Re: [Flightgear-devel] Low visibility issues

2013-02-23 Thread Emilian Huminiuc
On Saturday, February 23, 2013 07:08:41 Renk Thorsten wrote:
A lot of stuff, mostly deflecting the discussion to other irelevant points
 
 * Thorsten

While I should know better than to answer to this, as it will again get 
deflected to other areas, let's  imagine ourselves a simple scenario:

Let's say I'm an average user with a 32bit system, I can barely find my way 
through the maze of menus and dialogs flightgear presents to me, and I want to 
use this more advanced weather simulation engine. After I accidentaly find out 
how to enable it (it's hidden under a rather confusing radio-button selection 
Model overall weather conditions based on metar), great, select Fair 
weather scneario,  Apply, OK, let's go flying.
I muck around, wonder at the nice sky/clouds, notice that my visibility 
improved somewhat, then bam after 15 minutes flightgear crashes, uhm.. oohh, 
why did that happen? That didn't happen before?
All I did was change the way the weather is interpreted... What's wrong 
here???

Well, now let's see what actually happens in a default flightgear instalation
(all settings are from preferences.xml, and Environment/local-weather-
defaults.xml)
-trees are enabled by default
-default visibility with Fair weather is ~16km
-local weather comes in and sets a default value for max visibility of 120km 
(o.O), ok, that's a bit far, but in practice I see that's actually hovering in 
the 40km range (+-10km based on altitude). (roughly 3x more than the default)

So in the default scheme we load 9 tiles at startup, then we keep loading 
tiles in the direction we're traveling, and those initial tiles remain 
resident in the tile cache for a while (in case you decide to double back). 
But let's stay with the startup condition. when you ramp up the visibility to 
40km you demand 3 extra rings of tiles to be loaded. That would give you at 
least 69 tiles loaded (81 if the rings are square). So that's an instant 
increase of 7-9x the memory requirements of the terrain + objects + trees 
(tres being the largest contributor here), just because you click an option 
that says it just _interprets_ the METAR string differently. Do you think 
that's an expected result? I don't.

Well, our average user might have read the manual, might have mucked about 
with the visibility setting before, and he remeber that all things being the 
same, visibility is what impacts performance/memory the most, so he decides to 
try again, this time trying to use z/Z to limit how far the visibility goes, 
maybe he gets lucky and it won't crash again, but he's in for a surprise... 
z/Z doesn't work...

You might argue that he should know better, go into the advanced settings 
dialog, figure out what all those sliders and selection boxes do, etc, etc... 
But remeber, our user is an average one, he wants things to just work (with 
time, he might find a use for the more advanced configuration stuff, but for 
now 
he's not interested, he just want to click something, and be done with it), 
The z/Z case above might be a lucky one where he might have read the manual.

The problem is not with Advanced weather in itself, the problem is in the 
details of a part of it, themost important part from the user POV. Your 
approach might work, given unlimited resources, but as it is Flightgear has to 
run on a variety of puny little desktop/laptop machines. You have already 
implemented half of the control, is it so hard to implement the rest and 
provide a system that's consistent with the rest? 
Yes it breaks the real world scheme, but this is a simulation, we lie, 
carefully crafted lies, that give a global impression of truth, of copying the 
real world behaviour, but in the end they are lies. Fog/view-distance is one 
of those lies, they need just be plausible, not a faithful representation of 
the real world (and a faithful representation of the real-world is practically 
impossible given the current state of the technology).

You are comfortable with abdicating from that when it suits you, but where it 
really matters you defend the minute detail faithfull representation of the 
real world scheme vigorously... Don't you think thre's something amiss here?

As someone said in another thread, there are various techniques that are not 
constrained by the real-time requirement, that do a pretty good job of 
giving you real results, but their place is not here. Here we have to do our 
best to trick the mind, while doing that as fast as possible, with a 
reasonable usage of resources. Just because you can set visibility to 1000km 
doesn't mean you should, just because you can shove a lot of data into a 
shading scheme and get back photoreal results doesn't mean you should, if 
said results reduce performance, increase the probability of running out of 
memory, etc.

You'll argue again with the IAR as an example. Well, take a look at those 
numbers again, and you'll see that for the amount of detail it presents to the 
user it uses ~0.66 of the memory used 

Re: [Flightgear-devel] Discussion culture clashes

2013-02-23 Thread Emilian Huminiuc
On Saturday, February 23, 2013 09:36:23 Renk Thorsten wrote:

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

Buildings/trees are generated at tile load time currently, and remain resident 
in memory, for as long as the tile is loaded. If you don't se them on screen 
doens't mean they're not there.

Emilian

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Re: [Flightgear-devel] Low visibility issues

2013-02-23 Thread Emilian Huminiuc
On Saturday, February 23, 2013 11:51:55 Stefan Seifert wrote:
 
 The solution is not to give crude tools like limiting visibility to the
 user. The solution is to fix FG to be consious about how much memory is
 available and make the best use of it. Yes, many games simply limit
 visibility if memory or performance pressure gets high. But FG is a flight
 simulator. Visibility is a very important part of flight (at least for me
 as a VFR pilot).
 
 Stefan

Guess what happens when memory is limited and visibility is set to 120km?
You see the end of the world, because no more tiles can be loaded to reach 
that distance. 
Guess what you need to adjust then, independent of what the real world says? 
Visibility distance (implicitly fog) to mask it. 

Regarding trees: you think that way, I might, someone else in the know might 
too, but the average user sees that they work well with his setup in the 
default condition, why would he want to disable them? 
The only thing that new setting advertises is it  reads the METAR string in a 
more advanced way...

Manual setting of this has the added benefit that you're not moving tiles back 
and forth through the tile cache/display as memory becomes more or less 
available. You set a max setting that suits your machine and or the area you 
fly in (in the carribean you can easyly reach that 120km, not so much at KLAX) 
and you're done with it.

And why should you have to set that in _n_ places, when there was a perfectly 
reasonable documented setting in the first place.

This thing with the visibility is just one part of a bigger problem here, that 
someone doesn't want, or doesn't uderstand that he has to take shortcuts, use 
tricks, and abdicate from a faithfull model of the real world. Instead he 
shoves everything but the kitchen sink in, disregarding what effects that might 
have, expects everyone else to accomodate any needs that might arise from that 
and considers any bit of critique or negative comment as a personal affront.

Now if that's how things are supposed to work around here, I'm not the one to 
decide, but for me it's not.

Regards,
Emilian

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Re: [Flightgear-devel] Low visibility issues

2013-02-23 Thread Emilian Huminiuc
On Saturday, February 23, 2013 13:09:29 Stefan Seifert wrote:

 Why do you want the user to have to repeatedly press a key after starting
 the sim instead of setting the maximum visibility once and for all in the
 advanced weather dialog? In other words: why should the user press a key
 _n_ times instead of setting a slider once?
 

I don't care if it's _a_ key / slider / command line option/ registry 
setting/automagic ... just use one, and be consistent about it's use, is that 
so hard to do? 
If there's a docummented option (key shortcut, command-line switch, property 
setting) about setting that, is it so hard to obey it? 
If it's there chances are it's there for a good reason. 
Use that, don't go about creating layer after layer of property options that 
duplicate/triplecate existing ones, just because you canand then expecting 
everyone else to fold in line.

I have nothing about the core of the Advanced weather engine, I have an issue 
of how you interact with it, and how it interacts with other parts of the 
whole system... and in my view this is broken. 

I also have nothing against the idea of the atmospheric scattering, I have an 
issue with how it's done, which is suboptimal in my view... and again of how 
you can interact with it/ how it affects other systems, and how it's affected 
by 
other systems.

These are not just isolated litle bits that can do all they want without 
affecting anything, they're integrated into a bigger picture, and a small 
seemingly insignificant change can bring down the whole system, why? Just 
because someone saw that it's possible to set view distance to 1000 km, or 
that his gpu can handle 1k LOC in a shader.

And all this is solvable just by adding a crappy line of text as a warning in 
a dialog, and making a slider take the global setting. Just that. BUT no, we 
can't do that, because it's not a faithfull model of the real world then...
As if everything else would be much more than a few little rgb points on a 
display.

Regards,
Emilian





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Re: [Flightgear-devel] Low visibility issues

2013-02-22 Thread Emilian Huminiuc
On Thursday, February 21, 2013 12:33:17 Renk Thorsten wrote:
  I was talking about the 16km value (sorry for not being more clear about
  that)  and see below for the huge value.
 
 Let me get this straight. You state that the 16 km are a pretty sane value.
 The proposal being discussed is to load terrain to 20 km no matter what the
 visibility is. Vivian has concerns about memory on 32bit systems. I have
 test data showing that I can do 250 km visibility on a 32bit system and 50
 km with trees and buildings and custom scenery.
 
 So as far as the topic of the discussion is concerned (which up to this
 point had nothing to do with what visibility Advanced Weather may or may
 not set) - can we agree that 20 km (or 16 km) of terrain loaded no matter
 the visibility is a sane value even for a 32 bit system? Or do you have
 different test data?

See below...
 
 This
 
  There's no warning/statement about what that selection implies, nowhere.
  The average user doesn't know what that will do to his system, or how it
  will  change behaviour of other parts, that seem unrelated, nor has he
  control over a simple thing that might improve his experience, while
  enjoying both high detail scenery+objects and advanced weather.
 
 has nothing to do with the question discussed (which is how much terrain we
 load when the visibility is small). It is a quite different issue which you
 bring here for no discernable reason whatsoever (the thread title is 'low
 visibility issues' and you're suddenly switching to high values...).
 
 Your statement as made above is pure hypocrisy.
 
 1) There is zero warning given what increasing the visibility with z might
 imply (I just tried that to be sure). If you're concerned about the
 correlation between memory usage and visibility, you should not care how
 the large visibility is obtained, you should warn whenever this happens.


Have you ever read the getstart.pdf? apparently not.

In current version at page 61 getstart.pdf wrote:
 – Rendering Options configures various graphical features. This allows
 you to trade eye-candy such as shadows, 3D clouds and specular reflec-
 tions for frame-rate. To help you achieve a good balance, enable the
 “Show Frame Rate” option in the Display Options menu, which will
 show the current frame-rate in frames-per-second in the bottom right
 of the screen. Most people find a frame-rate of around 20fps adequate
 for flying. The frame-rate is affected by the graphical features you
 have enabled, the current visibility (set by Z/z), the number of objects
 in view and their level of detail (LOD).

-

 
 2) Last time I checked, there was no warning given that the IAR-80 uses a
 large chunk of memory. If you are genuinely concerned about users filling
 up their memory, why don't you start here?

Don't we like to compare apples and oranges... Hmm, let's see, your statement 
would be valid if:
a) The IAR 80 would be part of the core distribution. It isn't.
b) If parts of it would be a hidden requirement for the corect operation of 
other aircraft, under the apparence of optional usage (it isn't), while 
advanced weather is required to be on to get full advantage of the atmospheric 
scattering scheme, a thing that isn't specified anywhere (except in some 
obscure forum post, or wiki page, for which you need to search really hard and 
only when you know what you're looking for)
c) it would completely override the operation of other core components just 
because it can, and would do seemingly unexpected things for the unaware user 
(it doesn't).

As for the memory usage of the IAR80, you might be surprised if  you botherd 
to check. BTW, weren't you the one crying on quite a few forum threads, some 
time ago, that aircraft need better 3d models/cockpits, the one who started 
rating them based on how they look... hmm...

I suppose it was just an attempt at a personal attack, but, unlike you, I 
don't consider [more or less informed or documented]  critique to my work as a 
personal affront. 

 
 3) In order for Advanced Weather to reach the really large visibilities, you
 actually need to check a box labelled 'Realistic Visibility' This may also
 provide a hint that we're not doing rendering for a 3d shooter where fog is
 a device to hide the edge of the scene, but that visibility is an essential
 and very relevant property for the environment we're trying to simulate -
 it makes the difference between IFR, hard VFR and easy VFR. Even leaving
 this argument aside, I would argue that a user who has a) set LOD bare to a
 high value and b) checked this box can be assumed to have the intention to
 render a high visibility.
 
 4) I actually brought up the very same issue on this list - the correlation
 between memory, choosing highly detailed options and getting a large
 visibility delivered. There was a discussion and a decision was made to
 attach the warning to the 

Re: [Flightgear-devel] Low visibility issues

2013-02-21 Thread Emilian Huminiuc
On Wednesday, February 20, 2013 08:44:24 Renk Thorsten wrote:
.
 
 1) Black skies: This may either be skydome unloading which I can't reproduce
 (but we should have a property preventing that, I don't know if it's set
 only by Advanced Weather, if not then this is a Basic Weather problem, not
 a shader issue) or actually the correct behaviour - if you have 50 m
 visibility in a 300 m thick fog layer, you're 6 attenuation length down, so
 the amount of light reaching the ground is just exp(-6) ~ 2 permille of
 that reaches the top of the layer. Which gives you a pretty dark sky. If
 dense fog is to appear white, it can't be a very thick layer.
 

 Thanks,
 
 * Thorsten
 

This should be easily fixable by having the atmospheric scattering checkbox set 
the value of: 
/sim/rendering/minimum-sky-visibility 

to 0, and returning it to the default value when unchecked.

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Re: [Flightgear-devel] Low visibility issues

2013-02-21 Thread Emilian Huminiuc
On Thursday, February 21, 2013 10:31:18 Renk Thorsten wrote:
  I was not referring to a frame rate issue, but FG running out of memory.
  
  http://www.flightgear.org/forums/viewtopic.php?f=5t=18913p=177392#p17739
  2
  
  It is rare to see that happening using the current scenery, but here if I
  select random buildings and objects with a high value for trees, I can
  get Win32 to run out of memory. Apparently at least one other user has a
  problem.
 
 I do not doubt that you can make FG run out of memory on a 32 bit system
 (you can also do it on a 64 bit system if you try really hard). My point is
 more that memory issues should be dealt with by eliminating the root cause,
 i.e. by switching off random buildings and trees on a low memory system and
 by not using hires textures, not by reducing visibility to low values.
 Compared to the memory footprint coming from high-detail aircraft and
 random buildings, the effect of 10 km vs 20 km visibility on memory is
 negligible. We have aircraft in the repository which fill more than 300 MB
 of GPU memory - loading terrain vertices worth 20 km is a very small
 fraction of that, even in hires scenery. Even in custom Italy with 50 km
 visibility, I had about half a million of terrain vertices in the scene,
 that's 1.5 million  or so numbers. That's the order of magnitude of a
 good-sized texture sheet - 1024x1024 has about a million numbers - with a
 lower precision, but with added mipmapping,...
 
 * Thorsten

Draw distance and, consequently, fog used to mask the edge, has always been 
used as a device to limit graphics workload, resources needed, and improve 
performance of 3d applications. 
It allows you to fill the visible scene with as much detail as you can handle, 
and provides a fairly gracious and credible way of hiding the cutoff.

And this technique isn't going away soon.

And this is exactly the case of decent GPUs stuck on a limited memory system 
(be they 32bit or low memory ones), they can handle all the goodies in a 
limited scene (maybe even more), but their memory can't hold the wide scenes.
Why should those users be forced to give up on those goodies just because one 
part of the rendering scheme doesn't want to play by the rules? Even more so 
when there's no indication that happens...

The default max visibility value is a pretty sane default, and simply 
increasing that to huge values without any kind of  warning  of  the 
implications provided to the unaware user is simply _BAD_DESIGN_ imho. 
(As is disabling the z/Z key behaviour in one of the weather options, again 
without any warning provided whatsoever).


Cheers,
Emilian



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Re: [Flightgear-devel] Low visibility issues

2013-02-21 Thread Emilian Huminiuc
On Thursday, February 21, 2013 11:13:21 Renk Thorsten wrote:
  Why should those users be forced to give up on those goodies just
  because one
  part of the rendering scheme doesn't want to play by the rules? Even
  more so  when there's no indication that happens...
  
  The default max visibility value is a pretty sane default, and simply
  increasing that to huge values without any kind of  warning  of  the
  implications provided to the unaware user is simply _BAD_DESIGN_ imho.
  (As is disabling the z/Z key behaviour in one of the weather options,
  again without any warning provided whatsoever).
 
 Fact check:
 
 1) I'm proposing to set the distance out to which the terrain is
 unconditionally  loaded to a value of 20 km. The hard-coded default max
 value of the visibility is currently 120 km. FGs default visibility at
 startup is about 16 km (and I'd be fine with that value as well).
 
 No idea why my proposed 20 km would be a 'huge value'.


I was talking about the 16km value (sorry for not being more clear about that)
 
 2)  3)
I wasn't talking about these, neither was Vivian.

 
 4) z/Z is disabled because weather comes with a model for the vertical
 change of visibility as you go to different altitudes. You are allowed to
 affect that model (that's what sliders are for), but you are not supposed
 to micro-manage the weather simulation. There's a clear idea behind all of
 this, which is that in Advanced Weather you trust the simulation to have an
 understanding of weather and terrain and get the details right, you do not
 adjust the details. I'm not forcing any Basic Weather user to the Advanced
 Weather philosophy, don't try the reverse on me.
 
 Leaving your obvious expression of dislike for Advanced Weather aside, is
 there anything in your post which has relevance for what we're discussing
 here? If yes, please explain.
 
 * Thorsten

There's no warning/statement about what that selection implies, nowhere.
The average user doesn't know what that will do to his system, or how it will 
change behaviour of other parts, that seem unrelated, nor has he control over 
a simple thing that might improve his experience, while enjoying both high 
detail scenery+objects and advanced weather. 

Sorry, but for me, forcing your usage-pattern on the user just because you 
think you know better what he wants is bad_design by definition.








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Re: [Flightgear-devel] Low visibility issues

2013-02-21 Thread Emilian Huminiuc
 I was talking about the 16km value (sorry for not being more clear about
 that)

Sorry this should have read:
I was talking about the 16km value (sorry for not being more clear about that) 
and see below for the huge value.

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Re: [Flightgear-devel] Two rendering issues

2013-02-05 Thread Emilian Huminiuc
On Tuesday, February 05, 2013 08:17:43 Renk Thorsten wrote:

 2) Flickering in water
 
 http://www.flightgear.org/forums/viewtopic.php?f=68t=18924start=15#p176001
 
 With the sun in the back, under some conditions a strange flickering in the
 water can be observed. Dialling down the amount of direct light, I could
 verify that these are light reflections, they go away when no direct light
 is available, although they appear unnaturally large and blocky.
 
 What bothers me is:
 
 * I have never before observed this flickering, I did hundreds of test
 flights under all possible conditions, I've looked at water from altitude
 ranges of zero to suborbital, I have logged several hours of flights over
 open water since I last changed the shader. Under Windows I have a 1 1/2
 months old binary in which I am 99% sure the problem does not occur there,
 although it occurs on recent GIT.
 
 * I have not changed the shader code or effect code for more than 3 months
 
 So this would indicate that the problem was caused by some other
 developement and slipped in. Does anyone have an idea as to what this could
 have been? Were there any changes to the water shader files / normal maps/
 textures in the default rendering scheme (the Atmospheric Light Scattering
 version uses the same files)? Or to the effect files? Could the ATI hack
 have done something weird? Any ideas welcome, I have no good plan of attack
 for this yet.
 
 Thanks,
 
 * Thorsten

Cannot reproduce here on today's GIT.

Given the intermitent nature of it, I have a possible culprit (but you're not 
going to like it):
-try with the texture fetches outside of the conditionals, see if you (or the 
reporter) can still reproduce it.

Emilian


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Re: [Flightgear-devel] Two rendering issues

2013-02-05 Thread Emilian Huminiuc
On Tuesday, February 05, 2013 11:12:14 Renk Thorsten wrote:
  Cannot reproduce here on today's GIT.
  
  Given the intermitent nature of it, I have a possible culprit (but
  you're not
  going to like it):
  -try with the texture fetches outside of the conditionals, see if you
  (or the  reporter) can still reproduce it.
 
 I think I told you a while ago that I learned that particular lesson - no
 texture2D() lookup is currently done (or has been done in the last months)
 inside the conditional block, only the sine wave evaluation is conditional
 on whether  you see their effect or not.
 
 So that's out.
 
 * Thorsten

I think the foam texture is still read in a conditional, based on distance.
(water-lightfield.frag/water-lightfield_lr.frag lines 422-434)

Unfortunately, since I can't reproduce, I can't test if that's the cause of 
the artefacts.

Emilian.

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

2013-01-28 Thread Emilian Huminiuc
On Monday, January 28, 2013 09:27:53 Renk Thorsten wrote:
 Ah, now I understand what Mathias is after:
  That would be ok if this would be optional in the sense that it does not
  impact what is there performance wise. But since this is all runtime
  configured
  by an uebershader with a lot of uniforms this is not the case. Any
  additional
  feature done in this way *does* impact everbody in several ways. Any
  additional uniform takes time to be set up in the driver. Any code that
  is in
  the shader and that cannot be optimized away at *link* time of the
  shader may
  take registers which affects the partitioning and the amount of paralell
  executed threads in the GPU. At least a notable amount of gpu's on the
  market can get register set limited at that point.
 
 This paragraph has nothing to do with what is actually happening.
 
 1) The 'ubershader' for _models_  (model-combined-deferred.eff and
 ubershader.vert/frag) has not been introduced by myself but by Frederic
 Bouvier and Gijs de Rooy with major additions and revisions by Emilian
 Huminiuc and Vivian Meazza 2011 (says so in the shader code). That shader
 requires to insert generate tags into each model which uses normal maps.
 The shader is optional, i.e. it is not compiled if model shader quality is
 set to zero. It is configured by a lot of uniforms (really a lot more than
 I ever used for terrain).
 
 My own contribution with regard to this shader is just to change the light
 and fog functions, I did not otherwise alter its design. However, since
 there's lightmap, reflection map, normal map and dirt map, there are
 potentially 15 different combinations of dedicated shaders which are not
 configured by uniforms, it seems to me there may be a maintenance issue to
 consider and it makes sense to do it that way.
 
 I did not come up with the need to modify each model, that is a property of
 the original shader. Mathias, you picked the wrong audience.
 

Just to set things straight, models don't need to be modified. The local 
effect inheriting from model-combined*.eff needs to have those, and this is a 
workaround to Flightgear not handling graciously untextured models fed to the 
binormal/tangent generator (by this I mean FlightGear simply segfaults). and 
this requirement has been in the associated documentation for a year and two 
full releases

Regards,
Emilian



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

2013-01-17 Thread Emilian Huminiuc
On Thursday, January 17, 2013 13:16:03 Renk Thorsten wrote:
 I've recently come across the idea of using one generic sand or rock texture
 and selecting the particular hue desired by multiplying every pixel value
 with an (rgb) vector - so rather than two different-colored sands, we'd
 just store one texture and three numbers on disk (and potentially in GPU
 memory, although mostly regionalizing means they won't occur together
 usually) and save some space.
 
 I know materials.xml permits statements like
 
 diffuse
r0.9/r
g0.95/g
b0.9/b
a1.0/a
   /diffuse
 
 which seem to be going into that direction - do they actually do anything or
 are they obsolete - I tried to modify one and wasn't able to see that I had
 just set the red channel to zero, but maybe I made a mistake. At which
 point are these values supposed to appear in the shader - gl_Color, or
 gl_FrontMaterial.diffuse perhaps?
 
 Anyway, with a base texture created from six different overlays, we'd need
 the possibility of passing a rotation vector for every overlay texture
 separately to make this work. Technically it's easy to define the
 corresponding uniform vec3 in the effect files - but in practice this means
 about 18 more slots of uniforms used. Taken together with environment
 sensitivity of the shaders and the strategy to make an ubershader
 configurable from materials.xml rather than have a separate effect for
 every landclass, we might end up having 50+ uniforms being fed into a
 shader.
 
 I know an uniform is way cheaper than a varying since it doesn't need to be
 tracked per vertex/fragment but only per draw, but is there a definite
 number beyond we should be worrying? A color rotation strategy is not a
 must-have, having an additional 300kb file on disk for a separate texture
 file with colors rotated manually is not so bad a penalty, but it'd be nice
 if there is no problem. Does anyone know for sure?
 
 Thanks,
 
 * Thorsten


That goes into gl_Color.

I have found that gl_FrontMaterial.diffuse has issues on some ATI hw/driver 
combinations, in some cases.

The uniform support varies wildly with gpu manufacturer/model/driver. 
(and some report the wrong number)
For example here on an nvidia 8800GT with 313.09 linux driver I have:

MAX_VERTEX_UNIFORM_COMPONENTS 4096
MAX_FRAGMENT_UNIFORM_COMPONENTS 2048

There are also quite a few built-in uniforms.

Emilian

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

2013-01-17 Thread Emilian Huminiuc
Also see here for uniforms:

https://www.opengl.org/wiki/Uniform_(GLSL)

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Re: [Flightgear-devel] 3D vision

2013-01-11 Thread Emilian Huminiuc
On Friday, January 11, 2013 12:07:27 Renk Thorsten wrote:
 I was wondering if anyone has experience with the stereoscopic view modes of
 FG. Coming with my new laptop were very fancy NVidia  IR synchronized LCD
 shutter glasses for 3D vision, and I've used them to have a look at some 3D
 movie clips, which was sort of impressive. Unfortunately, they don't seem
 to do anything for any of the 3D view modes of FG - all I see are for
 instance two images next to each other.
 
 Now, 3D movies appear the same before the glasses activate (which requires
 to press the 3d button under Windows (no idea if this would ever work under
 Linux) at which point the two movie image streams get time-shifted
 superimposed and the IR sync starts activating the glasses. However,
 pressing the 3D button when FG is running in any of the available view
 options does precisely nothing, the system does't seem to recognize that
 there's a 3d capable data stream and doesn't even attempt to fire up the
 glasses.
 
 I have no idea if this should in principle work and just requires to set
 some option somewhere, or if the 3D capabilities of FG are simply not
 designed for the hardware - does anyone have that mode running with similar
 hardware?
 
There is an option configurable in the xorg.conf file, but this appears to work 
only on Quadro Cards (it might be simply a case of stale documentation). 

About a third of the page down here:
http://uk.download.nvidia.com/XFree86/Linux-x86_64/310.19/README/xconfigoptions.html



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Re: [Flightgear-devel] Removing landclass seams

2013-01-10 Thread Emilian Huminiuc
On Thursday, January 10, 2013 08:03:39 Renk Thorsten wrote:

 
 Which reminds me - is there a performance penalty for using many uniforms?
 My impression is not, at least I've never seen any, but it'd be good to
 have this confirmed. Also, can be declare uniform vec 3 in the effect
 files, and if so, what is the syntax?
.
 
 * Thorsten

You could run out of uniforms on some gpu/driver configs, and those could be 
dropped silently and then you end up with undefined behaviour in the shader.

For vec3 uniforms in effects syntax is like this:

uniform-name type=vec3d  1.0 1.0 1.0 /uniform-name

BTW: I've been discussing with the terragear guys something similar, with a 
texture encoding material info accompanying the btg, and being generated at 
scenery build time. 
This texture would use a secondary set of texture coordinates, relative to 
in-tile position, and would be read in the fragment shader, determining the 
actual texture patch(es) to be used from a texture-atlas(sheet), and amount of 
mixing.

There are issues with relying on the interpolation in the vertex shaders, 
especialy with the irregular mesh model we have. You get long streaks along 
stretched triangles, making edges in the mesh visible, basicaly creating 
starred artifacts around the vertices, reading the info from a texture in 
the fragment insures this doesn't happen.

Anyway this is only in the theoretical stage right now.

Emilian



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[Flightgear-devel] fgdata Commit c8a69dffd49a298e01c0e0e1320f4a1d49a0bca4

2012-12-19 Thread Emilian Huminiuc
The DR400 Guide  (Aircraft/DR400/DR400 Guide.pdf) 
commited in this has a non-GPL compatible license (All rights reserved).

I think this situation needs to be fixed 
(either the guide removed, or a proper GPL version of the guide is pushed)

I think it would be a good idea if contributors would check more thoroughly 
the licenses of third party material commited.

Relevant links:
https://gitorious.org/fg/fgdata/blobs/master/Aircraft/DR400/DR400 Guide.pdf
http://flightgear.org/forums/viewtopic.php?f=4p=172822#p172818

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Re: [Flightgear-devel] Scenery manager

2012-12-16 Thread Emilian Huminiuc
On Sunday, December 16, 2012 19:37:37 James Turner wrote:
 On 16 Dec 2012, at 19:18, Stuart Buchanan wrote:
  I'm surprised there's any benefit to using a very low resolution texture
  set. Surely the normal textures are already loaded by OSG and it's
  cheaper just to refer
  to those rather than loading some more textures?  Or are we not
  sharing our textures
  between tiles?
 
 Right, I had exactly the same thought.
 
 Of course, if by some terrible mistake we aren't sharing textures, that
 would be a very big bug, but hopefully easy to fix!
 
 James

Running under gdebugger would suggest textures are indeed shared across tiles,
as I can't find any texture loaded twice.


Emilian,

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Re: [Flightgear-devel] Iceland textures

2012-12-14 Thread Emilian Huminiuc
On Friday, December 14, 2012 10:15:16 Stuart Buchanan wrote:
 On Fri, Dec 14, 2012 at 7:25 AM, Renk Thorsten wrote:
  Aw, that looks bad... I've never seen anything like, so my first guess
  would be that it's one of these NVIDIA vs. ATI issues (which are really
  tough to
 understand from my side with just NVIDIA cards available). For reference -
 I've seen it running fine on a GeForce  8600M and on a GeForce GTX 670M.
  No idea what Stuart runs.
 
 I'm also running NVidia (GT260M).
 
 This looks to me to be one of two things:
 - a straight driver bug (worth checking if your drivers are out of date)
 - (less likely) we're going beyond the number of textures your card
 supports for a specific fragment shader.
 
 BTW - I just came across this:
 http://developer.amd.com/tools/graphics-development/gpu-shaderanalyzer/
 
 I've yet to download it, but it looks like it might be a very useful
 tool for those of us trying to improve shader performance.
 
 -Stuart
 
Hi Stuart,

I've used that. Unfortunately it won't help with compatibility issues, as the 
shaders compile fine with it in most cases, then they fail silently with the 
driver compiler...


Thorsten, from discussion on irc, it seems you're assigning to a varying in 
the fragment shaders. See this log: http://dpaste.com/845317/
Most likely the other errors will go away once you fix that.

Sometimes the nvidia compiler is too lax...

HTH
Emilian

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Re: [Flightgear-devel] Iceland textures

2012-12-14 Thread Emilian Huminiuc
On Friday, December 14, 2012 10:15:16 Stuart Buchanan wrote:
 On Fri, Dec 14, 2012 at 7:25 AM, Renk Thorsten wrote:
  Aw, that looks bad... I've never seen anything like, so my first guess
  would be that it's one of these NVIDIA vs. ATI issues (which are really
  tough to
 understand from my side with just NVIDIA cards available). For reference -
 I've seen it running fine on a GeForce  8600M and on a GeForce GTX 670M.
  No idea what Stuart runs.
 
 I'm also running NVidia (GT260M).
 
 This looks to me to be one of two things:
 - a straight driver bug (worth checking if your drivers are out of date)
 - (less likely) we're going beyond the number of textures your card
 supports for a specific fragment shader.
 
 BTW - I just came across this:
 http://developer.amd.com/tools/graphics-development/gpu-shaderanalyzer/
 
 I've yet to download it, but it looks like it might be a very useful
 tool for those of us trying to improve shader performance.
 
 -Stuart
 
I'd rather use this one:

http://www.gremedy.com/downloadLinux.php

It has general OpenGL profiling features, but it also provides nice glsl 
compiler errors/warnings, with a lot of other useful things (inspection of 
various values the varyings/unifroms/attributes, textures, etc)
(The warning/error handling is better than what the drivers do in any case)
Also it has very little overhead for this use-case.
Emilian

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Re: [Flightgear-devel] Iceland textures

2012-12-14 Thread Emilian Huminiuc
On Friday, December 14, 2012 12:33:52 Renk Thorsten wrote:
  Thorsten, from discussion on irc, it seems you're assigning to a varying
  in
  the fragment shaders. See this log: http://dpaste.com/845317/
  Most likely the other errors will go away once you fix that.
 
 Thanks, the log was very helpful - please pull and try again, at least the
 assignment to the varying  should be fixed now.
 
 * Thorsten
Hi,

Those are fixed, but you still have some implicit casts/coversions in there, 
those are tolerated by the nvidia compiler but not by other drivers:
http://dpaste.com/845842/

HTH
Emilian




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Re: [Flightgear-devel] Iceland textures

2012-12-14 Thread Emilian Huminiuc
On Friday, December 14, 2012 13:28:08 Renk Thorsten wrote:
  Those are fixed, but you still have some implicit casts/coversions in
  there,
  those are tolerated by the nvidia compiler but not by other drivers:
  http://dpaste.com/845842/
 
 Aw, a forgotten decimal point - that's picky. Okay, how about now?
 
 * Thorsten

Apparently that's ok now, another issue cropped up in the urban-lightfield 
shader, something wrong with an #if:

FRAGMENT glCompileShader /home/chris/FlightGear/Shaders/urban-lightfield.frag 
FAILED
FRAGMENT Shader /home/chris/FlightGear/Shaders/urban-lightfield.frag infolog:
0:196(22): preprocessor error: syntax error, unexpected IDENTIFIER, expecting 
NEWLINE
0:193(1): preprocessor error: Unterminated #if


Emilian

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Re: [Flightgear-devel] Issue collection

2012-11-28 Thread Emilian Huminiuc
On Wednesday, November 28, 2012 08:17:56 Renk Thorsten wrote:

 Um... what should I do with this? I've gotten one comment pointing to a
 problem with the urban shader, but I can reproduce the same problem on a
 pristine master branch, so it's not related to the merge request.
 

 
 * Thorsten

That was caused by your previous merge request, which was resolved without 
proper testing I guess.
There's a bugreport about that
http://code.google.com/p/flightgear-bugs/issues/detail?id=836

Which was marked as fixed, but obviously it isn't.

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Re: [Flightgear-devel] Strange GPU behaviour

2012-11-23 Thread Emilian Huminiuc
Hi,

You might want to take a look here:
http://ubuntuforums.org/showthread.php?s=92e1641ae03fc09b4a10e772e569987bt=1478192page=2

I'm not sure if the settings suggested there still work with current drivers, 
but it's a start.

Cheers
Emilian

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

2012-11-19 Thread Emilian Huminiuc
Hi Thorsten

The atmospheric rendering scheme should not be affected by this change. 
All I did was to add /sim/rendering/shaders/quality-level to the techniques 
that had a single check on /sim/rendering/shaders/$shader.
The atmospheric rendering related techniques, and the Rembrandt ones, have not 
been modified in any way.

Emilian

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

2012-11-17 Thread Emilian Huminiuc
Hi all,

I've pushed a change to the effect files that makes sure that shaders are 
disabled when /sim/rendering/shaders/quality-level is 0 or non existant. 
Previously this relied on gui.nas to set the individual shader levels to 0, 
and fgviewer had no easy way to disable them.

This will change default behaviour for fgviewer, in that it will not 
load/display shaders by default anymore.

To enable shaders preview run fgviewer like this 
(any non-zero number will do):
fgviewer --prop /sim/rendering/shaders/quality-level 1 /path/to/object

Cheers,
Emilian


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Re: [Flightgear-devel] Shader optimization

2012-10-18 Thread Emilian Huminiuc
On Thursday, October 18, 2012 06:43:32 Renk Thorsten wrote:
  Speaking of which - it'd be nice to have local north as well defined
  direction as well - that would allow for things like the snowline
  being higher on south slopes ...
  
  In the Northern hemisphere ;-)
 
 Quite so - but once you have a north-pointing vector, the rest is trivial
 because you can pass geographical location as uniform and use that to
 compute the magnitude and sign of the bias in a one-liner...
 
 * Thorsten

vec3(1.0,0.0,0.0) seems to be a pretty good aproximation. 
In my tests dot(normal.xy, vec2(1.0,0.0)) worked good enough. (for N 
hemisphere)

Btw, in terrasync terrain you can safely use gl_Vertex.z as altitude. 
There are some issues with that one, but only in custom terrain generated 
after 2009, which you're not interested in supporting anyway.


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Re: [Flightgear-devel] Shader optimization

2012-10-18 Thread Emilian Huminiuc
On Thursday, October 18, 2012 07:58:14 Renk Thorsten wrote:
  Btw, in terrasync terrain you can safely use gl_Vertex.z as altitude.
  There are some issues with that one, but only in custom terrain generated
  after 2009, which you're not interested in supporting anyway.
 
 FYI, I fixed the snowline problem for custom terrain half a year ago by
 passing camera altitude as uniform and computing absolute vertex altitude
 from camera altitude and the vertical difference. :-) The current point
 seemed to be that Mathias says we _should_ not rely on that even if we
 evidently can.
 
  * Thorsten

Hint... I already knew that ;)

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Re: [Flightgear-devel] Shader optimization

2012-10-18 Thread Emilian Huminiuc
On Thursday, October 18, 2012 08:58:43 Renk Thorsten wrote:
 
 In any case, since the 'additional computations' are subtracting one number
 from another number, I can just about live with the performance degradation
 caused by the operation, given that it provides backwards compatibility to
 existing scenery. :-)
 
 * Thorsten

And the matrix transform is for free...?

Oh, I forgot, a useless matrix transform is ok to be run on milions of 
vertices, but one that actualy has a use, and runs on tens or maybe hundreds 
at most, is killing performance

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Re: [Flightgear-devel] Shader optimization

2012-10-18 Thread Emilian Huminiuc
On Thursday, October 18, 2012 09:31:27 Renk Thorsten wrote:
  And the matrix transform is for free...?
  Oh, I forgot, a useless matrix transform is ok to be run on milions of
  vertices, but one that actualy has a use, and runs on tens or maybe
  hundreds  at most, is killing performance
 
 A uniform float doesn't have a matrix transform. I thought you'd know that.
 
 * Thorsten

I'm talking about the ep ... which is done for each vertex, everytime

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Re: [Flightgear-devel] In-sim selection of materials.xml file - what to call DDS?

2012-10-07 Thread Emilian Huminiuc
On Saturday, October 06, 2012 23:34:13 Stuart Buchanan wrote:
 Hi All,
 
 I've just added a trivial enhancement to the rendering options dialog
 to allow in-sim selection of the materials.xml file.  This is limited
 to those available in the base package (regions, default, dds).
 
 I've used the phrases Global and Region-specific to describe the
 default/materials.xml and regions/materials.xml options, neither of
 which is particularly satisfactory.  I'm also really struggling to
 think of an appropriate name for the dds/materials.xml variant.
 
 Has anyone got any suggestions that would help an end-user who has no
 really knowledge of the underlying materials.xml file, or what DDS is?
 
 Thanks,
 
 -Stuart
 

While I have no idea how to name the dds selection,  I have some some 
suggestions about the box. 

First I think the name is missleading, since the changes that come with a 
different materials file are not limited to just different textures. Maybe 
materials set or material definitions would be better?

Second, could we devise a way to make localy customized materials appear among 
the options automagically?

I know that simply listing the files under Materials/*/ is not going to work, 
since some of them are not complete definitions, so maybe a new tag in the 
materials file that marks it as a viable option, or some sort of naming scheme 
for the file  (new folder under Materials/ with only the materials.xml in that 
folder being a viable option for the chooser?)
Or something combined between these, a materials.xml and a display/ tag, 
that would contain the name to be shown in the selection box.
( then we could have something like this:

Materials/myset/myurbanmat.xml
Materials/myset/materials.xml

with Materials/myset/materials.xml containing displayMy Custom Setdisplay/

that would show up in the box as My Custom Set
)

Regards,
Emilian

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Re: [Flightgear-devel] Merge request #181

2012-10-07 Thread Emilian Huminiuc
On Sunday, October 07, 2012 07:44:53 Renk Thorsten wrote:
  I've had a look at this in Scotland, where it is a bit too bright based
  on my own experience, so I'd like to leave this change so it only applies
  to South America.  Obviously I could do the opposite and make some
  specific materials for Scotland (hmmm, good idea :)
 
 I wanted to have a look at Ireland regional definitions (islands are always
 easier since it's clear where the boundaries are, I know it from first-hand
 experience,...) at some point - let me know if you actually start for
 Scotland, because I guess there's plenty of overlap :-)
  On a related note, I've just added a new feature to the ufo:
  Ctrl+Alt+click
  displays the lat/lon/alt and landclass(es) of the clicked upon point.
 
 Nice - been using a customized button with a Nasal one-liner for the same
 purpose so far.
 
 Cheers,
 
 * Thorsten

Hi Thorsten,

Some quick finds:

First I get this when opening the shader settings dialog:

Nasal runtime error: non-objects have no members
  at $FG_ROOT/Nasal/props.nas, line 181
  called from: __dlg:shaders-lightfield, line 32

and the slider is off to the right, and can't be of much use.

Second, the fast(4) water lacks specularity, is this intended?

Third, there are lawnmower/corn rows on the detail textures, I suspect these 
to come from texture fetching inside conditionals, but I might also be wrong.

Fourth, and I'm sorry to say this, but the (micro)stuttering is horrible in 
high detail terrain, (just staying put and rotating the view), and that 
stuttering  at the 22-25 fps it outputs gives a much worse impression than a 
fluid constant 16 fps. I still think that doing heavy work in the vertex shader 
won't cut it, it might give *you* a fps boost in corner cases, but the way 
that scenery is going it will only make matters worse in the long run...

(NV 8800gt here, in case that matters)

Sorry for being the negative voice :)

Cheers
Emilian







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Re: [Flightgear-devel] Merge request #181

2012-10-07 Thread Emilian Huminiuc
On Sunday, October 07, 2012 11:28:24 Renk Thorsten wrote:
  First I get this when opening the shader settings dialog:
  
  Nasal runtime error: non-objects have no members
  
at $FG_ROOT/Nasal/props.nas, line 181
called from: __dlg:shaders-lightfield, line 32
  
  and the slider is off to the right, and can't be of much use.
 
 Assuming that this is the shader GUI dialog, I have no memory of touching it
 and the merge request did not include any changes to the dialog - this must
 be some other problem (?)
  Second, the fast(4) water lacks specularity, is this intended?
 
 Hm, could this be a dds problem again - the typical symptom is lack of
 specularity?  I thought I had understood how the dds nature is
 communicated, but I might have messed this up. I see specular reflection
 with the shader.
  Third, there are lawnmower/corn rows on the detail textures, I suspect
  these
  to come from texture fetching inside conditionals, but I might also be 
  wrong.
 No, that's just plain old tiling of textures. One would have to optimize the
 detail overlay textures further to get completely rid of it, but I'm not
 really good in texture creation. I suspect some of your dds material would
 be rather good overlay textures, as they're very homogeneous and low
 tiling, just what one needs for the detail overlay.
 
 Texture fetching inside uniform int conditionals can't give you artefacts in
 a scene as far as I know.
  Fourth, and I'm sorry to say this, but the (micro)stuttering is horrible
  in high detail terrain, (just staying put and rotating the view),
 
 Would this be the stuttering that according to Vivian is Nasal related, of
 which I claimed all along that it's caused by the shader? :-)
  I still think that doing heavy work in the vertex
  shader won't cut it, it might give *you* a fps boost in corner cases, but
  the way that scenery is going it will only make matters worse in the long
  run...
 I have no clue about the way scenery is going. I think the optimal solution
 would be LOD levels on disk, so we have low vertex resolution at the
 horizon and relatively high vertex resolution nearby. You can try to
 shuffle more work to the fragment shader, but personally I'm not fond of
 flying with 5 fps, so I'm not going to do it (yes, I actually tried it...).
 It doesn't give me a boost in some corner cases, it makes the difference
 between unflyable 5 fps and usable 15 fps.
 
 I never intended the procedural texturing for use in custom scenery and I
 don't use it in custom scenery. All the newer aditions are optional - if
 they don't perform acceptable on you rmachine, then don't use them or use
 the bare atmospheric scattering scheme which hasn't changed, or switch
 trees off (they're pretty expensive for me).
 
 I'm frankly tired of 'This needs to be faster/smoother'. No, it doesn't. I'm
 not forcing anyone to use it, I put a lot of effort into cooking up ways to
 make it run faster, I don't work on things outside the rendering pipeline
 which determine smoothness,  I'm bitching all the time about things like
 the instument panel should obscure terrain here on this list which I can't
 do myself, and the result is optimized as I can make it. I'm not the
 miracle man, sorry.
 
 It's simply not productive to point out that you'd like to have it faster
 and smoother - we all do, it's an open secret.
 
 * Thorsten


Understood...
I will refrain from any further tests/opinions on this topic then. Please 
accept my apologies, and disregard any of the issues I've raised. 
Everything's working smooth, and looks better than IRL... it's just my 
imagination playing tricks, better get my eyes checked

Cheers,
Emilian

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Re: [Flightgear-devel] Depth buffers, render bins and passes

2012-10-04 Thread Emilian Huminiuc
On Thursday, October 04, 2012 06:42:30 Renk Thorsten wrote:
  You know that rendering a transparent object twice alter its
  transparency.
  Of course, you can avoid to render it in the color buffer using write
  mask in one pass.
 
 What I do with the trees is render just the opaque bits early on as white
 with essentially no light and fog computations to set the z-buffer and
 discard all transparent pixels in the first pass, then render the rest in
 detail with lequal comparison later.
 
 The first pass has just one texture lookup in the fragment shader, but what
 this saves is rendering the terrain pixels (and other trees) covered by the
 tree, and the terrain has a lot of complicated light and fog equations to
 solve, as well as up to four texture lookups and lots of noise generation.
 To trade that against an additional pass for trees which is essentially
 trivial turns out to be a really good deal.
 
 Of course, here's the part I don't know: All this makes perfect sense as
 long as the fragment shader is the bottleneck. But the first tree pass also
 needs the geometry computations in the vertex shader, and in an environment
 where the vertex shader is the bottleneck, it would make matters actually
 worse.
 
 So, the framerate gain for me personally left aside - what should I do with
 such things? Commit them and hope a majority will benefit? Not commit them?
 Make them optional and create a complicated rendering dialog? Test them and
 gather feedback?
 
 The idea with clouds is still to slip rectangles in which cover most of the
 opaque core of a cloud, render them into the z-buffer early on while
 passing through the normal clouds through vertex shading and discarding
 them in the fragment shader, and then render the rest of the clouds and the
 terrain with lequal comparison onto that depth buffer.
 
 I don't know if it actually works, but at least I'm pretty sure I understand
 now what is expensive about cloud rendering - funnily enough, it's fogging
 them. In a layer looking forward, we can have hundreds of cloud sheets
 overlapping all drawn from outside in, and so the fogging means we compute
 hundreds of exponential functions for every pixel... Depth buffering should
 definitely help here.
 
 * Thorsten
Hi, 

Take a look here 
http://developer.download.nvidia.com/GPU_Programming_Guide/GPU_Programming_Guide_G80.pdf
pages 43, 44. They deal with cases where the culling optimizations might be 
disabled/underperforming.

Emilian

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

2012-10-01 Thread Emilian Huminiuc
On Monday, October 01, 2012 19:16:09 Alan Teeder wrote:
 James
 
 I have just run a very quick check on a few aircraft. My apologies, but I
 should have used the word opaque and not translucent.
 
 F22 (jsbsim) has an opaque HUD,  Mirage F1 has an opaque cockpit. They are
 both transparent when Rembrandt is disabled.
 
 The Saab Draken seems to have no cockpit. This is with or without Rembrandt
 enabled.
 
 Concorde crashes Flightgear at start-up. Again this is not affected by
 Rembrandt.
 
 As a general comment I find that the flying characteristics of most of the
 aircraft that I flipped through seem very unrealistic. They seem to be
 optimised for ease of use by non-pilots. This makes Flightgear appear to be
 a toy, or game, when it is capable of being an accurate flight simulator.
 IMHO this is a great pity.
 
 There are exceptions - e.g. the default Cessna 172, so it can be done. How
 can we encourage developers to pay as much attention to aerodynamics as they
 do to eye candy?
 
 Alan

Hi Alan,

Most aircraft need to be ported for Rembrandt. The amount of porting 
necesary is in most cases proportional with the complexity of the eyecandy 
used before by said aircraft. For some is as simple as assigning an effect for 
transparent surfaces, for others it might require more involved work (might 
even require remodelling of some parts). That said, there are quite a few 
aircraft that have been ported. By the symptoms you describe it's most 
likely the f22  the Mirage and the Draken weren't ported yet.

However I'm concerned with the Concorde errors, since I've adapted that one to 
Rembrandt, and it uses the same effects/shaders as the C172p.

Regards,
Emilian







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[Flightgear-devel] Announce: Changed behaviour of model-combined and model-combined-deferred effects under Rembrandt

2012-09-09 Thread Emilian Huminiuc
Hi,

I've just pushed a change to fgdata that modifies the model-combined and model-
combined-deferred effects when running under Rembrandt.

This was done in order to be able to provide the same effects that are 
available for transparent surfaces in the clasical pipeline for transparent 
surfaces when running Rembrandt. 

Those that want to enable reflection/bump effects for transparent surfaces 
under 
Rembrandt just need to create a local effect that inherits from Effects/model-
combined, and add at least the transparency include that can be found in the 
the Docs/model-combined.eff/model-combined-transparent.eff template. (this is 
needed for proper z-sorting of transparent/opaque surfaces in the classic 
renderer).
If they want normalmap support too, then they need to add the normalmap-
include that can be found in the same Docs/model-combined.eff/model-combined-
transparent.eff template.

This change breaks current local effects that inherit from 
Effects/model-combined-deferred, 
due to a needed change of technique numbers. Thus, the local effects that 
inherit from Effects/model-combined-deferred and use normalmaps need the 
folowing change in order to restore them to a working state:
change
technique n=8
to:
technique n=7

Local effects inheriting from 
Effects/model-combined 
used on transparent surfaces do not need any adaptation.

Local effects inheriting from 
Effects/model-combined 
used on opaque surfaces need to be switched to inherit from 
Effects/model-combined-deferred, 
and modified according to the above recomandation if they use normalmaps.

Regards, and sorry for the minor(I hope) nuisance this change is causing.

Emilian


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Re: [Flightgear-devel] Announce: Changed behaviour of model-combined and model-combined-deferred effects under Rembrandt

2012-09-09 Thread Emilian Huminiuc
Hi,

Another change, hopefuly after this things will be clearer.
With previous change I forgot the case of the model shader being disabled, 
thus transparent surfaces would lose transparency and be rendered wrong.

I've commited a new effect, Effects/model-combined-transparent, which should be 
used for transparent objects. 

From now on Effects/model-combined should not be inherited directly in local 
effects. use either Effects/model-combined-deferred (for opaque objects), or 
Effects/model-combined-transparent (for transparent objects).

If you have local effects for transparent objects, please update them to use 
Effects/model-combined-transparent. 
(they will continue to look right unless you move the model slider in the 
shaders dialog to the extreme left, so it might not be readily noticeable they 
are broken)


Regards,
Emilian

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Re: [Flightgear-devel] Water reflection needs fix

2012-08-03 Thread Emilian Huminiuc
On Friday, August 03, 2012 12:29:51 Renk Thorsten wrote:
 Just stumbled across this one:
 
 Effects/water.eff now declares png textures for reflection and nose to avoid
 dds. The relevant commit changed the effect file and water_sine.frag but
 didn't change the corresponding lines in water_lightfield.frag which has
 pretty identical normal-generating lines.
 
 dds seems to require to reverse normals (?) - in any case two lines marked
 by 'dds fix' need to be removed in order to restore the expected behaviour.
 
 vNorm = -vNorm; //dds fix
 (...)
 N = -N; //dds fix
 
 If anyone with GIT rights could take care of the change in devel and release
 branch? Thanks!
 
 * Thorsten

Are you sure you're using/looking at the correct fgdata? Looking at the files 
here they use the proper uniform to determine if the normalmap is dds, and 
reverse the normals only in that case:
water-lightfield.frag

line 321:

if (normalmap_dds  0)
vNorm = -vNorm; //dds fix

line 369:

if (normalmap_dds  0)
N = -N; //dds fix

normalmap_dds is set to 1 only by water-dds.eff. It's set to 0 in water.eff, 
and used by the lightfield technique properly.

regards,
Emilian

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Re: [Flightgear-devel] Water reflection needs fix

2012-08-03 Thread Emilian Huminiuc
On Friday, August 03, 2012 15:43:45 Emilian Huminiuc wrote:
 On Friday, August 03, 2012 12:29:51 Renk Thorsten wrote:
  Just stumbled across this one:
  
  Effects/water.eff now declares png textures for reflection and nose to
  avoid dds. The relevant commit changed the effect file and
  water_sine.frag but didn't change the corresponding lines in
  water_lightfield.frag which has pretty identical normal-generating lines.
  
  dds seems to require to reverse normals (?) - in any case two lines marked
  by 'dds fix' need to be removed in order to restore the expected
  behaviour.
  
  vNorm = -vNorm; //dds fix
  (...)
  N = -N; //dds fix
  
  If anyone with GIT rights could take care of the change in devel and
  release branch? Thanks!
  
  * Thorsten
 
 Are you sure you're using/looking at the correct fgdata? Looking at the
 files here they use the proper uniform to determine if the normalmap is
 dds, and reverse the normals only in that case:
 water-lightfield.frag
 
 line 321:
 
   if (normalmap_dds  0)
 vNorm = -vNorm; //dds fix
 
 line 369:
 
   if (normalmap_dds  0)
 N = -N; //dds fix
 
 normalmap_dds is set to 1 only by water-dds.eff. It's set to 0 in water.eff,
 and used by the lightfield technique properly.
 
 regards,
 Emilian

Also the shaders work/look properly when enabled.
At least in fgdata master

regards,
Emilian

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Re: [Flightgear-devel] [Flightgear-commitlogs] FlightGear Base Package branch, master, updated. f81456998442b1f30d86c4925a7d000d46ea4f1f

2012-07-30 Thread Emilian Huminiuc
On Monday 30 July 2012 16:29:28 Curtis Olson wrote:
 I am in no way picking on any single committer here.  This just happens to
 be the most recent commit message that came through while I was thinking
 about this (sorry Gijs, we do really love you.  I'm mean, not really really
 really love, but well you know how I always say one sentence too many and
 paint myself into a corner I can't get out of.) :-)
 
 I sense that there have been a substantial number of updates to individual
 aircraft that are only going into the master branch and aren't getting
 cherry picked into the 2.8.0 release branch.  Perhaps this is intentional
 or I'm misunderstanding something, but I wanted to at least ask.  When I
 create the downloadable aircraft .zip files for the 2.8.0 release, it will
 be from the release/2.8.0 branch, but most of the aircraft changes that
 have been made since the 2.8.0 branch was created are not going in there,
 and are only going into master.
 
 Thanks,
 
 Curt.

Hi Curt,

I've already cherry-picked that commit to release/2.8.0. 

My impression is some of the contributors have some dificulties/issues with 
this part of the git workflow and they'd rather not risk messing up the 
release branch.
Maybe we should setup some sort of system (bug category?) for this, so that 
we're made aware of fixes to aircraft already present in the release branch 
that should be cherry-picked there.

Regards,
Emilian


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Re: [Flightgear-devel] DDS usage in effects files

2012-07-14 Thread Emilian Huminiuc
On Saturday 14 July 2012 06:22:06 Renk Thorsten wrote:

 In case we want to remove those, the corresponding *.ac files have to be
 changed. Is there an opinion on that question either way?
 
 * Thorsten

This should be fixed too, as of now, in GIT.

Hopefuly, warning messages (if left enabled) should appear only when 
specificaly using Materials/dds/materials.xml

Regards
Emilian

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Re: [Flightgear-devel] Yasim static friction?

2012-07-05 Thread Emilian Huminiuc
On Thursday 05 July 2012 15:21:24 Viktor Radnai wrote:
 1. When the aircraft is parked with no parking brake, it will usually
 start to roll slowly backwards -- pushed by the wind and maybe the
 runway slope. If I start the engine on idle, the thrust generated by the
 idle prop might stop this roll. On tarmac, even a 3 knot wind is enough
 to start pushing the plane back. On grass more is needed -- maybe 20 knots?
 
Hi,

In that case, even in real life, there's no other friction at play than the 
friction inside the wheel bearings, friction which is very low, almost 
ignorable.

Regards,
Emilian

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Re: [Flightgear-devel] nvidia 8800GT for the taking

2012-06-30 Thread Emilian Huminiuc
On Saturday 30 June 2012 10:44:46 James Turner wrote:
 I happen to have a spare 8800GT (512MB, 64k rom - NOT suitable for Mac use)
 
 First person to say they want it for something useful gets it. Ideally you'd
 PayPal me the price of posting it to wherever you are in the world.
 
 If something useful includes making shaders work better on 'slightly-older'
 hardware, I'll pay the postage myself!
 
 James

I'll take it. (it's better than my 8600gt). And as you know I'm messing with 
shaders too.

Regards,
Emilian

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Re: [Flightgear-devel] Shader menu structure

2012-06-29 Thread Emilian Huminiuc
On Friday 29 June 2012 12:13:31 Edheldil wrote:
 On 06/28/2012 05:31 PM, Heiko Schulz wrote:
  I have no idea how to communicate it or present it.
  That's why I hoped that we maybe can have all three skydome variants
  selectable. So we would have the default skydome, the skydome shader and
  the Lightfield/Haze aka Atmospheric shader selectable. That would have
  made it easily to present different developement stages and performance
  requirements to the user.
 Maybe a less strict approach would be a solution, then? Let selecting a
 rendering mode set some sane combination of shaders and give user
 freedom to change them, but display red warning in the shader dialog
 that the combination may create problems.
 
 Edheldil
 

That's not an option. There is no independent skydome shader anymore. This 
whole confusion is generated by it being left enabled in 2.6. It shouldn't 
have been, and we should not perpetuate that mistake.
There's only the default sky that works together with the normal shaders , 
or the Atmospheric scattering stuff which supersedes the old skydome shader.
The Atmospheric scattering is a whole set of shaders, that interact to give a 
seamless horizon, and much more... 
They replace all other shaders when enabled, that's hardcoded in the effects, 
and it needs to be otherways it wouldn't work. So you'd end up with a dialog 
full of sliders that do nothing...

There is a red warning in the dialog, anouncing to users that by enabling the 
Atmosperic stuff will lead to much of the shaders being replaced.

(Of course on top of this there's Rembrandt, with its own set of shaders and 
issues.)

Regards,
Emilian

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Re: [Flightgear-devel] Shader menu structure

2012-06-27 Thread Emilian Huminiuc
On Wednesday 27 June 2012 16:37:11 Heiko Schulz wrote:

 
 Is there a way we can have all three possibilities (default, skydome shader,
 Thorstens atmospheric light scattering) selectable?
 
 Cheers
 Heiko

Not quite, since both terrain-default and model-default effects have a 
separate set of shaders which gets enabled by that switch, and overrides all 
other shaders (they are defined in a lower numbered technique, and thus take 
precedence over any technique defined in effects derived from those two)

The dialog options reflect the actual behaviour of the effects.

Regards,
Emilian






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Re: [Flightgear-devel] Shader menu structure

2012-06-27 Thread Emilian Huminiuc
On Wednesday 27 June 2012 18:39:30 Heiko Schulz wrote:
 Hello all,
 
  I think the problem now is that the nice scatter effect sky dome no longer
  works correctly with any render mode in the git version.  The scatter
  effect sky dome will give you very pretty skies -- especially in
  combination with advanced rendering, just don't look at the terrain or
  your
  own aircraft model because those are now rendered incorrectly with many
  missing effects.
 
 With disabling the predicate section I got a middle thing between (no FGFS
 Default Skydome). Sky scattering with pretty skies and fog in near distance
 and all other shaders working, but bad horizon at far distance and other
 features like terrain haze missing.
 
 Thorsten's Athmosphere effect enabled:
 http://www.hoerbird.net/fgfs-screen-764.jpg
 
 Not enabled, but with disabled predicate section:
 http://www.hoerbird.net/fgfs-screen-763.jpg
 http://www.hoerbird.net/fgfs-screen-768.jpg
 
 Surely there is now way?
 
 Cheers
 Heiko

Hi Heiko,

Unless the same fogging technique is used you'll see the tile edges in very 
low/ very high visibility conditions, or from high altitudes, or some other 
artefacts.

Allowing a decoupling between the Skydome and the ligthfield/haze shaders, 
would lead only to inconsistent settings, and useless bug reports from users 
blindingly enabling every switch available to them.

The current effect scheme and the corresponding dialog options tries to 
prevent this, and tries to use a consistent set of shaders. This is extended 
to the options available when Rembrandt is enabled too (i.e. it doesn't allow 
you to enabe the light scattering shaders when Rembrandt is active since those 
aren't ported, and don't display right, or any other shader that isn't ported 
yet). This doesn't work quite right yet, as others have mentioned here, but 
Gijs is aware of that.

I hope you can now better understand the reasoning behind this.

Regards,
Emilian






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Re: [Flightgear-devel] A plan for a 3.0 release?

2012-06-19 Thread Emilian Huminiuc
On Wednesday 13 June 2012 12:05:42 Renk Thorsten wrote:
 
 Now, random vegetation seems to increase vertex count a lot, and this may
 well be not doable by just taking the code and applying it to the
 vegetation (it didn't work with clouds either).  So it probably needs a
 dedicated approximation scheme making use of the fact that vegetation is
 drawn relatively close to the position and not 100 km distant to run at
 all.
 
 Given my framerate when switching on lightfields and random vegetation
 without lightfield shading, I'm not too optimistic :-( But worth a try.
 
 * Thorsten

There is a simple solution to that. Move the work in the fragment shader. You 
won't be scene complexity bound, and you'll also have the correct depth 
available as:

float fragmentDepth = gl_ProjectionMatrix[3].z/(gl_FragCoord.z * -2.0 + 1.0 - 
gl_ProjectionMatrix[2].z);
 
(Currently, if taking depth info in the vertex shader for the trees, you need 
to do some ugly hacks to get the right depth, hacks that fail to work most of 
the times. )

As for performance concerns, yes, fragment operations might be slower than 
vertex ones for the same complex task, but they are generaly done on a limited 
amount of fragments that varies only with camera position/orientation and 
isn't adversely affected by high vertex count scenes. And the trend is for 
vertex count increase.

Regards,
Emilian

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Re: [Flightgear-devel] A plan for a 3.0 release?

2012-06-19 Thread Emilian Huminiuc
On Tuesday 19 June 2012 12:29:34 Renk Thorsten wrote:
  There is a simple solution to that. Move the work in the fragment
  shader. You
  won't be scene complexity bound, and you'll also have the correct depth
  available as (...)
 
 Right... but I need the projection of the vertex position into the sun
 direction in the horizon plane to compute light - that's the part which
 doesn't go easily into the fragment shader. Maybe we have enough varying to
 pass all raw vectors involved right through the vertex shader - then
 everything can be done in the fragment part?
 
 The problem might also be that similar to clouds, tree textures are
 transparent in places, and so the fragment part may be slower than expected
 (for clouds, moving too much into the fragment shader gets very slow for
 that reason).
 
 Thanks for the suggestion in any case - plenty of things need to be tried...
 
 * Thorsten

Just look in the tree shader, there's a line there dropping the fragment if it 
hits the transparent part, so no there won't be any penalty incurred for the 
transparent bits in the trees.
You can have the position, properly interpolated, in the fragment shader. You 
already have it in most shaders. And if you don't you just replace the current 
varying holding the result of your work in the vertex shader with a varying 
passing the position/ecPosition depending on what you need.

Regards,
Emilian

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Re: [Flightgear-devel] reflectmap

2012-06-13 Thread Emilian Huminiuc
On Monday 11 June 2012 07:25:44 syd adams wrote:
 hi all.
 I updated the Citation-II to use model-combined-deferred , but it
 originally used reflect.eff.Try as i might i cant seem to get the
 reflectmap section to work.Is this a bug? Ive tried greymaps and alpha
 maps but see no effect . I get a constant environment reflection over
 all.
 Syd
 
Hi Syd,
Could you post the local effect that's using model-combinedd-deferred?
reflect.eff and model-combined-deferred have different texture slots for the 
reflect map, also the prameter names are changed.
(reflect uses texture n=8 model-combined-deferred uses texture n=4)

regards,
Emilian


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Re: [Flightgear-devel] Two issues: Shader control and turbulence

2012-06-08 Thread Emilian Huminiuc
On Friday 08 June 2012 09:53:58 Renk Thorsten wrote:
 tie to some yet unknown master switch?
 Who has a plan?

 * Thorsten

There's no master switch anymore. There's a property that's checked by some 
nasal to set the quality of the shaders, but there's no master switch 
available for effects.

Regards,
Emilian

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Re: [Flightgear-devel] Random Buildings - memory consumption

2012-05-23 Thread Emilian Huminiuc
On Wednesday 23 May 2012 10:23:12 Renk Thorsten wrote:
  Using the default random building density,  the tiles that are loaded
  initially when sitting on the runway generates ~ 340k random
  buildings.
 
 We might be generating too many buildings then?
 
 The greater Los Angeles area has between 13 and 16 million inhabitants
 (dependent on what you count).
 
 Assuming you haven't changed the visibility range from the startup default
 of ~16 km yet, checking with satellite images you should get about 1/12 of
 the greater LA urban area at startup, that means you generate 340k * 12 = 4
 M houses in the greater LA area. The average number of people per household
 in the LA area was about 2.9 in 2006, so we have just populated Greater LA
 with ~12 million inhabitants - seems okay.

Besides being totally off topic, you can't do that direct comparison. First 
off, our default scenery lacks a lot of detail in the urban area boundaries in 
that area thus marking a far larger area as being urban - a far larger area 
on which to generate buildings;  second,  the generated random buildings are a 
mixed set of residential and comercial/office buildings, so the math is a bit 
off there.

 
 Here's the catch:
 
 That's just assuming that the number of households per house is really 1 -
 but I think this assumption doesn't hold in dense urban areas, you can
 easily have 10 parties living in a larger building (even while I was living
 in Durham, NC we had 14 households in one building - and Durham NC had
 plenty of space to spare). Assuming for the sake of the argument that we
 might have on average 5 households per building in a dense urban area, 
 we'd be overestimating the actual population by a factor 4.5.
 
 = use less, but somewhat larger buildings.

Actualy the Geater LA + Inland Empire area should use more somewhat small 
buildings, as the overwhelming majority of the residential buildings in that 
area are individual houses, all the way  E to San Bernardino.

 
 Cheers,
 
 * Thorsten

Emilian


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Re: [Flightgear-devel] Random Buildings - memory consumption

2012-05-23 Thread Emilian Huminiuc
On Wednesday 23 May 2012 12:10:16 Stuart Buchanan wrote:
  
  Actualy the Geater LA + Inland Empire area should use more somewhat small
  buildings, as the overwhelming majority of the residential buildings in
  that area are individual houses, all the way  E to San Bernardino.
 
 So, are these areas defined as Urban, or Suburban/Town in our global
 scenery?
 
 -Stuart

Just by looking at how the terrain is textured in FG, I can say they are 
defined as Urban.

Emilian.


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Re: [Flightgear-devel] Random Buildings - memory consumption

2012-05-23 Thread Emilian Huminiuc
On Wednesday 23 May 2012 14:16:02 Emilian Huminiuc wrote:
  
  So, are these areas defined as Urban, or Suburban/Town in our global
  scenery?
  
  -Stuart
 
 Just by looking at how the terrain is textured in FG, I can say they are
 defined as Urban.
 

And the mapserver seems to agree with that assumption:

http://mapserver.flightgear.org/map/?lon=-118.18562lat=33.91857zoom=11layers=0B00TFFFTFFFTFFF


Emilian

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Re: [Flightgear-devel] Random Buildings - memory consumption

2012-05-23 Thread Emilian Huminiuc
On Wednesday 23 May 2012 11:20:28 Renk Thorsten wrote:

 We're not talking a regionalized building placement concept here... we're
 doing an order of magnitude case study for our average US-themed city.
 
 * Thorsten

No, I think you're extrapolating from a particularly bad case of mismatch 
between reality and simulation. I wasn't talking about regionalized building 
placement, I was talking about bad landclass representation in that particular 
area, representation from which come the figures you used to do the math to 
compare with reality.

Emilian

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Re: [Flightgear-devel] Random Buildings - memory consumption

2012-05-23 Thread Emilian Huminiuc
On Wednesday 23 May 2012 12:05:05 Renk Thorsten wrote:
  No, I think you're extrapolating from a particularly bad case of mismatch
  between reality and simulation. I wasn't talking about regionalized
  building
  placement, I was talking about bad landclass representation in that
  particular
  area, representation from which come the figures you used to do the math
  to compare with reality.
 
 A more constructive argument would have been to present your own
 counter-estimate, rather than calling all irrelevant... I think it's
 actually interesting that we can do such order of magnitude consistency
 checks.
 
 * Thorsten

Keeping your initial assumption of default visibility, you'd get at least 6 
tiles loaded, that makes for ~600 sq miles, wich is ~1/8 of the LA 
Metropolitan Statistical area, 
8*340k ~ 2.7 million buildings for a population of ~12.8 million, 
that gives about 4.75 persons / building.

Assuming 1/3 of the buildings are actualy  represented as commercial/office 
that gets us to ~7persons/building or around 2households/building,
which would be about right if it were residential, but is of course wrong for 
the apartment buildings;  that is not the algorithm that's at fault, that's 
the underlying representation of the terrain (which should have just the core 
of the bigger cities in the area mapped as urban, and te rest as 
residential/town)

Disclaimer:
All this ignores the fact that Stuart was actualy using the live weather hence 
we don't actualy know the visibility/ number of tiles loaded, that we don't 
know which way he was facing, the fact that in reality just 1/6 of the surface 
loaded at startup is dense urban area, while the rest is residential, and wide 
spaced commercial/business area, etc. 

Emilian

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Re: [Flightgear-devel] Random buildings improvements - phase 2

2012-05-13 Thread Emilian Huminiuc
On Saturday 12 May 2012 21:49:46 Stuart Buchanan wrote:

 Unfortunately, it appears to no longer work when the lightfield shader
 is enabled - the buildings all lose their textures.
 
 I've had a look at the hierarchy of effects files, but can't see any
 obvious problem.  Do you have any idea what might be going wrong?
 
 -Stuart

I've pushed a fix for this one.

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Re: [Flightgear-devel] model-combined-shader

2012-05-12 Thread Emilian Huminiuc
On Friday 11 May 2012 22:19:43 syd adams wrote:
 Hi guys,
 Is it just me or has the model-combined shader stopped reflecting ?
 Moving the model slider seems to have no effect now .
 Syd

Hi Syd,

Any specific aircraft you're refering to? I've just tested it and it works.
(777-200ER and IAR80)

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

2012-05-02 Thread Emilian Huminiuc
No, you got the system wrong.
When an effect inherits from another it rewrites those parts that are common 
between the two xml files, keeping the parts that are different. Thus if 
runway inherits from terrain the actual runway effect as seen by flightgear 
gets a technique 4 of its own (inherited from the terrain effect). So when the 
skydome shader is active, it's the technique 4 in this runway effect that is 
active, which then uses the textures specified in the runway effect, as it's 
supposed to.

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

2012-05-02 Thread Emilian Huminiuc
On Wednesday 02 May 2012 07:55:19 Renk Thorsten wrote:
  No, you got the system wrong.
  When an effect inherits from another it rewrites those parts that are
  common
  between the two xml files, keeping the parts that are different.
 
 Yes, but what's wrong with making that conditional based on technique
 number? What functionality would this destroy? Or what is the use of the
 current setup in which higher techniques overwrite lower techniques?
 
 * Thorsten
 
Every other effect written so far.

Better explanation:
Think of the parent and the child effect as two property trees. At runtime 
they get merged, with any paths in the child effect overwriting the same paths 
in the parent, all under the heading of the child effect.

The lower techniques override higher techniques. The functionality is to 
enable you to use different options in specific conditions that are present in 
the predicate section of each technique. As you are using them in the 
terrain effect.
 
It's not the effects that change at runtime between those specific conditions, 
it's a different technique of the same effect that's used. 

The default effects usually specify their techniques with higher numbers to 
allow any inheriting effect to insert their own techniques below them, 
techniques that get activated by the same condition.

Say you have shaders active, the default effect has a technique that specifies 
some default shaders to be used. Now you make your own effect, but you want to 
use different shaders in the same situation; in that case you add a lower 
numbered technique in your new effect, that by the order of precedence (lower 
numbers before higher numbers) trumps the technique used in the default, and 
this new technique specifies the different set of shaders that you want.

By putting the sky-dome technique in a low enough place, you ensure that your 
new technique will not be overwritten and will be lower placed than any other 
in the child effects' trees, ensuring that those shaders are activated when 
the sky-dome is active, and that they take precedence over less strict 
conditions that would activate some other set of shaders/options in one of the 
other effects. Keep in mind though, that they will then use the merged 
parameters as they're specified in the child effect (this includes textures).

Important note: the *texture n=x* numbers in the parameters section can be 
as high as you need them, but the *texture-unitunity/unit* numbers in 
the technique section should be kept =7 as those are the actual texture units 
as seen by the shader, and some impplementations oanly have 8 texture units 
available. *y* and *x* don't have to match. In fact you can get very creative 
and have 3 different *texture n=x1*, *texture n=x2*, *texture 
n=x3* in the parameters section that are assigned to the same 
*unity/unit*, each in a different technique, according to different 
predicates.

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

2012-05-02 Thread Emilian Huminiuc
On Wednesday 02 May 2012 11:43:28 Emilian Huminiuc wrote:

 The default effects usually specify their techniques with higher numbers to  
allow any inheriting effect to insert their own techniques below them,  
techniques that get activated by the same condition.

Actualy this should read:

 The default effects usually specify their techniques with higher numbers to  
allow any inheriting effect to insert their own techniques below them,  
techniques that get activated by the same or any stricter condition.
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Re: [Flightgear-devel] Terrain Haze v1.3

2012-05-02 Thread Emilian Huminiuc
On Wednesday 02 May 2012 10:53:31 Frederic Bouvier wrote:
  On Wednesday 02 May 2012 11:43:28 Emilian Huminiuc wrote:
   The default effects usually specify their techniques with higher
   numbers to allow any inheriting effect to insert their own
   techniques below them, techniques that get activated by the same
   condition.
  
  Actualy this should read:
  
  The default effects usually specify their techniques with higher
  numbers to allow any inheriting effect to insert their own
  techniques below them, techniques that get activated by the same or
  any stricter condition.
 
 But when two techniques use the same number, they are merged.
 I don't know if it was intended but one effect can modify one of
 it's parent without rewriting the predicate, and can lead to problems
 when we need to reassign numbers
 
 Regards,
 -Fred
 
 I would say it's intended and it's very powerful. We only need to be careful 
with technique numbers.
 Take a look at how I worked around the binormal/tangent generator crashing 
for objects that are not textured in the model-combined effect: by enabling 
the generator for that technique only in child effects that are supposedly 
applied *only* to textured objects. All these with only a couple of xml 
entries, and not requiring a different complete effect.
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Re: [Flightgear-devel] 'Black model problem'

2012-05-02 Thread Emilian Huminiuc
On Wednesday 02 May 2012 09:07:57 Renk Thorsten wrote:
 So far we had: start with skydome shader on and landmass set to 4:
 
 - models appear black and are not shaded properly
 
 Click on landmass slider without changing the value:
 
 - modelss jump to proper shading
 
 I've made one more observation: Do the above at noon. Then change to dawn
 
 - models remain stuck with bright daylight shading
 
 It seems to be a problem in passing parameters to the shader, apparently at
 least some of the parameters aren't updated by frame but only when
 specifically triggered.
 
 As to the underlying cause, I remain in the dark though...
 
 * Thorsten
Using tied properties as uniforms?
http://code.google.com/p/flightgear-bugs/issues/detail?id=445--
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Re: [Flightgear-devel] 'Black model problem'

2012-05-02 Thread Emilian Huminiuc
On Wednesday 02 May 2012 12:13:23 Emilian Huminiuc wrote:

 Using tied properties as uniforms?
 http://code.google.com/p/flightgear-bugs/issues/detail?id=445

This is easily solvable using a property-filter (check 
Environment/metarinterpolator.xml), that writes the properties to some other 
place, in which case they get untied and are passed properly to the shader.

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Re: [Flightgear-devel] 'Black model problem'

2012-05-02 Thread Emilian Huminiuc
On Wednesday 02 May 2012 09:18:15 Renk Thorsten wrote:
  Using tied properties as uniforms?
 
 I don't think so, because the same parameters do get updated per frame just
 fine when shading the terrain.
 
 * Thorsten
Hmm, that would be really strange, and a legitimate bug then.
Worth a try with the property filter to see if that fixes them.

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Re: [Flightgear-devel] 'Black model problem'

2012-05-02 Thread Emilian Huminiuc
Sorry, was looking at the wrong shader. You don't assign the terminator to an 
uniform in the technique n=5 in the model-default.eff.
Adding the correct entry fixes it here:


  uniform
nameterminator/name
typefloat/type
valueuseterminator/use/value
  /uniform
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Re: [Flightgear-devel] 'Black model problem'

2012-05-02 Thread Emilian Huminiuc
What I think happens, is that, without the detail option on, the same shaders 
are used for terrain and models (terrain-haze), thus they get the terminator 
assigned from the teerain-default.eff. Once you enable the detailed shading 
for the terrain, that uniform is no longer assigned, since in terrain-haze 
there's another technique active, assigning the property to the terminator 
uniform in the terrain-haze-detailed shader, thus the terminator value seen by 
the terrain-haze shader active on models remains at the last value it had. 
This would explain why the lighting gets fixed momentarily when you move the 
landmass slider back and forth.



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Re: [Flightgear-devel] 'Black model problem'

2012-05-02 Thread Emilian Huminiuc
On Wednesday 02 May 2012 10:08:07 Renk Thorsten wrote:
  Sorry, was looking at the wrong shader. You don't assign the terminator
  to an
  uniform in the technique n=5 in the model-default.eff.
 
 I'll be buggered... you're right. How embarrassing...
 
 * Thorsten
I'll push a hot-fix then.

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

2012-05-02 Thread Emilian Huminiuc
On Wednesday 02 May 2012 23:47:59 Emilian Huminiuc wrote:
 
 Fred,
 One small question, what's with the multiple passes/ shader overrides and al 
sort of funky stuff (colour mask O.O) going on in terrain-default.eff. It 
looks like a real mess.
 I wanted to clear out the unneeded include_fog.vert that crept back in 
somehow and found that...
 Or is this an artefact of a messy git merge?
 Could you please check, or explain? 
 
 Cheers,
 Emilian

Nevermind, checked the git history, it's itended to be that way since a while 
ago :)
Sorry for the noise

Emilian



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

2012-05-01 Thread Emilian Huminiuc
On Tuesday 01 May 2012 12:19:27 Renk Thorsten wrote:
 Question to Fred (and other Effect people) - is this a bug or am I misusing
 the system?
 
 What happens is as follows:
 
 * the code finds a runway and looks first through terrain-default.eff to see
 what it should do. It finds, if skydome shader is on and landmass is above
 4, a technique 4 telling it to render the runway with
 terrain-haze-detailed.*
 
 * in that technique, it gets the advice to use texture unit 6 for snow
 
 * however, parsing further, the code finds an effect with a higher technique
 declared for runway as well (the rain reflection). In spite of this being
 not executed because a technique with a lower number is used, this
 overwrites the texture associated with texture unit 6.
 
 * as a result, rainbows instead of snow appear
 
 In my naive opinion, that looks a bit like a bug, because a technique with a
 larger number which isn't used shouldn't be parsed or be able to set
 textures for what actually is used. But maybe I misunderstand how the
 system is intended to work.
The runway effect parameters override any parameters it has in common with the  
terrain-default effect (since it inherits from it), it is not a bug, that's 
how the system is supposed to work. 
This is fixable by changing the snow texture unit number in the terrain 
default, so it doesn't get overridden by the runway settings, or by changing 
the runway effect itself, and adding another texture unit there for the snow, 
and an altered technique 4 that caters for the differing texture unit numbers.

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

2012-05-01 Thread Emilian Huminiuc
On Tuesday 01 May 2012 15:33:36 Emilian Huminiuc wrote:


The runway effect parameters override any parameters it has in common with the  
terrain-default effect (since it inherits from it), it is not a bug, that's 
how the system is supposed to work. 
This is fixable by changing the snow texture unit number in the terrain 
default, so it doesn't get overridden by the runway settings, or by changing 
the runway effect itself, and adding another texture unit there for the snow, 
and an altered technique 4 that caters for the differing texture unit numbers.

HTH,
Emilian

Forgot to mention the fact that runways have the runway effect applied to them 
from materials.xml, hence they obey that one and not terrain-default.

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

2012-04-27 Thread Emilian Huminiuc
On Friday 27 April 2012 06:50:22 Renk Thorsten wrote:
 
 Thank you for the info - that's good to know (although admittedly I have to
 do some reading trying to understand what 'that' precisely is - the linked
 article is a bit opaque for me). Seems there's a lot to learn about the
 hidden secrets of GLSL...
 
 Since this doesn't look like a crippling issue (it seems to work on my card
 just fine, it potentially affects only higher detail settings,...) I would
 like to take the time and understand what is going on before making any
 changes. The reason is that things end up in conditionals usually because I
 tested them to have better performance, so just pulling them out would
 degrade performance again. The article seems to suggest a different syntax
 to do conditional texture lookup inside an if clause, so I would like to
 look into that and compare performance in some benchmarks.
 
 I would also be intersted if anyone is actually seeing any texturing
 artefacts (should be mainly the snow effect) caused by the issue, so that I
 can see if I implemented a fix correctly, because on my system it's running
 fine as it is.
 
 Thanks,
 
 * Thorsten

Found the original article describing the issue 
http://www.opengl.org/img/uploads/pipeline/pipeline_001.pdf
page 3,  New Texture Functions with Awkward
Names to Avoid Ugly Artifacts
The new functions require the extensions present, and a port of the shader to 
glsl 1.40. And even then they may or may not be properly supported by 
different cards. So the simple solution is to pull them out of the 
conditional.
I have hit this with the transition shader, it worked fine on different cards, 
but it blew up the mipmap lookup on a card similar to mine:
http://flightgear.org/forums/viewtopic.php?f=5t=13513hilit=dds+textures#p136566
check the cornrows in the distance on the forest areas. 
The usage of custom miplevels made it more obvious and easy to spot, but the 
effects of these can range from a small discontinuity in the features to the 
shader eroring on some other implementations.

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

2012-04-26 Thread Emilian Huminiuc
On Thursday 26 April 2012 12:20:36 Renk Thorsten wrote:
 I've just created a merge request containing the recent work I've done for
 the haze shaders (haze in water shader, dust effect, Mie scattering on
 clouds, ...).
 
 The procedure described in the wiki to create a merge request did not work
 for me, I could not push a local branch containing my changes to remote, it
 just pushed master to master, but I don't want to make any commits to my
 local master branch. Hooray helped me find the command to create a remote
 branch containing my changes, so I used that for the merge request. Maybe
 someone who knows these things properly can have a look at the wiki?
 
 (Also, please don't kill me if there's something wrong - I'm trying to learn
 how to do this).
 
 Thanks,
 
 * Thorsten
 

One short comment on the shaders, texture lookups inside branches gives 
undefined results, so any texture2D() call should be pulled outside the 
branches. 
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Re: [Flightgear-devel] Water shader issues

2012-04-22 Thread Emilian Huminiuc
On Sunday 22 April 2012 11:02:46 Renk Thorsten wrote:
 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 operations,
 throw per-frame constant computations out of the shader, do not use
 textures to sample constant colors, do not interpolate the normal of water,
 

Re: [Flightgear-devel] Shader - Environment interfacing issues

2012-04-13 Thread Emilian Huminiuc
On Friday 13 April 2012 07:05:40 Renk Thorsten wrote:
 
 I know that Vivian and Emilian had the plan to separate fog and light
 computations from the shaders and have them in general functions to be
 called by all shaders. While this is very elegant and maintenance friendly,
 I've come across a few issues in converting the water shader which aren't
 really trivial for that approach:
 
 1) The water shader doesn't actually use the full amount of light
 information, it just uses the diffuse channel and assigns that rgb value to
 both ambient and specular light while diffuse scattering isn't computed at
 all. A general light function returning ambient, diffuse and specular would
 waste ~2/3 of its computation time here.
See  below*.
 
 2) The precise implementation matters a lot - calling the light where it is
 used (in the fragment shader) is significantly slower than calling it in
 the vertex shader (water vertices are sparse...)  and passing it as a
 varying vec3 to the fragment shader.
 
 So, if one generalizes light, one has to do it in such a way that diffuse,
 specular and ambient are separate functions and implement it in a clever
 way. But then
Not when the varying number is limited. So you gain a bit of speed, but you 
lose a lot of compatibility.(think ATi/intel, or OSS drivers for nVidia)

 
 3) Light and fog lighting computations share a lot of stuff - the whole
 relative geometry between eye, sun and vertex altitude determining the
 light at low sun has to be solved once in a dedicated do-it-all shader. If
 the light function is generalized, somehow lots of vectors and parameters
 have to be either passed or re-computed, which presumably slows things down
 (I'm not sure how a general include framework would look like and whether
 parameters would need to be passed inside the function call or as varying
 from the vertex shader...)

No it doesn't, it's not a separate shader, it's a separate function in the 
same shader (think of it as equivalent the #include system). At compile time 
the two files are concatenated resulting in a single shader. 


 I've also looked at the environment interface of the water shader and
 changed it drastically in the lightfield version. In my view, determining
 the cloud coverage on a per-fragment basis by passing 5 uniforms into the
 shader and evaluating them in the fragment shader is bad design. Things
 which are constants in the whole scene per frame need to be determined
 outside the shader and passed as a single uniform. Doing so gains me ~20%
 more performance in my test case.

(*)No it's not bad design, it's a conscious hack around the state that the 
environment interface was in when the shader was developed. And it's an 
attempt to make it work with both sytems. IIRC there was a request posted on 
this same ML at that time that the environment properties be extended, and 
unified between weather models, but there was no action take on that. So 
Vivian (and I in the transition shader) had to work with what was available.

 Question: Currently basic weather is not properly supported by the framework
 because I've pulled many computations outside the shaders to be passed as
 uniforms. Are people interested in keeping Basic Weather and lightfield
 shading compatible? If yes, let me know and I can help setting this up,
 it's not difficult, it just requires Basic Weather to compute a few things
 which used to be in the shaders. If no, please also let me know then I
 don't bother trying to set up reasonable defaults.

It would be good to make it Weather system agnostic from the effect/shader 
side of things, don't you think? 
 
 Cheers,
 
 * Thorsten
Regards,
Emilian



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Re: [Flightgear-devel] Shader - Environment interfacing issues

2012-04-13 Thread Emilian Huminiuc
On Friday 13 April 2012 08:45:26 Renk Thorsten wrote:
  (*)No it's not bad design, it's a conscious hack around the state that
  the environment interface was in when the shader was developed.
 
 Something like a property rule or a Nasal script outside the shader would
 have done the trick as well... But I'm not arguing why it's done the way it
 is, and I don't want to talk down the great work that has been done with
 the water shader, I think we agree that a proper weather/environment
 interface is the way to go.
  It would be good to make it Weather system agnostic from the
  effect/shader side of things, don't you think?
 
 No.
 
 If you want to render atmospheric light effects, the shader needs to know
 the structure of the atmosphere and at what altitude the light attenuation
 due to clouds occurs, and the only system which has this information is the
 weather system, so the effect side can not be agnostic to what goes on in
 the weather system.
 
 It should be agnostic to how the weather system internally determines and
 manages these parameters, but I don't think we need to argue that passing a
 single 'ground light intensity' is superior to passing 5 cloud layer
 coverages and determining ground light intensity from that inside the
 fragment shader.
 
 Currently the issue is that I determine many parameters characterizing the
 light attenuation in the atmosphere dynamically in Advanced Weather but
 insert default values into environment.xml which are never changed by Basic
 Weather, so Basic Weather runs with lightfields, but doesn't produce
 realistic results because the defaults aren't ever adapted to the actual
 weather situation. If so desired, someone can insert computations/property
 rules/whatever... into Basic Weather to set these things dynamically - that
 is what I'm talking about.
 
 I don't see the value in inserting a heuristics for determining such
 parameters dynamically from the native parameters of Basic Weather inside
 the lightfield shaders, because that degrades performance quite a lot, and
 I have spent weeks optimizing the computations to get decent performance.
 In my view, this heuristics should be outside the shaders.
You got me wrong there, I meant that what the shader sees in the proerty tree 
should be weather system (basic or advanced) independent. The shader doesn't 
need to know if the value comes from either, it just needs the value to be 
there no matter one's preferences for weather simulation. So in short, a 
common interface between the various weather implementations and the rest.

  Not when the varying number is limited. So you gain a bit of speed, but
  you lose a lot of compatibility.(think ATi/intel, or OSS drivers for
  nVidia)
 You gain a lot of speed. But what is the max. allowed number of varying?
 It's difficult to code anything when there is some upper limit, but I just
 don't know what it is.
 
 Cheers,
 
 * Thorsten
To be safe you need to limit yourself to 32 float varyings.
Note: a vec3 counts as 3 float varyings, a vec4 as 4 etc.

Regards,
Emilian

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Re: [Flightgear-devel] Shader - Environment interfacing issues

2012-04-13 Thread Emilian Huminiuc
On Friday 13 April 2012 10:09:12 Renk Thorsten wrote:
  To be safe you need to limit yourself to 32 float varyings.
  Note: a vec3 counts as 3 float varyings, a vec4 as 4 etc.
 
 Okay thanks, then I am safe. Btw (spotted this while checking) - is there
 any particular reason to compute a normal from gl_Normal in the vertex
 shader, use a full varying vec3 to pass it to the fragment shader and add
 noise there? I mean, this is a water surface, it ought to be flat up to
 tiny corrections before adding noise...
 
 * Thorsten
Yes because you don't have acces to gl_Normal in a fragment shader, and 
because the water surface is not a perfectly flat surface, it's a sphere patch 
(a low resolution one), so the normal varies between vertices.

Emilian

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Re: [Flightgear-devel] Shader - Environment interfacing issues

2012-04-13 Thread Emilian Huminiuc
On Friday 13 April 2012 10:42:48 Renk Thorsten wrote:
  Apart that the earth is a sphere and ocean tiles are large pieces
  of terrain where the curvature is quite apparent, how whould you
  define flat ?
 
 'flat' = 'For any visibility we can actually render, the normal (before wave
 noise) is (0,0,1) in model space to such a good approximation that you
 won't spot the difference to the actual normal including earth curvature if
 I show you a picture.'
 
 Cheers,
 
 * Thorsten
That will give you even worse lighting difference between tiles, and will 
shurely give you ugly artefacts and wrong speculars in relation with the sun 
;)

Emilian

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Re: [Flightgear-devel] Shader - Environment interfacing issues

2012-04-13 Thread Emilian Huminiuc
On Friday 13 April 2012 12:35:57 Frederic Bouvier wrote:
 
 Emilian can testify that the current water shader is extremely
 difficult to convert to Rembrandt because it doesn't have a
 clear reference frame. It seems to work in object space but
 with assumptions on the object-to-world transformation.
 My gut feeling is that it was originally a demo from another
 project and added to FG without much thought, and a lot of
 trials and errors. As the writer of the urban shader, I am
 thinking of rewriting the Rembrandt version of the water shader
 in the same spirit.
 
 Regards,
 -Fred

Actualy it makes assumptions about the lighting scheme used, and it boosts 
the visible reflection of the sun using a texture instead ofthe light's 
specular in the specular pass. 
That gets to be less aparent in the Rembrandt specular pass.(That would be 
easily converted by using the sun position, but we don't have that in the 
geometry pass :( ) 
One other issue that needs to be investigated is the changing specular 
position related to camera direction in Rembrandt (the leads to the ugly black 
banding in other objects too). It's visible on any object at certain surface 
to camera angle.

-Regards,
Emilian

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Re: [Flightgear-devel] (no subject)

2012-04-13 Thread Emilian Huminiuc
On Friday 13 April 2012 11:00:14 Renk Thorsten wrote:
  'flat' = 'For any visibility we can actually render, the normal (before
  wave
  noise) is (0,0,1) in model space to such a good approximation that you
  won't spot the difference to the actual normal including earth
  curvature if
  I show you a picture.'
  
  Cheers,
  
  * Thorsten
  
  That will give you even worse lighting difference between tiles, and will
  shurely give you ugly artefacts and wrong speculars in relation with the
  sun
 
 Basic ray optics says no such thing will happen, and basic ray optics turns
 out to be right - I just ran a changed shader - if anything, the tile
 boundary artefacts are reduced (actually I expected them to be gone, but
 there's probably another vector in the game).
 
 Cheers,
 
 * Thorsten
If it looks right in one limited test case, doesn't mean it's right, or the 
proper way to deal with it (so it won't backfire later on) But feel free to do 
whatever you want with the information provided, and the code, after all it's 
open source...

Emilian

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

2012-04-12 Thread Emilian Huminiuc
On Thursday 12 April 2012 11:24:23 Frederic Bouvier wrote:
  De: Erik Hofman e...@ehofman.com
  
  On Thu, 2012-04-12 at 11:02 +0200, Frederic Bouvier wrote:
   What is your card brand and model ?
  
  It's a NVidia GeForce 9600GT
 
 I think Emilian has the same card and I don't think he had these
 problems. Maybe it's a good idea to collect user experience with
 Rembrandt on a Wiki page ?
 
 Regards,
 -Fred
 
 
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I've got an 8600GT non mobile, and it works just fine(minus the perf hit with 
shadows on, due to the huge vertex number in the suncamera scene). I'm using 
the latest driver 253.40 as of yesterday. Might be a good idea to update the 
drivers.
On Linux they support any cards from the 6xxx series up with this branch of 
drivers, while fx and older are supposed to use the older driver series.

HTH,
Emilian

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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-05 Thread Emilian Huminiuc
On Monday 05 March 2012 12:02:26 Frederic Bouvier wrote:
 Hi Thorsten,
 
  De: thorsten i renk
  
   I agree that we should merge the project rembrandt work sooner
   rather than later.  However, we should also take some time and
   effort to make sure Thorsten's sky/haze/horizon effects are
   accounted for as well.  I don't know what issues we will find
   when trying to merge these two efforts, but they both need to
   be considered together.
  
  Yes please.
  
  Or if someone could just help in creating an effect structure
  thatone can switch these things on and off so that installing
  the lightfields doesn't have to overwrite everything and that
  it would be on GIT? Then we can worry about how to merge later?
  Lightfields would work optionally, there's no fundamental
  obstacle here.
  
  I know there's the idea to get everything perfectly merged in an
  elegant way by factoring out light and haze functions, but I'd
  be happy with a simple optional structure now and the rest later.
 
 Be sure that I am extremely interested in merging your work into
 Rembrandt. It is just too early for me, and as the discussion
 raised the point of the compatibility with older hardware, the
 mockup (from by clone) can't be merged as is. So, in order to
 have the less disturbing migration path as possible, things will
 take even more time.
 
 But i will come back to you to see how decoupling light and haze
 can be done in the future framework.
 
  It's getting somewhat frustrating... Not so much for myself, but
  for others who want to try it, and it's starting to look silly
  when I have to tell everyone who is interested 'Sorry, it's
  ready since a month ago, but we haven't been able to put it
  on GIT yet, so you still need to go through a tricky manual
  installation process'.
 
 Do you mean that v1.1 as posted on the forum can't be committed
 as is to git ?
 
 Regards,
 -Fred
No it can't. The fog/light functions need to be extracted and put into 
include_fog.*, and there needs to be a check in that one that switches between 
the different models based on the sky shader setting. 
There is an important issue though, the functions appear to be different for 
objects and terrain. That's not quite optimal IMHO, and will lead again to 
diverging fog models (what I've been trying to avoid by using a common fog 
function).

And just throwing them in and splattering all the other shaders with fog 
functions in them will triple the work required later. So it's better to do 
this right from the beggining.

Regards,
Emilian


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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-05 Thread Emilian Huminiuc
On Monday 05 March 2012 13:27:00 thorsten.i.r...@jyu.fi wrote:
  There is an important issue though, the functions appear to be different
  for objects and terrain.
 
 What?? Both model-default.eff and terrain-default.eff refer to
 terrain-haze.vert/frag as shaders - how can the fog function be different
 if they're using the same shader code???
 
 I think you're mistaken here.
 
 The fog function is different for clouds and rain layers (because clouds
 and fog are the same stuff, so there need to be different rules) and for
 the skydome (because the atmosphere fogs in a different way looking
 straight up than looking straight down).
 
 Cheers,
 
 * Thorsten
 

Sorry, my bad, I remembered something like that, but it was in fact me 
thinking that it would need a separate function for objects.

Anyway, first thing i noticed while looking more carefully at the code is this 
(terrain-haze.vert line 126):
// now the light-dimming factor
earthShade = 0.9 * smoothstep(terminator_width+ terminator, -
terminator_width + terminator, yprime_alt) + 0.1;

which has undefined behaviour. smoothstep(a, b, x) requires specificaly 
that a  b.

Also, all light terms should have alpha 1.0 not 0.0.

Will report more as i find them :)

Cheers,
Emilian

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Re: [Flightgear-devel] Windturbines facing in wrong wind direction

2012-02-29 Thread Emilian Huminiuc
On Tuesday 28 February 2012 23:14:18 D-NXKT wrote:

 The smoke is particle system based and thus uses a slightly different
 mechanism -- is the smoke really still reversed?  The steam off the
 catapult on the Vinson is correct.  Wind heading is typically the direction
 the wind is coming from, not the direction it is blowing to.
 
 Curt.
 Yup!
 Tested with release 2.6.0 at KSFO. Wind from 90° with 30kn.
 Fly direction San Fransisco. Behind the arena are a few chimneys.
 The smoke drifts to the bay! Use the dragonfly. You can fly with no 
groundspeed besides the chimneys and watch the weird scenario! 
 
 Best Regards
 D-NXKT

That's due to the particle system on those chimneys 
(Models/Industrial/generic_chimney_01.xml) having:

attachlocal/attach 

instead of:

attachworld/attach

Also while invetigating this I found the smoke.png texture these are 
referencing as missing from the terrrasync Models/Industrial folder.
That makes the smoke look square/ugly.


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Re: [Flightgear-devel] Sanitizing materials.xml

2012-02-14 Thread Emilian Huminiuc
On Monday 13 February 2012 22:13:04 Stuart Buchanan wrote:
 On Sun, Feb 12, 2012 at 1:59 PM, Emilian Huminiuc wrote:
  On Friday 10 February 2012 23:05:45 Stuart Buchanan wrote:
  Hi All,
  
  
  - The forest effect doesn't currently use the default fog effect
  (include_fog.[vert|frag] etc.).. For consistency with the rest of the
  terrain, and
the tree effect, I think it should. Is there any particular reason
  why it doesn't?
  
  -Stuart
  
  Hi, just an oversight on my part. I'll fix it ASAP.
  
  Emilian,
 
 Thanks very much Emilian.  I've also noticed a different bug with the
 ShrubCover landclass at high quality.
 
 http://code.google.com/p/flightgear-bugs/issues/detail?id=650
 
 I've made no headway in understanding the problem, other than possible the
 geometry shader doesn't set up gl_Fog correctly.  Any idea what's going
 wrong?
 
 -Stuart
 
Hi,
Pushed a fix for #650 into master.
Also got rid of an extra vec3 along the way.

If we're on the subject of materials*.xml:
1. could Construction, Industrial, Port be split from Urban/BuiltUpCover as 
they are now in materials-dds.xml?
2. We should remove big-apartment.ac from the urban areas. It's rather ugly, 
out of scale and pretty much pops up everywhere :(.
3. For urban/town areas I would do the same with water-tower.ac (for the same 
reasons as #2).
4. If we do #1 then we could limit oil-tanks.ac to those areas. Now you've got 
an oil-tank popping up in every village. (wish I had one of those in my 
backyard :P ).

Cheers,
Emilian

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Re: [Flightgear-devel] Sanitizing materials.xml

2012-02-14 Thread Emilian Huminiuc
On Tuesday 14 February 2012 21:37:16 Stuart Buchanan wrote:
 On Tue, Feb 14, 2012 at 5:19 PM, Emilian Huminiuc wrote:
  2. We should remove big-apartment.ac from the urban areas. It's rather
  ugly, out of scale and pretty much pops up everywhere :(.
 
 I'll check the scaling, and reduce the frequency. I personally quite
 like the combination
 of the urban shader and some additional random object (churches,
 apartments etc.)

I wasn't suggesting to get rid of the random objects in urban areas.
I'm refering to that speciffic model, that big ugly yellow building (looks 
like a ) from above ). The rest are ok.

Emilian.
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Re: [Flightgear-devel] Sanitizing materials.xml

2012-02-13 Thread Emilian Huminiuc
On Monday 13 February 2012 22:13:04 Stuart Buchanan wrote:
 On Sun, Feb 12, 2012 at 1:59 PM, Emilian Huminiuc wrote:
  On Friday 10 February 2012 23:05:45 Stuart Buchanan wrote:
  Hi All,
  
  
  - The forest effect doesn't currently use the default fog effect
  (include_fog.[vert|frag] etc.).. For consistency with the rest of the
  terrain, and
the tree effect, I think it should. Is there any particular reason
  why it doesn't?
  
  -Stuart
  
  Hi, just an oversight on my part. I'll fix it ASAP.
  
  Emilian,
 
 Thanks very much Emilian.  I've also noticed a different bug with the
 ShrubCover landclass at high quality.
 
 http://code.google.com/p/flightgear-bugs/issues/detail?id=650
 
 I've made no headway in understanding the problem, other than possible the
 geometry shader doesn't set up gl_Fog correctly.  Any idea what's going
 wrong?
 
 -Stuart
Hi.

The newly created vertices done by the geometry-shader need to have their 
position passed as a vec3 varying to the include_fog fragment shader. 
(include_fog.frag uses  varying vec3 PointPos;)
I would do it but I'm not familiar with the geometry shaders :(. Maybe we 
could CC Fred to the bug?

Emilian


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Re: [Flightgear-devel] Sanitizing materials.xml

2012-02-12 Thread Emilian Huminiuc
On Friday 10 February 2012 23:05:45 Stuart Buchanan wrote:
 Hi All,

 
 - The forest effect doesn't currently use the default fog effect
 (include_fog.[vert|frag] etc.).. For consistency with the rest of the
 terrain, and
   the tree effect, I think it should. Is there any particular reason
 why it doesn't?
 
 -Stuart
 
 
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Hi, just an oversight on my part. I'll fix it ASAP.

Emilian,

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Re: [Flightgear-devel] weather-utility.nas

2012-01-22 Thread Emilian Huminiuc
On Friday 20 January 2012 16:16:18 Emilian Huminiuc wrote:
 On Friday 20 January 2012 15:01:35 Torsten Dreyer wrote:
   The shader scales the texture with windspeed and rotates it to get
   the
   right orientation, but the actual rate those change is too quick to
   look good, and gives the impression of very high speed, that's why
   I suggested a longer interpolation time for the values passed to
   the shader, and to avoid doing the interpolations in the shader
   itself (as that would hit performance).
   
   Only the two values of wind-from-north-fps and wind-from-east-fps
   are
   the ones that need this applied, as everything else is derived from
   these.
  
  OK - that explains the impression of fast movements during wind-speed
  changes. I have now added a time based interpolation to the wind vector
  components in /environment/sea/surface/wind-from-XXX-fps. I made the
  timing configurable at runtime in
  /environment/sea/surface/config/wind-filter-time which sets the
  filter-time for both exponential filters.
  This is initialized to 60 in FGDATA/Environment/environment.xml and
  looks reasonable to me. You might want to play around with that value
  and we can adjust it if desired.
  
  Along with this commit, I cleaned up water.eff and flutter.eff files
  from unused properties wind-from-(heading-)deg which seemed to be
  unused. Please check if that was correct.
  
  The relevant commit is 2071a3297c9bc3a7f8df397fd8acaa71bc110f06 in
  fgdata.
  
  Torsten
 
 Hi,
 
 Sorry previous reply was written before receiving this, I will play around
 with the wind-filter-time prop.
 
 Emilian

Played around with it a bit. I got reasonable movement sensation with wind-
filter-time set at ~1000.
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Re: [Flightgear-devel] weather-utility.nas

2012-01-19 Thread Emilian Huminiuc
On Thursday 19 January 2012 00:14:34 Torsten Dreyer wrote:
 Hi,
 
 due to a bug in weather-utility.nas, the wave shader properties were
 stuck at a constant value for wind-speed zero.
 There was more unfortunate code in that file, so I refactored it as
 xml based property rule. This is the relevant commit:
 http://gitorious.org/fg/fgdata/commit/9b2e72e12d9a07b58d513c688a078f4fce3867
 81
 
 The computation of the properties for the wave shader and the snow line
 now live in FGDATA/Environment/interpolator.xml and
 FGDATA/Environment/metarinterpolator.xml
 
 Please check if the waves now correctly react to the wind and if the
 snow cover is right.
 
 If everything is OK, this should go into release/2.6.0, too.
 
 Greetings,
 
 Torsten
Hi,

So far it seems to be working over here, will test more thoroughly today.

I had another question, could the wind vectors reported to the shader be 
interpolated on a longer (10x - 20x or so) time frame, or could they be 
updated only once a given time (1 minute or so)? 

I ask this in an attempt to cure the fast moving waves effect that happens 
each time METAR gets updated.

Greetings,

Emilian
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Re: [Flightgear-devel] weather-utility.nas

2012-01-19 Thread Emilian Huminiuc

 Hmm - actually, the wind properties _are_ interpolated over time if set
 from METAR which can be easily verified by observing
 /environment/sea/surface in the property browser and changing the
 global-weather scenario from, say stormy monday to fair weather.
 Despite the fact that the properties change slowly, I can see the waves
 jump in speed and direction. I have no idea why this happens, maybe
 something the shader itself?
 
 Torsten

The shader scales the texture with windspeed and rotates it to get the right 
orientation, but the actual rate those change is too quick to look good, and 
gives the impression of very high speed, that's why I suggested a longer 
interpolation time for the values passed to the shader, and to avoid doing the 
interpolations in the shader itself (as that would hit performance).
Only the two values of wind-from-north-fps and wind-from-east-fps are the ones 
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Re: [Flightgear-devel] Default effects for cockpit

2012-01-16 Thread Emilian Huminiuc
On Monday 16 January 2012 11:34:23 thorsten.i.r...@jyu.fi wrote:
 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...
 
 * Thorsten

This behaviour is hardcoded, as there needs to be a default fallback 
effect/shader when none is specified in the model and shaders are turned on.

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

2012-01-15 Thread Emilian Huminiuc
On Sunday 15 January 2012 12:34:43 Mathias Fröhlich wrote:

 Well, I hope that we can get rid of the compression.
 Can somebody with the apropriate tools convert the compressed textures to
 non compressed ones? That could still be dds, but dds without these
 compressions that produce the warning. So no problem with cubemaps in dds
 as long as the compression is not there.
 Then *everybody* is again able to use this stuff.

There are a couple of isue with that though. Biggest one is it will increase  
disk/RAM usage by at least 4 times, if not 8 depending on texture/compression 
method used. That basicaly negates all the advantages of the dds format, 
except for the embeded mipmaps.

Is that acceptable? I remember some complaints about base package size 
increase, and also repository size increase.

btw: Tools for dealing with any of the dds compression formats, and access to 
them is freely available under the MIT licence.
http://code.google.com/p/nvidia-texture-tools/

 
 So, I am not entirly against moving this to an other log level, but at first
 I think it is good to tell that this will only work for a few people. And I
 think it's good to see this *immediately*.
 
 Mathias
 

I believe the numbers are a bit reversed here, and the vast majority of users 
has no issues with displaying these textures. But I agree there's an issue 
with (un)available support for these extensions in the OSS drivers (be they 
nvidia/intel/ati).

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Re: [Flightgear-devel] Shader fixes (only 8 texture units)

2012-01-10 Thread Emilian Huminiuc
On Tuesday 10 January 2012 08:07:08 James Turner wrote:
 Hello,
 
 Since it appears I (and presumably others) have a limit of 8 texture units
 on my GPU, I am planning to edit the effect files to either remove the
 noise texture (if it's unused by the underlying shader, which is the case
 in several due to copy+paste), or move it down to an unused slot. I *think*
 the noise shader is the only one residing at an index above 7, in the all
 the existing Effect files.
 
 In the uber-shader,  the only available texture unit below 8 is unit 1 -
 thanks to Fred for pointing this out. There's no deliberate reason for
 leaving this index empty, is there?
 
 Comments, or advice?
 
 James
 

The copy paste issue might be larger than you think, some aircraft developers 
copied over the full effect file in the aircraft folder in order to tweak it, 
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Re: [Flightgear-devel] Cloud altitudes in shader?

2012-01-09 Thread Emilian Huminiuc
On Monday 09 January 2012 10:31:24 Stuart Buchanan wrote:
 On Mon, Jan 9, 2012 at 10:00 AM,  thorsten.i.renk wrote:
  I don't think the Model matrix will help you much either, as IIRC
  (0,0,0) is the center of the earth spheroid.
  
  Hm, the line is
  
   gl_Position = gl_ModelViewProjectionMatrix * gl_Position;
  
  Doesn't gl_ModelViewProjectionMatrix transform things into 2d screen
  coordinates?
 
 Correct (hence my reference to the Model matrix, rather than
 ModelViewProjection matrix).
 
  Would it work if I use a different matrix instead? Apparently
  
 vec4 groundPoint = gl_ModelViewMatrix * vec4(0.0, 0.0, 0.0, 1.0);
  
  can be used to generate the zero altitude point just below the current
  view, so then the length of the difference vector dotted with an 'up'
  normal would represent altitude (?)
 
 I didn't know that.
 
  What do you need it for? sunrise/sunset lighting?
  
  Yes, the earthShade factor should affect objects dependent on their
  altitude, basically I want glowing high-altitude clouds whereas the
  lower
  clouds are still dark.
 
 Thought so. That would be yet another nice effect to add :)
 
 On Mon, Jan 9, 2012 at 10:08 AM, Emilian Huminiuc wrote:
  In the transition shader (and the other terrain shaders), using
  gl_Vertex.z works as a good aproximation (it's used to determine if
  there should be snow painted, sometimes it behaves funny, but it's
  generally reliable enough), but for clouds maybe using the final value
  of gl_Position.z might give you what you want?
 
 The gl_Vertex of the terrain has a different coordinate system
 (presumably based on
 (0,0,0) being the center of the tile at sealevel?) than the clouds
 (where (0,0,0) is the
 center of the sprite).
 
 -Stuart
 
I know that, that's why I suggested the final position, which should be 
actually given by ecPosition.z. (At least for fogging the trees that works as 
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Re: [Flightgear-devel] Cloud altitudes in shader?

2012-01-09 Thread Emilian Huminiuc
On Monday 09 January 2012 12:48:25 Emilian Huminiuc wrote:

 I know that, that's why I suggested the final position, which should be
 actually given by ecPosition.z. (At least for fogging the trees that works
 as expected, I assume the trees use roughly the same approach).
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Re: [Flightgear-devel] Announcing Project Rembrandt

2011-12-17 Thread Emilian Huminiuc
WOW indeed. That's great Fred.
Words are useless anyway to express the joy/excitement this brings :)

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

2011-11-26 Thread Emilian Huminiuc
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.

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Re: [Flightgear-devel] Terrain textures

2011-11-22 Thread Emilian Huminiuc
While we're on the subject of texture size, I'll expand a bit on the
background issues:

First, there are a couple of technical limitations: power of two sizes,
and a maximum texture size of 4096x4096.

Getting the technical part out of the way we come to the tricky part. My
opinion is that texture size depends very much on the amount of detail
that one wishes to provide in the texture, and by the area covered by the
texture (the famous xsize ysize tags).

One aspect of this is how do the textures look up close. This one's easy
to determine dividing the pixel size by the value in the tags. So let's say
we have a texture 512x512px that we consider should map a 1024x1024 meters
area. Right away we see that a pixel would end up covering a 2x2m area. It's
not for me to decide if that's good or bad.

This is not so important on textures with general wide features like grass,
savanna etc, but it becomes a problem on textures that contain isolated
features, for which we know the size from experience, like trees, houses,
roads. If these features are present in textures, they'll give false
visual cues if they're not scaled properly. Let's take a narrow road for
example: it's about 7m wide, you spot one on the ground while flying your
Cub and decide to land on it, you do so with some dificulty, and when landed
you realize the road is as wide as a freeway. Or you need to do an emergency
landing in a field, with no working instruments, and you take as reference
that lonely house you noticed there, you land further than expected, in a
ditch, as the house was scaled up twice in the texture, and gave you the
impresion you're  twice as low as you were. For these textures, I think
there should be given as much consideration to their scaling, as for how
they look and how big they are.

To sum it all up:
- size should be stricly a power of two.

- maximum texture size is 4096x4096 px, though preferred maximum
size would be 2048x2048.

- size should depend on area covered and amount of detail wanted.

- size assignment in materials*.xml should be done carefuly, with
respect to real scale.

- on-disk size depends on texture size, amount of colour variation in the 
texture and compression method. 
(a 4096x4096px texture can be as big as 10 to 30 MB if compressed as png, or
~20MB if compressed as dxt5 .dds, or ~10MB if compressed as dxt1 .dds,
figures for .dds given with embedded mipmaps)

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Re: [Flightgear-devel] Textures sizes, DDS

2011-11-07 Thread Emilian Huminiuc
On Sunday 06 November 2011 21:08:22 Jacob Burbach wrote:
 On Sun, Nov 6, 2011 at 7:17 PM, Robert dogg...@googlemail.com wrote:
  I hope that all you guys involved in the dds transition use
  nvidia-texture-tools because:
  1. It is Free/OpenSource and platform independent
  2. The compression quality is much higher than with the dds-plugin for
  GIMP
 However, and correct me if I'm wrong, the nvidia tools do not let you
 use pre-defined mip maps do they? I prefer the nvidia tools if for no
 other reason than they are command line and I can easily script and
 automate batch jobs. But if you do need pre defined mip maps I don't
 believe you have a choice except the gimp plugin..on linux anyway.
 
 cheers

There is the version of nvidia's dds utilities that can be found here 
http://developer.nvidia.com/sites/default/files/akamai/tools/files/DDS_Utilities_8.31.1127.1645.exe
that can be installed under wine. stitch exe from that package allows you to 
use custom mipmaps. That's how I've created the forest and grass textures.
I've converted each of the mipmaps with nvcompress (with the -nomips option), 
then I've used stitch.exe to put them together.

I've found the gimp plugin to be very unreliable.

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Re: [Flightgear-devel] Local weather stopped working

2011-10-30 Thread Emilian Huminiuc
On Sunday 30 October 2011 23:33:22 Durk Talsma wrote:
 Hi Czaba,
 
 On 30 Oct 2011, at 23:18, Csaba Halász wrote:
  That should make nasal happy, but whether it does what was originally
  intended, I do not know.
 
 Yes, that brings the clouds back. Whether the cloud patterns *look* sensible
 is something I'll check tomorrow, and whether the fix is physically correct
 is something that I hope Thorsten can answer.
 
 Thanks!
 Durk
Hi Durk
This might help:
http://flightgear.org/forums/viewtopic.php?p=137492#p137492


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