Re: [Flightgear-devel] [Rembrandt] the plan
Frederic Bouvier wrote: This shader error affects shadow rendering and for now, I don't have a replacement. The only thing I can propose for this kind of card, is to disable shadow rendering : --prop:/sim/rendering/shadows/enabled=false Here's your weekly screenshot from 1 hour old GIT: jive: 11:14:57 ~ find .fgfs* find: No match. jive: 11:15:06 ~ env | grep \^FG FG_HOME=/opt/FlightGear FG_ROOT=/home/martin/SCM/FlightGear/fgdata jive: 11:15:10 ~ fgfs --timeofday=noon --enable-rembrandt --prop:/sim/rendering/shaders/quality-level=0 --prop:/sim/rendering/shaders/skydome=false --prop:/sim/rendering/random-vegetation=0 --prop:/sim/rendering/no-16bit-buffer=true --prop:/sim/rendering/shadows/enabled=false|tee fgfs-rembrandt_03.txt http://foxtrot.mgras.net/bitmap/FGFS/fgfs-rembrandt_03.png http://foxtrot.mgras.net/bitmap/FGFS/fgfs-rembrandt_03.txt Reminder, this is on stable Debian Linux/AMD64, Nvidia GeForce 7950 GT, closed source driver version 295.40. Cheers, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- -- For Developers, A Lot Can Happen In A Second. Boundary is the first to Know...and Tell You. Monitor Your Applications in Ultra-Fine Resolution. Try it FREE! http://p.sf.net/sfu/Boundary-d2dvs2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [Rembrandt] the plan
Ignoring the horrible artifacts for a moment, I think we need at least one more mip level on the instrument faces for the 172. Even at that low resolution they are very blurry. On Mon, Apr 16, 2012 at 9:24 PM, Martin Spott martin.sp...@mgras.net wrote: Frederic Bouvier wrote: This shader error affects shadow rendering and for now, I don't have a replacement. The only thing I can propose for this kind of card, is to disable shadow rendering : --prop:/sim/rendering/shadows/enabled=false Here's your weekly screenshot from 1 hour old GIT: jive: 11:14:57 ~ find .fgfs* find: No match. jive: 11:15:06 ~ env | grep \^FG FG_HOME=/opt/FlightGear FG_ROOT=/home/martin/SCM/FlightGear/fgdata jive: 11:15:10 ~ fgfs --timeofday=noon --enable-rembrandt --prop:/sim/rendering/shaders/quality-level=0 --prop:/sim/rendering/shaders/skydome=false --prop:/sim/rendering/random-vegetation=0 --prop:/sim/rendering/no-16bit-buffer=true --prop:/sim/rendering/shadows/enabled=false|tee fgfs-rembrandt_03.txt http://foxtrot.mgras.net/bitmap/FGFS/fgfs-rembrandt_03.png http://foxtrot.mgras.net/bitmap/FGFS/fgfs-rembrandt_03.txt Reminder, this is on stable Debian Linux/AMD64, Nvidia GeForce 7950 GT, closed source driver version 295.40. Cheers, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- -- For Developers, A Lot Can Happen In A Second. Boundary is the first to Know...and Tell You. Monitor Your Applications in Ultra-Fine Resolution. Try it FREE! http://p.sf.net/sfu/Boundary-d2dvs2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- For Developers, A Lot Can Happen In A Second. Boundary is the first to Know...and Tell You. Monitor Your Applications in Ultra-Fine Resolution. Try it FREE! http://p.sf.net/sfu/Boundary-d2dvs2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [Rembrandt] the plan
De: Martin Spott Frederic Bouvier wrote: This shader error affects shadow rendering and for now, I don't have a replacement. The only thing I can propose for this kind of card, is to disable shadow rendering : --prop:/sim/rendering/shadows/enabled=false Here's your weekly screenshot from 1 hour old GIT: jive: 11:14:57 ~ find .fgfs* find: No match. jive: 11:15:06 ~ env | grep \^FG FG_HOME=/opt/FlightGear FG_ROOT=/home/martin/SCM/FlightGear/fgdata jive: 11:15:10 ~ fgfs --timeofday=noon --enable-rembrandt --prop:/sim/rendering/shaders/quality-level=0 --prop:/sim/rendering/shaders/skydome=false --prop:/sim/rendering/random-vegetation=0 --prop:/sim/rendering/no-16bit-buffer=true --prop:/sim/rendering/shadows/enabled=false|tee fgfs-rembrandt_03.txt http://foxtrot.mgras.net/bitmap/FGFS/fgfs-rembrandt_03.png http://foxtrot.mgras.net/bitmap/FGFS/fgfs-rembrandt_03.txt Reminder, this is on stable Debian Linux/AMD64, Nvidia GeForce 7950 GT, closed source driver version 295.40. Although the shadows are disabled, the shadow map is allocated in case you want to see them in flight. To save memory, add --prop:/sim/rendering/shadows/map-size=2 to your list of starting options (instead of 4096 by default). I also updated base effects, so you can try with an updated fgdata. I have crash on my 7600GT that seem related to VASI (and point sprite). I also have the rather harsh fog that seem to improve by increasing visibility (z key). Regards, -Fred -- For Developers, A Lot Can Happen In A Second. Boundary is the first to Know...and Tell You. Monitor Your Applications in Ultra-Fine Resolution. Try it FREE! http://p.sf.net/sfu/Boundary-d2dvs2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [Rembrandt] the plan
De: Martin Spott Frederic Bouvier wrote: You can try the last code with --prop:/sim/rendering/no-16bit-buffer=true jive: 12:18:06 ~ find .fgfs* find: No match. jive: 12:18:17 ~ env | grep \^FG FG_HOME=/opt/FlightGear FG_ROOT=/home/martin/SCM/FlightGear/fgdata jive: 12:18:19 ~ fgfs --prop:/sim/rendering/shaders/quality-level=0 --timeofday=noon --enable-rembrandt --prop:/sim/rendering/no-16bit-buffer=true Starts with a funnily flickerling splash screen and results in this image - still not perfect, but a lot better now: http://foxtrot.mgras.net/bitmap/FGFS/fgfs-rembrandt_02.png Log: http://foxtrot.mgras.net/bitmap/FGFS/fgfs-rembrandt_02.txt This shader error affects shadow rendering and for now, I don't have a replacement. The only thing I can propose for this kind of card, is to disable shadow rendering : --prop:/sim/rendering/shadows/enabled=false this property is settable at run time. It can also help people with performance problems. Regards, -Fred -- Better than sec? Nothing is better than sec when it comes to monitoring Big Data applications. Try Boundary one-second resolution app monitoring today. Free. http://p.sf.net/sfu/Boundary-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [Rembrandt] the plan
Frederic Bouvier wrote: You can try the last code with --prop:/sim/rendering/no-16bit-buffer=true jive: 12:18:06 ~ find .fgfs* find: No match. jive: 12:18:17 ~ env | grep \^FG FG_HOME=/opt/FlightGear FG_ROOT=/home/martin/SCM/FlightGear/fgdata jive: 12:18:19 ~ fgfs --prop:/sim/rendering/shaders/quality-level=0 --timeofday=noon --enable-rembrandt --prop:/sim/rendering/no-16bit-buffer=true Starts with a funnily flickerling splash screen and results in this image - still not perfect, but a lot better now: http://foxtrot.mgras.net/bitmap/FGFS/fgfs-rembrandt_02.png Log: http://foxtrot.mgras.net/bitmap/FGFS/fgfs-rembrandt_02.txt Cheers, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- -- This SF email is sponsosred by: Try Windows Azure free for 90 days Click Here http://p.sf.net/sfu/sfd2d-msazure ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [Rembrandt] the plan
De: Martin Spott Frederic Bouvier wrote: You can try the last code with --prop:/sim/rendering/no-16bit-buffer=true jive: 12:18:06 ~ find .fgfs* find: No match. jive: 12:18:17 ~ env | grep \^FG FG_HOME=/opt/FlightGear FG_ROOT=/home/martin/SCM/FlightGear/fgdata jive: 12:18:19 ~ fgfs --prop:/sim/rendering/shaders/quality-level=0 --timeofday=noon --enable-rembrandt --prop:/sim/rendering/no-16bit-buffer=true Starts with a funnily flickerling splash screen and results in this image - still not perfect, but a lot better now: http://foxtrot.mgras.net/bitmap/FGFS/fgfs-rembrandt_02.png Log: http://foxtrot.mgras.net/bitmap/FGFS/fgfs-rembrandt_02.txt There is still a problem with the lighting shader, but the fbo problem went away Regards, -Fred -- This SF email is sponsosred by: Try Windows Azure free for 90 days Click Here http://p.sf.net/sfu/sfd2d-msazure ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [Rembrandt] the plan
On Sat, 31 Mar 2012 23:25:02 +0200 (CEST), Frederic wrote in message 19021583.88966983.1333229102979.javamail.r...@zimbra59-e10.priv.proxad.net: The light animation is now functional. As an example, the airport light pole has been converted, and is visible near the maintenance building at KSFO. A new option: /sim/rendering/no-16bit-buffer=true is available for GPU that emit 0x8cda at FBO setup. It should produce ugly specular though. ..is this a viable test method idea to test e.g. radeon and nouveau video driver support for shader etc FG rendering extensions that is supported by Nvidea drivers? ..developers might use it e.g. to check new shaders for X video driver support without having to reboot to try the relevant video drivers, and us common users might use it to automatically setup the optimum hardware rendering, and use software rendering only for screen shots when pausing FG, or for benchmarking. -- ..med vennlig hilsen = with Kind Regards from Arnt Karlsen ...with a number of polar bear hunters in his ancestry... Scenarios always come in sets of three: best case, worst case, and just in case. -- This SF email is sponsosred by: Try Windows Azure free for 90 days Click Here http://p.sf.net/sfu/sfd2d-msazure ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [Rembrandt] the plan
On 30 Mar 2012, at 16:03, Frederic Bouvier wrote: The lighting problem has been fixed and the shadows are in since this morning. Shadow resolution is configurable in the preferences by changing /sim/rendering/shadows/map-size before starting fgfs. Basically works here, but the shadow seems to be drawn with Z-fighting: http://files.goneabitbursar.com/fg/rembdrandt-shadows-ati5770-mac.png If I move the aircraft, I can see the whole shadow is defined, but sometimes being drawn underneath the terrain surface. Ati 5770 Mac as before. Changing the shadow map size from 4096 to 8192 didn't make any difference to the issue. James -- This SF email is sponsosred by: Try Windows Azure free for 90 days Click Here http://p.sf.net/sfu/sfd2d-msazure ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [Rembrandt] the plan
P.S.: If you'd like me to test on the Nvidia 7950 GT again, please yell at me. You can try the last code with --prop:/sim/rendering/no-16bit-buffer=true Regards, -Fred -- This SF email is sponsosred by: Try Windows Azure free for 90 days Click Here http://p.sf.net/sfu/sfd2d-msazure ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [Rembrandt] the plan
The light animation is now functional. As an example, the airport light pole has been converted, and is visible near the maintenance building at KSFO. A new option: /sim/rendering/no-16bit-buffer=true is available for GPU that emit 0x8cda at FBO setup. It should produce ugly specular though. Regards, -Fred The lighting problem has been fixed and the shadows are in since this morning. Shadow resolution is configurable in the preferences by changing /sim/rendering/shadows/map-size before starting fgfs. I'll try to add a listener to make it settable at run-time. Next step will be to add lighting example in the repository. Martin: I know you prefer to handle shared model modification but I would like to commit a quick example : the apt-light model. So please forgive me :) The first batch of sources has been pushed to gitorious. These commits are intended mainly to check that the classical (forward) renderer is not broken and works as usual. They will also permit one to challenge his GPU and see how it behaves in front of the beast. In the plan exposed previously (see below), I skipped step 3. (define an XML format for a configurable renderer) as it appears to be more involved than expected. So what you have is a buggy step 5. :) Buggy because for some reason, sun light depends on the orientation of the camera. But you should get an image. The Rembrandt renderer is enabled with the --enable-rembrandt option. *ALL SHADERS SHOULD BE SET TO OFF* unless someone want to begin to convert other shaders. Now that the introduction of Rembrandt next, provided that the current operation is retained, has been accepted, it is time to outline the plan that I intend to apply: 1. update SimGear with additions made on the effects and animations (done). The changes include the creation of positioned uniforms, ie on which applies a MODELVIEW matrix transformation, which serve to indicate the position of light sources in the shaders, and light animations (spot and point). 2. modify the Renderer class to separate from the scenegraph, terrain and models on one hand, the skydome and stars on the other, and finally the clouds. These three elements are passed to the CameraGroup class in order to be treated separately in the new rendering engine (and put together in the current one). 3. define an XML format for describing the two possible rendering pipelines (the current and new). The format will introduce optional elements (such as shadows, ambient occlusion, glow). 4. modify the base effects for defining the techniques that apply to one or the other renderers (a request for assistance has already been sent to prepare the work and ensure that existing effects does not apply to new rendering mode). 5. implement in the new rendering engine the basic lighting equation (ambient + diffuse + specular) 6. add the shadows 7. add light management 8. with the help of Thorsten, add atmospheric scattering, haze and the light field 9. add the ancillary effects (ambient occlusion and glow) 10. help migrate models and effects I certainly forgot something. Let the discussion plug the holes -- This SF email is sponsosred by: Try Windows Azure free for 90 days Click Here http://p.sf.net/sfu/sfd2d-msazure ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [Rembrandt] the plan
The lighting problem has been fixed and the shadows are in since this morning. Shadow resolution is configurable in the preferences by changing /sim/rendering/shadows/map-size before starting fgfs. I'll try to add a listener to make it settable at run-time. Next step will be to add lighting example in the repository. Martin: I know you prefer to handle shared model modification but I would like to commit a quick example : the apt-light model. So please forgive me :) Regards, -Fred The first batch of sources has been pushed to gitorious. These commits are intended mainly to check that the classical (forward) renderer is not broken and works as usual. They will also permit one to challenge his GPU and see how it behaves in front of the beast. In the plan exposed previously (see below), I skipped step 3. (define an XML format for a configurable renderer) as it appears to be more involved than expected. So what you have is a buggy step 5. :) Buggy because for some reason, sun light depends on the orientation of the camera. But you should get an image. The Rembrandt renderer is enabled with the --enable-rembrandt option. *ALL SHADERS SHOULD BE SET TO OFF* unless someone want to begin to convert other shaders. Now that the introduction of Rembrandt next, provided that the current operation is retained, has been accepted, it is time to outline the plan that I intend to apply: 1. update SimGear with additions made on the effects and animations (done). The changes include the creation of positioned uniforms, ie on which applies a MODELVIEW matrix transformation, which serve to indicate the position of light sources in the shaders, and light animations (spot and point). 2. modify the Renderer class to separate from the scenegraph, terrain and models on one hand, the skydome and stars on the other, and finally the clouds. These three elements are passed to the CameraGroup class in order to be treated separately in the new rendering engine (and put together in the current one). 3. define an XML format for describing the two possible rendering pipelines (the current and new). The format will introduce optional elements (such as shadows, ambient occlusion, glow). 4. modify the base effects for defining the techniques that apply to one or the other renderers (a request for assistance has already been sent to prepare the work and ensure that existing effects does not apply to new rendering mode). 5. implement in the new rendering engine the basic lighting equation (ambient + diffuse + specular) 6. add the shadows 7. add light management 8. with the help of Thorsten, add atmospheric scattering, haze and the light field 9. add the ancillary effects (ambient occlusion and glow) 10. help migrate models and effects I certainly forgot something. Let the discussion plug the holes Regards, -Fred http://wiki.flightgear.org/Project_Rembrandt -- Keep Your Developer Skills Current with LearnDevNow! The most comprehensive online learning library for Microsoft developers is just $99.99! Visual Studio, SharePoint, SQL - plus HTML5, CSS3, MVC3, Metro Style Apps, more. Free future releases when you subscribe now! http://p.sf.net/sfu/learndevnow-d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- This SF email is sponsosred by: Try Windows Azure free for 90 days Click Here http://p.sf.net/sfu/sfd2d-msazure ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- This SF email is sponsosred by: Try Windows Azure free for 90 days Click Here http://p.sf.net/sfu/sfd2d-msazure ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [Rembrandt] the plan
Frederic Bouvier wrote: Martin: I know you prefer to handle shared model modification I've retired from handling _any_ sort of model stuff, therefore I'm not the one to negotiiate with any more ;-) Cheers, Martin. P.S.: If you'd like me to test on the Nvidia 7950 GT again, please yell at me. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- -- This SF email is sponsosred by: Try Windows Azure free for 90 days Click Here http://p.sf.net/sfu/sfd2d-msazure ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [Rembrandt] the plan
Frederic Bouvier wrote: The Rembrandt renderer is enabled with the --enable-rembrandt option. *ALL SHADERS SHOULD BE SET TO OFF* unless someone want to begin to convert other shaders. On Linux Debian/AMD64 (6.0) using Nvidia's 295.33 driver and a one-hour old GIT checkout plus this: jive: 11:05:16 ~ find .fgfs* # - make sure no autosave-cruft present find: No match. jive: 11:05:18 ~ env | grep \^FG FG_HOME=/opt/FlightGear # - binary install prefix FG_ROOT=/home/martin/SCM/FlightGear/fgdata # - Base Package jive: 11:05:22 ~ fgfs --prop:/sim/rendering/shaders/quality-level=0 --timeofday=noon --enable-rembrandt I'm getting a picture like this: http://foxtrot.mgras.net/bitmap/FGFS/fgfs-rembrandt_01.png Without Rembrandt everything looks as usual. Cheers, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- -- This SF email is sponsosred by: Try Windows Azure free for 90 days Click Here http://p.sf.net/sfu/sfd2d-msazure ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [Rembrandt] the plan
Martin Spott wrote: http://foxtrot.mgras.net/bitmap/FGFS/fgfs-rembrandt_01.png Default console output is here - nothing particularly exciting: http://foxtrot.mgras.net/bitmap/FGFS/fgfs-rembrandt_01.txt Cheers, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- -- This SF email is sponsosred by: Try Windows Azure free for 90 days Click Here http://p.sf.net/sfu/sfd2d-msazure ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [Rembrandt] the plan
Hi Martin, - Mail original - De: Martin Spott Martin Spott wrote: http://foxtrot.mgras.net/bitmap/FGFS/fgfs-rembrandt_01.png Default console output is here - nothing particularly exciting: http://foxtrot.mgras.net/bitmap/FGFS/fgfs-rembrandt_01.txt The interesting part is here : RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cda Warning: RenderStage::runCameraSetUp(State) Pbuffer does not support multiple color outputs. Warning: RenderStage::runCameraSetUp(State) Pbuffer does not support multiple color outputs. Warning: RenderStage::runCameraSetUp(State) Pbuffer does not support multiple color outputs. 0x8cda is FRAMEBUFFER_INCOMPLETE_FORMATS_EXT Can you check that your card support extension ARB_texture_rg ( glxinfo | grep ARB_texture_rg ) ? What kind of NVidia card is it ? Regards, -Fred -- This SF email is sponsosred by: Try Windows Azure free for 90 days Click Here http://p.sf.net/sfu/sfd2d-msazure ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [Rembrandt] the plan
Frederic Bouvier wrote: Can you check that your card support extension ARB_texture_rg ( glxinfo | grep ARB_texture_rg ) ? jive: 11:40:31 ~ glxinfo | grep -1 ARB_texture_rg GL_ARB_texture_mirrored_repeat, GL_ARB_texture_non_power_of_two, GL_ARB_texture_rectangle, GL_ARB_texture_rg, GL_ARB_texture_storage, GL_ARB_texture_swizzle, GL_ARB_timer_query, GL_ARB_transpose_matrix, What kind of NVidia card is it ? GeForce 7950 GT. Cheers, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- -- This SF email is sponsosred by: Try Windows Azure free for 90 days Click Here http://p.sf.net/sfu/sfd2d-msazure ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [Rembrandt] the plan
What is the exact g-buffer format rembrandt tries to set up? NV4x/NV5x have some serious restrictions. 1 attachment is RG16 (normals.xy) 2 attachments are RGBA8 (diffuse color, and monochrome specular, emissive and shininess) 1 GL_DEPTH_COMPONENT32 (depth) Regards, -Fred -- This SF email is sponsosred by: Try Windows Azure free for 90 days Click Here http://p.sf.net/sfu/sfd2d-msazure ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [Rembrandt] the plan
On 26 Mar 2012, at 21:05, Frederic Bouvier wrote: I presume I am drawing to the front buffer instead of the back buffer Same here on Mac/Ati BTW, I did guess it was a temporary draw to the wrong buffer. James -- This SF email is sponsosred by: Try Windows Azure free for 90 days Click Here http://p.sf.net/sfu/sfd2d-msazure ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [Rembrandt] the plan
Tested under Gentoo with a Radeon HD 4670 and the fglrx driver: Works. Render previews show up and the overall performance is nice. I also ran a short test with the opensource radeon driver. There, the GLSL version 1.3 was too much for it. I got a picture however. Can't wait to see the render previews combined :) Chris Frederic Bouvier wrote: The first batch of sources has been pushed to gitorious. These commits are intended mainly to check that the classical (forward) renderer is not broken and works as usual. They will also permit one to challenge his GPU and see how it behaves in front of the beast. In the plan exposed previously (see below), I skipped step 3. (define an XML format for a configurable renderer) as it appears to be more involved than expected. So what you have is a buggy step 5. :) Buggy because for some reason, sun light depends on the orientation of the camera. But you should get an image. The Rembrandt renderer is enabled with the --enable-rembrandt option. *ALL SHADERS SHOULD BE SET TO OFF* unless someone want to begin to convert other shaders. Regards, -Fred -- This SF email is sponsosred by: Try Windows Azure free for 90 days Click Here http://p.sf.net/sfu/sfd2d-msazure ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [Rembrandt] the plan
Am 25.03.2012 19:49, schrieb Frederic Bouvier: The Rembrandt renderer is enabled with the --enable-rembrandt option. *ALL SHADERS SHOULD BE SET TO OFF* unless someone want to begin to convert other shaders. Basically works here on Linux with proprietary Nvidia drivers. However, when I zoom in or out, large parts of the screen start flicking. Areas flicker between correct colors and bright green/red patches. Screenshot shows the effect: http://imageshack.us/photo/my-images/33/fgfsscreen046.jpg/ cheers, Thorsten -- This SF email is sponsosred by: Try Windows Azure free for 90 days Click Here http://p.sf.net/sfu/sfd2d-msazure ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [Rembrandt] the plan
The first batch of sources has been pushed to gitorious. These commits are intended mainly to check that the classical (forward) renderer is not broken and works as usual. They will also permit one to challenge his GPU and see how it behaves in front of the beast. In the plan exposed previously (see below), I skipped step 3. (define an XML format for a configurable renderer) as it appears to be more involved than expected. So what you have is a buggy step 5. :) Buggy because for some reason, sun light depends on the orientation of the camera. But you should get an image. The Rembrandt renderer is enabled with the --enable-rembrandt option. *ALL SHADERS SHOULD BE SET TO OFF* unless someone want to begin to convert other shaders. Regards, -Fred Now that the introduction of Rembrandt next, provided that the current operation is retained, has been accepted, it is time to outline the plan that I intend to apply: 1. update SimGear with additions made on the effects and animations (done). The changes include the creation of positioned uniforms, ie on which applies a MODELVIEW matrix transformation, which serve to indicate the position of light sources in the shaders, and light animations (spot and point). 2. modify the Renderer class to separate from the scenegraph, terrain and models on one hand, the skydome and stars on the other, and finally the clouds. These three elements are passed to the CameraGroup class in order to be treated separately in the new rendering engine (and put together in the current one). 3. define an XML format for describing the two possible rendering pipelines (the current and new). The format will introduce optional elements (such as shadows, ambient occlusion, glow). 4. modify the base effects for defining the techniques that apply to one or the other renderers (a request for assistance has already been sent to prepare the work and ensure that existing effects does not apply to new rendering mode). 5. implement in the new rendering engine the basic lighting equation (ambient + diffuse + specular) 6. add the shadows 7. add light management 8. with the help of Thorsten, add atmospheric scattering, haze and the light field 9. add the ancillary effects (ambient occlusion and glow) 10. help migrate models and effects I certainly forgot something. Let the discussion plug the holes Regards, -Fred http://wiki.flightgear.org/Project_Rembrandt -- Keep Your Developer Skills Current with LearnDevNow! The most comprehensive online learning library for Microsoft developers is just $99.99! Visual Studio, SharePoint, SQL - plus HTML5, CSS3, MVC3, Metro Style Apps, more. Free future releases when you subscribe now! http://p.sf.net/sfu/learndevnow-d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- This SF email is sponsosred by: Try Windows Azure free for 90 days Click Here http://p.sf.net/sfu/sfd2d-msazure ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [Rembrandt] the plan
On 25 Mar 2012, at 18:49, Frederic Bouvier wrote: The Rembrandt renderer is enabled with the --enable-rembrandt option. *ALL SHADERS SHOULD BE SET TO OFF* unless someone want to begin to convert other shaders. On Ati 5770 / Mac / OSG 3.0.1, this is basically alive. Getting the following at startup which worries me: (the version not supported error): = End of harmless warning messages on effects not found Initializing splash screen FRAGMENT glCompileShader FAILED FRAGMENT Shader infolog: ERROR: 0:1: '' : version '130' is not supported glLinkProgram FAILED Program infolog: ERROR: One or more attached shaders not successfully compiled Warning: detected OpenGL error 'invalid operation' at After Renderer::compile But GUI works, I can see the diffuse / depth / normal buffer previews, which is much better than I feared on the Mac :) Will try the Intel 3000HD equipped MacBookPro later, but I'm expecting complete failure there, based on Olaf's earlier reports. James -- This SF email is sponsosred by: Try Windows Azure free for 90 days Click Here http://p.sf.net/sfu/sfd2d-msazure ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [Rembrandt] the plan
De: James Turner On 25 Mar 2012, at 18:49, Frederic Bouvier wrote: The Rembrandt renderer is enabled with the --enable-rembrandt option. *ALL SHADERS SHOULD BE SET TO OFF* unless someone want to begin to convert other shaders. On Ati 5770 / Mac / OSG 3.0.1, this is basically alive. Getting the following at startup which worries me: (the version not supported error): = End of harmless warning messages on effects not found Initializing splash screen FRAGMENT glCompileShader FAILED FRAGMENT Shader infolog: ERROR: 0:1: '' : version '130' is not supported glLinkProgram FAILED Program infolog: ERROR: One or more attached shaders not successfully compiled Warning: detected OpenGL error 'invalid operation' at After Renderer::compile It means that the driver doesn't support version 1.30 of glsl. I'll try to simplify the shader Regards, -Fred -- This SF email is sponsosred by: Try Windows Azure free for 90 days Click Here http://p.sf.net/sfu/sfd2d-msazure ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [Rembrandt] the plan
- Mail original - De: James Turner zakal...@mac.com À: FlightGear developers discussions flightgear-devel@lists.sourceforge.net Envoyé: Dimanche 25 Mars 2012 21:51:19 Objet: Re: [Flightgear-devel] [Rembrandt] the plan On 25 Mar 2012, at 20:39, Frederic Bouvier wrote: It means that the driver doesn't support version 1.30 of glsl. I'll try to simplify the shader Given that it's latest Mac OS-X, with a card purchased three months ago, that's worrying :) In other news, the Intel 3000-HD actually seems to work, with --enable-rembrandt - not what I expected at all! Wait the shadows ;) -Fred -- This SF email is sponsosred by: Try Windows Azure free for 90 days Click Here http://p.sf.net/sfu/sfd2d-msazure___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] [Rembrandt] the plan
Hi all. 3. define an XML format for describing the two possible rendering pipelines (the current and new). The format will introduce optional elements (such as shadows, ambient occlusion, glow). I want to point out my work on my newcameras branch: https://gitorious.org/~zan/fg/zans-flightgear/commits/newcameras which allows user to define the rendering pipeline in preferences.xml. It does not (yet?) have everything Rembrandt's pipeline needs, but most likely is easily enhanced to support those things. Basically this version adds support for multiple camera passes, texture targets, texture formats, passing textures from one pass to another etc, while preserving the standard rendering line if user wants that. I wish this work could be extended (or maybe even I can extend it ;) to handle the Rembrandt camera system. This will not solve all problems in the merge, but some of them. Cheers, Lauri, Zan P.s. anyone know how to reply in the thread, when having the daily digest of this list? -- Lauri Peltonen lauri.pelto...@gmail.com -- Virtualization Cloud Management Using Capacity Planning Cloud computing makes use of virtualization - but cloud computing also focuses on allowing computing to be delivered as a service. http://www.accelacomm.com/jaw/sfnl/114/51521223/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [Rembrandt] the plan
Hi Lauri, Hi all. 3. define an XML format for describing the two possible rendering pipelines (the current and new). The format will introduce optional elements (such as shadows, ambient occlusion, glow). I want to point out my work on my newcameras branch: https://gitorious.org/~zan/fg/zans-flightgear/commits/newcameras which allows user to define the rendering pipeline in preferences.xml. It does not (yet?) have everything Rembrandt's pipeline needs, but most likely is easily enhanced to support those things. Basically this version adds support for multiple camera passes, texture targets, texture formats, passing textures from one pass to another etc, while preserving the standard rendering line if user wants that. I wish this work could be extended (or maybe even I can extend it ;) to handle the Rembrandt camera system. This will not solve all problems in the merge, but some of them. I would like to extend the format to avoid duplicating the stages when you have more than one viewport. What I see is to specify a pipeline as a template, with conditions like in effects, and have the current camera layout refer the pipeline that would be duplicated, resized and positioned for each declared viewport Regards, -Fred -- Virtualization Cloud Management Using Capacity Planning Cloud computing makes use of virtualization - but cloud computing also focuses on allowing computing to be delivered as a service. http://www.accelacomm.com/jaw/sfnl/114/51521223/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [Rembrandt] the plan
Hi, On Wednesday, March 07, 2012 14:58:26 Lauri Peltonen wrote: 3. define an XML format for describing the two possible rendering pipelines (the current and new). The format will introduce optional elements (such as shadows, ambient occlusion, glow). I want to point out my work on my newcameras branch: https://gitorious.org/~zan/fg/zans-flightgear/commits/newcameras which allows user to define the rendering pipeline in preferences.xml. It does not (yet?) have everything Rembrandt's pipeline needs, but most likely is easily enhanced to support those things. Basically this version adds support for multiple camera passes, texture targets, texture formats, passing textures from one pass to another etc, while preserving the standard rendering line if user wants that. I wish this work could be extended (or maybe even I can extend it ;) to handle the Rembrandt camera system. This will not solve all problems in the merge, but some of them. I was not aware of your work. But given what you write here, this looks pretty promising. Fred mentioned your name in an offline mail. IMO the complexity of this kind of rendering method in terms of requirements to the driver makes me frighten a bit when I think that we have currently no fallback to the old style renderer. Even back to the fixed function pure oldest style stuff which is still the fastest thing we have. Keep in mind that plenty of people will likely trade speed/deterministic frame rates for any eye candy. And beyond that all people that cannot see anything with rembrandt but a black window will love to have something that at least shows the old style stuff (may be just fixed function?). So, wherever we end, I would highly apprechiate that we do not lock out low end graphics boards by not having any fallback. May you both should combine forces? From what I read, I think both are heading in the same global direction and both implementations have some benefits over the other? Hmm, I should really look into the code ... Greetings Mathias -- Virtualization Cloud Management Using Capacity Planning Cloud computing makes use of virtualization - but cloud computing also focuses on allowing computing to be delivered as a service. http://www.accelacomm.com/jaw/sfnl/114/51521223/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] [Rembrandt] the plan
Now that the introduction of Rembrandt next, provided that the current operation is retained, has been accepted, it is time to outline the plan that I intend to apply: 1. update SimGear with additions made on the effects and animations (done). The changes include the creation of positioned uniforms, ie on which applies a MODELVIEW matrix transformation, which serve to indicate the position of light sources in the shaders, and light animations (spot and point). 2. modify the Renderer class to separate from the scenegraph, terrain and models on one hand, the skydome and stars on the other, and finally the clouds. These three elements are passed to the CameraGroup class in order to be treated separately in the new rendering engine (and put together in the current one). 3. define an XML format for describing the two possible rendering pipelines (the current and new). The format will introduce optional elements (such as shadows, ambient occlusion, glow). 4. modify the base effects for defining the techniques that apply to one or the other renderers (a request for assistance has already been sent to prepare the work and ensure that existing effects does not apply to new rendering mode). 5. implement in the new rendering engine the basic lighting equation (ambient + diffuse + specular) 6. add the shadows 7. add light management 8. with the help of Thorsten, add atmospheric scattering, haze and the light field 9. add the ancillary effects (ambient occlusion and glow) 10. help migrate models and effects I certainly forgot something. Let the discussion plug the holes Regards, -Fred http://wiki.flightgear.org/Project_Rembrandt -- Keep Your Developer Skills Current with LearnDevNow! The most comprehensive online learning library for Microsoft developers is just $99.99! Visual Studio, SharePoint, SQL - plus HTML5, CSS3, MVC3, Metro Style Apps, more. Free future releases when you subscribe now! http://p.sf.net/sfu/learndevnow-d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel