Re: [Flightgear-devel] [Rembrandt] the plan

2012-04-16 Thread 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.

Cheers,
Martin.
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Re: [Flightgear-devel] [Rembrandt] the plan

2012-04-16 Thread Chris Forbes
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.
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Re: [Flightgear-devel] [Rembrandt] the plan

2012-04-16 Thread Frederic Bouvier
 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

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Re: [Flightgear-devel] [Rembrandt] the plan

2012-04-04 Thread Frederic Bouvier
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

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Re: [Flightgear-devel] [Rembrandt] the plan

2012-04-02 Thread 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

Cheers,
Martin.
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Re: [Flightgear-devel] [Rembrandt] the plan

2012-04-02 Thread Frederic Bouvier
 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

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Re: [Flightgear-devel] [Rembrandt] the plan

2012-04-02 Thread Arnt Karlsen
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. 

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Re: [Flightgear-devel] [Rembrandt] the plan

2012-03-31 Thread James Turner

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

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Re: [Flightgear-devel] [Rembrandt] the plan

2012-03-31 Thread Frederic Bouvier
 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

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Re: [Flightgear-devel] [Rembrandt] the plan

2012-03-31 Thread Frederic Bouvier
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

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Re: [Flightgear-devel] [Rembrandt] the plan

2012-03-30 Thread Frederic Bouvier
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
  
  
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Re: [Flightgear-devel] [Rembrandt] the plan

2012-03-30 Thread Martin Spott
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.
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Re: [Flightgear-devel] [Rembrandt] the plan

2012-03-28 Thread Martin Spott
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.
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Re: [Flightgear-devel] [Rembrandt] the plan

2012-03-28 Thread 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

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Re: [Flightgear-devel] [Rembrandt] the plan

2012-03-28 Thread Frederic Bouvier
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

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Re: [Flightgear-devel] [Rembrandt] the plan

2012-03-28 Thread Martin Spott
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.
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Re: [Flightgear-devel] [Rembrandt] the plan

2012-03-28 Thread Frederic Bouvier
 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

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Re: [Flightgear-devel] [Rembrandt] the plan

2012-03-27 Thread James Turner

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


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Re: [Flightgear-devel] [Rembrandt] the plan

2012-03-26 Thread Christian Schmitt
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
 
 
 

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Re: [Flightgear-devel] [Rembrandt] the plan

2012-03-26 Thread ThorstenB
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

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Re: [Flightgear-devel] [Rembrandt] the plan

2012-03-25 Thread Frederic Bouvier
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
 
 
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Re: [Flightgear-devel] [Rembrandt] the plan

2012-03-25 Thread 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


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


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Re: [Flightgear-devel] [Rembrandt] the plan

2012-03-25 Thread Frederic Bouvier
 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

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Re: [Flightgear-devel] [Rembrandt] the plan

2012-03-25 Thread Frederic Bouvier
- 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 
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[Flightgear-devel] [Rembrandt] the plan

2012-03-07 Thread Lauri Peltonen
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?
-- 
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lauri.pelto...@gmail.com

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Re: [Flightgear-devel] [Rembrandt] the plan

2012-03-07 Thread Frederic Bouvier
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

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Re: [Flightgear-devel] [Rembrandt] the plan

2012-03-07 Thread Mathias Fröhlich

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

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[Flightgear-devel] [Rembrandt] the plan

2012-03-06 Thread Frederic Bouvier
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


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