. This is by way of being a test-bed for
Rembrandt. So far it has taken several weeks, and most of it is just
eye-candy. This is partly my learning curve, partly bugs, and not least the
sheer size of the task.

I think that you are quite right to express your concerns. I suppose in the
future there might be aircraft or scenery developed purely for Rembrandt
(and that would be a poor decision by the developer), but at the moment I
cannot see why your fears would be realised while Rembrandt remains
optional.


Vivian







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Re: [Flightgear-devel] More Rembrandt Feedback

2012-04-04 Thread Vivian Meazza
Torsten wrote

 
  The cost of shadows is the difference in fps between night and day, as
  shadow rendering is disabled at night.
 
 
 No moon shadows? I see a long discussion coming up about how unrealistic
 this all is ;-)
 

Did we not have a discussion a while back about our nights being too dark? I
think moonlight would be great, but we would need to take into account the
phases of the moon. Something to do as a future enhancement.

Vivian



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Re: [Flightgear-devel] More Rembrandt Feedback

2012-04-03 Thread Vivian Meazza
Stuart wrote

 Hi All,
 
 Rembrandt works well on my GT260M, and really moves FG's graphics on
 massively.  I think it's a fantastic enhancement to FG, and we should
really
 consider naming the July/August release as v3.0.0.
 
 Does anyone know whether FG is unique amongst desktop simulators in
 offering this?  I have no experience of X-Plane nor FS-X.
 
 I've noticed significant slowdown on my computer in the following
 circumstances:
 - Forests (e.g. KHAF). Having not looked at the code, my guess is that
some
 NodeVisitor for the rending is delving too deeply into the OSG tree for
the
 random vegetation.
 - Urban areas. My guess here is that is purely due to the number of models
 being rendered, each of which is casting a shadow.  I know that there are
still
 optimisations to be made, but could I suggest a property switch to limit
 shadowing to the user's aircraft?  IMO the self-shadowing in the aircraft
 cockpit is the most impressive part of Rembrandt, and the combination of
 that plus shadowing on the ground might be an acceptable frame-rate
 compromise for many users.
 

Don't get over excited. Fred is doing a great job, but there are many bugs
to iron out yet. We haven't been able to port the water shader nor the
ubershader completely to Project Rembrandt yet . Each aircraft in the
inventory needs checking for 2 sided faces, panel lights need converting,
and nice to have are nav. lights and landing lights. Much of the shared and
scenery models need similar checking: the windsock is an obvious one. Can
you imagine the task for USS Vinson? Random Vegetation is unusable.

Frame rate is taking a big hit for most if not all systems .

With a fair wind, and if we can jump  over some of the technical hurdles, I
think it might just be feasible to get something called FG 3.0.0 out of the
door by the end of this year, but I wouldn't bet on it at this stage.

Vivian  



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Re: [Flightgear-devel] More Rembrandt Feedback

2012-04-03 Thread Vivian Meazza
Fred wrote:

  Each aircraft in the inventory needs checking for 2 sided faces, panel
  lights need converting, and nice to have are nav. lights and landing
  lights. Much of the shared and scenery models need similar
  checking: the windsock is an obvious one.
  Can you imagine the task for USS Vinson?
 
 Hopefully two sided issue is fixed. I don't think it was rocket science
though.
 

Oh - I missed that one. I just wasted an hour our or 2 fixing up 2 sided
faces. Never mind, it looks better done properly anyway.

Regards

Vivian 



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Re: [Flightgear-devel] gpl scenery

2012-02-25 Thread Vivian Meazza
HB-GRAL wrote

-Original Message-
From: [mailto:flightg...@sablonier.ch] 
Sent: 25 February 2012 19:49
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] gpl scenery

Hi Syd

Am 25.02.12 17:04, schrieb syd adams:
 I use Aerodrome charts for reference , and then modify the existing 
 scenery tiles by the measurements written on those charts. Ive used 
 Qgis with shapefiles from a canadian wms server as a background image 
 to  tweak the shapefiles from http://mapserver.flightgear.org/ .I 
 assumed these were non-gpl work habits so never bothered offering to 
 submit them.

When you're referencing NAV CANADA charts here, I fear this charts and your
work can't be published under GPL terms, because you don't get this charts
for free and commercial use is prohibited explicitly.

I think you are over-doing this one. If the charts are just used as a
reference or source, and not republished in some way, then the 3d model
produced is analogous to the 3d model of an aircraft produced with reference
to 3 view drawings. Syd is only using them to check the positions of parts
of his work. Syd's finished work is original, the copyright is owned by him,
and can have any licence he cares to give it IMO.

BTW - if I am wrong - then almost all the work on all our 3d models cannot
be GPL.  

Vivian



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Re: [Flightgear-devel] The Douglas Dc 3 in GIT

2012-02-12 Thread Vivian Meazza
All,
 
I'm sure that there's right and wrong on both sides of this discussion, and
I'm aware that some have some difficulty with the English language but could
we please continue it in a more decorous manner, and take the personal abuse
elsewhere. 
 
The Devel list has a long tradition of avoiding personalizing discussion,
and I for one wiish it to remain so.
 
Vivian

-Original Message-
From: Pierre Mueller [mailto:pierre.muel...@ymail.com] 
Sent: 12 February 2012 17:53
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] The Douglas Dc 3 in GIT



When the team of the PAF has decided to prohibit access to their work to 
me, they also requested the opportunity to put it on ILM.

They only banned you from the PAF-Forum. 
Simply because you offended some users there just for having a different
opinion than you.

That can be read by everyone in the forum, without beeing registered. And
everyone can download their work, without beeing registered.
I have seen that you nearly always act like that, even on the official forum
and here on the mailing-list.  
Lacking social skills I would say.

When I finally got access to their improvements, through a person who 
has nothing to do with them but that dispatched the wiki link that I did 
not know, so I logically integrated all their work to my airplane. Thus 
it has always worked.

To YOUR aircraft? THEIR work? You started the work on the aircraft, but it
was the team who finally finished it.
So to make it clear: it's not alone your work, and not alone their work.
It is a work of ALL INVOLVED!

And they published the link in the official forum- you can't have missed
that.

I always took the time to report the authors of the additions in my site 
because it seems normal for me. If the team of the PAF not appreciate 
the principle of respect of the original authors of the open source, 
they go to make aircraft for FS X or X Plane. In addition, it can make
money

Muaahahaha - ROFL! 

1.) Who is the original author? You? Again: You just started a work;  the
real work- making it flyable and usuable- was done by this group.
Without them it would have been another crappy aircraft made by you as the
other more than hundred (!) ones by you. 

They are the original authors as well, like beside you!  I would even say,
that have made the main work!

So there are multiple original authors- that's something you have to learn.
And you have to respect them as well. You didn't learn from the
AlouetteII-conflict last year, right?

2.) YOU want tell us about the principle respect of original authors?
I can still find the already mentioned copyright violations in your
aircraft! But see below.

I'm tired of seeing all these kids puerile want to use the work of 
others, to obtain recognition as authors.

I have searched through the forums and mailing-list, and it still seems to
me that you did not really understand  OpenSource.

And back on the 5 or 6 files with licensing issues in my airplanes is 
ridiculous. As usual, Clement did not consider before speaking. Because 
most have been fixed.

5 or 6? I can remember more - still too much.
And much too much for someone who accuses others here for disrespecting
OpenSource.



Since I started I've always done anything that try to bring something to 
FG and to please the greatest number. I'm not trying to please me 
personally. But this, it seems that the PAF can not understand.

Sorry, I have to doubt your words,  I'm not trying to please me
personally. is looking too suspicious to me! 

And they do the same what you want to make us believe you do:
trying to bring something to FG; and please to greatest number.
And it seems to me that they do with great success- as many more users are
tired of the many half finished, unusuable aircraft made by you.



It's a shame. The team is talented, but seems guided by a kid with goals 
unrelated to FG and Open Source.

I don't see that, can you prove it?


I wonder how many discussions like that will follow- there seems to be a
coherence between your acting and understanding of teamwork and OpenSource
and such discussions- OSG-Particles, Bell UH1, AlouetteII, Velocity-XL, and
now the DC-3

Why I don't see such discussions on Gijs, Martins, Syds and others work? 

Why?

Pierre Mueller
Switzerland



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Re: [Flightgear-devel] Nasal API generator

2012-01-30 Thread Vivian Meazza
Adrian

 Hi all,
 I've written a parser to generate a local API documentation for Nasal
 scripts
 inside $FGROOT/Nasal.
 Here is a preview of the result: http://ompldr.org/vY2kwNA/nasal_api.html
 Is there any interest to add the parser and API doc to the repository?
 

Seems like a very useful piece of work. Lets get this into the repo soonest.


Vivian 



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Re: [Flightgear-devel] Default effects for cockpit

2012-01-16 Thread Vivian Meazza
thorsten

 
 I've noticed recently more or less by accident and to my dismay that
 model-default.eff is used both by models placed in the scenery and by
 typical aircraft 3d cockpits.
 
 This is rapidly looking like a bad idea when a more detailed atmosphere
 model enters the game - the terrain haze shader has altitude-differential
 fog, the sunrise/set code I'm working on has position-differential
 lighting and fog coloring.
 
 Models placed into the scene need essentially the same shader as the
 terrain and skydome, otherwise they don't blend properly - no choice here.
 
 However, half the visual field is typically taken by the cockpit, and the
 vertices and pixels of that don't really need to go through ~120 lines of
 differential fogging and lighting code just to discover that they get the
 default light at the position and no fog.
 
 One could probably write some provisions into the shader to make a
 distance check first and if the model is very close not to go through all
 the motions, but it seems more reasonable to me to do this on the level of
 the effect declarations and simply feed the 3dcockpit through a different
 default effect file which never tries to do any fogging in the first
 place.
 
 Would this be complicated to do (i.e. require changing all aircraft xmls),
 or is there an easy way to do this? I'm just testing the waters here... as
 far as I know none of the position differential shading code has been
 committed yet, but I'm sort of developing strongly into that direction,
 and I want to identify trouble as soon as possible...
 

If I understand this correctly, you want to change the default behaviour for
the scenery models while leaving the cockpit as is with the current default
behaviour? Does it also involve changing the behaviour of the non-cockpit
parts of the aircraft model?

At first glance this seems to be a huge task to modify each aircraft model,
but it might be automatable. I would think the work should lie where it
falls - if you want to change the default behaviour of scenery models do
just that and leave the aircraft alone.

Just some final thoughts - what is the framerate cost of this enhancement?
And with Project Rembrandt waiting in the wings is this worth doing at this
stage at all? I take it that whatever you do it is not for the upcoming
release?

Vivian





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Re: [Flightgear-devel] DDS texures (Was: Improving random trees

2012-01-15 Thread Vivian Meazza
Martin Spott

 Gijs de Rooy wrote:
 
  How about moving these messages to --log-level=warn or the like?
 
 I strongly object: People are willfully committing proprietary stuff
 into FlightGear.  As long as we can't stop this, writing a warning is
 one of the best things we (The FlightGear Project) can do.
 

While not taking any position on the need or level for this alert, could it
please be meaningful! 

Image D:/Git_New/my_fgdata/Textures/Terrain/sand6.dds contains non
portable co
mpressed textures.
Usage of these textures depend on an extension that is not guaranteed to be
pres
ent.

Just what is the user meant understand or to do about it?

Vivian



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Re: [Flightgear-devel] DDS texures (Was: Improving random trees

2012-01-15 Thread Vivian Meazza
Mathias

 
 Hi,
 
 On Sunday, January 15, 2012 10:56:14 Vivian Meazza wrote:
  Just what is the user meant understand or to do about it?
 What do you want to read?

I would suggest 

Image D:/Git_New/my_fgdata/Textures/Terrain/sand6.dds uses compressed DDS
textures which may be unsupported by your video driver and not display
properly.

Vivian



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Re: [Flightgear-devel] DDS texures (Was: Improving random trees

2012-01-15 Thread Vivian Meazza
Mathias

 
 On Sunday, January 15, 2012 12:08:14 Vivian Meazza wrote:
  I would suggest
 
  Image D:/Git_New/my_fgdata/Textures/Terrain/sand6.dds uses compressed
 DDS
  textures which may be unsupported by your video driver and not display
  properly.
 
 Ok,
 Can you help me further:
 
 It's not limited to dds. If you use osgconv xxx.dds xxx.ivs you will
 probably
 have the same effect. So I think simply ommitting DDS is ok?
 
 Also, much more important, the comment is not about 'your video driver'.
 It is
 in your (Vivian) case even wrong. Your driver will display this fine.
 So, in the end I do not care if it is 'your particular video driver' that
 does
 not like this. You will just see this in the best case as the models look
 wrong, and in the worst case fgfs just crashes the driver if these
 textures
 are used.
 What I really care about is that these files are expected not to work on a
 huge
 amount of graphics boards out there. The point is to tell people doing
 textures that they should omit compression so that this message disapears.
 Ideas how to write this?
 

If what we want to do is to alert users, we could use this: 

Image D:/Git_New/my_fgdata/Textures/Terrain/sand6.dds uses compressed
textures which may be unsupported by your system and may not display
properly. 

 Such a message could be displayed on the splash screen of individual models
rather then as alert, on the assumption that the many users never see the
console which is hidden behind the fgrun window.

On the other hand, if you are trying to tell aircraft modelers not to use
these forms (.dds .ivs) of compression, then:

Image D:/Git_New/my_fgdata/Textures/Terrain/sand6.dds uses compressed
textures which may be unsupported some systems. To remove this alert,
decompress this texture.

My concern with the latter form is that it only applies to very limited
number of aircraft models and developers, while it is at best meaningless to
the user, and may lead to confusion.

Vivian






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Re: [Flightgear-devel] Improving random trees buildings

2011-12-30 Thread Vivian Meazza


 -Original Message-
 From: Mathias Fröhlich [mailto:mathias.froehl...@gmx.net]
 Sent: 29 December 2011 20:04
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Improving random trees  buildings
 
 
 Vivian,
 
 On Thursday, December 29, 2011 17:36:24 Vivian Meazza wrote:
  I don't fully understand the point - we're not using .dds, and fancy
 shaders
  as the default option - what else isn't working with open source
 drivers?
 
 Well, the default f16 does not work anymore for example.
 I have also never tried the new textures, but I assume that these also
 contain
 precompressed data? Also you claimed that the old texture files start to
 bitrot
 comared to the new ones which makes me think that the new standard should
 be
 the dds files. This together makes me think that the dds files should
 replace
 the traditional image files.

Yes - the new textures do contain pre-compressed data. Emilian is the
driving force behind the new .dds terrain textures, and some of the features
he has used cannot (as I understand it) be back-ported to png textures. So
yes, there would be merit in making the dds terrain textures the default,
but since we were aware of at least some of the problems this might cause we
made it a switchable option. 
 
  FlightGear should be working just as it always was. Those unable or
  unwilling to use closed source or fully compliant drivers just don't get
 to
  see some of the fancier eye-candy, but that should be all.
 Well, the drivers are fully compiant. And if compliance would be a problem
 I
 would rather improove the driver than raise this at an application level.
 
 These kind of precompressed images limits their usage to a specific set of
 drivers. And no, due to the patent issues no open source code including
 ours
 is allowed to implement compression/decompression code for these image
 formats. Even if this is easy implementation wise.
 
   So, I think the mipmap generation hangs with the nvidia drivers are a
   serious
   problem. But just limiting everything to the use of exactly this
 driver
   where
   this problem is worst cannot be a valid answer.
 
  I haven't see such a problem - now I will look for it.

The hangs are caused by mipmap generation on the fly by OSG? 

 Ok, for that you might need to understand that the reason for Erik to use
 the
 dds files for the f16 is that they appear to improove the hangs that occur
 with
 ati and nvidias drivers on mipmap computation.

I would expect that. Of course, dds should improve the situation.

 Which means either use the f16 together with the closed source stuff or
 don't
 use the f16.
 
 This is as of today *practically mutually exclusive*.

That isn't the only solution - it is not difficult to provide an F16 with
png texures and one with dds, allowing the user to select which one is most
suitable. Not ideal, but a workaround
 
   I would like to have a flightgear that is by default just running on
   every average system. Having this run faster on a special configured
   system with some
   better configuration options and hand tuned hardware and drivers is
 very
   fine.
   But without tuning it must at least work in an acceptable way.
 
  It should - and I thought it did - I see no problems here with shaders
 off
  and using the default materials.dds - where is the problem?
 
 As long as all is optional, the 'old stuff' is not bitrotting and as long
 as
 the usual model still work, this should not be a huge problem.
 
 I already told, I can tolerate not having the f16 - that would be sad, but
 ok
 - but if the same happens with the majority of our texture files, I would
 object.

The old texture files are static and I would expect them to work into the
future, but the new dds textures will leave them further behind as work
progresses. The only problem in htat is that some users will lose out on
some eyecandy - it will not affect the basic operation of the sim.

 And this is what I try to do now:
 Object against using these patented compression algorithms.
 I do not care for the on disk format of any image file we have. But the
 problem
 is that some kind of precompression that can be stored in these dds files
 cannot be used with other drivers than the closed ati and nvidia ones.
 As long as these patented compression techiques are not used, every OpenGL
 driver can use this and displays this fine.
 
 Think: Intel has the hugest marketshare in graphics today. If I remember
 right, they sell more than ati and nvidia together (*). This kind of
 change in
 effect rules out the majority of users as intel cannot work with these
 files.
 
 (*) There are several statistics out there, this is the intel one that
 counts
 all sold computers. AMD does usually counts the revenue made with graphics
 boards (where ati wins I believe) or nvidia that usually limit statistics
 to
 professional systems (where nvidia wins).
 ... or something along the lines - you get the idea.
 
   I have checked in a change

Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread Vivian Meazza
Stuart

 On Sun, Dec 4, 2011 at 10:14 PM, Stuart Buchanan wrote:
  I've already managed to use a second texture to mask where trees are
  placed. The following screenshot shows a golf course where I've used
  a mask so that the random trees are only placed in the rough.
 
  http://www.nanjika.co.uk/flightgear/golf.jpg
 
 As an update on this, I've now written some code to apply the same
 technique to the random objects and rotations, so the green channel
 determines the random vegetation density, the blue channel determines
 random object (i.e. building) density, and the red channel indicates the
 rotation.
 
 Using the DDS textures, the effects can be quite convincing:
 
 http://www.nanjika.co.uk/flightgear/object_mask.jpg
 
 Note that these are all random objects - none of the buildings or trees
 were
 placed manually.
 
 The rotations aren't perfectly aligned with the textures, but it's fairly
 close.
 
 Vivian - are you anticipating the materials-dds.xml file replacing
 materials.xml
 at some point? Any plans for further DDS texture work?
 
 Creating the masks is a bit of work, and not something one would want to
 do if the textures are likely to change.
 

No, there is no intention to replace the materials.xml file with the
materials-dds.xml file, at least while there are those systems that cannot
use .dds. Equally, we cannot, for obvious reasons, backport all of the new
stuff in dds format to png, so over time the two files will drift further
apart. There are significant gains in performance and appearance by using
dds, so it's worth running both formats in parallel.

The current phase of work is largely complete; I think Emilian has some
tidying up to do.

Apologies for the tardy reply: I replaced one of my HDD with a SSD on
Christmas Day - it worked well for 3 hours or so then it all fell apart. The
hardware is fine - but I'm still rebuilding all the software from scratch. I
expect to have it all back by the end of the weekend. (OK, I'm an optimist.)

Vivian 



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Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread Vivian Meazza
Mathias

 
 On Tuesday, December 27, 2011 00:27:41 Stuart Buchanan wrote:
  Vivian - are you anticipating the materials-dds.xml file replacing
  materials.xml at some point? Any plans for further DDS texture work?
 
 Hmm, regarding dds.
 I have to say, that not all OpenGL drivers support texture compression,
 and
 the models with dds files, are those that I cannot display, because of
 that.
 And in fact this will not happen to the open source drivers before
 something
 about 2020 because of patent issues.
 
 Sorry to step in this so late - probably way too late - but is there a
 reason
 that the on disk format must be compressed?
 The previous strategy to have on disk an format that everybody can read
 and to
 make the driver compress them as needed/possible is better I think?
 
 So, for me the f16 lost its livery lately - where I can live with this for
 the
 f16, I hope that this does not happen to flightgear as a whole ...
 

There is no intention to migrate as a whole to .dds: it is offered as an
appearance and performance upgrade for those who wish to use it. It is up to
aircraft developers to decide which format they will use. Indeed - they
could provide models with either format so that the user could choose. 

That said - why use drivers that cannot handle .dds compression formats? I
assume closed source drivers are OK? 

Vivian



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Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread Vivian Meazza
Stefan

 On Thursday 29 December 2011 10:21:11 Vivian Meazza wrote:
 
  That said - why use drivers that cannot handle .dds compression formats?
 I
  assume closed source drivers are OK?
 
 They simply are not. I currently cannot use FlightGear due to simply
 unusable
 performance with free drivers but still, it's worth this tradeoff for me
 after
 years of pain with closed source drivers (both NVidia and ATI/AMD). Free
 drivers allow me to:
 
 * do my job which is programming which needs loads of text on the screen
(closed source drivers gave unusably low performance here)
 * have multiple X servers running, so my girlfriend can have her own user
 on
my computer without either of us having to log out all the time
 * upgrade to current (development) kernel any time
 * have decent video performance
 * actually get support for kernel problems
 
 In sum, these features are worth more to me than FlightGear, though I miss
 it
 very much. The free radeon drivers nowadays are good enough for many games
 and
 other software. It would be nice if FG developers acknowledged their
 existence
 and avoided breaking their user's experience.
 
 Personally I hope to get back to at least flyable performance levels with
 a CPU
 upgrade in the near future. But even if not, I would never go back to
 closed
 source drivers.
 
 

I hear your pain - but as I said - you don't have to use materials-dds.xml -
it's not the not the default. 

Neither do you have to use any shaders - they are switchable. If you still
can't run Flightgear - well you know the solution - upgrade your system.

Vivian 



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Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread Vivian Meazza
Mathias
 
  There is no intention to migrate as a whole to .dds: it is offered as an
  appearance and performance upgrade for those who wish to use it. It is
 up to
  aircraft developers to decide which format they will use. Indeed - they
  could provide models with either format so that the user could choose.
 
  That said - why use drivers that cannot handle .dds compression formats?
 
 Because there is no other driver. Like for the intel ones for example.
 Because work on other interresting system stuff gets much more annoying
 with
 any closed source driver. I just do not want to limit myself to flightgear
 - so
 I really apprechiate that you could do even serious development to the
 closed
 source drivers.
 Because most stuff that the average linux user cares work perfect with the
 open
 source driver stack. And that makes manny people just use these. Then when
 one
 of them tries flightgear he will see that it does not work as expected and
 most
 of them will then just never again try flightgear. Some of them will land
 here
 and probably get saied that he should use an other driver. But most people
 just don't ask and probably tell others that they have a new laptop but
 once
 they tried flightgear, that boring game just does not work anymore ...
 

I don't fully understand the point - we're not using .dds, and fancy shaders
as the default option - what else isn't working with open source drivers?
FlightGear should be working just as it always was. Those unable or
unwilling to use closed source or fully compliant drivers just don't get to
see some of the fancier eye-candy, but that should be all.

  I
  assume closed source drivers are OK?
 The ati and nvidia closed source drivers can do this.
 
 So, I think the mipmap generation hangs with the nvidia drivers are a
 serious
 problem. But just limiting everything to the use of exactly this driver
 where
 this problem is worst cannot be a valid answer.

I haven't see such a problem - now I will look for it.
 
 I would like to have a flightgear that is by default just running on every
 average system. Having this run faster on a special configured system with
 some
 better configuration options and hand tuned hardware and drivers is very
 fine.
 But without tuning it must at least work in an acceptable way.

It should - and I thought it did - I see no problems here with shaders off
and using the default materials.dds - where is the problem?

 
 I have checked in a change to flightgear to make the use of the compressed
 internal formats a starttime configuration option.
 I am still interrested if we have that hangs also with texture compression
 disabled and without providing precompressed dds textures?
 

Yes - good idea - I'm using that now - unfortunately my system was working
just fine before so it might be a little hard to see if there is any effect!
I'm not entirely clear what bug this fix is trying to solve.

Vivian



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Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread Vivian Meazza
Erik,

 On Thu, 2011-12-29 at 17:36 +, Vivian Meazza wrote:
  Mathias
  
   I have checked in a change to flightgear to make the use of the
 compressed
   internal formats a starttime configuration option.
   I am still interrested if we have that hangs also with texture
 compression
   disabled and without providing precompressed dds textures?
  
 
  Yes - good idea - I'm using that now - unfortunately my system was
 working
  just fine before so it might be a little hard to see if there is any
 effect!
  I'm not entirely clear what bug this fix is trying to solve.
 
 At least the bug where switching from internal view to external view
 cause a big 'pause' for the F-16. It also effects livery switching for
 the F-16.
 

The F16 is just excellent here. I get a slight pause on firest switching
from an internal to external view, but I expect that is the testure loading
for the first time. Thereafter it is as near instantaneous as you could
wish. Likewise livery changes.

Couple of small bugs - a USAF insignia seem to get left behind on the lower
wing surface when changing liveries and some errors:

 Property systems/hook/tailhook-cmd-norm is already defined.
Could not find at least one of the following objects for animation:
'Pilot_int'
Could not find at least one of the following objects for animation:
'Pilot_int'
Could not find at least one of the following objects for animation:
'Pilot_int'

Some of the textures aren't properly aligned on the RNlAF-J015-demo livery 


Overall an excellent experience! However, this is perhaps not a totally fair
test: I'm running Windows XP on a 128GB SSD, with a Core2 Quad and nVidia
GTX 260, so I would expect quick switching etc. 

Vivian



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Re: [Flightgear-devel] Grassland vs. GrassLand

2011-12-22 Thread Vivian Meazza
Martin

 
 Ah, BTW,
 
 thorsten.i.r...@jyu.fi wrote:
 
  I believe the intended spelling is 'GrassLand', [...]
 
 No, it wasn't  ;-)
 

[Pedant Alert] 

Strictly speaking - in English it is Woodland, Floodland, Grassland etc.

But I'm sure we all know that anyway.

Vivian 



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Re: [Flightgear-devel] Announcing Project Rembrandt

2011-12-17 Thread Vivian Meazza
Fred

 
 i am so excited I couldn't resist to share the first milestone of my
 current project :
 
 http://frbouvi.free.fr/flightsim/project_rembrandt_1.png
 
 As the name of the project hints, this is only the beginning.
 

So Xmas has come early this year :-)! Excellent progress after all these
years.

Regards

Vivian



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Re: [Flightgear-devel] Weather issues for 2.6

2011-12-15 Thread Vivian Meazza
Thorsten,

... snip ...
 
 9) Water shader (very impressive!!!) doesn't react to wind/overcast in
 Local Weather. Vivian, Emilian - at some point we discussed an interface
 of how to pass the situation to the shader. Technically it's really easy
 for me to write in any form you like - just tell me where you want to pick
 up that info.

We are still looking into this one. At first glance there doesn't seem to be
any good reason for the wind not being honoured. The overcast is a problem
of interpreting different implementations between Global and Local weather.
Now you are back operational we will try to come up with a suggestion in the
next couple of days
 
 10) Skydome scattering shader - is now basically broken in overcast
 situations when visibility is low, because the clouds fade rapidly but the
 shader doesn't react, so more blue sky is seen when visibility goes down.
 In October, I had a near-seamless solution to that involving the ground
 haze shader, a modified skydome shader, and modified cloud distance fading
 behaviour which did the trick both for local and global weather (which was
 also posted in the forum as very experimental feature). Is anyone (Vivian,
 Emilian?) still working on that - or should this better go into the next
 release?

We had some problems with adapting the ground haze shader to the new,
universal fog scheme. At the moment, our results are unacceptable for
release. We are not clear at this stage if we can do it at all, and we are
unlikely to come up with a tested and tuned solution by the 17th. We will
continue to work on it in the next few days to come up with a better
informed decision on the way ahead. 

 
 All in all, the performance requirements of the current version are weird.
 I took my Carrier-Ops flight from Vinson to Nimitz in the F-14b which used
 to have good framerate (no terrain) and I ended up with 14 fps. Not really
 improved a lot by switching water shader off... I then wanted to know how
 far down it'd go in really detailed scenery and used the Lightning to
 blast around Hawaii to Maui - with similar cloud coverage I ended up with
 twice the framerate and a comfortable 24-30 fps. With the Concorde on the
 runway in Seattle, I had a whopping 3 fps (never seen anything this
 low...), but the AAr with the F-16 around Las Vegas gave me 34-40 fps
 (again in similar clouds). Doesn't agree at all with my previous
 experience.
 

Some improvements to the wake of Vinson are likely to have cost some
framerate. These can be reverted by selecting a lower quality setting so it
should be possible to compare like-with-like. 

Vivian 



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Re: [Flightgear-devel] Re : Arresting Type Devices

2011-12-15 Thread Vivian Meazza
HB-GRAL

 -Original Message-
 From: [mailto:flightg...@sablonier.ch]
 Sent: 15 December 2011 17:37
 To: Olivier; FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Re : Arresting Type Devices
 
 Am 15.12.11 18:26, schrieb Olivier:
  Hello Yves,
 
  Arresting cables for runways do already exist in FG: see them in action
 at LFRJ Naval Base for instance.
 
 
  Olivier
 
 
 Errm, Is this BAK12/14 or MA1A, ES or E28/B ? ;-)
 

The ones I did in fgdata are BAK12. You can see them at Miramar (KNKX) 

Vivian



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Re: [Flightgear-devel] Re : Arresting Type Devices

2011-12-15 Thread Vivian Meazza
Martin

 Vivian Meazza wrote:
 
  The ones I did in fgdata are BAK12.
 
 Just for the record, the original BAK-12 was provided by David Culp:
 
   http://scenemodels.flightgear.org/modeledit.php?id=918
 
 We're having two models of a BAK-12 in the Base Package because some
 people here are incapable to comprehend the world beyond their own
 nose  ;-)
 

Look under your own - one is non-op - the other functioning. You can pick
whichever you prefer

Vivian 



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Re: [Flightgear-devel] Re : Arresting Type Devices

2011-12-15 Thread Vivian Meazza


 -Original Message-
 From: Martin Spott [mailto:martin.sp...@mgras.net]
 Sent: 15 December 2011 19:39
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] Re : Arresting Type Devices
 
 Vivian Meazza wrote:
 
  The ones I did in fgdata are BAK12.
 
 Just for the record, the original BAK-12 was provided by David Culp:
 
   http://scenemodels.flightgear.org/modeledit.php?id=918
 
 We're having two models of a BAK-12 in the Base Package because some
 people here are incapable to comprehend the world beyond their own
 nose  ;-)
 
No, I'm wrong. The one I did which says this:

* Add runway arrester gear type BAK-12. Based on Dave Culp's original work.

is operational. 

The other one, which used to be non-op, seems to have gained operational
capability along the way. It was the original intention to have 2 - a
simpler, non-op one and a more complex functional one. The distinction seems
to have become blurred along the way 

Vivian 



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Re: [Flightgear-devel] Sound support broken by AI traffic

2011-12-13 Thread Vivian Meazza
Erik

 
 On Mon, 2011-12-12 at 20:22 +0100, ThorstenB wrote:
  Hi Erik,
 
  Am 12.12.2011 13:31, schrieb Erik Hofman:
   I've implemented a mechanism to free OpenAL sources that are farther
   away than max-distance (3km for the current AI models). This might
 solve
   your problems, although it is not a one size fits all solution.
 
  I'm still getting many error messages at EHAM - but it's better now.
  It's starting ok and I'm hearing AI sounds. Nice :)
 
  However, XML conditions for AI aircraft have no effect. All AI sound
  samples are played unconditionally as soon as the aircraft is in range.
 
 That's the problem of the AIModel code that models hardly any properties
 suitable for sound playback. It should be extended and the config file
 should be updated to match the changes.
 
  play once AI sound samples are also played continuously. I think it's
  caused by an issue with your last update. Attached patch restores the
  effect of the XML conditions for me - and also play once samples work
  as expected. Not sure if that's the correct way to fix it though...
 
 Not entirely no.. it looks like the looping setting gets lost in the
 process, I'll take a look at it.
 

As of this mornings Git with MSVC10 build and WinXP I'm getting this
continuously repeated: 

Sound manager: No more free sources available!

At KHAV with the traffic manager disabled. Frame rate is reduced to 4-5 and
the system is unusable.

Vivian 



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Re: [Flightgear-devel] Trying to get more performance out of the 3Dclouds!

2011-12-13 Thread Vivian Meazza
Thorsten wrote:

 
  IIRC clouds were moved into bin 10 to improve appearance vis-à-vis
  particles. If we put clouds back into bin 9 and particles remain in 10
  all
  the cooling towers, chimney efflux, aircraft contrails, exhausts etc.
 are
  drawn after the clouds i.e, in front. Rather looks as if we can have
  realism
  or framerate but not both.
 
 Are these assignments runtime-changeable?

Not that I can see at the moment - right now particles are hard-coded to go
into bin 10, and the others are shader based which can be changed relatively
easily - but not during runtime.

 If so, one could use a simple criteria to get it (roughly) right.
 
 * particle effects associated with an aircraft are always drawn in front
 (they must be nearby to see them anyway)

Sort of true - but this will generate odd effects in tower views.
 
 * aircraft contrails are always treated as clouds (they are clouds)

Yes - true - but they are particle based so they will follow whatever
heuristic is appropriate for aircraft above. So they will almost never be
right. The persistent contrails are shader based, and can go into whichever
bin the clouds go, and will work fine, except they will not necessarily
match the particle based contrails. 

 * ground-based model effects are drawn in front if the current view is
 below some decision altitude, and they are drawn at back if the aircraft
 is above (with the decision altitude being the lowest cloud layer)

We make no distinction between types of particles - they're all the treated
the same atm and get bunged into bin 10.

 This set of rules should get so much right that the exceptions don't
 really matter.

So you can see why the decision was made to lump them all together into 10
and let God, sorry OSG, sort them out. And so it does by and large, making a
pretty good job of it, but it takes its time over it.

Catch 22 or what?

Vivian 



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Re: [Flightgear-devel] Trying to get more performance out of the 3Dclouds!

2011-12-12 Thread Vivian Meazza
Emilian


 On Sunday 11 December 2011 22:04:02 Stuart Buchanan wrote:
  On Thu, Dec 8, 2011 at 10:47 AM,I wrote:
   2011/12/8 Mathias Fröhlich wrote:
   If I do not respond to list mails when you need some response, fell
   free to contact me directly. I just miss some mails every now and
   then ...
   Thanks for the offer. Will do.
 
  I've had a look, and I think I can change the code to create a single
  PrimitiveSet for each cloud fairly easily.
 
  On thinking about this a bit more, one thing that I don't quite
 understand
  is why the behaviour for clouds should differ so much from our random
  vegetation.
 
  The random vegetation code we have is very similar - a small number
  of geometries being used again and again. Yet, the performance is far,
  far better, even with much higher numbers of objects.
 
  I had thought that the main difference was the use of transparency,
  where the clouds are larger and generally more transparent than
  the trees.
 
  If so, and the alpha blending of the textures has the most impact on
  framerate, will changing the geometry help significantly? Or is it the
  case that the transparency _within_ a geometry is much more effectively
  handled by OSG than the transparency between different geometries?
 
  -Stuart
 
 On a sidenote to this discussion, all cloud*.eff files force render bin
 10,
 moving them back to render bin 9 (as they were before according to this:
 http://mapserver.flightgear.org/git/?p=fgdata;a=commitdiff;h=f94af651aecc6
 3ea1989529f0114b28b4bcef48f
 and also to the setup in  simgear/scene/util/RenderConstants.hxx ) gives
 me
 back a lot of performance (roughly from 15fps to 30 fps with fair
 weather,
 and much less framedrop in cloudheavy configs with a 8600gt).
 Maybe there's some performance to be gained back from that too?
 

IIRC clouds were moved into bin 10 to improve appearance vis-à-vis
particles. If we put clouds back into bin 9 and particles remain in 10 all
the cooling towers, chimney efflux, aircraft contrails, exhausts etc. are
drawn after the clouds i.e, in front. Rather looks as if we can have realism
or framerate but not both.

At the time performance was not unduly hit - but I might be remembering
incorrectly.

Vivian





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Re: [Flightgear-devel] apt.dat update (lowercase names etc.)

2011-12-10 Thread Vivian Meazza
Yves

 -Original Message-
 From: HB-GRAL [mailto:flightg...@sablonier.ch]
 Sent: 10 December 2011 10:25
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] apt.dat update (lowercase names etc.)
 
 Am 10.12.11 07:52, schrieb Tuomas Kuosmanen:
  Wouldn't it be useful to somehow flag the airport as
  closed/restricted/whatever in the data, so that nav displays and gps/fms
  units could show a different airfield symbol if desired for closed
  airports? Does the data format support this?
 
 There is one field left in apt.dat airport line which is deprecated.
 This would be the only possibility to set a flag (0=open, 1=closed ?),
 but I think with this flag set FG apt.dat is not compatible anymore with
 original xplane data.
 
 I guess some external apt.dat readers around use the [X] somehow ?
 
 (Remark: What I wrote about FAA and Cl is wrong, there are three
 states in US data: CI - closed indefinitely; CP - closed permanently; O
 - operational, so closed in apt.dat should mean CP I think.)
 

I think the difference between CI and CP is too subtle to matter to us. If
we only have a binary value then we should think O = 1, 'not O' = 0 where
'not O' = CI or CP.

If we can have a ternary value then O = nil or undefined, CI = 0 and CP = 1
Works for me anyway.

Vivian





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Re: [Flightgear-devel] apt.dat update (lowercase names etc.)

2011-12-08 Thread Vivian Meazza
HB-GRAL wrote

 -Original Message-
 From: HB-GRAL [mailto:flightg...@sablonier.ch]
 Sent: 08 December 2011 17:44
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] apt.dat update (lowercase names etc.)
 
 Another small question might be for ourairports names like this one:
 
  Mario's Flying Pizza Airport  (sic!)
 
 should this become ...
 
 a) Marios Flying Pizza Airport
 b) Mario s Flying Pizza Airport
 c) Mario Flying Pizza Airport
 
 (This is serious, this is 2TA4 and it is in FlightGears apt.dat.)
 
 Origin in apt.dat is a) in apt.dat, but my script eats it up. So better
 no change for this case ?
 
 Cheers, Yves
 
 
 
 Am 08.12.11 13:36, schrieb HB-GRAL:
  Hi all
 
  I am recently trying to update apt.dat airport names (in all flightgear
  relevant data versions, means original xplane 8.10/8.50 and flightgear
  apt.dat). I noticed caps in names, i.e. I am changing this names to
  upper/lower case, and I wrote a small python script to update the names
  from another data source in public domain (ourairports.com).
 
  I wish to submit this changes and updates. But I am asking you to review
  the different changes/possibilities of the script in a code 1 line of
  apt.dat :
 
  a) Same name, but to lower:
  Old line: '13141 0 1 01MT CRYSTAL LAKES RESORT'
  New line: '13141 0 1 01MT Crystal Lakes Resort'
 
  b) No shortcuts, but still= 40 letters
  Old line: '13020 0 1 04CA GRAY BUTTE FLD'
  New line: '13020 0 1 04CA Gray Butte Field'
  or
  Old line: '1 940 0 1 0NY7 Murphys Lndg Strip'
  New line: '1 940 0 1 0NY7 Murphys Landing Strip'
 
  c) Same name, but marked as closed in apt.dat when ourairports says
  closed:
  Old line: '1 250 0 1 03VA Whipoorwill Springs'
  New line: '1 250 0 1 03VA [X]Whipoorwill Springs'
 
  d) Take new names from ourairports
  Old line: '1  18 0 1 04W  Keech\n'
  New line: '1  18 0 1 04W  Field of Dreams Airport\n'
 
  What changes (0 or a/b/c/d) do you think are useful and will be accepted
  (also by developers working with apt.dat for FlightGear side projects
  like Maps, Launchers etc.) ?
 

Marios Flying Pizza Airport

If you can't do

Mario's Flying Pizza Airport

Vivian



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Re: [Flightgear-devel] Snow line based on METAR

2011-12-06 Thread Vivian Meazza
Csaba wrote:

 -Original Message-
 From: Halász [mailto:csaba.hal...@gmail.com]
 Sent: 06 December 2011 16:55
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Snow line based on METAR
 
 On Tue, Dec 6, 2011 at 5:15 PM, Gijs de Rooy gijsr...@hotmail.com wrote:
 
  I wrote a Nasal script, everything works fine, but I stumble accross a
  problem with my listener. For
  some reason the snow-cover property seems to be tied and therefore it
 always
  reports nil to a
  listener (AndersG said so, I got no idea what that means).
 
  Would it be possible to untie the prop? Or is there a better solution?
 You
  can find the script below.
 
 You can attach the listener to the metar/valid node which is left
 untied for this exact purpose. Make sure you trigger for all writes,
 not just changes (to catch valid-valid updates).
 

I'm not sure that this is correct. Nasal listeners don't mind if a property
is tied or not - this must be true or else weather-utility.nas wouldn't work
to untie properties for use by effects. Effects use c++ listeners, and
these do care if a property is tied.

Vivian 



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Re: [Flightgear-devel] Trying to get more performance out of the 3Dclouds!

2011-12-05 Thread Vivian Meazza
Stuart wrote:

 On Mon, Dec 5, 2011 at 8:26 AM,  Thorsten Renk wrote:
  Since according to the newsletter Stuart's current ongoing quest is to
 get
  better performance for 3d clouds, here are some of my observation:
 
 Thanks very much for the observations. Lots of food for thought :)
 
 As an FYI, the investigations I've been doing haven't born much fruit.
 In fact, I've been thinking that my quest is a bit like that of the Holy
 Grail - something you never actually attain :)
 
 I had come to the conclusion that the only way to get a signficant
 increase
 in performance would be move to using Impostors. That's a big change,
 particularly as the OSG implimentation appears to be broken/bit-rotted.
 I've
 been strenuously avoiding having to think about implementing it myself,
 but I may have to just bite the bullet. Either way, it isn't going to
 happen
 for 2.6.0!
 
  * I've noticed that when I use the relatively lowres Altocumulus texture
  sheet (3x3 on one sheet) I can basically use a ridiculous number of
  sprites without performance deterioration, whereas when I use the hires
  Cumulus sheets (1x2 plus 1x3) the number of sprites I can show before
  performance takes a nosedive goes down substantially.
 
 That's very interesting information indeed. I will do some like-for-like
 experiments
 
 One contributing factor may be differences in the amount of transparency
 in the different textures.
 
  * There seems still to be stuff computed in the shaders per vertex that
 is
  actually an uniform per frame - eyepos for instance. I wonder if the
  computations could be speeded up significantly  by consequently pulling
  all things that are really uniforms out of the shaders.
 
 I'll take a look. Vector and matrix calculations should be very efficient
 in the
 GPU, and we're only performing these per-vertex rather than per-
 fragment,
 so there may not be much benefit.
 
  * We're likewise fond of computing stuff per frame that changes more
 like
  per minute. The orientation of faraway clouds doesn't have to be
 computed
  per frame, because it can't change much per frame. If there'd be a way
 to
  store the value used last time, then (based on a distance criterion),
 one
  could assign clouds into n task groups and recompute a task group only
  every nth frame and use the last stored value otherwise. Back when I
  rotated clouds from Nasal, this did work and improved performance by a
  factor 5 or 6 - not sure how much it could do with a Shader setup, not
  sure how to do it technically, but my guess is that it would speed
 things
  up.
 
 We already use this technique for sorting the sprites within the cloud, by
 using
 a heuristic that if the sprites were already sorted the previous time
 we checked,
 they probably still are.
 
 We could do something similar for calculating the eyepoint outside of
 the shader,
 but as pointed out above, I'm not sure this is the main perf limitation.
 

Emilian and I noticed that the local cloud effect files are using render
bin 10 - thus competing with all other transparent objects, while the
global clouds use render bin 9 - the dedicated cloud bin. We have tried
moving all the clouds to render-bin 9: Emilian reports a significant gain in
performance but I see little change here. However, we are not aware of the
reason for the use of different bins.

We also note that you are back to using the .png textures with their black
edges etc., rather than the .dds that we provided. Use of .dds textures
should at least be no worse than .png and at best will provide a small
performance advantage. 

Unfortunately, we are only scratching around the edges for improved
performance using the existing technique, and really we need to try
something a bit more radical.

Vivian  



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Re: [Flightgear-devel] [ANN] Shader Development

2011-12-02 Thread Vivian Meazza
James

 
 On 1 Dec 2011, at 22:47, Vivian Meazza wrote:
 
  I think it's all in Gitorious now - so you should be able to see for
  yourself.
 
 Getting a couple of compile errors from my Radeon 3870:
 
 glLinkProgram  FAILED
 Program  infolog:
 ERROR: No definition of fog_Func in vertex shader
 ERROR: No definition of fog_Func in fragment shader
 
 Scaling image '/Users/jmt/Library/Application
 Support/flightgear.org/TerraSync/Objects/e000n50/e004n52/pharos.rgb' from
 (24,312) to (32,256)
 FRAGMENT glCompileShader  FAILED
 FRAGMENT Shader  infolog:
 ERROR: 0:59: Call to undeclared function 'texture2DLod'
 ERROR: 0:109: Call to undeclared function 'texture2DLod'
 ERROR: 0:110: Call to undeclared function 'texture2DLod'
 
 glLinkProgram  FAILED
 Program  infolog:
 ERROR: One or more attached shaders not successfully compiled
 
 
 Any hints on narrowing down the errant shader? I really we could report
 the shader file name :)
 
 This is at EHAM with the UFO, if it matters.
 

After much searching, we have found and fixed this one:

glLinkProgram  FAILED
Program  infolog:
ERROR: No definition of fog_Func in vertex shader
ERROR: No definition of fog_Func in fragment shader 

We haven't done anything to Lod - so that one is a bit more mysterious.

In Gitorious - see if we fixed it

Vivian



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Re: [Flightgear-devel] Improving random trees buildings

2011-11-30 Thread Vivian Meazza
Stuart


 Hi All,
 
 Having seen some recent screenshots from X-Plane 10, I've been
 thinking about ways to improve our random scenery, in particular
 buildings.
 
 At present, we have random building scattered over the scenery, based
 on .ac models, plus the Urban shader.
 
 The former are limited in that performance suffers significantly as
 density increases, and there is little control over their placement.
 The Urban shader provides an good impression of a complex city-scape,
 but the sides of the buildings are rather gray, and the visuals suffer
 at low viewing angles. It also has a significant performance impact.
 
 I'm wondering whether there is any mileage in using a variant on the
 scheme we use for random vegetation to create a cityscape. As you may
 be aware, the random vetegation uses a small number of geomerties
 instantiated all over the terrain, and uses a vertex shader (which is
 much cheaper than a fragment or geometry shader) to provide height,
 width and texture information.
 
 Of course, there's no point at all in doing this unless it provides
 better performance than the urban shader.
 
 The Default materials.xml tree density is 4000m^2, or a tree per
 63mx63m square (ish). The trees themselves have similar geometric
 complexity to a cuboid (same number of vertices), but buildings don't
 generally have any alpha blending requirements. So to a first level of
 approximation, we should be able to populate the urban area with
 textured cubeoids at the same density as the trees for a similar cost
 performance-wise.
 
 To provide more interesting buildings, I'm anticipating using a cuboid
 per floor, plus a modified cuboid for the roof, so probably ~ 4x the
 complexity of trees geometrically for a 3 storey building.  Obviously
 there would be XML controls in materials.xml (or a linked XML file)
 for the length, width, number of floors, textures, and roof.
 
 At the same time, I'm anticipating aligning the buildings with the
 texture, and probably using a second texture as a mask to indicate
 where buildings may, or may not, be placed. This latter technique may
 also have applications for the trees, so that trees only appear a the
 edges of fields, or in the rough of golf courses.
 
 I'm interested in peoples opinions on this, and in particular what
 their view is of the current forest and urban shader performance. It
 may be that my system is unique in that one is cheap and the other
 expensive, and this is all pointless!
 

Sounds a good idea - I hate the random objects - they are always the wrong
style/size and in the wrong place.

Just do it - we'll make it switchable at runtime. Users can make up their
own minds (or as it has been said of users: what they are pleased to call
their minds).

Looking forward to testing it,

Vivian  



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Re: [Flightgear-devel] Fw: CMake, tomorrow (Sunday 23rd)

2011-11-28 Thread Vivian Meazza
Alan,

 

It's probably exactly the error as described :-). Possibly generated cmake
without checking the jsbsim box. Easy to check - is fgJSBSim project in the
Solution, and is it selected for build in the Configuration Manager?

 

If that checks out then is option(ENABLE_JSBSIM Set to ON to build
FlightGear with JSBSim FDM ON) in

~\Flightgear\CMakeLists.txt

 

But that's all pretty obvious - so perhaps the problem is more complex .

 

Vivian 

 

 

-Original Message-
From: Alan Teeder [mailto:ajtee...@v-twin.org.uk] 
Sent: 28 November 2011 15:58
To: FlightGear developers discussions
Cc: fatima.iervol...@eads.net
Subject: [Flightgear-devel] Fw: CMake, tomorrow (Sunday 23rd)

 

This was sent directly to me. Does anyone know what her problem is likely to
be? 

 

(I, and others , have already given several answers to this question on the
FG forum)

 

Alan

 

From: Iervolino Fatima mailto:fatima.iervol...@eads.net  

Sent: Monday, November 28, 2011 2:18 PM

To: ajtee...@v-twin.org.uk 

Subject: Re: [Flightgear-devel] CMake, tomorrow (Sunday 23rd)

 

Hello,

 

After having compiling in DEBUG  RELEASE mode FlightGear under Windows, I
get systematically an error while I'm trying to launch fgfs under Windows
command DOS.

Fatal error: Unrecognized flight model 'jsb', cannot init flight dynamics
model.

 

I've installed and compiled sources of FG from Gitorious. I'm using a NVIDIA
Quadro FX 570, with Intel Core 2 Duo CPU, 2.80 GHz, 1.96 Go of RAM, Windows
XP Prof Version 2002, SP3.
Can you please help me because I don't understand why I get this error... ? 

 

Many thanks,

 

Fatima KAJOUT-IERVOLINO

RD Project Manager 

EADS Innovation Works

12 rue Pasteur - BP76 -

92152 Suresnes Cedex - FRANCE

Phone + 33 (0)1 46 97 31 74

:fatima.iervol...@eads.net

P Before printing, think about your responsibility and commitment towards
the ENVIRONMENT!

 

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Re: [Flightgear-devel] Announce: AeonWave 2.1 for Linux available

2011-11-26 Thread Vivian Meazza
Gene

 On Sat, 26 Nov 2011, Emilian Huminiuc wrote:
 
  On Friday 25 November 2011 22:44:47 Michael Sgier wrote:
  So AeonWave is a complete replacement for OpenAL? Must be...now could
 it do
  synthetic speech as used for X-Plane's ATC? Thanks
 
 
  Ever heard of festival? ever read the flightgear manual ? You've got
 everything
  needed already in place.
 
 Jeeze, a little consideration goes a long way there sparky.  Go be a jerk
 someplace else.
 

I've heard OF Festival, but I haven't HEARD it for years: it's broken with
FG and Win XP. Works in its own right though. My bad - I should have made a
bug report ... but hang on - no one else noticed? Ah well - sic transit
gloria mundi.

Vivian



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Re: [Flightgear-devel] problems with cmake

2011-11-25 Thread Vivian Meazza
 

 

Make sure you have a valid path to wherever you put Simgear:

 

CMAKE_PREFIX_PATH D:/Cygwin/OpenSceneGraph-2.9.9;D:/Cygwin/simgear

SIMGEAR_INCLUDE_DIR  D:/Cygwin/simgear/include

 

Try setting:

 

SIMGEAR_LIBRARIES   SIMGEAR_LIBRARIES-NOTFOUND

 

HTH

 

Vivian

 

-Original Message-
From: Bjoern Duebler [mailto:bjoern_dueb...@web.de] 
Sent: 25 November 2011 14:47
To: flightgear-devel@lists.sourceforge.net
Subject: [Flightgear-devel] problems with cmake

 

Hello,

I try to build fg by myself but failed to do so.
I've got this problem for about 1-2 weeks already.

I want to build the newest git-Version, simgear is doing fine, but I always
end up with a problem when configuring flightgear:
p, li { white-space: pre-wrap; }

Using explicit data-dir: /windows/E/Flightgear/fgdata

Git revision is ebcc6359b97a64321226a8ed37cf1fce9d1c14d9

apr-1-config not found, implement manual search for APR

/usr/include

/usr/local/games/FlightGear/include

looking for version: 2.5.0

Configuring done

WARNING: Target fgjs requests linking to directory /usr/lib64/. Targets
may link only to libraries. CMake is dropping the item.

WARNING: Target js_demo requests linking to directory /usr/lib64/.
Targets may link only to libraries. CMake is dropping the item.

WARNING: Target fgfs requests linking to directory
/usr/local/games/FlightGear/lib. Targets may link only to libraries. CMake
is dropping the item.

WARNING: Target fgfs requests linking to directory /usr/lib64/. Targets
may link only to libraries. CMake is dropping the item.

WARNING: Target metar requests linking to directory
/usr/local/games/FlightGear/lib. Targets may link only to libraries. CMake
is dropping the item.

WARNING: Target fgviewer requests linking to directory
/usr/local/games/FlightGear/lib. Targets may link only to libraries. CMake
is dropping the item.

WARNING: Target fgviewer requests linking to directory /usr/lib64/.
Targets may link only to libraries. CMake is dropping the item.

WARNING: Target fgadmin requests linking to directory
/usr/local/games/FlightGear/lib. Targets may link only to libraries. CMake
is dropping the item.

WARNING: Target fgadmin requests linking to directory /usr/lib64/.
Targets may link only to libraries. CMake is dropping the item.

Generating done

All I found about this problem here or anywhere else on the nt didn't help
me so far.
Can anyone with more knowledge please be so kind to try to help me.
What else on informations does anyone need?

Thanks
Bjoern.

P.S.: Building with the old system (autogen.sh, configure, ...) worked
always well. I installed the newest osg-version 3.x. OS Suse 11.3

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Re: [Flightgear-devel] Initial AI model sound code committed

2011-11-25 Thread Vivian Meazza
Erik

 
 I've committed the first AI model sound code now.
 At this time it's probably a bit annoying because there are too little
 properties (or too little are actually updated) to create a proper sound
 configuration so all 737 and 747 aircraft now just have the engines
 running at a constant rate. At least it's working properly now.
 
 See AI/Aircraft/737/737-main.xml which now includes Sounds/737-sound.xml
 which is located in AI/Sounds/737-sound.xml
 

I've been trying the new sound stuff - not a peep. I can't find
AI/Aircraft/737/737-main.xml in gitorious - is that the right path or is the
file missing?

Vivian





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Re: [Flightgear-devel] Shader properties and dialog

2011-11-20 Thread Vivian Meazza
Gijs,

 

This proposal doesn't seem to address the problem namely that 3d clouds and
Random Vegetation (trees) require Material Shaders to be checked in the gui,
and that doing so ran other, unrelated and unneeded shaders. This proposal
is different to, rather than better than the existing. It actually breaks
the water shader effect (I expect that can be fixed), and I don't know what
else - I haven't time to go through everything. In one important aspect it
is worse: the Shader options are not greyed out when the slider is at 0
(shaders OFF), thus it might be inferred that shaders are active when they
aren't.

 

I can't see any reason for the dependency between 3d clouds and Material
Shaders, but Stuart might enlighten us. Nor can I see any thing wrong with
the shaders controlled by the Material Shader checkbox. In any case, the 3
frame rate killers here are 3d Clouds, Trees, and AITraffic. Compared to
these, the effect on frame rate by shaders is trivial. As an example using
the B29 (with reflect shader) at KSFO I see a minimum of 50 fps with all
shaders off and no 3D clouds. If I switch on all shaders, I get 40 fps. With
all optional shaders off and 3D clouds on, I see 14 fps. If I switch
optional shaders on that drops to 13. If I switch everything on, I get an
unusable 9 or 10 fps. 

 

I'm using a nVidia GTX 260, not particularly powerful by today's standards.
I monitor its performance: with all shaders on GPU usage never exceeds 40%
and is more usually 30% or less. I would suppose that, at least here, the
problem of frame rate is not in the GPU and shaders but within FG/SG/OSG 

 

I would oppose this change on the grounds that it ain't broke so it don't
need fixing, and will introduce unknown problems. If you can assure me that
all ramifications of this proposal are known and fixed, then I might change
my mind.

 

Meanwhile - I would like to uncouple 3D clouds and Trees from material
shaders, which if possible would fix something. 

 

Vivian

 

 

-Original Message-
From: Gijs de Rooy [mailto:gijsr...@hotmail.com] 
Sent: 20 November 2011 19:06
To: FlightGear Development list
Subject: [Flightgear-devel] Shader properties and dialog

 

Following up on the framerate vs shaders discussion I made some changes to
the rendering
dialog and the way shaders are controlled. They are meant to make it easier
for (new) users
to get nice framerates, while still allowing the eye-candy that they find
important.

Some highlights:

*   The snow line slider is moved to the Environment  Global Weather
dialog.
*   All shaders can be individually en-/disabled via the View  Shader
Options dialog.
*   Setting the Quality vs Performance slider to 0 will disable all
shaders, with the 
exception of the tree shader.
*   Trees can be toggled by a single checkbox click now. No need to
fiddle around with
shaders to get them appear. I did came across a bug
http://code.google.com/p/flightgear-bugs/issues/detail?id=494  but that is
not related to these
shader/dialog changes.
*   Shader enable/disable properties and the quality-level are moved
from sim/rendering 
to sim/rendering/shaders.


Some notes:

*   I changed some property names (see above), which obviously brakes
some stuff. For 
example, aircraft that use the PersistentContrail effect need a little edit
in their .eff
files.
*   Now that the notorious Material Shaders option/property is
removed, effects should
no longer refer to the /sim/rendering/shader-effects property. 
Instead, /sim/rendering/shaders/quality-level should be used instead. That
will disable 
the effect when the quality-slider is set to 0.
*   The (old) 3D clouds appear to be hardcoded. Right now they still
check the old property
(/sim/rendering/shader-effects). Therefore, you will not see 3D clouds by
enabling the
checkbox like it used to be. Local weather clouds works fine though. 

 

Because it breaks some stuff I decided to create a merge-request, so anyone
can test and share
comments, ideas and patches. 

Here is the merge request:
https://gitorious.org/fg/fgdata/merge_requests/122 

Enjoy!


Gijs

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Re: [Flightgear-devel] New performance statistics GUI

2011-11-19 Thread Vivian Meazza
ThorstenB

 
 I have added a new subsystem and dialog to monitor FG performance. It's
 replacing/improving the original code which was only capable of writing
 statistics data to the console (I guess few people ever used or were
 even aware of the old option).
 
 The new GUI dialog is available in the menu: Debug = Monitor system
 performance.
 Example: http://imageshack.us/photo/my-images/521/fgfsscreen031.png/
 
 * Only statistics on our subsystems are shown. That's the FG modules
 running in our single-threaded main loop. Everything outside the main
 loop isn't shown, i.e. there are no statistics on the GPU or OSG
 rendering threads (use the OSG statistics screen for these).
 
 * Title bar shows average and worst case frame rate. In a perfect world,
 all frames should be spaced evenly, so both values should be almost
 identical. When frames are produced unevenly, then a larger difference
 between the worst and average frame rate is visible. Needless to say, we
 should try to get FG to deliver frames evenly, so movements look smooth.
 
 * Main table shows statistics on the individual subsystems. Helps to
 identify how much time certain systems currently consume, or which are
 responsible for jitters resulting in uneven frame rates.
 
 * A bit background on the FG subsystems may be necessary though to
 really judge what's going on. For example, you'll see the nasal
 subsystem consuming almost no time at all, so it looks great. However,
 almost all the nasal code runs in timers, and timers are driven by the
 events subsystem. So, to judge Nasal performance, you'll mainly need
 to look at events (and yes, you'll see time being consumed and jitters
 being produced there).
 
 * Statistics data is only collected while the dialog is open (or you
 manually set /sim/performance-monitor/enabled).
 
 Anyway, this alone isn't improving anything yet, but having a GUI to
 conveniently monitor performance will hopefully help us to see where
 exactly we're having issues - and help us to improve...
 

Builds, and runs OK, but just says wait ... Do I need to do something else?

Vivian 



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Re: [Flightgear-devel] attitude indicator in fgdata aircraft

2011-11-16 Thread Vivian Meazza
Anders wrote

 
 On Tue, 15 Nov 2011, syd adams wrote:
 
  thanks for the heads up ... Im currently updating the CitationX so
  i'll fix that and check my other aircraft.
  You said fgdata , does that mean aircraft are back in fgdata ?Is the
  separation idea abandoned for now? Just asking so i know how to
  proceed , since im updating mine in the FG-Aircraft repository.
 
 And so am I. As far as I'm concerned my aircraft now live in FG-Aircraft
 and will be developed there.
 
 
 An instrument question: is it common for directional gyros to be cageable
 too? The Sperry A-2 autopilot seems to have a separate toggle for caging
 the directional gyro but as far as I could see there is no property for
 that in FG (it was a while since I looked, though).
 
 

No there isn't. But I could add one.

Vivian



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Re: [Flightgear-devel] Crash on exit (Windows)

2011-11-14 Thread Vivian Meazza
Alan,

 

Yup here too.

 

Vivian

 

-Original Message-
From: Alan Teeder [mailto:ajtee...@v-twin.org.uk] 
Sent: 14 November 2011 11:46
To: Flightgear-devel@lists.sourceforge.net
Subject: [Flightgear-devel] Crash on exit (Windows)

 

The current Git crashes on exit.

 

Here is the stack. It looks like a heap problem.

 

 ntdll.dll!777115ee() 

 [Frames below may be incorrect and/or missing, no symbols loaded for
ntdll.dll]

 ntdll.dll!777115ee() 

 ntdll.dll!7770015e() 

 kernel32.dll!751014dd() 

msvcr90d.dll!_free_base(void * pBlock=0x5a2bd386)  Line 109 + 0x13
bytesC

 024ff754()

 msvcr90d.dll!_unlock(int locknum=4)  Line 376C

 msvcr90d.dll!operator delete(void * pUserData=0x17f4f080)  Line 57 +
0x7 bytesC++

 msvcr90d.dll!operator delete(void * pUserData=0x17f4f080)  Line 56 +
0xc bytesC++

 fgfs.exe!FGPanel::`scalar deleting destructor'()  + 0x27 bytesC++

 fgfs.exe!FGGlobals::~FGGlobals()  Line 187 + 0x28 bytesC++

 fgfs.exe!FGGlobals::`scalar deleting destructor'()  + 0x16 bytesC++

 fgfs.exe!fgMainInit(int argc=1, char * * argv=0x02812fd8)  Line 584 +
0x37 bytesC++

 fgfs.exe!main(int argc=1, char * * argv=0x02812fd8)  Line 259 + 0xd
bytesC++

 fgfs.exe!__tmainCRTStartup()  Line 586 + 0x19 bytesC

 fgfs.exe!mainCRTStartup()  Line 403C

 kernel32.dll!7510339a() 

 ntdll.dll!77729ed2() 

 ntdll.dll!77729ea5() 

 

Alan

 

 

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Re: [Flightgear-devel] more cmake problems

2011-11-09 Thread Vivian Meazza
syd

 
 Hi
 Ive been trying to build flightgear with ccmake , no luck yet.
 The first error was SIMGEAR_VERSION_OK not found , but with some help on
 irc,
 I managed to get past this by adding set(SIMGEAR_VERSION_OK 1) to the
 CMakeLists.txt.
 Now i get these error messages :
 
 WARNING: Target fgfs requests linking to directory /home/syd/FG/lib.
  Targets may link only to libraries.  CMake is dropping the item.
 
  WARNING: Target metar requests linking to directory /home/syd/FG/lib.
  Targets may link only to libraries.  CMake is dropping the item.
 
  WARNING: Target fgviewer requests linking to directory
 /home/syd/FG/lib.
  Targets may link only to libraries.  CMake is dropping the item.
 
 As you can see , i keep FG in my home folder.Simgear built and
 installed without errors.
 Any suggestions 

You need ALL of the following:

CMAKE_PREFIX_PATH - path/to/simgear e.g. D:/Cygwin/simgear
SIMGEAR_INCLUDE_DIR - path/to/simgear/include e.g. D:/Cygwin/simgear/include
SIMGEAR_LIBRARIES - SIMGEAR_LIBRARIES-NOTFOUND
SIMGEAR_VERSION_OK - true

Works here to solve exactly the problems you describe. I would have told you
on IRC, but you seem to have left before I could do so.

HTH

Vivian
 






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Re: [Flightgear-devel] more cmake problems

2011-11-09 Thread Vivian Meazza
Syd 

 -Original Message-
 From: syd adams [mailto:adams@gmail.com]
 Sent: 09 November 2011 22:51
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] more cmake problems
 
 Oops , spoke too soon :)
 
 /home/syd/FG/flightgear/src/Scenery/tilemgr.cxx: In member function
 'virtual osg::Node* FGTileMgr::loadTileModel(const std::string,
 bool)':
 /home/syd/FG/flightgear/src/Scenery/tilemgr.cxx:279:17: error:
 'loadDeferedModel' is not a member of 'simgear::SGModelLib'
 make[2]: *** [src/Scenery/CMakeFiles/fgScenery.dir/tilemgr.cxx.o] Error 1
 make[1]: *** [src/Scenery/CMakeFiles/fgScenery.dir/all] Error 2
 
 Though it seems a different problem , more commits to go still i think
  i think I'll work on Citation X for awhile ;)
 Cheers
 

Yeah - I got that first run - I'd forgotten to re-install SG. Check all the
obvious things - up-to-date SG and FG, rerun cmake, rebuild and install SG
then FG. You might need to update some of the dependencies too.

V.



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Re: [Flightgear-devel] Skydome and Terrain shader with haze - some helprequired

2011-10-11 Thread Vivian Meazza
Thorsten

 Im the last weeks, I've been working on integrating Lauri's skydome
 scattering shader in a seamless way with the rest of the environment. I
 have now a working version of the shaders available which could be
 committed.
 
 This is:
 
 * the original skydome shader, with an added simulation of a low altitude
 constant density haze layer and meaningful response to the parameters
 /rendering/scene/overcast, /rendering/scene/scattering and
 /rendering/scene/saturation.
 
 * a matching terrain shader which connects to the skydome in a (mostly)
 seamless way
 
 * this can render everything from rather heavy fog on the ground to a near
 space view at high altitude with (mostly) seamless transitions
 
 * some additional code getting the sunrise/sunset plausible by darkening
 the haze where needed. See
 
 http://www.flightgear.org/forums/viewtopic.php?f=47t=11274start=135#p140
 031
 
 for some recent pictures
 
 * a small change in 3dclouds.frag to let clouds fade into a matching
 horizon haze color.
 
 All this is conceptually independent of Local Weather - while it is
 supported and the relevant parameters are automatically set by Local
 Weather, they can be set from anywhere else.
 
 Now, I need some help.
 
 First, the combined effect of lots of 3d clouds and haze shading isn't
 fast. It isn't really slow either, with multiple layers of 6/8 clouds
 drawn to 45 km distance I still get ~20 fps out (36 without the haze and
 skydome shader for the same clouds), but I have the feeling it could go
 faster, there's too much redundant things happening.
 
 For instance, I get my altitude in model space by
 
 vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0);
 alt = ep.z;
 
 in the vertex shader - but this could probably easily be passed as a
 uniform if I just would know how (lat, lon, alt) maps into model space.
 And so on. So if anyone with more experience in shader writing can look
 over it and smooth it a bit, that'd be very good. There is a writeup of
 the underlying ideas available, and I have tried to comment a lot, and I
 can also explain the underlying math.
 
 The second thing is - I can't get it into a distributable form myself. I
 don't understand the structure of effect files. In my current
 implementation, I have just overwritten the Flightgear defaults, used some
 really ugly hack at one point and distributing that in this form means
 either using my skydome/terrain or CPU rendering. I don't want to commit
 it in such a form, this should be optionally linked to the scattering
 shader on/off. Also, I run into other problems - I've tried to use the
 haze shader instead of object default, but they're not blended to the same
 final color when fully fogged, they come out too dark, and I don't know
 why. I suspect that something happens to objects later that doesn't happen
 to terrain... So, I'd need the help of someone who understands the effect
 file structure to create a structure which can be committed without
 wrecking everything else.
 
 If anyone is willing to help with either problem, please let me know and
 then we can take the bulk of the technical discussion off list (where I
 can use attachments). I have a pretty good idea what the issues are and in
 what direction one should probably go to address them - I'm just a bit out
 of my depth doing it myself.
 

Looks like you are doing things the hard way. Emilian and I are busy
rationalizing, and combining and improving shaders as appropriate right now:
we would be happy to add your stuff to the pile.

You could do a merger request to our sandbox here:

https://gitorious.org/fgdata-textures-ng/fgdata-textures-ng

Or post the files somewhere that we can get them, or email them as an
attachment to me. I can't promise an instant solution, because we already
have a heavy workload in FG and RL, but we can take a look.

Vivian



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[Flightgear-devel] FW: Skydome and Terrain shader with haze - some helprequired

2011-10-11 Thread Vivian Meazza


-Original Message-
From: Vivian Meazza [mailto:vivian.mea...@lineone.net] 
Sent: 11 October 2011 17:48
To: 'Erik Hofman'
Subject: RE: [Flightgear-devel] Skydome and Terrain shader with haze - some
helprequired

Erik

 On Tue, 2011-10-11 at 09:30 +0100, Vivian Meazza wrote:
  Thorsten
 
   Im the last weeks, I've been working on integrating Lauri's skydome
   scattering shader in a seamless way with the rest of the environment.
 I
   have now a working version of the shaders available which could be
   committed.
 
  Looks like you are doing things the hard way. Emilian and I are busy
  rationalizing, and combining and improving shaders as appropriate right
 now:
  we would be happy to add your stuff to the pile.
 
  You could do a merger request to our sandbox here:
 
  https://gitorious.org/fgdata-textures-ng/fgdata-textures-ng
 
  Or post the files somewhere that we can get them, or email them as an
  attachment to me. I can't promise an instant solution, because we
 already
  have a heavy workload in FG and RL, but we can take a look.
 
 Let me state that all of you are doing an excellent job! FlightGear
 keeps getting better by the day and I see leaps of progress just in a
 few months. Great work.
 

Thank you for your kind remarks. We have some more eye-candy in the
pipeline, nothing earth shattering.

Vivian




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Re: [Flightgear-devel] [Flightgear-commitlogs] FlightGear BasePackage branch, master, updated. 38b0d83b4eee2e581823a4a9f119b37caa9470a0

2011-10-10 Thread Vivian Meazza
Fred,

 
 Hi Vivian,
 
 - Mail original -
  commit 7aac380e2f0b1d1657b7179054acfeb61993f7ff
  Author: Vivian Meazza
  Date:   Mon Oct 10 10:51:25 2011 +0100
 
  Add taxiway symbols in dds.
 ...
   materials-dds.xml|   27
 
 BTW, I added the possibility to load alternate materials
 file to fgrun. It's in Advanced  Rendering
 
So I see - nice: I wouldn't have found it by accident, thanks for pointing
it out. Now I can retire my property statement that I was using.

Thanks for adding that,

Regards,

Vivian  



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Re: [Flightgear-devel] A collection of issues

2011-10-07 Thread Vivian Meazza


 -Original Message-
 From: Torsten Dreyer [mailto:tors...@t3r.de]
 Sent: 07 October 2011 10:49
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] A collection of issues
 
 Am 07.10.2011 08:55, schrieb thorsten.i.r...@jyu.fi:
  Hmm - after double-checking, it looks good to me.
 
  Checked with running --prop:/environment/terrain/area[0]/enabled=1
 
  That seems to be the key, thanks. Works fine if I set the property on
  startup in the commandline, doesn't work if I don't. We used to have a
  state where it wasn't necessary to set it in the command line any more -
  so something there might have changed (?).
 
 In the initialization sequence of the environment subsystem, a
 terrainsample instance is created for each area node under
 /environment/terrain (you can have as many areas sampled as you like).
 However, these nodes have to be there during subsystem-init. Maybe you
 create it from Nasal which probably initializes later?
 If that worked before - I have no idea what might have changed to break
 it for you. The last nontrivial update on the terrainsampler was in
 August 2010.
 

Well, thanks for all the help with tied properties etc. We've managed to
work around most of the problems so far and Phase II of the improvements to
the water shader are in git. The waves now align with the surface wind, and
we try to adjust wave height with the wind speed. Here are some examples:

http://imageshack.us/f/830/fgfsscreen070.jpg/
http://imageshack.us/f/571/fgfsscreen069.jpg/

We know the wake could now do with some improvement, and we have some ideas
that we will work on before embarking on our planned Phase III, which will
have improved integration with Global and Local weather.

This only works with materials-dds.xml

Vivian and Emilian 




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Re: [Flightgear-devel] A collection of issues

2011-10-06 Thread Vivian Meazza
Thorsten

 
 Some observations I've made in the last couple of days:
 
 * hardcoded terrain presampling: This seems to have died on me after the
 last pull (probably even earlier?) - currently all I get out is zero
 everywhere. Since geodinfo() is now 50 times faster than it used to be,
 falling back to the old system doesn't really make a huge difference in
 performance though. Whatever you think is best - fixing or going back to
 geodinfo() - just let me know please.
 
 * new water reflection shader - since it doesn't talk too much to Local
 Weather, I had completely missed it has plenty of features. Great work,
 Vivian and Emilian - the foam caps look gorgeous. I'd like to talk to the
 shader better from Local Weather as well.

Thank you for your kind remarks. They look nice but in practice have a
number of defects: an improved version is in the pipeline as Phase II. 

We had/have a great deal of trouble finding properties in the tree that
actually worked with the shader at all - see Issue #445. From our side we
picked what was a. surface wind, and b. worked. We had to use wind from N
and E because direction and speed don't. We then need to construct both
these values inside the shader. We have tried to accommodate Local Weather
as best we can, but we would dearly like commonality between Local and
Global Weather, using properties that the shader can read. Unfortunately, we
don't know what causes some properties to work and others not, just that
this is the case.

 I've had a look what parameters you're probing, and for example you use
 the wind from the global weather lowest boundary layer config. Now, I can
 write that from Local Weather, but that's not a clean way to do things and
 I'd like to avoid going back to writing into the global weather config to
 get things done, Torsten spent a lot of time on making it possible to
 avoid that workaround.
 
 Instead, we could maintain properties 'surface-wind-fps' and
 'surface-wind-direction-deg' under Environment which are continuously
 updated by the weather system (global weather has also interpolation and
 continuous time dependence, so if I'm not mistaken the actual value
 doesn't have to be the one in config/). That set of properties could also
 be used by any other wind-dependent surface objects (smoke effects on the
 ground, windsocks,...) - which somebody else on the list wanted to have
 implemented a while ago anyway.

Yes, surface wind is much needed. We don't mind if it's interpolated or not,
we can handle either inside the shader. We expect other users would like an
interpolated value. We just hope interpolation isn't what causes values not
to be read.

We would like surface-wind/speed-kt, /direction-from-deg,
/velocity-from-east-fps, velocity-from-north-fps, (please not 'from heading'
:-) ), but use whatever is easiest, we can handle the conversions easily
enough. 

 
 Likewise, with total cloud cover - currently the shader tries to deduce
 that from a number of sources. But for the weather systems, it'd be rather
 easy to add the coverage of the individual layers probabilistically to get
 a total coverage and simply provide that number to be used by the shader.
 
 (adding layers probabilistically: say I have a 5/8 and a 2/8 - the total
 coverage is then 5/8 * 6/8  (I'm  hitting first layer but not second) +
 (3/8 * 2/8) (I'm hitting second but not first) + 5/8 * 2/8 (I'm hitting
 both); or simply 1 - 3/8*6/8 - which is 0.718 or a bit less than 6/8.)
 
 Does that sound like a reasonable way to transmit info from the weather
 system to shaders?

That would be great - we thought perhaps this is what the property overcast
was intended to do, but it's different in Global and Local weather. The math
can be done out in the GPU - there's plenty of scope to offload tasks from
the CPU. We already adjust the greyness of the sea to reflect the overcast
value. (It would also be nice if the visible weather in Global matched the
description a bit better: we make the sea grey when it's overcast, but the
sky is still mostly blue). 

 
 * visibility: Comparing X-plane and Flightgear screenshots for supposedly
 the same visibility, I've come to think about the definition.
 
 In nature, things fade exponential in distance, so the contrast goes away
 as exp(-distance/lambda) where lambda is the mean free path of photons in
 the medium. Any physicist would usually take lambda and say that this is
 the visibility. But after the distance lambda, of course 1/e ~ 36% of the
 contrast is still there and you can recognize objects. So what's the limit
 when we conclude we don't see anything any more? 1% of contrast? 0.1%?
 Dependent on that limit, the relation of lambda to visibility can be a
 factor 3 different.
 
 Flightgear currently seems to fade with exp(-(distance/visibility)^2) by
 default, which sort of lessens the question by a harder cutoff at the
 expense of being unphysical for small distances. X-Plane seems to cut
 visibility even sharper with some kind of 

Re: [Flightgear-devel] A collection of issues

2011-10-06 Thread Vivian Meazza
Frederic

 
  Unfortunately, we don't know what causes some properties to work and
  others not, just that this is the case.
 
 Maybe because some properties are directly tied to C++ variables and
 can't have a listener.
 

That is a reasonable theory, and one which we have tried to test - but some
tied variables seem to work while others don't: is this consistent with your
analysis?

Vivian 




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Re: [Flightgear-devel] Atmospheric haze modelling

2011-10-01 Thread Vivian Meazza
Thorsten

 -Original Message-
 From: thorsten.i.r...@jyu.fi [mailto:thorsten.i.r...@jyu.fi]
 Sent: 01 October 2011 11:20
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Atmospheric haze modelling
 
 
 Hi Curt,
 
 thanks for your comments and explanations.
 
  We always recognized potential difficulties with blending the sky into
  the terrain.  The original design used the fog color as the opengl clear
  color (the color that the display buffer is cleared to before starting
  to draw   any
  of the frame).  We blended the bottom of the skydome into the fog color.
  And then made sure we drew enough tiles to extend at least to the fully
  fogged range in all directions.  This allowed us to hide the seam
  between the sky and the ground in the fog/haze at the horizon.
 
 Yes, as far as I can see, that's the only way this can be done and why the
 scattering skydome shader never worked with the default terrain shading.
 
 As a side note: I've observed that we're currently fading into fog with
 
 exp(-d^2/vis^2)
 
 where d is distance and vis is visibility where I believe the physically
 correct behaviour would be
 
 exp(-d/vis)
 
 Now, the only reason I can think of to do the square fading is that you
 really get a hard cutoff after d = vis and minimize the amount of terrain
 tiles you need for a seamless blending. On the other hand, the square
 fading brings less fog for d vis than there should be, and actually many
 optical integrals rely on the factorization transmission (layer a) *
 transmission (layer b) = transmission (layer a + layer b). So I would
 prefer linear exponential fading. If the hard cutoff is the only rational
 for square fading, then I'd propose to use
 
 exp(-d/vis - 0.1 (d/vis)^6)
 
 instead which for any distance d  vis gives linear fading and then has a
 cutoff as efficient as square fading. Please let me know if there's any
 other reason why the current code is as it is!
 
 
  One problem: tall
  mountains in the distance would be fog colored and extend visually up
  into the blue part of the skydome and look weird -- so the original
  design worked pretty well, but wasn't perfect.
 
 I would guess it is visually acceptable to let mountaintops never blend
 into the horizon fog. In my current design it would be possible to do so,
 provided the visibility passed to the tile manager is a clever combination
 of ground and aloft visibility.
 
 Maybe that's actually the general solution - pass a function of different
 visibility properties used by the shader to the tile manager. The simplest
 solution is to pass the maximum of all visibilities, but that may load
 more than one ever needs, so probably an angular weighted version
 dependent on current altitude would be more useful. I can work the math
 out... as long as it's possible to go for a solution like that.
 
  Oh, and we also had some additional code that would change the fog color
  depending on your view angle relative to the sun ... so at sun set/rise
  the fog color would be oranger/redder looking at the sun versus
  looking away from it.
 
 I'm currently using gl_LightSource[0].diffuse as fog color - to the degree
 that sunlight light changes, my version inherits that (seems to be working
 fine so far).
 
  So definitely we should try to figure out how to make your sky model
  blend with the terrain some how.
 
 It *seems* to be doing fine now after I introduced the harder fogging
 cutoff - above the ground layer, it still uses /environment/visibility-m
 to keep track of this part of the optical integrals, so the amount of
 tiles loaded is actually sufficient - but at 50.000 ft or so I rountinely
 have visibility values of 100 km. For me, Flightgear renders that still
 stable and reasonably fast (I tried Custom France scenery, Hawaii as well
 as Pacific Northwest as test cases), and only above 140 km I get unstable
 behaviour (some of my Blackbird Screenshots were rather difficult). But on
 slow machines, this'd probably be a show-stopper. But that's not a shader
 problem but related to the weather code - that can be instructed to
 provide a cutoff for visibility that is never exceeded.
 
  One more thought while I'm writing.  The current scattering effect
  skydome
  has a glitch/seam at the azimuth.  Depending on the time of day it is
  more
  or less visible.  It can be really ugly, I'd love to get this fixed if
  you  happen to stumble on what's causing it as you play with all
  this code.
 
 I know...
 
 I'm really not a shader person, I have just one idea as to what the cause
 might be (?).
 
 I've often observed that the edges of scenery tiles with the water
 reflection shader have different colors. I have also on occasion seen fog
 artefacts at just the same position. My theory as to what happens is that
 the vertices in this case (= the tile edges) are rather far apart, so when
 the vertex shader is asked to compute an angle for reflection or light
 scattering or fogging, it must 

Re: [Flightgear-devel] Any alpha testers with a bit of extra time on their hands?

2011-09-23 Thread Vivian Meazza
Not “convenient” we chose Vinson because the deck is indeed identical to
Nimitz.

 

Vivian 

 

-Original Message-
From: Curtis Olson [mailto:curtol...@gmail.com] 
Sent: 22 September 2011 23:21
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Any alpha testers with a bit of extra time
on their hands?

 

I went with the Vinson because it is spiffier.  Everything should
(theoretically) work the same and just as well from the Nimitz.  I believe
the deck geometries are identical in FlightGear (conveniently.) ;-)


Curt.

 

On Thu, Sep 22, 2011 at 5:02 PM, Arnt Karlsen a...@c2i.net wrote:

On Thu, 22 Sep 2011 22:36:45 +0200, Citronnier wrote in message
4e7b9c5d.6080...@gmail.com:


 Le 22/09/2011 22:04, Arnt Karlsen a écrit :
  On Thu, 22 Sep 2011 14:00:49 -0500, Curtis wrote in message
  CAHtsj_crOGWDX43J5oKw7F6g12AWsRePoceNGW=a1b0txod...@mail.gmail.com:
 
  On Thu, Sep 22, 2011 at 1:25 PM, Geoff McLane wrote:
  You seem to be deliberately holding its speed down
  around 150 - I see air-brakes come up when greater
  than this, and throttle back - and although flaps (I think
  full flap?) are still applied, 150 must be quite 'low'
  for this sleek bird...
 
  Normal landing approach in the real aircraft I believe is about 120
  kts?  I fly 135 kt approaches in the simulator.  It should be able
  to hold 150 kts with the flaps down pretty easily.
  ..the Navy guys fly approaches using AOA, not speeds, AFAIK.
 And a max 6000 lbs fuel in the tanks.
 FG's f-14b is quite tricky to fly with what is *supposed* to be the
 right AoA for approach. Side departure happen easily if your aren't
 smooth enough in your final turn.

..and it does not like to T/O and climb on idle power, all Launch!!!
button action I see is wild pre-crash oscillations, the Reset button
tosses me into the cockpit rather than in the camera.

..Curtis, any reason your demo needs the USS Vinson, rather than a
renamed USS Nimitz copy?

..Alexis, any changes to the f-14b since FG-1.9.1?


 Curt, I didn't test yet, sorry, lake of time, but the last mods on
 properties in engines.nas and instrument.nas should be comited soon.

 Happy to see you all playing with the beast :-)

 Alexis



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http://www.flightgear.org - http://gallinazo.flightgear.org

 

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Re: [Flightgear-devel] Direct Draw Surface Scenery Textures

2011-09-22 Thread Vivian Meazza
Durk wrote:


 Hi Vivian, Emilian,
 
 
 I am currently testing your new texture and I observed two things:
 
 First, I recently committed two additional textures for my ground network
 visualizations code, and these don't seem to work any more when using the
 dds materials files. I'm getting a simple black line not.
 
 Secondly, I noticed that the ground friction (which seems to be materials
 related), appears to be extremely high when using the new textures. I'm
 currently trying out the 777 at KLAX, and need to apply almost full
 throttle to in order to keep moving. Apparently only yasim aircraft are
 affected by this, but I could be wrong. I have to say that I haven't
 systematically tested this with and without the new textures, so there
 could be another explanation. I'm just reporting this, and would be happy
 to test this further is needed.
 
 All in all, I do like the fresh new look though. :-)
 

We have been unable to reproduce this problem on Linux or Windows with a
variety of YASim ac at KLAX. We have checked materials-dds.xml against
materials.xml and there is no change in the runway friction-factor,
rolling-friction, or bumpiness tags. It seems unlikely that a change of
texture format of itself would cause the symptoms that you report. Perhaps
you could be kind enough to carry out some more testing and if the trouble
remains could you please file a bug report here:

http://code.google.com/p/flightgear-bugs/issues/list

In closing, we would remark that these new textures have been in Gitorious a
little while now and that there have been no reports of similar issues to
date.

Thank you for your kind remarks. Development of new textures continues,
albeit at a slower pace.

Emilian  Vivian 




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Re: [Flightgear-devel] Direct Draw Surface Scenery Textures

2011-09-22 Thread Vivian Meazza
Durk

 -Original Message-
 From: Durk Talsma [mailto:durkt...@gmail.com]
 Sent: 22 September 2011 20:27
 To: vivian.mea...@lineone.net; FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Direct Draw Surface Scenery Textures
 
 Hi Vivian, Emilian,
 
 
 I am currently testing your new texture and I observed two things:
 
 First, I recently committed two additional textures for my ground network
 visualizations code, and these don't seem to work any more when using the
 dds materials files. I'm getting a simple black line not.
 
 Secondly, I noticed that the ground friction (which seems to be materials
 related), appears to be extremely high when using the new textures. I'm
 currently trying out the 777 at KLAX, and need to apply almost full
 throttle to in order to keep moving. Apparently only yasim aircraft are
 affected by this, but I could be wrong. I have to say that I haven't
 systematically tested this with and without the new textures, so there
 could be another explanation. I'm just reporting this, and would be happy
 to test this further is needed.
 
 All in all, I do like the fresh new look though. :-)
 
Erm - you did release the parking brake?

Vivian



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Re: [Flightgear-devel] FGData New Structure

2011-09-17 Thread Vivian Meazza
Cedric wrote

 
 I hope this is the last time we will have to discuss this topic, since
 over the last months it seemed that everyone agreed with that FGDATA
 
 - has to be split sometime
 - should be split a.s.a.p.
 
 We agreed that after the current release of 2.4 would be a good point to
 get the project on the way. As I offered and it still stands, I will
 take care of writing the bash script which splits the current FGDATA
 repository into multiple repositories and leaves an FGDATA repository
 which holds merely the bare essentials which supplement the core binary
 of fgfs. One could classify the contents of the new FGDATA by saying
 that it's data which provides the technical backbone - the common
 denominator everything is based upon.
 
 I'd like to cease this opportunity to give everyone the chance to utter
 their possible disagreement with the project or their respective
 opinions and discuss the very details of the split, which have not yet
 been determined.
 
 The general boundary conditions of the splitting process are the
 following:
 
 - FGDATA shall consist of everything which is essential for the binary
   to run and shall not hold any data which is specific to certain
   airports or airplanes. Those should be provided in separate
   repositories the structure of which is not of current interest and
   might possibly be chosen by the respective authors.
 
 - The change shall not require restructuring of the architecture,
   including the directory structure. Solely the repositories in which
   the data is contained shall change.
 
 Informatively, I'd like to supply a sensible suggestion for how a final
 structure might look and how, either as a developer or user might use
 it. Particularily, because some of you might wonder how we can strip
 FGDATA of KSFO and the 172p, leaving nothing to fly with - isn't that a
 bad decision?
 
 Definitly not. One has to distinguish between a proper, dedicated
 development structure which is aligned to and substructred into
 independent development units and a way of deployment.
 
 As a developer, you will clone the base fgfs SC repository and you will
 clone the FGDATA repository. Then, depending on your field of interest
 you will clone the aircrafts, airports etc. you are planning to work on.
 
 You can do so with the git submodule, which will integrate the specific
 aircraft/airport/etc repository into the existing FGDATA repository,
 while keeping the commits separate.
 
 For deployment, you either manually or programatically git-submodule all
 data required for shipping into a branch for deployment. This includes,
 for instance, the KSFO tile and the c172p. It's apparent that one, among
 many advantages of that approach is, that the confusing redundancy
 between the default KSFO and the scenery KSFO, as it currently
 exists, will go.
 
 While the planes are the primary concern of the splitting and will bring
 a relief of a tremendous 4.5 Gigabytes to every user of FGDATA and
 rectify a lot of redundancies and confusion, other things might also be
 considered, say, ./Traffic (just a lucky guess).
 
 Practically everything which is orthogonal to the core and without which
 FG (assuming a plane and a tile) can properly run, should migrate.
 

I think this is an offer we can't refuse. I think these proposals are as
good as any, and are in line with what Tim Moore was doing. Perhaps we
should go for a phased approach. In the fist phase, we could split out the
aircraft, then further restructuring could form subsequent phases.

Cedric might like to start work on his script as soon as possible.

Vivian 



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Re: [Flightgear-devel] Default Takeoff Runway

2011-09-14 Thread Vivian Meazza
Alasdair wrote:

 
 Hi all,
 It always used to be that if no runway or parking ID is specified, a
 runway facing into the wind will be chosen for takeoff. This no longer
 happening. Tonight, with
 METAR KSFO 140056Z 29010KT 10SM FEW006 18/12 A2997 RMK AO2 SLP149
 T01830122, I am always started on rwy 10L.
 And yes, I have --enable-real-weather-fetch in .fgfsrc
 and git pull of simgear, flightgear and fgdata at Wed 14 Sep 2011
 01:41:42 UTC, followed by new build.
 What is occurring?
 

I'm seeing the same thing with a build of am 12 Sep. Looks as something has
been broken. Please file a bug report here:

http://code.google.com/p/flightgear-bugs/issues/list


Vivian



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Re: [Flightgear-devel] substantial base package size increase

2011-09-11 Thread Vivian Meazza
Curt,

 

We could retire the old .png textures where these have been replaced by
.dds. That would more or less restore the old package size. However, unless
the issue is really pressing I would recommend waiting a while until it's
all thoroughly bedded in.

 

I also see that new aircraft have been added to fgdata. Tim requested a
while back that new aircraft should be placed in their own repo. Doing this
should prevent the data from growing significantly. We could move existing
aircraft to their own repos bit by bit which will significantly reduce the
size of fgdata.

 

Vivian

 

-Original Message-
From: Curtis Olson [mailto:curtol...@gmail.com] 
Sent: 10 September 2011 15:39
To: FlightGear developers discussions
Subject: [Flightgear-devel] substantial base package size increase

 

I just noticed when I pushed out the latest developer snapshot build that
our setup.exe size has grown from about 410 Mb to 500+ Mb.  I think (?) this
may be the new dds textures?  I'm not making a judgement, or calling for a
particular action here, but it might be worth thinking/discussing if there
is a way to push the size back down, or are we ok with 500Mb+ (1/2 a Gb) on
our setup.exe size?


Thanks,


Curt.
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