Re: [Flightgear-devel] Terrain self-shading

2013-04-14 Thread Frederic Bouvier
Hi Thorsten,

I presume the balance between ambient and diffuse should vary with the weather. 
A clear sky gives harsh shadows and overcast sky with several layers of clouds 
gives barely any shadows (dull day in photographer speak). Your results (which 
are really pretty) are likely to be unrealistic with bad weather and perhaps a 
middle term as it is now will fit more situations if the balance is not 
adjustable.

Regards,
-Fred

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Re: [Flightgear-devel] A collection of questions

2013-04-08 Thread Frederic Bouvier
Hi Thorsten,

 De: Renk Thorsten
 
 
 If I may bother everyone again - here's my current list of open
 questions. Any help or pointers would be appreciated:
 
 
 * Where do the runway and taxiway lights enter the rendering scheme?
 They need to be fogged consistently with the rest of the scene, but
 I do not know where to set this - which effect are they using?
 
 Context: In low visibility scenes, lights remain visible to large
 distances because they go to the default fog color rather than the
 atmospheric light scattering fog color.
 
 See http://users.jyu.fi/~trenk/pics/catIIIb.jpg

Light objects are built in simgear/scene/tgdb/pt_lights.cxx
There effect is built in C++ in the getLightEffect function. It is not 
configurable as it is now. Ideally, this function should be replaced 
by a lookup in the material file to find a configurable effect.
But I didn't thought about the implications of doing so.


 * Where does precipitation enter the rendering scheme?
 
 Context: I have received the suggestion to change the lighting of
 rain and snow to agree better with the environment lighting - but I
 don't know where the lighting for precipitation is defined in the
 first place.
 
 See
 http://www.flightgear.org/forums/viewtopic.php?f=69t=7358start=555#p176734

Precipitations use the OSG particle effect. I don't thing it is something 
configurable as the shader is coded in OSG C++ code. Maybe this is 
something we should try rewriting in order to make the lighting 
different. The implementation of the effect is in 
simgear/environment/precipitation.cxx

 * Why are the runway and taxiway designation signs using the terrain
 shader? Can (should) this be changed?
 
 Context: The terrain ubershader at high detail assumes that vertical
 surfaces need to be rock. If a sign is rendered by the terrain
 shader, the shader consequently makes the sign vanish and replaces
 it with rock unless the rock texture is explicitly set to 'off'.
 This could be hacked around by just setting it off for every sign,
 but I am thinking that a better solution would be to render these
 objects with a model shader because the features of a terrain shader
 do not really make sense in this context.
 
 See http://www.flightgear.org/forums/viewtopic.php?f=47t=18999

No idea. Certainly a shortcoming.

 
 * Can we generate more vertex attributes than tangents, normals and
 binormals? For instance, can we do components of the curvature?
 
 Context: Lots of vegetation patterns in nature are 'on the valley
 floors'  or 'along a ridge'. In order to tag those with shader
 effects, one would need curvature. For instance, valley floors are
 defined by normal pointing upward and positive curvature, the ridges
 are defined by normal pointing upward and negative curvature. This
 would allow much more natural distributions of overlay patterns.

Problem : it consumes GPU memory even if the technique requiring 
the extra attributes is not selected

 * How difficult would it be to expand the tree generating system to a
 multi-tier system in which we can in addition generate a circle of
 vegetation in the range of ~50-100 m for high resolution scenes
 landing off airfields? Do we generate the memory load from trees at
 tile loading time, or at tree loading time?
 
 Context: Would be very cool to have ;-)
 
 * Just how are the LOD ranges defined in the view menu used? I am
 genuinely confused, I understand that LOD bare sets the terrain, but
 that's the limit. Does anyone know?

These properties were introduced by me back in 2004 when I began to 
populate the SFO area with static buildings. I originally provided 2 or 3 
versions of the geometry in the same model selected by a range animation.

 Thanks in advance for any help with these!

Regards,
-Fred

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Re: [Flightgear-devel] 2.10.1

2013-03-13 Thread Frederic Bouvier
Hi,

- Mail original -
 De: Gary Neely grne...@gmail.com
 
 On Wed, Mar 13, 2013 at 9:31 AM, James Turner zakal...@mac.com
 wrote:
  Hi,
 
  As previously suggested, I am going to attempt a 2.10.1 release, to
  see if this improves our perceived quality. There's some bug fixes
  I am already aware of, including a Windows path-handling one which
  is quite significant. I would appreciate nominations for other
  bug-fixes and low-risk tweaks, to be merged to the release
  branches, including fgdata.
 
  Ideally give me SHAs of commits on next, which I can safely cherry
  pick to the release branches - if commits need editing, a
  merge-request would be easier for me to process. Or you can merge
  yourself to the release branches, providing you exercise suitable
  diligence :)
 
  Regards,
  James
 
 
 Howdy James,
 
 With regard to the Windows release, after installing Setup
 Flightgear
 2.10.0.3.exe on Windows XP, when launching fgrun I immediately get
 the following error/warning:
 
 There is no disk in the drive. Please insert a disk into drive D:.
 
 It does it upon launch of fgrun, and it will also do it later upon
 selection of the dhc2 aircraft. After removing all aircraft and
 cleaning out the fgrun preferences file, fgrun still gripes about no
 disk in drive D: on launch.Everything still works if one simply
 selects Continue, though it's a bit annoying.
 
 I haven't seen this mentioned elsewhere, though I didn't search
 rigorously. If this is related to the Windows path-handling thing,
 then please ignore me. :)

It looks like we forgot lesson learned with issue #284 :(

I am fixing Jenkins right now.

Regards,
-Fred

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Re: [Flightgear-devel] 2.10.1

2013-03-13 Thread Frederic Bouvier
  With regard to the Windows release, after installing Setup
  Flightgear
  2.10.0.3.exe on Windows XP, when launching fgrun I immediately get
  the following error/warning:
  
  There is no disk in the drive. Please insert a disk into drive
  D:.
  
  It does it upon launch of fgrun, and it will also do it later upon
  selection of the dhc2 aircraft. After removing all aircraft and
  cleaning out the fgrun preferences file, fgrun still gripes about
  no
  disk in drive D: on launch.Everything still works if one simply
  selects Continue, though it's a bit annoying.
  
  I haven't seen this mentioned elsewhere, though I didn't search
  rigorously. If this is related to the Windows path-handling thing,
  then please ignore me. :)
 
 It looks like we forgot lesson learned with issue #284 :(
 
 I am fixing Jenkins right now.

After further verifications, it isn't the case. Configuration option is 
still there.
BTW, D: is the drive where Jenkins builds windows binaries, so it should 
be something like a build path configured in the generated binaries.

Regards,
-Fred

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[Flightgear-devel] RE : Re: How to get my bug fix into the git?

2013-03-03 Thread Frederic Bouvier
Hi,

I am pretty sure msvc already has
#define strdup _strdup
In one of its standard header. At least something to check

Regards

-Fred

Thomas Geymayer tom...@gmail.com a écrit :

Am 2013-03-03 05:20, schrieb Zhitao Li:
 I believe your commit has fixed the specific problem, however, there is more
 similar string related heap corruptions popping up in the debug mode, I
 think I can try to fix them in a similar way you did to fix this one, if
 it's OK

Yes, there strdup is used 7 more times, but we can not replace all with
std::string as eg. in BufferedLogCallback.cxx it would get very slow.
Maybe you can try if somehow adding a #define strdup _strdup works with
MSVC?

Tom

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Re: [Flightgear-devel] Simgear fix mingw - broke windows

2013-02-18 Thread Frederic Bouvier

 De: Alan Teeder ajtee...@v-twin.org.uk

 Just a heads up with MSVC10

 The commit “fix mingw” has broken native windows.

 3 sample_group.cxx
 3C:\FlightGear\simgear\simgear\sound\sample_group.cxx(37): error
 C2039: '_isnan' : is not a member of 'std'
 3C:\FlightGear\simgear\simgear\sound\sample_group.cxx(37): error
 C2873: '_isnan' : symbol cannot be used in a using-declaration

BTW, there is a _isnan check in CMakeList.txt. See :
https://gitorious.org/fg/simgear/blobs/next/CMakeLists.txt#line279

Regards,
-Fred

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Re: [Flightgear-devel] Simgear fix mingw - broke windows

2013-02-18 Thread Frederic Bouvier
 De: James Turner zakal...@mac.com
 
 On 18 Feb 2013, at 09:42, Frederic Bouvier fredfgf...@free.fr
 wrote:
 
  The commit “fix mingw” has broken native windows.
  
  3 sample_group.cxx
  3C:\FlightGear\simgear\simgear\sound\sample_group.cxx(37): error
  C2039: '_isnan' : is not a member of 'std'
  3C:\FlightGear\simgear\simgear\sound\sample_group.cxx(37): error
  C2873: '_isnan' : symbol cannot be used in a using-declaration
  
  BTW, there is a _isnan check in CMakeList.txt. See :
  https://gitorious.org/fg/simgear/blobs/next/CMakeLists.txt#line279
 
 Okay - shall I back this out? I can't test either MSVC or mingw
 locally, I was hoping the changes were safe enough to apply, my
 mistake.

I am away from my computer currently. A safe change should be :

#ifdef HAVE_STD_ISNAN
using std::isnan;
#endif

instead of the single line added :
using std::isnan;

(to sample_group.cxx)

Regards,
-Fred


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Re: [Flightgear-devel] FlightGear Jenkins Build win32 #926 and older quits

2013-02-10 Thread Frederic Bouvier
 De: Heiko Schulz aeitsch...@yahoo.de
 
 Vivian,
 
  I reset FG/SG to 23rd Jan - that compiled and ran successfully.
 
  Vivian
 
 according to James and fred on the bug tracker, the bug has been
 fixed already. I just wait for Jenkins running again to test.

In the meantime, you can define the HOME environment variable to a temp 
directory

Regards,
-Fred

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Re: [Flightgear-devel] generators for tangent vectors running even if they should not

2013-01-30 Thread Frederic Bouvier
Hi,

 Currently there might be no significant change, as only generators
 available are for tangent vectors AFAIK, but this might come in handy
 later if more generators are added.

It would be nice if generators could be attached to techniques instead 
of running unconditionally, even if the chosen technique don't require 
them.

Regards,
-Fred

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Re: [Flightgear-devel] generators for tangent vectors running even if they should not

2013-01-30 Thread Frederic Bouvier
 De: James Turner zakal...@mac.com
 
 
 On 30 Jan 2013, at 10:44, Frederic Bouvier fredfgf...@free.fr
 wrote:
 
  Currently there might be no significant change, as only generators
  available are for tangent vectors AFAIK, but this might come in
  handy
  later if more generators are added.
  
  It would be nice if generators could be attached to techniques
  instead
  of running unconditionally, even if the chosen technique don't
  require
 
 I can easily make the change Lauri suggested, but for moving them
 down to techniques, I would need some help to avoid breakage. But
 it's early enough in 2.11 I'd be happy to make such a change, or of
 course you are welcome, Fred!

I know ;) I was suggesting that here as Lauri was the original 
contributor. I don't think the problem is trivial though.

Regards,
-Fred

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Re: [Flightgear-devel] Simgear windows compile - mathlib.c/test_state_machine

2013-01-23 Thread Frederic Bouvier
 De: Alan Teeder
 
 Just a heads-up. (MSVC10)
 
 Alan
 
 3  mathlib.c
 3C:\FlightGear\simgear\simgear\nasal\mathlib.c(130): error C2143:
 syntax error : missing ';' before 'type'
 3C:\FlightGear\simgear\simgear\nasal\mathlib.c(131): error C2065:
 'range' : undeclared identifier
 3C:\FlightGear\simgear\simgear\nasal\mathlib.c(131): error C2065:
 'range' : undeclared identifier

Reminder to all : MSVC is not C99 Compliant. It doesn't like C++ style
variable declaration inside the body of a bloc

Regards,
-Fred

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Re: [Flightgear-devel] Simgear windows compile- mathlib.c/test_state_machine

2013-01-23 Thread Frederic Bouvier
 I think that we all know that
Not sure as we can see it.

 Sorry - but please don´t blame the messenger. ;-(
I agree we should live with that, and my intent wasn't to blame the messenger,
only the careless committer ;)

-Fred

- Mail original -
 De: Alan Teeder ajtee...@v-twin.org.uk
 
 I think that we all know that, but unfortunately it is something that
 we have to live with -  FG is multiplatform.
 
 Sorry - but please don´t blame the messenger. ;-(
 
 Alan
 
 -Original Message-
 From: Frederic Bouvier
 Sent: Wednesday, January 23, 2013 10:45 AM
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Simgear windows compile-
 mathlib.c/test_state_machine
 
  De: Alan Teeder
 
  Just a heads-up. (MSVC10)
 
  Alan
 
  3  mathlib.c
  3C:\FlightGear\simgear\simgear\nasal\mathlib.c(130): error C2143:
  syntax error : missing ';' before 'type'
  3C:\FlightGear\simgear\simgear\nasal\mathlib.c(131): error C2065:
  'range' : undeclared identifier
  3C:\FlightGear\simgear\simgear\nasal\mathlib.c(131): error C2065:
  'range' : undeclared identifier
 
 Reminder to all : MSVC is not C99 Compliant. It doesn't like C++
 style
 variable declaration inside the body of a bloc
 
 Regards,
 -Fred
 
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Re: [Flightgear-devel] Simgear windows compile - mathlib.c/test_state_machine

2013-01-23 Thread Frederic Bouvier
Hi James,

 De: James Turner zakal...@mac.com

 On 23 Jan 2013, at 11:45, Frederic Bouvier  fredfgf...@free.fr 
 wrote:

  Reminder to all : MSVC is not C99 Compliant. It doesn't like C++
  style
 
  variable declaration inside the body of a bloc
 
 I've pushed a fixed now, I would have fixed sooner but all the
 Windows slaves on Jenkins are doing something very strange, so I
 can't see Windows build failures.

Gene and I are working on this issue and it seems to be resolved.

 I guess there's no upgrade to MSVC which adds C99 support?

I think MS don't want to support it.

Regards,
-Fred

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[Flightgear-devel] U2 manual

2013-01-22 Thread Frederic Bouvier
FYI : 
https://www.cia.gov/library/center-for-the-study-of-intelligence/utility-flight-hb-1-Mar-1959.pdf

-Fred
http://wiki.flightgear.org/Project_Rembrandt


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Re: [Flightgear-devel] CI server

2013-01-21 Thread Frederic Bouvier
Hi Gene,

 De: geneb ge...@deltasoft.com
 
 On Mon, 21 Jan 2013, ys wrote:
 
  Hi Gene Could have different reason, is also reported as bug with
  some jenkins versions ... https settings for anonymous user, windwos
  server, proxied and wrong proxy configuration ... In case you're running
  a nginx proxy I could send you another configuration to compare, with
  settings that work here for http and https. -Yves
 
 I'm not using any proxies and the site is hosted on a Linux box.  I
 joined the Jenkins-users list today and asked about the issue there.
  Hopefully it'll bear fruit.

If I could make a guess, I would say that the site somehow change credentials 
when we are logged in and use a default user/group when not (defaulting to 
nobody
for instance). Maybe the image directory is protected and doesn't allow 
everyone 
to read its content.

Again, just a guess

Regards,
-Fred

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Re: [Flightgear-devel] CI server

2013-01-21 Thread Frederic Bouvier
Found this : https://issues.jenkins-ci.org/browse/JENKINS-14063

Maybe you already know.

Regards,
-Fred

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Re: [Flightgear-devel] CI server

2013-01-21 Thread Frederic Bouvier
 De: Frederic Bouvier fredfgf...@free.fr
 
 Found this : https://issues.jenkins-ci.org/browse/JENKINS-14063
 
 Maybe you already know.

As hinted in the bug reports, the update of the green balls plug-in seems to 
fix the problem

Regards,
-Fred

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Re: [Flightgear-devel] The state of Wayland and Flightgear

2013-01-08 Thread Frederic Bouvier
 De: James Turner

 On 8 Jan 2013, at 06:01, Jack Johnson wrote:

  Flightgear does not support Wayland yet.
 
 Pretty sure this is entirely an OSG issue - maybe you should
 investigate the status there. We just take osgViewer and use it (on
 all platforms), so whatever osgViewer does regarding X11 or Wayland
 is what we'll do too.

Maybe Jack ignore that we rely mostly on Direct Rendering for OpenGL 3D 
acceleration and not on networked X11 protocol for drawing the view.

Regards,
-Fred

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Re: [Flightgear-devel] Shader organization for 3.0

2013-01-08 Thread Frederic Bouvier
A random idea :

 I can de-emphasize them by having one or two overlay textures
 continuous across a boundary, so they don't stick out dramatically
 at first sight as they would do without texture mixing, but I do not
 know how to make them really go away except in very specific cases
 (using vegetation ordering in altitude and gradient in the
 mountains) - the shader simply doesn't know where the seams are, so
 they can't be hidden.

How about extending the BTG format to record for each vertex the distance
to boundary (in tc unit). The terragear toolchain would compute it offline 
and the runtime loader would convey that value to the shader as a vertex 
attribute. Distance for each fragment would be interpolated in a varying.

A generate clause in the effect file would control if that attribute is 
really needed to same GPU memory in case of simple effects not relying on 
this distance.

BTW: fixed-function opengl as already the concept of polygon edge : we can 
express the fact that a triangle edge is a polygon edge in case of 
tessellation. It's a boolean attribute of the vertex.

Geometry shader can also process adjacency information if provided by the 
CPU through special primitives (GL_TRIANGLES_ADJACENCY and 
GL_TRIANGLE_STRIP_ADJACENCY)

Regards,
-Fred

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Re: [Flightgear-devel] Shader organization for 3.0

2013-01-08 Thread Frederic Bouvier
 De: Renk Thorsten thorsten.i.r...@jyu.fi
 
  Geometry shader can also process adjacency information if provided
  by the
  CPU through special primitives (GL_TRIANGLES_ADJACENCY and
  GL_TRIANGLE_STRIP_ADJACENCY)
 
 Oh, right - a geometry shader can probably receive a triangle as
 input, compute its center of gravity, shift all vertices outward by
 5-10 m and return a slightly larger triangle to the vertex stage. I
 know very little about geometry shaders, but it'd be a nice reason
 to have a look.
 
 So, a sketch for a (probably rather unsophisticated scheme):
 
 * have a geometry shader make every triangle a little larger
 
 - in level terrain, we get then overlap of differently textured
 landclasses, and since we know how large we made the overlap region,
 we can later fade the textures in that region
 - in sloped terrain, we get artefacts as the enlarged triangles do
 not fit together properly, so
 
 * at the vertex shading stage, we need to determine if the terrain is
 flat or not
 - if the terrain is flat, we use the overlap region to blend
 textures later
 - if the terrain is a bit sloped, we shrink the overlap region (i.e.
 we tell the fragment shader to fade to alpha much faster)
 - if the terrain is very sloped, we reduce it to zero
 
 * at the fragment stage, we somehow tag fragments in the region where
 textures overlap and give them some alpha value
 - we end up with blended textures and (hopefullly manageable)
 artifacts
 
 What's not clear to me is how we determine if a fragment is close to
 a triangle edge or not. Somehow this requires to compare
 uninterpolated vertex coordinates with interpolated vertex
 coordinates, but it's not clear to me how the uninterpolated
 coordinates can be passed to the fragment stage.
 
 What's also not clear to me if this would ultimately  fail due to
 z-fighting...
 
 Also, this scheme would operate on *any* triangle, regardless if it
 is actually at the landclass boundary or not. I do believe its
 operation would not show when there is no landclass boundary as one
 blends same with same texture.
 
 Feels somehow still... unsatisfactory.
 
  How about extending the BTG format to record for each vertex the
  distance to boundary (in tc unit). The terragear toolchain would compute it
  offline and the runtime loader would convey that value to the shader as a
  vertex attribute. Distance for each fragment would be interpolated in a
  varying.
 
 Well, yes - so then we know how far a fragment is from the boundary,
 but what we don't know is what the texture is I should blend into -
 so somehow we'd need to transport that, also allowing for edges in
 which n different textures meet... Ugly, ugly...

First, from your sketch, I think you misunderstood where the gs fit.
In fact it operates on the result of the vertex shader, and its output 
is directly rasterized to the fragment shader. But you can have a null 
vertex shader (that do nothing except outputting its input) and do the 
vertex work in the gs as you can have all the vertices of the primitive 
in the same function. But currently the gs is not able to tell if the 
edge of the current triangle processed is convex or concave, because it 
has no idea of the 3 adjacent triangles.

The geometry shader specification adds new primitives with adjacency. See 
http://web.engr.oregonstate.edu/~mjb/cs519/Handouts/geometry_shaders.6pp.pdf
(6th slide). That can be used to generate silhouettes if the normals don't 
point to the same direction. But that would require to modify the C++ code 
in order to push the adjacency information to the GPU.

By the way, as a gs is able to create geometry, instead of expanding a single 
triangle, you can output the original triangle and a flat boundary around it 
using 3 quads (in fact 6 additional triangles).

Combined with adjacency information, that way there would be no extra geometry 
for the edge shared by 2 triangles of the same landmass and only one when 
landmass
differs.

Anyway, I don't thing the using geometry shader without adjacency info is 
satisfactory for the reason you already exposed (z-fighting, hairy surface, etc)

Regards,
-Fred

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Re: [Flightgear-devel] Shader organization for 3.0

2013-01-08 Thread Frederic Bouvier
By the way, do you know this book ?
http://books.google.fr/books/about/Texturing_and_Modeling.html?id=bDlSJd8GfMcCredir_esc=y

Regards,
-Fred

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Re: [Flightgear-devel] Iceland textures

2012-12-17 Thread Frederic Bouvier
Hi,

  //use additional convergence speed-up
 #ifdef USE_QDM_ASCEND_INTERVAL
 if(frac(level*0.5)  EPSILON)
   level++;
 #elseif USE_QDM_ASCEND_CONST
  level++;
 #endif

Try :

#ifdef USE_QDM_ASCEND_INTERVAL
 if(frac(level*0.5)  EPSILON)
   level++;
#elif defined(USE_QDM_ASCEND_CONST)
  level++;
#endif

Regards,
-Fred

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Re: [Flightgear-devel] [Gitorious] Activity: tomprogs pushed 1 commits to nextn...

2012-11-13 Thread Frederic Bouvier
Simgear doesn't compile on Windows :

17D:\FGFSHudsonCMake\SimGear\SimGear\simgear\nasal\cppbind\cppbind_test.cxx(76):
 error C2440: 'specialization' : cannot convert from 'naRef (__thiscall Base::* 
)(naContext,int,naRef *)' to 'naRef (__cdecl *const )(T ,naContext,int,naRef 
*)'
17  with
17  [
17  T=Base
17  ]
17  There is no context in which this conversion is possible
17D:\FGFSHudsonCMake\SimGear\SimGear\simgear\nasal\cppbind\cppbind_test.cxx(76):
 error C2973: 'nasal::GhostT::method' : invalid template argument 'naRef 
(__thiscall Base::* )(naContext,int,naRef *)'
17  with
17  [
17  T=Base
17  ]
17  
d:\fgfshudsoncmake\simgear\simgear\simgear\nasal\cppbind\Ghost.hxx(446) : see 
declaration of 'nasal::GhostT::method'
17  with
17  [
17  T=Base
17  ]
17D:\FGFSHudsonCMake\SimGear\SimGear\simgear\nasal\cppbind\cppbind_test.cxx(76):
 error C2668: 'nasal::GhostT::method' : ambiguous call to overloaded function
17  with
17  [
17  T=Base
17  ]
17  
d:\fgfshudsoncmake\simgear\simgear\simgear\nasal\cppbind\Ghost.hxx(446): could 
be 'nasal::GhostT nasal::GhostT::methodnaRef 
Base::member(naContext,int,naRef *)(const std::string )'
17  with
17  [
17  T=Base
17  ]
17  
d:\fgfshudsoncmake\simgear\simgear\simgear\nasal\cppbind\Ghost.hxx(425): or 
  'nasal::GhostT nasal::GhostT::methodnaRef 
Base::member(naContext,int,naRef *)(const std::string )'
17  with
17  [
17  T=Base
17  ]
17  while trying to match the argument list '(const char [7])'
17
17Build FAILED.

See 
http://flightgear.simpits.org:8080/job/SimGear-Win-CMake/lastFailedBuild/console

Regards,
-Fred

- Mail original -
 De: Gitorious no-re...@gitorious.org
 À: fredfgf...@free.fr
 Envoyé: Lundi 12 Novembre 2012 23:28:10
 Objet: [Gitorious] Activity: tomprogs pushed 1 commits to nextn...
 
 
 
 Hello fredb,
 
 One of your favorites has a new activity:
 
 tomprogs pushed 1 commits to next
 next changed from 55fbe68 to 04685a8
 
 View the commit log at https://gitorious.org/fg/simgear/commits
 
 View the diff online:
 https://gitorious.org/fg/simgear/commit/55fbe68e6253d5cacba2bec840a49f1b7b026362/diffs/04685a81794f8332373c57450920fb6f706d8d07
 
 Diff:
 
 commit 04685a81794f8332373c57450920fb6f706d8d07
 Author: Thomas Geymayer tom...@gmail.com
 Date:   Mon Nov 12 23:28:00 2012 +0100
 
 C++/Nasal bindings: allow registering free function as member
 
 diff --git a/simgear/nasal/cppbind/Ghost.hxx
...

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Re: [Flightgear-devel] Scenery not being loaded

2012-11-11 Thread Frederic Bouvier
 multiple separate directories, you can separate the paths with :
 (works also on Windows).
 
 fgfs --fg-root=FGDATA_PATH --fg-scenery=CUSTOM_PATH1:CUSTOM_PATH2:...

On windows, the path separator if ;

-Fred

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Re: [Flightgear-devel] Moonlight reloaded

2012-11-10 Thread Frederic Bouvier
Hi Thorsten,

 De: Renk Thorsten thorsten.i.r...@jyu.fi
 À: FlightGear developers discussions 
 flightgear-devel@lists.sourceforge.net
 Envoyé: Samedi 10 Novembre 2012 13:34:30
 Objet: Re: [Flightgear-devel] Moonlight reloaded
 
  If you need any information about the moon's position and/or phase,
  just
  let me know. It should be trivial to extract these values from the
  ephemeris code.
 
 Thanks, that was what I was hoping for :-)
 
 It depends a bit on if Fred wants to do anything with the moon - my
 scheme would be fine with the angle of the moon above the horizon
 and the moon phase (or, as Curt explained, equivalently the relative
 angle between sun and moon) as properties. I think I have a
 brightness curve of moonlight as a function of phase somewhere, so
 from there I'd be good.
 
 However, if we want directional moonlight in Rembrandt, then I guess
 the info has to flow to the shader in a more direct way (like
 gl_LightSource[1].position) - in which case I'd use it from there.

Don't wait for me.
Anyway, sun direction and colors are given to shader via normal uniforms 
that are updated here (in Rembrandt mode only) :
http://gitorious.org/fg/flightgear/blobs/next/src/Viewer/renderer.cxx#line1570

Moon equivalent should go the same way. I just don't have an idea on own to 
balance sun light and moon light without knowing the time of day or having 
test on the light direction. I suspect the difference in light intensity 
(dynamic range) doesn't fit in an 8-bit 3-component color.

I was also thinking about replacing sun values by the one from the moon during
night in the C++ code, without telling to the shaders. I didn't ponder on the 
cons of that approach thought.

Regards,
-Fred

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Re: [Flightgear-devel] Moonlight reloaded

2012-11-09 Thread Frederic Bouvier
Hi Curt, 

 But now with Rembrandt maybe we can begin to cast the earth's shadow onto the 
 moon? What do you think Fred? :-) 

It should be just a matter of rendering two spheres inside an FBO and using the 
resulting shadow map when rendering the moon sphere to show moon eclipses, or 
altering the sun light with a shadow map lookup to render sun eclipses. 

Regards, 
-Fred 
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[Flightgear-devel] RE : Re: RE : Re: Re : Rembrandt Compatibility and Triple Monitor Configuration: Hardware Recommendations?

2012-11-02 Thread Frederic Bouvier
Durk,

I would try to lower individual window size to see if it's just a memory 
problem. But if you want to show shadows and lights, you have to switch to 
single window anyway

Regards
-Fred




Durk Talsma durkt...@gmail.com a écrit :

Hi Fred,

Okay, thank for clarifying. Perhaps if we have some time tonight, we might give 
it a try. If not, then I'll just run flightgear in regular mode. There's always 
next year.

Cheers,
Durk

On 01 Nov 2012, at 17:07, Frederic Bouvier wrote:

Hi Durk,

The configurable pipeline has nothing to do with multiscreen. It is used to 
configure the way any viewport is rendered. The windows are setup using the 
camera group, the same than with the classic way.

I don't know for Linux, but for Windows, the memory of each card doesn't add 
up. All resources are allocated on each card, and if not in sli mode, one card 
blit the other display to the other card. When in sli mode, frames are 
interleaved. So it's likely that your crash come from memory exhaution.

Another thing is that shadows and lights are still broken/misplaced in dual 
screen, the only mode i can test.

Regards,
-Fred






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[Flightgear-devel] RE : Re: Re : Rembrandt Compatibility and Triple Monitor Configuration: Hardware Recommendations?

2012-11-01 Thread Frederic Bouvier
Hi Durk,

The configurable pipeline has nothing to do with multiscreen. It is used to 
configure the way any viewport is rendered. The windows are setup using the 
camera group, the same than with the classic way.

I don't know for Linux, but for Windows, the memory of each card doesn't add 
up. All resources are allocated on each card, and if not in sli mode, one card 
blit the other display to the other card. When in sli mode, frames are 
interleaved. So it's likely that your crash come from memory exhaution.

Another thing is that shadows and lights are still broken/misplaced in dual 
screen, the only mode i can test.

Regards,
-Fred




Durk Talsma durkt...@gmail.com a écrit :

Hi Fred,
 
 re hardware upgrade: look at the wiki page for the memory requirements. I 
 currently have a GTX 470 and it runs dual fullscreen well. I recently 
 switched from an i7 930 to an i7 3770 (latest generation) and it made a huge 
 difference in term of framerate (about 33% gain). Tim and Mathias already 
 said that we are CPU bound and I can confirm by experience. Anyway, if I was 
 about to change GPU, I'd take a GTX 660 Ti or a GTX 670.


Just following up on an old thread. Last weekend, I got my new videocards (two 
GeForce GTX 660s) with 2Gigs of video ram. Running the Rembrandt code on a 
single windowed instance of FlightGear works nicely and out the box, but when I 
try to run the code with a triple screen set up, I get a segmentation fault. 
I've been reading up on the project Rembrandt wiki page, and I understand that 
you can set up a configurable pipeline, but it's not clear whether that is 
necessary or not. Additionally, while I understand the syntax, I have some 
trouble estimating, which parameters to fill in the sample code. Do you perhaps 
have a working example, since I've been hoping to get this to work before 
FSWeekend?

Running on linux, with the X-Server in xinerama mode. I've placed a copy of my 
camera-view.xml file in my public dropbox folder: 

https://dl.dropbox.com/u/7455889/camera-view.xml

Many thanks in advance!

Cheers,
Durk


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Re: [Flightgear-devel] [Flightgear-commitlogs] SimGear branch, next, updated. f191b4f35c26d38cf856a9ea0e69706d2167396b

2012-10-19 Thread Frederic Bouvier
Hi,

 -
 commit f191b4f35c26d38cf856a9ea0e69706d2167396b
 Author: Thomas Geymayer
 Date:   Fri Oct 19 11:48:39 2012 +0200
 
 Move FGODGauge from FlightGear to SimGear.

...

 +// Written by Harald JOHNSEN, started May 2005.

...

 +// This program is free software; you can redistribute it and/or
 +// modify it under the terms of the GNU General Public License as
 +// published by the Free Software Foundation; either version 2 of the
 +// License, or (at your option) any later version.

 http://gitorious.org/fg/simgear/blobs/next/COPYING

License mismatch ?

-Fred

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Re: [Flightgear-devel] Shader optimization

2012-10-17 Thread Frederic Bouvier
 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 ;-)

Regards,
-Fred

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Re: [Flightgear-devel] Shader optimization

2012-10-16 Thread Frederic Bouvier
 De: James Turner
 
 On 16 Oct 2012, at 13:38, Tim Moore wrote:
 
  The tile data on disk is actually stored in a
  coordinate system that is aligned with the earth-centric system, so
  Z
  points to the north pole. We rotate the coordinates back to a local
  coordinate system because that provides a much more useful bounding
  box for intersection testing and culling... and also lets you
  program
  snow lines in shaders :)
 
 Uh, are you sure about that? My understanding is that the BTG coords
 on the disk are in 'tile local' coords, i.e 'Z is up'

BTG are in cartesian coordinates and are rotated at load time here :
http://gitorious.org/fg/simgear/blobs/next/simgear/scene/tgdb/obj.cxx#line923

Regards,
-Fred

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Re: [Flightgear-devel] Simgear commit breaks Atlas (ot??)

2012-10-14 Thread Frederic Bouvier
t1.update( SGGeod::fromRad(lon, lat), 0, 0 );

There is also SGGeod::fromDeg to avoid the multiply by SGD_DEGREES_TO_RADIANS

Regards,
-Fred

- Mail original -
 De: Alasdair Campbell ali...@btinternet.com
 À: FlightGear devel flightgear-devel@lists.sourceforge.net
 Envoyé: Dimanche 14 Octobre 2012 18:26:54
 Objet: [Flightgear-devel] Simgear commit breaks Atlas (ot??)
 
 After SGTime: use SGGeod, quieter init. (James Turner
 89d30acbc5040bf36a3329fcb21789d2855fa6d3)
 Atlas build (misc.cxx) fails at:
 
 double magneticVariation(double lat, double lon, double elev)
 {
 SGTime t1;
 
 lon *= SGD_DEGREES_TO_RADIANS;
 lat *= SGD_DEGREES_TO_RADIANS;
 t1.update(lon, lat, 0, 0);
 
 return sgGetMagVar(lon, lat, elev, t1.getJD()) *
 SGD_RADIANS_TO_DEGREES;
 }
 
 Can I get a suggestion to update this code in my local repo to:
   t1.update( const SGGeod location, time_t ct, long int warp )
 Sorry, my c++ is so really rusty.
 
 Alasdair
 
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Re: [Flightgear-devel] Simgear commit breaks Atlas (ot??)

2012-10-14 Thread Frederic Bouvier
 De: Alasdair Campbell ali...@btinternet.com
 
 On Sun, 14 Oct 2012 20:47:01 +0200 (CEST)
 Frederic Bouvier fredfgf...@free.fr wrote:
 
  t1.update( SGGeod::fromRad(lon, lat), 0, 0 );
  
  There is also SGGeod::fromDeg to avoid the multiply by
  SGD_DEGREES_TO_RADIANS
  
  Regards,
  -Fred
  
  - Mail original -
   De: Alasdair Campbell ali...@btinternet.com
   À: FlightGear devel flightgear-devel@lists.sourceforge.net
   Envoyé: Dimanche 14 Octobre 2012 18:26:54
   Objet: [Flightgear-devel] Simgear commit breaks Atlas (ot??)
   
   After SGTime: use SGGeod, quieter init. (James Turner
   89d30acbc5040bf36a3329fcb21789d2855fa6d3)
   Atlas build (misc.cxx) fails at:
   
   double magneticVariation(double lat, double lon, double elev)
   {
   SGTime t1;
   
   lon *= SGD_DEGREES_TO_RADIANS;
   lat *= SGD_DEGREES_TO_RADIANS;
   t1.update(lon, lat, 0, 0);
   
   return sgGetMagVar(lon, lat, elev, t1.getJD()) *
   SGD_RADIANS_TO_DEGREES;
   }
   
   Can I get a suggestion to update this code in my local repo to:
 t1.update( const SGGeod location, time_t ct, long int warp )
   Sorry, my c++ is so really rusty.
   
   Alasdair
   
 
 
 Thank you Fred. I had tried something similar, but your suggestion
 still gives link error:
 
 g++  -g -O2 -DFGBASE_DIR='NONE/lib/FlightGear'  -L/usr/local//lib
 -o Atlas Notifications.o Atlas.o GLUTWindow.o AtlasBaseWindow.o
 AtlasWindow.o AtlasController.o FlightTrack.o Image.o NavData.o
 Overlays.o AirportsOverlay.o AirwaysOverlay.o FixesOverlay.o
 NavaidsOverlay.o FlightTracksOverlay.o CrosshairsOverlay.o
 RangeRingsOverlay.o Tiles.o TileMapper.o Searcher.o Search.o
 Preferences.o Graphs.o Culler.o Scenery.o Background.o Cache.o
 LayoutManager.o Bucket.o Subbucket.o Palette.o misc.o Globals.o
 Geographics.o -lsgmagvar -lsgtiming -lsgmisc -lsgio -lsgserial
 -lsgdebug -lsgbucket -lsgstructure -lsgmath -lsgthreads -lplibsg
 -lplibpuaux -lplibpu -lplibfnt -lplibnet -lglut -lGLU -lGL -lXmu
 -lXt -lSM -lICE -lXi -lXext -lX11 -lpthread -lrt -lm  -lpng -lz
 -ljpeg -lGLEW -lplibul -lcurl -lrt -lm
 misc.o: In function `magneticVariation(double, double, double)':
 /home/alasdair/Desktop/Atlas/src/misc.cxx:405: undefined reference to
 `SGTime::update(SGGeod const, long, long)'
 collect2: error: ld returned 1 exit status
 make[3]: *** [Atlas] Error 1
 
 I am pulling my hair out:(
 Do I need to link against another sg library?

Simgear library naming changed recently. -lsgmagvar -lsgtiming -lsgmisc -lsgio 
-lsgserial -lsgdebug -lsgbucket -lsgstructure -lsgmath -lsgthreads
are gone and should be replaced by -lSimGearCore -lSimGearScene

Regards,
-Fred

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

2012-10-04 Thread Frederic Bouvier
 De: James Turner zakal...@mac.com
 
 On 4 Oct 2012, at 10:02, Renk Thorsten wrote:
 
  The cockpit is the biggest potential gain, but due to the near
  camera - far camera thingy, I don't see how this can be done on
  the level of editing effect files - maybe a suitable edit of the
  camera group code can pull that off, but I have no idea where to
  start there. If you figure that one out, it'd be great.
 
 Right, that's absolutely the first item on my 'look at easy
 performance gains' list.

I have in my Rembrandt TODO list to restore the use of a near and 
a far camera to reduce z-fighting. But Rembrandt needs a monotonic 
depth buffer, and erasing it in the middle of a frame is not an 
option. So I think we can render the near camera using a depth range 
(see glDepthRange) of (say) 0.0 - 0.1 and the far camera with a range 
of 0.1 - 1.0. This will have the advantage to allow the near camera 
to be rendered first.

Mathias or Tim also suggested to look to logarithmic depth buffer 
but that is more demanding and needs a shader for all geometry 
(already true for Rembrandt, but not for the classical renderer).

Regards,
-Fred

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

2012-10-04 Thread Frederic Bouvier
 De: Frederic Bouvier 
 
 I have in my Rembrandt TODO list ...

BTW, this is not meant to refrain anybody to follow 
this route or another ;-)

Regards,
-Fred


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Re: [Flightgear-devel] Nav-cache

2012-10-03 Thread Frederic Bouvier
Hi Heiko,

 De: Heiko Schulz

 any other comments on my problem?
 
 After a while it loaded now the nav datas, but whenever I start FGFS
 again, it takes the same time again.
 
 Not sure if this behavior is intended...

I know some people erase the content of the folder having autosave.xml.
This folder is now used to host a navigation data cache. The first time,
a SQL database is built to speedup future start. If this cache is erased
every time, it defeats the purpose of the cache and make the start 
much longer every time.

Just guessing...

Regards,
-Fred

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

2012-10-02 Thread Frederic Bouvier
Hi Thorsten,

 De: Renk Thorsten thorsten.i.r...@jyu.fi
 
 I'm trying to understand why clouds can obscure hills and hills can
 obscure clouds properly.
 
 My individual bits of knowledge are:
 
 * clouds are drawn from outside in, because they are in a depth
 sorted bin, and this is why clouds obscure other clouds properly.
 
 * hills are not drawn from outside in but in some (unspecified)
 order, but they are drawn in two passes, and the second pass has
 
  depth
 functionlequal/function
 write-mask type=boolfalse/write-mask
 /depth
 
 declared which presumably does the trick of running a fragment only
 if its depth is lesser or equal to the buffered value but does not
 alter the depth buffer itself. There is no depth tag during the
 first pass, so the depth buffer seems to be doing something by
 default - at least write and perhaps also lequal testing?
 Unfortunately README.effects does not mention the depth buffer at
 all.

This is correct


 Now, what I'm unsure about is the relative ordering of passes and
 rendering bins. Are the two passes of render bin 1 done before
 starting with render bin 2, or are first all passes 1 done for all
 render bins, then the passes 2?
 
 Clouds have a
 
depth
 write-maskfalse/write-mask
   /depth
 
 tag in their single pass, so they don't modifiy the depth buffer, but
 there's also no lequal comparison specified - is this the default
 behaviour? Otherwise I simply don't see why a hill can possibly
 obscure clouds...

Maybe the default is less. I need to check.

 Is it correct that if I want to insert any proxy for a cloud which is
 able to obscure terrain (i.e. does not require the terrain
 underneath to be rendered) this must go into pass 1 render bin 1
 with no specific depth tag? What is the meaning of render bin -1
 as specified for the first pass of terrain - should the cloud proxy
 rather go in there?

-1 is before 1. No special meaning. Render bin numbers don't have to be 
positive.
 
 Quite in general - how is the precise ordering of the default
 rendering, and what buffers are available when?
 
 Thanks for any light anyone can shed on this.

The scene is first traversed to collect objects, see if they fit in 
the view frustum and put them in render bins. This stage is called the 
cull traversal.

Then render bins are sorted by their numbers and drawn in that order.

When we declare multiple passes in an effects, all objects affected by the 
effect are duplicated the number of passes mentioned in the effect during 
the cull traversal. As each pass can have a render bin clause, all these 
duplicates are distributed in all the render bins before the draw stage.

To summarize, all objects having a pass of render bin -1 are rendered 
before any object having a render bin 1. If an object have two passes, 
it is rendered twice, once with the objects of the same render bin than 
the first pass, once with the objects of the same render bin than the 
second pass. The second pass can be rendered before the first pass if 
the render bin numbers are inverted (the pass number has no rendering 
meaning).

Regards,
-Fred

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Re: [Flightgear-devel] 回复: Some ideas for better performance

2012-09-26 Thread Frederic Bouvier
sys/types.h, sys/time.h are ANSI C files and are part of Microsoft 
compilers for decades. They are in 

C:\Program Files (x86)\Microsoft Visual Studio 10.0\VC\include\sys 

Regards, 
-Fred 

- Mail original -

 De: ChenXu yak...@yahoo.com.cn
 À: FlightGear developers discussions
 flightgear-devel@lists.sourceforge.net
 Envoyé: Mercredi 26 Septembre 2012 21:46:57
 Objet: [Flightgear-devel] 回复: Some ideas for better performance

 Hi, Sir,

 First, I am sorry for disturbing you with such a question.
 Because I really do not know to which group pf members should I ask
 this question and I urgently need a solution, I just ask anybody in
 the devl
 group. I think this problem should be easy for the persons in this
 group.

 My question is as below:

 I just begin to study Flightgear. I am trying to compile it on Win7+
 VisualStudio2010 environment.
 When I was compiling SimGear, sys/types.h, sys/time.h, etc, are
 required. But I could not find them anywhere in my system.
 (They are natively Linux files.) I tried to download them from the
 Internet, and compiled again. This time, I got too many 
 redefinition
 compile errors, caused by the declarations in the header files.

 So, what should I do to fix this problem?

 Thanks a lot.

 X.Chen

 发件人: Renk Thorsten thorsten.i.r...@jyu.fi
 收件人: FlightGear developers discussions
 flightgear-devel@lists.sourceforge.net
 发送日期: 2012年9月19日, 星期三, 上午 3:59
 主题: [Flightgear-devel] Some ideas for better performance

 Hi All,

 unfortunately, due to personal reasons, I won't have much coding time
 for the rest of the year, which means that I probably won't have a
 chance to do some things I sort of promised to do (make more shaders
 work in the atmospheric light scattering framework, help making
 atmospheric light scattering work in Rembrandt...). If anyone else
 wants to have a go at converting model shaders or the runway shader,
 I can still try to help, but right now I've even started up
 Flightgear just once during the last 4 weeks, so coding is just not
 something I can do.

 Anyway - there are some ideas and observations which I made and where
 I wanted to follow up, and I thought I just put them up here so that
 they may be discussed.

 I'm interested in making the appearance of the scenery more realistic
 with improved light and procedural texturing, i.e. things that end
 up in the shaders. At least on my system, if I run any eye candy
 features, the bottleneck is shaders (I can render a normal scene
 from the ufo without any shader effects with about 200 fps, on the
 other hand rendering urban effect on the whole screen drives me down
 to ~5 fps - I'm sure various statements which have been made on this
 list that our performance would be CPU limited are based on
 something, it's just nothing I am able to experience on my system,
 on my system it's shaders, more specifically fragment shader). So,
 that's what I would like to address - making Flightgear faster while
 expensive shaders are on.

 My general understanding of the situation

 There's a tendency for all the high quality eye candy to end up in
 the fragment shaders - see urban effect, water sine wave shader or
 my procedural texturing. In some sense that's good, because that
 decouples performance from the visibility range (since the number of
 pixels doesn't change), but it may also be bad if that constant
 performance is too low. I don't know how it is for others, but when
 I switch urban effect on, it relies on not too many patches of urban
 terrain in my field of view - if ~1/5 of the scene is urban, I still
 get decent performance, but if all I see is urban it becomes
 unusable and single digit experience. I guess there's part of the
 reason Stuart spent so much time on random buildings... My point
 being, something like the urban effect doesn't really generalize, we
 can't put expensive stuff all into the fragment shader if we can
 anticipate that it will fill a lot of the scene.

 Shuffling some load into the vertex shader helps a lot in the near
 zone (where a triangle has many pixels, and they're all filled based
 on three expensive operations at the corners) but loses out at the
 far edge of the visual range (where several vertices may fall into a
 single pixel). At least on my system, some things only run with
 usable speed (provided the visibility doesn't exceed a limit)
 because there's load in the vertex shader, so there's virtue in
 making the vertex shader do stuff.

 My understanding of Rembrandt is that essentially all operations go
 to the fragment stage since geometry is rendered in one initial pass
 and then buffered. If the situation is fragment-shader limited in
 the default scheme, my guess is that it will be even worse
 fragment-shader limited in deferred rendering. But admittedly what I
 have to say about deferred rendering is a bit guesswork.

 Clouds are a bit of an unrelated topic, as they can be very heavy on
 the vertex shader (all the billboard rotations need to be
 

[Flightgear-devel] RE : fg build error

2012-09-17 Thread Frederic Bouvier
You need to erase the cmake cache, your build directory and rebuild simgear

Regards
-Fred




Alasdair ali...@btinternet.com a écrit :

FG commit Update FindSimGear for simplified lib names, by James makes my 
build die with the error:

CMake Error: The following variables are used in this project, but they are set 
to NOTFOUND.
Please set them or make sure they are set and tested correctly in the CMake 
files:
SIMGEAR_SCENE_LIBRARY_RELEASE (ADVANCED)

cmake version is 2.8.9
simgear libs installed in /usr/local/lib/x86_64-linux-gnu
simgear includes installed in /usr/local/include/simgear
Distro debian/sid

Regards Alasdair ali...@btinternet.com




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Re: [Flightgear-devel] strange screen

2012-09-04 Thread Frederic Bouvier
 Can't think how to proceed from here though :-( Sigh!
 As you and others have mentioned, the wxradar connection ought to be
 a clue, but I am not brainy enough anymore to follow it up, especially
 if involves delving into OSG.

If you are able to start Rembrandt, does it change anything ?

Regards,
-Fred

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Re: [Flightgear-devel] strange screen

2012-09-04 Thread Frederic Bouvier
 On Tue, 2012-09-04 at 18:00 +0200, Frederic Bouvier wrote:
   Can't think how to proceed from here though :-( Sigh!
   As you and others have mentioned, the wxradar connection ought to
   be
   a clue, but I am not brainy enough anymore to follow it up,
   especially
   if involves delving into OSG.
  
  If you are able to start Rembrandt, does it change anything ?
  
  Regards,
  -Fred
  
 You bet your cotton-picking socks it does! Bravo!
 Horrible display, but that's to be expected on naff built-in
 graphics, without tuning:
 https://dl.dropbox.com/u/15936159/fgfs-rembrandt.png
 
 Shows full screen + screwy view port
 Progress ??

And the same screenshot with 'Debug  Hide/Show Rendering Buffers' menu on, 
like in http://wiki.flightgear.org/File:Project_rembrandt_1.png (notice the 
corners) ?

Regards,
-Fred

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Re: [Flightgear-devel] strange screen

2012-09-04 Thread Frederic Bouvier
 Here you go:
 https://dl.dropbox.com/u/15936159/fgfs-rem_rend_buffers_on.png
 
 You seem to be scenting the fox here, Fred
 Wish I knew what the rendering buffers tell you!

The corners are rendered in a first pass in textures. These textures are 
resized when an event from OSG tells to, and then a transformation tells OpenGL 
to take the whole allocated space. Here, we see that the corners are not 
covering their allocated space, certainly because a bad viewport is given.

The green image in the main window is in fact a Rembrandt bug (and a known 
source of bad performance) that is hidden when the images in the corners occupy 
all there space. It has the right viewport though.

But without being able to reproduce, I don't know the reason of that.

Regards,
-Fred

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Re: [Flightgear-devel] strange screen

2012-09-04 Thread Frederic Bouvier
  Here you go:
  https://dl.dropbox.com/u/15936159/fgfs-rem_rend_buffers_on.png
  
  You seem to be scenting the fox here, Fred
  Wish I knew what the rendering buffers tell you!
 
 The corners are rendered in a first pass in textures. These textures
 are resized when an event from OSG tells to, and then a
 transformation tells OpenGL to take the whole allocated space. Here,
 we see that the corners are not covering their allocated space,
 certainly because a bad viewport is given.
 
 The green image in the main window is in fact a Rembrandt bug (and a
 known source of bad performance) that is hidden when the images in
 the corners occupy all there space. It has the right viewport
 though.
 
 But without being able to reproduce, I don't know the reason of that.

BTW: it looks like this one : 
http://code.google.com/p/flightgear-bugs/issues/detail?id=354

-Fred

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Re: [Flightgear-devel] Error while compiling 2.6.0 on FreeBSD, what the reason?

2012-09-04 Thread Frederic Bouvier
 Hi!
 
  Which version of FreeBSD ? Do you have BATCH enabled in make.conf ?
  Are
  you sure your port dependencies are up to date ? Do you have any
  other
  custom rules defined in make.conf ?
 
  Cheers,
  Martin.
 
 FreeBSD was relatively recent 9-STABLE, yesterday I upgraded it to
 9.1-PRERELEASE #0 r240025.
 My make.conf only contains PERL_VERSION added by perl port.
 
  my bet is that FreeBSD has a macro named 'nitems' that conflicts
  with a FLTK member function of the same name.
 
  Regards,
  -Fred
 
 I'm not a programmer, but I could try to check it. Is there an
 accessible way to do it?

You can add something like :

#ifdef nitems
   #pragma message Someone defined nitems
   #undef nitems
#endif

after all #include of the problematic file

Regards,
-Fred

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Re: [Flightgear-devel] strange screen

2012-09-04 Thread Frederic Bouvier
   Here you go:
   https://dl.dropbox.com/u/15936159/fgfs-rem_rend_buffers_on.png
   
   You seem to be scenting the fox here, Fred
   Wish I knew what the rendering buffers tell you!
  
  The corners are rendered in a first pass in textures. These
  textures
  are resized when an event from OSG tells to, and then a
  transformation tells OpenGL to take the whole allocated space.
  Here,
  we see that the corners are not covering their allocated space,
  certainly because a bad viewport is given.
  
  The green image in the main window is in fact a Rembrandt bug (and
  a
  known source of bad performance) that is hidden when the images in
  the corners occupy all there space. It has the right viewport
  though.
  
  But without being able to reproduce, I don't know the reason of
  that.
 
 BTW: it looks like this one :
 http://code.google.com/p/flightgear-bugs/issues/detail?id=354

If you start FG with --log-level=debug --log-class=view
you'll be able to see messages like :

FGEventHandler::handle: RESIZE event 763 x 1338, resizable: 1
FGRenderer::resize: new size 1338 x 763

What are yours ?

Regards,
-Fred

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Re: [Flightgear-devel] strange screen

2012-09-04 Thread Frederic Bouvier
  
  If you start FG with --log-level=debug --log-class=view
  you'll be able to see messages like :
  
  FGEventHandler::handle: RESIZE event 763 x 1338, resizable: 1
  FGRenderer::resize: new size 1338 x 763
  
  What are yours ?
  
  Regards,
  -Fred
  
 I see FGRenderer::resize: new size 1904 x 993 but no reference to
 FGEventHandler::?
 
 I already has a look at FGRenderer::resize, but the method doesn't
 seem
 to do anything, except issue the above message at debug level.
 Keep going, Fred! I have every confidence you can crack this problem.

It's the FGEventHandler::handle that actually do the resize. So if you 
don't see it it explains what you see.

BTW: What is your OSG version ?

Regards,
-Fred

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Re: [Flightgear-devel] strange screen

2012-09-03 Thread Frederic Bouvier
 I cannot therefore attribute this problem to the Catalyst driver.
 My git pull/build of 12 Aug did not display this problem. That of 1
 Sep did. So I reckon it must have been a commit made between these dates.

So you may want to git bisect to find which commit was the problem

Thanks,
-Fred

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Re: [Flightgear-devel] Error while compiling 2.6.0 on FreeBSD, what the reason?

2012-09-02 Thread Frederic Bouvier
Hi,

my bet is that FreeBSD has a macro named 'nitems' that conflicts with a FLTK 
member function of the same name.

Regards,
-Fred

- Mail original -
 De: Nikolay Tychina niktych...@gmail.com
 À: flightgear-devel@lists.sourceforge.net
 Envoyé: Dimanche 2 Septembre 2012 23:45:47
 Objet: [Flightgear-devel] Error while compiling 2.6.0 on FreeBSD, what 
 the reason?
 
 Hi!
 
 I'm trying to build a port of FlightGear 2.6.0 on FreeBSD, and it
 fails with the same error every time. What can possibly cause it?
 I already contacted port maintainer, and he said the port should
 build
 fine. We tried reinstalling FLTK and the ports it depends on, but it
 didn't help.
 
 Scanning dependencies of target fgadmin
 [ 97%] Building CXX object
 utils/fgadmin/src/CMakeFiles/fgadmin.dir/fgadmin_funcs.cxx.o
 In file included from
 /usr/ports/games/flightgear/work/flightgear-2.6.0/utils/fgadmin/src/fgadmin.h:14,
  from
 /usr/ports/games/flightgear/work/flightgear-2.6.0/utils/fgadmin/src/fgadmin_funcs.cxx:37:
 /usr/local/include/FL/Fl_Check_Browser.H:100: error: expected
 unqualified-id before 'sizeof'
 /usr/local/include/FL/Fl_Check_Browser.H:100: error: expected `)'
 before 'sizeof'
 /usr/ports/games/flightgear/work/flightgear-2.6.0/utils/fgadmin/src/fgadmin_funcs.cxx:
 In member function 'void FGAdminUI::install_selected()':
 /usr/ports/games/flightgear/work/flightgear-2.6.0/utils/fgadmin/src/fgadmin_funcs.cxx:283:
 error: expected unqualified-id before '(' token
 /usr/ports/games/flightgear/work/flightgear-2.6.0/utils/fgadmin/src/fgadmin_funcs.cxx:283:
 error: expected primary-expression before ')' token
 /usr/ports/games/flightgear/work/flightgear-2.6.0/utils/fgadmin/src/fgadmin_funcs.cxx:283:
 error: expected primary-expression before ')' token
 /usr/ports/games/flightgear/work/flightgear-2.6.0/utils/fgadmin/src/fgadmin_funcs.cxx:
 In member function 'void FGAdminUI::remove_selected()':
 /usr/ports/games/flightgear/work/flightgear-2.6.0/utils/fgadmin/src/fgadmin_funcs.cxx:391:
 error: expected unqualified-id before '(' token
 /usr/ports/games/flightgear/work/flightgear-2.6.0/utils/fgadmin/src/fgadmin_funcs.cxx:391:
 error: expected primary-expression before ')' token
 /usr/ports/games/flightgear/work/flightgear-2.6.0/utils/fgadmin/src/fgadmin_funcs.cxx:391:
 error: expected primary-expression before ')' token
 *** [utils/fgadmin/src/CMakeFiles/fgadmin.dir/fgadmin_funcs.cxx.o]
 Error code 1
 
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[Flightgear-devel] Re : Rembrandt Compatibility and Triple Monitor Configuration: Hardware Recommendations?

2012-08-27 Thread Frederic Bouvier
Hi Durk,

Rembrandt sort of work in multiscreen: you'll get a correct scene but with 
shadows and lights misplaced. There should be a matrix offset or perspective 
divide problem, that I wasn't able to fix for the moment. If Tim, Mathias or 
anybody else could have a look, I would be very grateful.

re hardware upgrade: look at the wiki page for the memory requirements. I 
currently have a GTX 470 and it runs dual fullscreen well. I recently switched 
from an i7 930 to an i7 3770 (latest generation) and it made a huge difference 
in term of framerate (about 33% gain). Tim and Mathias already said that we are 
CPU bound and I can confirm by experience. Anyway, if I was about to change 
GPU, I'd take a GTX 660 Ti or a GTX 670.

BTW: I also tested an AMD 7750 and it works pretty well for the price. I got 20 
fps in 1280x720 geometry. I wouldn't consider it for multiscreen though ( 
admitedly, I didn't try)

Regards,
-Fred
http://wiki.flightgear.org/Project_Rembrandt

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

2012-08-18 Thread Frederic Bouvier

 I sent model updates to fgf...@stockill.org a while ago. Is there any
 chance they will be inserted in the database ?

Nobody monitors this address anymore ?

 My model is made of 3 xml, 3 .ac and 2 textures . How can I submit it ?

And effects and shaders ?

It came to me that a future-proof solution would be to allow any number of 
files of any kind, maybe with a check on a set of allowed format/extensions.

BTW: here is the list of modified models in the base package that are not 
in the database :

- Golden Gate bridge : http://scenemodels.flightgear.org/modeledit.php?id=78
  (with fixed geometry by the way. The one in the database got corrupted
   I don't know how).
- Bay bridge west : http://scenemodels.flightgear.org/modeledit.php?id=75
- Bay bridge east : http://scenemodels.flightgear.org/modeledit.php?id=77
- Airport beacon : http://scenemodels.flightgear.org/modeledit.php?id=34
- Airport light pole : http://scenemodels.flightgear.org/modeledit.php?id=359

I think Gijs modified the Alcatraz model :
http://scenemodels.flightgear.org/modeledit.php?id=74

Regards,
-Fred

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

2012-08-18 Thread Frederic Bouvier

  It came to me that a future-proof solution would be to allow any
  number of
  files of any kind, maybe with a check on a set of allowed
  format/extensions.
 It'll be hard to parse and test any number of files
 formats/extensions. Currently for 3D models we have approximately 30
 to 40 tests (on the thumbnail, the textures, the XML, the AC3D...)
 running for each submission, and a visual check, to make sure that
 what is committed is right and not putting into danger our shared
 infrastructure. Don't know how we would cope with a infinite number
 of format.

Not an infinite set of formats. A fixed/allowed number of format. Say :

. AC3D
. OSG (several variants)
. PNG
. JPG
. RGB
. EFF (effect)
. FRAG/VERT/GEOM (shaders)
. XML

You cover a wide range of needs if you allow any number of files in this 
set of formats

Regards,
-Fred

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Re: [Flightgear-devel] Changelog for Release 2.8.0

2012-08-15 Thread Frederic Bouvier
Hi Stuart,

is 'improved terrain rendering' supposed to replace 
'An improved simulation of atmospheric light scattering with terrain haze for 
the classical renderer.' ?

https://gitorious.org/fg/fgdata/commit/3565b9e4046b00880d67afabea6d8119b7cd80ab

Regards,
-Fred

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Re: [Flightgear-devel] Changelog for Release 2.8.0

2012-08-15 Thread Frederic Bouvier
De: Stuart Buchanan
 
 On Wed, Aug 15, 2012 at 1:50 PM, Frederic Bouvier wrote:
  Hi Stuart,
 
  is 'improved terrain rendering' supposed to replace
  'An improved simulation of atmospheric light scattering with
  terrain haze for the classical renderer.' ?
 
  https://gitorious.org/fg/fgdata/commit/3565b9e4046b00880d67afabea6d8119b7cd80ab
 
 improved terrain rendering is a general statement covering
 - object masks
 - random buildings
 - regional textures
 
 As with the 2.6.0 release, the first couple of paragraphs are used as
 the release announcement, as well as the preface to the change log.

So why removing this: 'An improved simulation of atmospheric light scattering 
with
terrain haze for the classical renderer.' ?

Do I missed something ?

-Fred

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Re: [Flightgear-devel] Changelog for Release 2.8.0

2012-08-15 Thread Frederic Bouvier
Hi Vivian, 

I think Curt has this video in mind : http://youtu.be/I5cqAgOnSxE 

Regards, 
-Fred 

- Mail original -


De: Vivian Meazza vivian.mea...@lineone.net 
À: FlightGear developers discussions flightgear-devel@lists.sourceforge.net 
Envoyé: Mercredi 15 Août 2012 18:08:31 
Objet: Re: [Flightgear-devel] Changelog for Release 2.8.0 



Curt, 

Never easy is it? This might work: 

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

Vivian 




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

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

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


Curt, 

Here’s a few: 

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

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

Vivian 




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



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



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

blockquote



Curt, 

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

Vivian 





Hi Vivian, 


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



Curt. 


blockquote







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



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

blockquote

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

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

For the moment, FG is absent in this page. 
/blockquote




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



Curt. 
-- 


Curtis Olson: 

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

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


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/blockquote






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Re: [Flightgear-devel] Changelog for Release 2.8.0

2012-08-14 Thread Frederic Bouvier
By the way, maybe we could contribute few screenshots (the best) to the OSG new 
website :

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

For the moment, FG is absent in this page.

Regards,
-Fred

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Re: [Flightgear-devel] Error building FG on Windows (linking)

2012-08-11 Thread Frederic Bouvier
Where is OSG 3 ? It's a required dependency. You can download it from Jenkins 
if you don't want to build it yourself

-Fred

- Mail original -
 De: M. Carbax mcar...@gmail.com
 À: FlightGear developers discussions 
 flightgear-devel@lists.sourceforge.net
 Envoyé: Samedi 11 Août 2012 17:52:45
 Objet: Re: [Flightgear-devel] Error building FG on Windows (linking)
 
 Hi Geoff:
 
 
 First at all, thanks for your support and your insterest helping and
 encouraging me.
 
 Second: there is no way, I did follow the instructions you send me,
 sg
 with no problems, but fg doesn't work with the same error that always
 (I have to say that I use the MSVC 2010 Express).
 
 Nevertheless, please find enclosed the log file just in case you can
 see a clue .
 
 (https://www.dropbox.com/s/j6p2qka867gn03o/bldlog-1.txt)
 
 Many thanks,

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Re: [Flightgear-devel] Rendering passes confusion - again

2012-08-11 Thread Frederic Bouvier
Hi Thorsten,

 I still haven't given up on the idea of 'masking' the terrain pixel
 shading by the cockpit, since even a very simple mask easily makes
 the system 50% faster for me. Lauri has kindly given me some
 instructions on how to use the stencil buffer - so the idea was to
 start by filling the stencil buffer with a mask whenever there is an
 opaque pixel in the model.
 
 In order to do so, I added this pass in front of the first pass
 declared in model-default.eff
 
 pass
 stencil
 functionalways/function
 value1/value
 passreplace/pass
 /stencil
 alpha-test
 comparisongequal/comparison
 value type=float0.99/value
 /alpha-test
 depth
 write-maskfalse/write-mask
 /depth
 /pass
 
 What happened is that I got the near camera rendered fine, but as
 good pretty much nothing from the far camera.
 
 I can insert the same code before the first pass declared in
 terrain-default.eff where it doesn't have any harmful side effects,
 the scene renders just fine. So the code as such isn't defunct. It
 seems I can insert no pass whatsoever before the first pass declared
 in model-default.eff without disabling the far camera.
 
 Which means there is something I don't understand at all.
 
 Is there absolute meaning to the passes, i.e. are all first passes
 done first, then the information obtained there is in the buffers
 and available for all other effects when the second passes run, or
 are passes only a means to establish relative order in the effect
 files? Why can't I add passes to model rendering, but I can to
 terrain, clouds or trees?
 
 I've tried to understand what is happening in CameraGroup.cxx, but I
 have no real clue - the whole context beats me, I don't even see
 where near or far camera are defined. Some explanations perhaps?

The relevant code for passes is here :
https://gitorious.org/fg/simgear/blobs/next/simgear/scene/material/Technique.cxx#line165

A pass is an OSG StateSet, a collection of OpenGL states that have a draw order
( the render-bin bin number ). This code renders geometry n times, one time 
for 
each pass. You have to understand that at this stage, geometry is only stored 
in 
collections and after all the scene is traversed, these collections (render 
bins)
are sorted before the draw stage. The end result is that all geometry having a 
pass that have an order num of 0 is rendered before any geometry having a pass 
of 
higher order num.

What can happen with the two cameras is that the stencil buffer is shared, but 
I 
don't think it is cleared between the rendering of the far camera and the 
rendering 
on the near camera, so you may end up accumulating both camera in a single 
buffer.

If you want to experiment, try to change line 668 of renderer.cxx, and change :

camera-setClearMask(GL_DEPTH_BUFFER_BIT);

to :

camera-setClearMask(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);

Regards,
-Fred

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Re: [Flightgear-devel] Error building FG on Windows (linking)

2012-08-11 Thread Frederic Bouvier
So You have to discover why osg is not in the link command.

-Fred

- Mail original -
 De: M. Carbax mcar...@gmail.com
 À: FlightGear developers discussions 
 flightgear-devel@lists.sourceforge.net
 Envoyé: Samedi 11 Août 2012 18:41:42
 Objet: Re: [Flightgear-devel] Error building FG on Windows (linking)
 
 Hi Fred:
 
 I have the recommended directory structure so is
 d:\fg2\install\msvc100\OpenSceneGraph, and there the three
 subdirectories bin, include and lib.

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Re: [Flightgear-devel] Rendering passes confusion - again

2012-08-11 Thread Frederic Bouvier
 
 If you want to experiment, try to change line 668 of renderer.cxx,
 and change :
 
 camera-setClearMask(GL_DEPTH_BUFFER_BIT);
 
 to :
 
 camera-setClearMask(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);

By the way, the far camera being rendered before the near camera, 
I don't see how we can mask the outside view with the cockpit.

Regards,
-Fred

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

2012-08-10 Thread Frederic Bouvier
Hi Olivier, 

 Hi Fred,

 Could you copy/paste the lines you added in your STG file to have the
 model included?

From Scenery/Objects/w130n30/w123n37/942066.stg in fgdata :

OBJECT_STATIC ggb-fb.xml -122.4760494 37.81876042 -0.05 105
(new Rembrandt version seen here : http://www.youtube.com/watch?v=q951rsP0DBk )

Regards,
-Fred

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

2012-08-10 Thread Frederic Bouvier
 From Scenery/Objects/w130n30/w123n37/942066.stg in fgdata :
 
 OBJECT_STATIC ggb-fb.xml -122.4760494 37.81876042 -0.05 105
 (new Rembrandt version seen here :
 http://www.youtube.com/watch?v=q951rsP0DBk )

Forgot: That I would desperately see in the repository before it got overwritten

-Fred

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

2012-08-09 Thread Frederic Bouvier
Hi, 

I sent model updates to fgf...@stockill.org a while ago. Is there any chance 
they will be inserted in the database ? 

My model is made of 3 xml, 3 .ac and 2 textures . How can I submit it ? 

Regards, 
-Fred 

- Mail original -

 De: Olivier acom...@yahoo.com
 À: FlightGear developers discussions
 flightgear-devel@lists.sourceforge.net
 Envoyé: Jeudi 9 Août 2012 18:03:47
 Objet: [Flightgear-devel] 3D models import webform in production.

 Hi all,

 Just to let you know that the 3D models import webform in now in
 early production. The first 3D models (both static and shared)
 imported for test have been correctly shipped downwards by
 Terrasync.

 A big thank to Martin, Julien, Clément for their help and support.

 I hope you enjoy this tool and that it will make more scenery
 available via Terrasync, without having to download here and there,
 so we have a beautiful (hopefully with a new generated terrain)
 scenery to show for 3.0.

 Together with the other webforms for mass insertion, deletion,
 update, this is [yet another - but we're used to!] unique feature in
 the flight simulation world issued by FG!

 All tools are available on the usual website with scenemodels and
 mapserver data : http://scenemodels.flightgear.org/submission/

 Enjoy,

 Olivier

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

2012-08-09 Thread Frederic Bouvier
 
 Frederic Bouvier wrote:
 
  My model is made of 3 xml, 3 .ac and 2 textures . How can I submit
  it ?
 
 Sounds like it should be submitted as three distinct models.

It can't : it's one bridge and it's light volumes. Our format supports 
submodels, you know ?

-Fred

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Re: [Flightgear-devel] Error building FG on Windows (linking)

2012-08-08 Thread Frederic Bouvier
 
 Hi Alan:
 
 Once more, thanks for trying to help, but there is no way: I tried SG
 $ FG 2.9.0, I followed the document, but the errors still appear: I
 give up :(
 
 I think that 10 days is enough.

You have 2.8.0 rc4 if you can't wait

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Re: [Flightgear-devel] Error building FG on Windows (linking)

2012-08-08 Thread Frederic Bouvier
I mean: 2.8.0 rc4 *binaries* are out.
I doubt that you manage to compile from sources 2.8 if you can't for 2.9

Regards,
-Fred

- Mail original -
 De: M. Carbax mcar...@gmail.com
 À: FlightGear developers discussions 
 flightgear-devel@lists.sourceforge.net
 Envoyé: Mercredi 8 Août 2012 17:17:26
 Objet: Re: [Flightgear-devel] Error building FG on Windows (linking)
 
 Thanks Frederic:
 
 I tryed before 2.8.0 and 2.6.0, and the problem is the same: smething
 realted with simgear lib and unresolved external symbols.
 
 
 I don't know what I'm doing wrong,  thanks,
 
 
 2012/8/8 Frederic Bouvier fredfgf...@free.fr:
 
  Hi Alan:
 
  Once more, thanks for trying to help, but there is no way: I tried
  SG
  $ FG 2.9.0, I followed the document, but the errors still appear:
  I
  give up :(
 
  I think that 10 days is enough.
 
  You have 2.8.0 rc4 if you can't wait
 
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Re: [Flightgear-devel] Procedural texturing merge request

2012-08-07 Thread Frederic Bouvier
Hi Thorsten,

  Hi Fred,
  
  I have created a merge request containing part of my recent
  experiments with procedural terrain texturing - please have a look
  (I hope I haven't messed up the request again...).
  
  https://www.gitorious.org/fg/fgdata/merge_requests/175
 
 I will take care of it asap

The request is merged

Regards,
-Fred

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Re: [Flightgear-devel] Procedural texturing merge request

2012-08-07 Thread Frederic Bouvier
 Hmmm, my shader micromanagement dialog box is only showing two options right 
 now. 
 Category General: landmass and water. There is an aicraft category at the 
 bottom 
 of the dialog, but no actual options to set. I'm running a pretty advanced 
 nvidia 
 card with very recent nvidia drivers. Has the system decided I don't have any 
 shader options I can set other than these two ... this must be a recent 
 change -- 
 not long ago I remember having lots of shader options I could tweak. 

Here is how the dialog looks here :
http://frbouvi.free.fr/flightsim/fgfs-shader-dialog.jpg

Left: without atmospheric scattering
Right: with atmospheric scattering

(Rembrandt off of course)

Regards,
-Fred

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Re: [Flightgear-devel] Procedural texturing merge request

2012-08-07 Thread Frederic Bouvier
You need to set the top two sliders on the right side 

-Fred 

- Mail original -

 De: Curtis Olson curtol...@gmail.com
 À: FlightGear developers discussions
 flightgear-devel@lists.sourceforge.net
 Envoyé: Mardi 7 Août 2012 22:49:05
 Objet: Re: [Flightgear-devel] Procedural texturing merge request

 Hi Fred and Thorsten,

 I exited and restarted and seem to be getting the dialog more
 correctly now -- but I don't think I'm seeing the regional or
 procedure textures around Mojave. What should I be looking for
 there? I'm running with:
 --materials-file=Materials/regions/materials.xml and rembrandt off.
 Turning atmospheric scattering on/off seems to do the right thing
 now with the shader dialog box. But I'm not seeing anything
 different in the ground textures. Or do I need to have some sort of
 custom scenery installed that references the new material
 definitions?

 Thanks,

 Curt.

 On Tue, Aug 7, 2012 at 2:11 PM, Frederic Bouvier wrote:

   Hmmm, my shader micromanagement dialog box is only showing two
   options right now.
 
   Category General: landmass and water. There is an aicraft
   category
   at the bottom
 
   of the dialog, but no actual options to set. I'm running a pretty
   advanced nvidia
 
   card with very recent nvidia drivers. Has the system decided I
   don't have any
 
   shader options I can set other than these two ... this must be a
   recent change --
 
   not long ago I remember having lots of shader options I could
   tweak.
 

  Here is how the dialog looks here :
 
  http://frbouvi.free.fr/flightsim/fgfs-shader-dialog.jpg
 

  Left: without atmospheric scattering
 
  Right: with atmospheric scattering
 

  (Rembrandt off of course)
 

  Regards,
 
  -Fred
 

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

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

2012-08-06 Thread Frederic Bouvier
Hi Vivian,

- Mail original -
 De: Flightgear-commitlogs mar...@hypersphere.calit2.net
 À: flightgear-commitl...@lists.sourceforge.net
 Envoyé: Lundi 6 Août 2012 12:14:14
 Objet: [Flightgear-commitlogs] FlightGear Base Package branch, master,
 updated.
 79e3dccf888d19a5cfa8372a5b6b592c0505f06d

 The branch, master has been updated

 - Log
 -
 commit 79e3dccf888d19a5cfa8372a5b6b592c0505f06d
 Merge: e610e85 ca39a67
 Author: Vivian Meazza
 Date:   Mon Aug 6 10:28:22 2012 +0100

 Merge branch 'master' of gitorious.org:fg/fgdata into work



You could avoid this long commit log (and salvage the commit tree as James once 
explained) if you'd do :

git rebase origin/master

after pulling and before pushing. You may need to do

git stash // before rebase followed by

git stash pop // after rebase

if you have uncommitted local mods in your tree

Regards,
-Fred

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Re: [Flightgear-devel] Rembrandt effects

2012-08-06 Thread Frederic Bouvier
 Btw - what is the practical application of all that clever stuff? Any
 chance of a review of FGRun to include some of the new items?

All these effects (except night vision) are intended for our fellow 
users that master the art of video making by simulating some of the 
features of a real world camera, antique or modern. The more involved 
effects (think lens flare and depth of field) may require more thinking, 
but these one were easy to do and are cheap to run. And when they are 
disabled, another shader is in action, so no cost when off.

They are available to git users through the Rembrandt rendering sub-dialog.
A teaser is provided in the august 2012 newsletter.

Regards,
-Fred

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Re: [Flightgear-devel] Procedural texturing merge request

2012-08-06 Thread Frederic Bouvier
Hi Thorsten,

 Hi Fred,
 
 I have created a merge request containing part of my recent
 experiments with procedural terrain texturing - please have a look
 (I hope I haven't messed up the request again...).
 
 https://www.gitorious.org/fg/fgdata/merge_requests/175

I will take care of it asap

Regards,
-Fred

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

2012-08-03 Thread Frederic Bouvier
 I don't know what is needed to launch it in Rembrandt.

A Rembrandt material shader (one that is bound to scene geometry) is structured
this way (Fragment shader) :

void encode_gbuffer(vec3 normal, vec3 color, int mId, float specular, float 
shininess, float emission, float depth);

main() {

   // Compute normal,
   // albedo (without light or fog or scene ambient), 
   // specular luminance (or luminance of specular color),
   // shininess,
   // emission luminance,
   // depth of fragment in eye space in range [0..1]
   // set a material Id (1 : default, 254: water, 255: model ubershader)
   // other values for material Id should be taken care in sunlight 
shader and light shaders

#ifdef REMBRANDT
   // call encode_gbuffer
   encode_gbuffer(normal, albedo, materialId, specular, shininess, emission, 
depth);

   // no light or fog computation
#else
   
   // compute gl_FragColor from material properties already computed
   //  and light sources
   gl_FragColor = ... ;

#endif
}

Effects should test /sim/rendering/rembrandt/enabled in their predicate

Regards,
-Fred

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

2012-07-30 Thread Frederic Bouvier
 I'll certainly do what I can to help this one along. However, I'm not
 clear how this all ties in with the Rembrandt project. Are we in danger of
 having to tear it all down and starting over?

I think it's fairly easy to unify shaders applied to geometry (models + 
terrain).
Currently a Rembrandt shader computes material properties and then delegates
the last step to an helper function : gbuffer_encode 
(https://gitorious.org/fg/fgdata/blobs/master/Shaders/gbuffer-encode.frag)

We can imagine that this function (renamed to reflect more generality) could
compute the final fragment color from material properties already computed and
light source informations when used in the classical renderer. Different BRDF or
lighting models are possible because Rembrandt has already the concept of 
material ID, allowing, for instance, to have water reflecting light differently
than other kind of materials.

This helper function will be chosen at run time using effect predicates and
the link functionality of glsl programs. Sort of DLLs applied to shaders.

Regards,
-Fred

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Re: [Flightgear-devel] Rendering passes question

2012-07-21 Thread Frederic Bouvier
 De: Tim Moore timoor...@gmail.com
 
 On Fri, Jul 20, 2012 at 9:59 AM, James Turner zakal...@mac.com
 wrote:
 
  On 20 Jul 2012, at 07:22, Tim Moore wrote:
 
  We could use the stencil buffer without copying anything: render
  the near scene first, setting stencil bits, then enable the stencil
  test for the far scene. I believe that the stencil test has been
  extremely fast for years.
 
  Oooh, yes - I was forgetting the cameras are rendering to the same
  buffers.
 
  That seems like some low-hanging fruit indeed!
 
 
 The problem with this approach just became all too clear as I was
 checking out the PAF dc-3 (wow wow wow!): transparency. It can't
 handle transparent objects in the near scene -- e.g., the windshield
 -- without using either alpha bits in the frame buffer or doing a
 third pass for near transparent objects. Historically we have avoided
 frame buffer alpha as being exotic and /or slow; I don't know if we
 want to move in that direction.

What about alpha-testing with a high value in this stencil pass ?

Regards,
-Fred

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Re: [Flightgear-devel] Rendering passes question

2012-07-20 Thread Frederic Bouvier
Hi Tim  James,

 De: James Turner
 
 On 20 Jul 2012, at 07:22, Tim Moore wrote:
 
  We could use the stencil buffer without copying anything: render
  the near scene first, setting stencil bits, then enable the stencil
  test for the far scene. I believe that the stencil test has been
  extremely fast for years.
 
 Oooh, yes - I was forgetting the cameras are rendering to the same
 buffers.
 
 That seems like some low-hanging fruit indeed!

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

Regards,
-Fred

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Re: [Flightgear-devel] Rendering passes question

2012-07-20 Thread Frederic Bouvier
  this could be unified with the classical renderer. What do you
  think about
  that ?
 
 I would probably give more of the range to the far camera e.g.,
 [0.1..1.0]. This would probably work best with a floating point depth
 buffer, but if you do that, you might be able to go back to using
 only
 one pass.
 
 http://outerra.blogspot.fr/2012/06/couple-of-opengl-notes.html has
 some interesting insights into the various approaches.

Would it be usable for the classical renderer ? The ideal situation 
would be that there is shared code here

-Fred

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Re: [Flightgear-devel] Brief test with fgfs RC3 for windows

2012-07-20 Thread Frederic Bouvier
Hi Geoff,

 BUT fgrun retains the paths to the previous
 2.6, like
 C:\Program Files\FlightGear\bin\Win64\fgfs.exe
 C:\Program Files\FlightGear\data
 I had to manually change these...

This should be fixed by the last commit to fgrun

Regards,
-Fred

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Re: [Flightgear-devel] 2.8-RC3 Startup Failure for Unknown Reasons

2012-07-20 Thread Frederic Bouvier
 But as far as I can see this does not help very much.
 It mainly only advises all the DLLS loaded, and is
 not really a stack trace at all...

Not really surprising as we don't generate debug info from the Jenkins builds

Regards,
-Fred

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Re: [Flightgear-devel] Rendering passes question

2012-07-18 Thread Frederic Bouvier
  So, was there a reason we texture and fog during the first pass and
  should I see any unexpected side effects, or can I simply use the
  trivial shaders and get my 12% framerate?
 
 The main reason to render textures at this stage is that textures
 with transparency do change the fragments that are rendered. Calculating
 the fog color seems wrong, but I don't have the sources in front of
 me and gitorious is acting up.

For instance, drawing the bridges without textures will show a wall instead of
the suspension chain, the strands and the iron structure. I had the same 
problem rendering to the shadow map. So you won't see a boat behind through 
the structure or between the strands if you don't render the alpha-tested 
transparency embedded inside textures.

Regards,
-Fred

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

2012-07-12 Thread Frederic Bouvier
 ..this kinda blending looks so good it should IMHO go into the
 current release, even if it means delaying the release.

Delayed 6 month ?

Regards,
-Fred

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Re: [Flightgear-devel] Shader menu structure

2012-06-25 Thread Frederic Bouvier
Hi Gijs,

 De: Gijs de Rooy gijsr...@hotmail.com

 Pushed the dialog fixes yesterday, please report any issues.

Please try this :

- start fg without Rembrandt enabled
- enable atmospheric scattering
- exit fg properly (to record your settings)
- start fg with Rembrandt enabled
- see the problem ;-)

Regards,
-Fred

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[Flightgear-devel] Rembrandt landing lights visible in MP or AI

2012-06-25 Thread Frederic Bouvier
Hi All,

several aircraft have now landing lights in Rembrandt (DR400-jsbsim from PAF, 
c172p, Hurricane, ...). But not all are visible when seen as MP or AI models.
With some changes and the help of Clément, we managed to have that :

http://frbouvi.free.fr/flightsim/fgfs-rembrandt-dr400-multiplay.jpg

To achieve that, the landing light animation was tight to the multiplayer 
properties (/sim/multiplay/generic/float[5] and /sim/multiplay/generic/int[11]) 
in order to show up in other's window.
I tried the same with the c172p but unfortunately, I only see my own light. I 
presume the switch is not set to drive these properties.

It would be cool if we could see other's light in MP.

Regards,
-Fred
http://wiki.flightgear.org/Project_Rembrandt


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Re: [Flightgear-devel] Rembrandt - ATI Radeo HD 7770 XT - Win 7 64-bit

2012-06-17 Thread Frederic Bouvier
Hi Geoff,

 Well since I still get a black screen after iconizing,
 I dropped in some debug output in
 src/Viewer/CameraGroup.cxx, around line 220, code like -
 
 static double last_w = -1.0;
 static double last_h = -1.0;
 void CameraInfo::resize(double w, double h)
 {
 if ((last_w != w)(last_h != h)) {
 printf(Resize from %f,%f to %f,%f\n,
last_w, last_h,
w, h );
 last_w = w;
 last_h = h;
  }
  if (w -- 1.0  h == 1.0)
 return;
  etc
 and re-compiled. Just to see what value it was when
 I iconized...

and ?

[...]
 No more little squares in the corner, 

These are called 'rendering buffers' in the debug menu



[...}
 Still get the lime green haze at certain angles -
 http://geoffair.org/tmp/rembrandt-green3.png
 http://geoffair.org/tmp/rembrandt-green4.png

These are z-fighting between the geometry rendered in the geometry pass and the 
normal buffer incorrectly rendered a second time in the additional light pass. 
These artifacts on terrain are supposed to be past since commit 
http://gitorious.org/fg/simgear/commit/a634d7c3613170aa091bba6e651421e1c6213c90
There could be some remaining on models.

Regards,
-Fred

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Re: [Flightgear-devel] Rembrandt - ATI Radeo HD 2600 XT - Ubuntu 10.04

2012-06-15 Thread Frederic Bouvier
Hi Geoff,

 Glad to hear the HD 7750 works fine in Win 7 64-bits... it seems very
 similar to the HD 7770 so no idea why I have such a bad 'crash' with
 Rembrandt ;=()
 
 Maybe later driver updates, or even as Rembrandt matures... I can
 only hope ;=)) will keep trying now and again, but the completely
 black screen for several seconds is quite frightening...

Do you start FG windowed or full screen ?

-Fred

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Re: [Flightgear-devel] Rembrandt - ATI Radeo HD 2600 XT - Ubuntu 10.04

2012-06-14 Thread Frederic Bouvier
 And none of this explains why Rembrandt CRASHES the
 Radeon HD 7770 - it stops working, and goes into
 auto-recovery - in my Windows 7 64-bit box. Without
 Rembrandt the fps there is 60...

I bought myself a HD7750. The only issue I have under win7 64bit is that the 
fgfs window goes black if I minimize it. First investigation is that OSG open 
another context and reallocate all the resources already opened for the 
displayed window and exhaust memory, switching to pbuffers that are not 
supported by Rembrandt. No machine freeze or crash here.

Regards,
-Fred

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Re: [Flightgear-devel] The next FlightGear release (summer 2012)

2012-06-11 Thread Frederic Bouvier
 The summer release will become v2.8.0. Rembrandt is included but
 disabled by default and announced as an experimental but cool new
 feature.

Rembrandt is not the default renderer and to follow the consensus, 
I won't add a Rembrandt option to fgrun. The braves willing to 
experiment will have to discover the right enabling property.

Regards,
-Fred

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Re: [Flightgear-devel] The next FlightGear release (summer 2012)

2012-06-11 Thread Frederic Bouvier
If I recall correctly, Doom3 used shadow volumes (the famous Carmack's reverse) 
and not shadow mapping.
As the technique was patented by Creative, Carmack had to rewrite it recently 
before making the Doom3 engine Open Source

Regards,
-Fred

- Mail original -
 De: Michael scrat_h...@yahoo.com
 À: FlightGear developers discussions 
 flightgear-devel@lists.sourceforge.net
 Envoyé: Lundi 11 Juin 2012 10:17:33
 Objet: Re: [Flightgear-devel] The next FlightGear release (summer 2012)
 
 I wonder how it was done back in 2002 for Doom3 with OpenGL.
 Doom3 looks great, a huge contrast for ex. to X-Plane which is
 struggling as well to get flicker free shadows.
 
 
 
 
 --- On Fri, 6/8/12, Geoff McLane ubu...@geoffair.info wrote:
 
  From: Geoff McLane ubu...@geoffair.info
  Subject: Re: [Flightgear-devel] The next FlightGear release (summer
  2012)
  To: FlightGear developers discussions
  flightgear-devel@lists.sourceforge.net
  Date: Friday, June 8, 2012, 12:00 PM
  Hi,
  
  FWIIW I would opt for version 2.8
  
  Concerning Rembrandt, it does not work on either
  of my 2 ATI cards - Radeon HD 2600 XT, running Ubuntu
  64-bit, and Windows Vista 32-bit, and a Radeon HD 7700
  series, in Windows 7 64-bit. I think I have tried all
  the options mentioned here...
  
  On the 2600 I usually see the corner buffer images,
  but no shadows. On the 7700 even no corner images,
  and after a certain time the card driver FAILS! I get
  a black screen, but thankfully it auto-recovers ;=()
  
  Oh, and I get about a 50%+ drop in frame rate... and
  at low viewing angles get flashing lime green over
  the foreground...
  
  So yes, for sure mention Rembrandt, but clearly mark it
  as in development ;=))
  
  Is there a list anywhere of cards/drivers it DOES
  work on? If not too expensive maybe I would buy
  and try one ;=)) I seem to remember someone mentioning
  such a listing...
  
  On converting a/c, as I think someone mentioned why
  or how can this be done if the results can not be
  seen on his system! Sort of chicken and egg story...
  
  And for the 2.8 release, assume the MULTIPLE warnings
  will be 'removed', or suppressed, namely -
  
  Failed to create beacon for unknown runway 'KONT 26L OM'
  and about 28 more like this...
  
  Image C:/FG/fgdata/Textures/Water/waves-ver10-nm.dds
  uses compressed textures which cannot be supported on some
  systems.
  Please decompress this texture for improved portability.
  and about 6 more like this...
  
  We should not need to air this dirty washing on a release
  product ;=))!
  
  Regards,
  Geoff.
  
  
  
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Re: [Flightgear-devel] rembrandt

2012-06-11 Thread Frederic Bouvier
Hi Syd,

it looks like not all internal buffers are resized. Maybe you don't have enough 
memory. Try to reduce the shadow map size in the preferences

Rembrandt currently works only with no shader or just the model shader (the 
uber shader)

Regards,
-Fred

- Mail original -
 De: syd adams adams@gmail.com
 À: FlightGear developers discussions 
 flightgear-devel@lists.sourceforge.net
 Envoyé: Dimanche 10 Juin 2012 13:11:29
 Objet: [Flightgear-devel] rembrandt
 
 Thought I'd show the state of rembrandt here .This is on an Acer
 Aspire laptop with ATI Mobility Radeon HD4250 graphics...
 and Ive heard that this current Ubuntu fglrx driver is buggy , but
 haven't successfully installed the latest driver from AMD ...
 maybe its time to go back to a desktop setup , and Nvidia :)
 
 
 http://en.zimagez.com/zimage/screenshot-12-06-10-044654am.php
 
 http://en.zimagez.com/zimage/screenshot-12-06-10-043606am.php
 
 Switching on skydome shader  restores model color .
 Switching off ALL shaders gets me closer to a flyable system.
 
 Im just posting this to show my results here , I still think the card
 buffering is messed up and things might improve
 with an updated driver.
 
 Syd
 
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Re: [Flightgear-devel] Windows crash

2012-06-08 Thread Frederic Bouvier
Does Jenkins build exhibit that problem ? 

Regards, 
-Fred 

- Mail original -

 De: Alan Teeder ajtee...@v-twin.org.uk
 À: FlightGear developers discussions
 flightgear-devel@lists.sourceforge.net
 Envoyé: Vendredi 8 Juin 2012 17:51:18
 Objet: Re: [Flightgear-devel] Windows crash

 From: Alan Teeder
 Sent: Tuesday, June 05, 2012 5:28 PM
 To: Flightgear-devel@lists.sourceforge.net
 Subject: [Flightgear-devel] Windows crash

 With the latest git FG is crashing whilst the splash screen is shown.
 I have tried with several aircraft including C172p
 If I revert the following all runs normally.

 “commit 642735ab18421db87a07d6841dd720fd4615bfff
 Author: Erik Hofman
 Date: Wed May 30 08:39:04 2012 +0200
 sync with JSB JSBSim CVS”

 My configuration is MSVC 2008, 32bit build, Windows 7.

 Unfortunately I have been unable to even start FG from a MSVC debug
 build, and the only clue I can give is that MSVC reports that the
 crash is in free.c (part of MSVC)

 Sorry for the report

 Alan

 --

 This is not fixed by today´s patch
 commit a237fa6a4c4de304223f36f2123a40cf51d0cf99
 Author: ThorstenB
 Date: Fri Jun 8 15:13:04 2012 +0200

 Harald JOHNSEN: Prevent a crash during startup.

 Alan

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Re: [Flightgear-devel] Windows crash

2012-06-08 Thread Frederic Bouvier
I had a startup crash on jsbsim just after the update. A clean solved the 
problem 

-Fred 

- Mail original -

 De: Alan Teeder ajtee...@v-twin.org.uk
 À: FlightGear developers discussions
 flightgear-devel@lists.sourceforge.net
 Envoyé: Vendredi 8 Juin 2012 19:06:50
 Objet: Re: [Flightgear-devel] Windows crash

 Fred

 The Jenkins build runs fine, have tested with several aircraft.

 I am still using VS2008, with
 fgfs-win32-VS90-3rdParty+OSG-20110911.zip from
 ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32/old/ .

 I have tried a complete clean cmake and compile with the same
 results. Reverting the JSBsim update commit clears the crash, which
 occurs just after “loading scenario ´nimitz_demo’” is reported, but
 before “/sim/signals/fdm-initialized” is reported.

 Alan

 From: Frederic Bouvier
 Sent: Friday, June 08, 2012 5:32 PM
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Windows crash

 Does Jenkins build exhibit that problem ?

 Regards,
 -Fred

 - Mail original -

  De: Alan Teeder ajtee...@v-twin.org.uk
 
  À: FlightGear developers discussions
  flightgear-devel@lists.sourceforge.net
 
  Envoyé: Vendredi 8 Juin 2012 17:51:18
 
  Objet: Re: [Flightgear-devel] Windows crash
 

  From: Alan Teeder
 
  Sent: Tuesday, June 05, 2012 5:28 PM
 
  To: Flightgear-devel@lists.sourceforge.net
 
  Subject: [Flightgear-devel] Windows crash
 

  With the latest git FG is crashing whilst the splash screen is
  shown.
  I have tried with several aircraft including C172p
 
  If I revert the following all runs normally.
 

  “commit 642735ab18421db87a07d6841dd720fd4615bfff
 
  Author: Erik Hofman
 
  Date: Wed May 30 08:39:04 2012 +0200
 
  sync with JSB JSBSim CVS”
 

  My configuration is MSVC 2008, 32bit build, Windows 7.
 

  Unfortunately I have been unable to even start FG from a MSVC debug
  build, and the only clue I can give is that MSVC reports that the
  crash is in free.c (part of MSVC)
 

  Sorry for the report
 

  Alan
 

  --
 

  This is not fixed by today´s patch
 
  commit a237fa6a4c4de304223f36f2123a40cf51d0cf99
 
  Author: ThorstenB
 
  Date: Fri Jun 8 15:13:04 2012 +0200
 

  Harald JOHNSEN: Prevent a crash during startup.
 

  Alan
 

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

2012-05-23 Thread Frederic Bouvier
Hi Stuart,

 De: Stuart Buchanan
 
 On Wed, May 23, 2012 at 2:38 PM, Björn Kesten wrote:
  Would trimming down building variety help?
 
 Unfortunately not.  Individual buildings aren't instantiations
 of a small number of objects, as the random vegetation is.
 
 Instead, a huge group of buildings are a single OSG object,
 which limits the OSG overhead and means they are very
 efficient to render.

There is an OpenGL feature that is available in OSG : you can instantiate the 
same geometry multiple times. You prepare the geometry once and when adding the 
primitive set (IIRC) you specify an optional number of instances. The vertex 
shader is call the number of instance specified times with a predefined uniform 
gl_InstanceID set from 1 to n. Of course, as you don't want your geometry draw 
n times at the same place, you have to compute the placement of objects inside 
the vertex shader using gl_InstanceID. Either you compute placement with an 
algorithm inside the shader, or you provide a matrix array uniform that you can 
index with gl_InstanceID.

see http://www.opengl.org/wiki/Vertex_Specification#Instancing for a less 
nebulous explanation ;)

Regards,
-Fred

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Re: [Flightgear-devel] Regional textures merge request

2012-05-15 Thread Frederic Bouvier
Hi Thorsten,

 Quick question to Stuart:
 
 Currently the conditionals for texture selection are done using
 /position/longitude-deg,... i.e. aircraft position. The actual tile
 position however is different from that by the visibility and an
 direction, which makes for some uncertainty.
 
 So, it'd be more consistent to place a condition on the position of
 the tile to be loaded rather than the aircraft - is that information
 exposed somewhere (or would it be difficult to do that)?

I suspect that special keywords in the format of the material file and 
a change in the tile loader are required to do that.

Regards,
-Fred

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[Flightgear-devel] Head-up: several Rembrandt changes

2012-05-12 Thread Frederic Bouvier
I pushed several commit to the Rembrandt renderer to improve configurability. 
One is a breaking change that model designer should be aware of : the rembrandt
related properties have been moved to a dedicated branch to tidy things a bit.
So we now have :

/sim/rendering/rembrandt/enabled instead of /sim/rendering/rembrandt
/sim/rendering/rembrandt/use-color-for-depth instead of 
/sim/rendering/use-color-for-depth

Shadow properties are untouched. Aircraft in the base package have been updated.

Operations are now described in an XML file : Effects/default-pipeline.xml and 
a new option
--renderer= allow to specify another.

That allow me to add SSAO and bloom that are now fully XML and shaders.

Tell me if I broke something

Regards,
-Fred
http://wiki.flightgear.org/Project_Rembrandt


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Re: [Flightgear-devel] Head-up: several Rembrandt changes

2012-05-12 Thread Frederic Bouvier
 On 12 May 2012, at 14:37, Frederic Bouvier wrote:
 
  Tell me if I broke something
 
 All working here on Mac, with and without rembrandt enabled on Mac.
 
 BTW should there be any performance changes from this or other
 changes?

There are 2 more effects that result in 6 full screen passes. But these passes 
are done on 1/16th of the screen (1/4th resolution), so there should be minimal 
impact.

Ambient occlusion effect can be disabled by setting 
/sim/rendering/rembrandt/ambient-occlusion-buffers to false.

Bloom effect can be disabled by setting /sim/remdering/rembrandt/bloom-buffers 
to false.

These 2 properties are only read at setup time. If they are set to true, during 
runtime, it is possible to set theses effects on and off by playing with 
/sim/rendering/rembrandt/ambient-occlusion (for now available in the debug 
menu) and /sim/rendering/rembrandt/bloom. An update to the rendering dialog 
would be welcome (no need to ask permission ;-) )

Both effect use a generic blur effect that could be used to implement light 
streaks. Left as exercise for who wants to try.

Regards,
-Fred

PS: James, for Jenkins slave seems to be dead.

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

2012-05-03 Thread Frederic Bouvier
 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

having 2 passes is a kind of optimization if done well : first pass rendered 
with no fancy stuff initialize the depth buffer so that fancy stuff is 
only computed on visible fragments, because early z-culling can occur.

Regards,
-Fred

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

2012-05-02 Thread Frederic Bouvier
 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

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

2012-05-02 Thread Frederic Bouvier
 On Wed, May 2, 2012 at 9:53 AM, Frederic Bouvier wrote:
  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
 
 In fact, I used just this ability last night  to modify the
 model-default.eff techniques to add an emissive layer for 
 the random buildings. See Effects/buildings.eff

I hope you added a comment saying that you rely on the numbering of 
some other technique. 
I see the maintenance nightmare coming very soon.

Regards,
-Fred

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Re: [Flightgear-devel] Trouble compiling FG on Ubuntu 12.04 64

2012-05-02 Thread Frederic Bouvier
Hi Chris,

 Hi all!
 
 This is my first mail on this list, so please forgive me
 newbie-mistakes. :)
 I've posted this request for help on the forum and had no luck with
 it.
 No one answered. So, I'll try here. I hope I'm no bother...
 http://www.flightgear.org/forums/viewtopic.php?f=45t=16180
 
 My problem:
 I've tried to update my fgfs with brisas script for Debian/Ubuntu, as
 I
 did for years now... Sometimes there are problems, and compilation
 aborts. Most of the time I'm able to fix them myself, but this time,
 I
 don't even know, what the problem is, or if it is a problem...
 
 In the attachment you'll find the complete output of the compilation
 of OSG, SIMGEAR and FGFS. I wasn't sure if only the output of FGFS would
 be enough. OSG and SG built fine, no errors. Only some mysterious
 warnings, that some lib couldn't be found, but didn't seem to be a
 problem. So, I suggest you skip to the lower end of the file (~line
 1450) and look for FGFS-compilation. In essence the following lines
 appear and bring make to a halt, funnily it continues to build
 after that, and halt with some similar lines:
 
 `.text._ZN3osg13TemplateArrayINS_5Vec3fELNS_5Array4TypeE10ELi3ELi5126EED2Ev'
 referenced in section
 `.text._ZN3osg13TemplateArrayINS_5Vec3fELNS_5Array4TypeE10ELi3ELi5126EED1Ev[osg::TemplateArrayosg::Vec3f,
 (osg::Array::Type)10, 3, 5126::~TemplateArray()]'
 of
 /media/myfiles/software/games/FlightGear/git/install/simgear/lib/libsgtgdb.a(SGOceanTile.cxx.o):
 defined in discarded section
 `.text._ZN3osg13TemplateArrayINS_5Vec3fELNS_5Array4TypeE10ELi3ELi5126EED2Ev[_ZN3osg13TemplateArrayINS_5Vec3fELNS_5Array4TypeE10ELi3ELi5126EED5Ev]'
 of
 /media/myfiles/software/games/FlightGear/git/install/simgear/lib/libsgtgdb.a(SGOceanTile.cxx.o)
 `.text._ZN3osg13TemplateArrayINS_5Vec2fELNS_5Array4TypeE9ELi2ELi5126EED2Ev'
 referenced in section
 `.text._ZN3osg13TemplateArrayINS_5Vec2fELNS_5Array4TypeE9ELi2ELi5126EED1Ev[osg::TemplateArrayosg::Vec2f,
 (osg::Array::Type)9, 2, 5126::~TemplateArray()]'
 of
 /media/myfiles/software/games/FlightGear/git/install/simgear/lib/libsgtgdb.a(SGOceanTile.cxx.o):
 defined in discarded section
 `.text._ZN3osg13TemplateArrayINS_5Vec2fELNS_5Array4TypeE9ELi2ELi5126EED2Ev[_ZN3osg13TemplateArrayINS_5Vec2fELNS_5Array4TypeE9ELi2ELi5126EED5Ev]'
 of
 /media/myfiles/software/games/FlightGear/git/install/simgear/lib/libsgtgdb.a(SGOceanTile.cxx.o)
 `.text._ZN3osg13TemplateArrayINS_5Vec4fELNS_5Array4TypeE11ELi4ELi5126EED2Ev'
 referenced in section
 `.text._ZN3osg13TemplateArrayINS_5Vec4fELNS_5Array4TypeE11ELi4ELi5126EED1Ev[osg::TemplateArrayosg::Vec4f,
 (osg::Array::Type)11, 4, 5126::~TemplateArray()]'
 of
 /media/myfiles/software/games/FlightGear/git/install/simgear/lib/libsgtgdb.a(SGOceanTile.cxx.o):
 defined in discarded section
 `.text._ZN3osg13TemplateArrayINS_5Vec4fELNS_5Array4TypeE11ELi4ELi5126EED2Ev[_ZN3osg13TemplateArrayINS_5Vec4fELNS_5Array4TypeE11ELi4ELi5126EED5Ev]'
 of
 /media/myfiles/software/games/FlightGear/git/install/simgear/lib/libsgtgdb.a(SGOceanTile.cxx.o)
 collect2: ld gab 1 als Ende-Status zurück make[2]: ***
 [utils/fgviewer/fgviewer] Fehler 1 make[1]: ***
 [utils/fgviewer/CMakeFiles/fgviewer.dir/all] Fehler 2 make[1]: ***
 Warte auf noch nicht beendete Prozesse... [ 31%] Building CXX object
 utils/GPSsmooth/CMakeFiles/MIDGsmooth.dir/MIDG_main.cxx.o
 
 
 I hope someone recognizes these lines, or knows, what the problem
 might be - I'd love to get back to 2.7!!! :)

These messages are link error. Did you do a 'make clean' on all OSG, SG et FG ?
My guess is that some files could be compiled with on version of gcc and some 
with another.

Regards,
-Fred

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Re: [Flightgear-devel] Trouble compiling FG on Ubuntu 12.04 64

2012-05-02 Thread Frederic Bouvier
Hi Chris,

 
 Am Wed, 2 May 2012 14:25:09 +0200 (CEST)
 schrieb Frederic Bouvier fredfgf...@free.fr:
 
  
  These messages are link error. Did you do a 'make clean' on all
  OSG,
  SG et FG ? My guess is that some files could be compiled with on
  version of gcc and some with another.
  
  Regards,
  -Fred
  
 
 Hi Fred!
 
 Thanks for your answer!
 To my knowledge, I didn't! I also don't know, what this option (make
 clean) is there for :)
 But I believe these were compiled with the same version of gcc -
 unless
 I have multiple versions installed, and the script uses multiply
 versions by design... Seems a bit unlikely to me, but I'm not sure at
 all.
 
 How can I find out?

'make clean' means deleting all generated files and redoing the whole build
from scratch, not relying on a previous build.

You may change compiler version if you enable OS updates.

Regards,
-Fred

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[Flightgear-devel] Rembrandt on old cards

2012-05-01 Thread Frederic Bouvier
This is an update on my efforts to make rembrandt work on not so new GPU.
I managed to make Rembrandt work on my NVidia 7600GT (on Debian Wheezy) with 
the following settings :

--enable-rembrandt
--prop:/sim/rendering/shadows/enabled=true
--prop:/sim/rendering/shadows/num-cascades=1
--prop:/sim/rendering/shadows/cascade-far-m=50
--prop:/sim/rendering/shadows/map-size=2048
--prop:/sim/rendering/shadows/filtering=2 (or 1 for no filtering)
--prop:/sim/rendering/use-color-for-depth=true

Last one is new and only work at startup.
There is only one cascade possible for the moment. Another value will lead to 
shader errors. The shadow map distance can be changed at runtime. 5 is best for 
cockpit view. 50 for outside view of the plane, 500 for the near terminals, or 
any other value you prefer. Filtering 2 is also available.

I realize that all these cryptic options are not user friendly to casual users, 
so I am open to suggestions for improving the friendliness of these settings.

Regards,
-Fred
http://wiki.flightgear.org/Project_Rembrandt


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