Re: [Flightgear-devel] Till Busch's terrain shaders

2009-08-22 Thread Erik Hofman

Tim Moore wrote:
 I've committed a version of Till Busch's terrain effects, as seen at LinuxTag.
 I know that he hasn't finished tuning them, and I've changed his landmass 
 effect
 to use the base terrain texture, which he's not entirely in agreement with :)
 Nevertheless, they are great examples of using the new effects framework. You
 can enable these effects with the property /sim/rendering/shader-experimental.
 Also, I've added checkboxes to the rendering dialog to access these effects,
 and shaders in general. Also, thanks to Till for cleaning up the effects file
 syntax.

I was wondering if it would be a good idea to try to improve the current 
shaders since you state I know that he hasn't finished tuning them. 
Also I can't remember seeing any comments from him on this list which 
makes it hard to track down if any updates can be expected and if he 
actually appreciate updates to the current code.

One thing I would like to do for instance is to clean up the code quite 
a bit to see what's actually going on.

Erik

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Re: [Flightgear-devel] Till Busch's terrain shaders

2009-08-22 Thread Tim Moore
Erik Hofman wrote:
 Tim Moore wrote:
 I've committed a version of Till Busch's terrain effects, as seen at 
 LinuxTag.
 I know that he hasn't finished tuning them, and I've changed his landmass 
 effect
 to use the base terrain texture, which he's not entirely in agreement with :)
 Nevertheless, they are great examples of using the new effects framework. You
 can enable these effects with the property 
 /sim/rendering/shader-experimental.
 Also, I've added checkboxes to the rendering dialog to access these effects,
 and shaders in general. Also, thanks to Till for cleaning up the effects file
 syntax.
 
 I was wondering if it would be a good idea to try to improve the current 
 shaders since you state I know that he hasn't finished tuning them. 
 Also I can't remember seeing any comments from him on this list which 
 makes it hard to track down if any updates can be expected and if he 
 actually appreciate updates to the current code.
 
 One thing I would like to do for instance is to clean up the code quite 
 a bit to see what's actually going on.

Till went on vacation right around the time I checked his work in; I'm sure 
he'll
have comments when he gets back. On the other hand, feel free to check in
improvements.

Tim

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Re: [Flightgear-devel] Till Busch's terrain shaders

2009-08-22 Thread Erik Hofman

Tim Moore wrote:
 Till went on vacation right around the time I checked his work in; I'm sure 
 he'll
 have comments when he gets back. On the other hand, feel free to check in
 improvements.

Ok, thanks. I'll do.

Erik

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Re: [Flightgear-devel] Till Busch's terrain shaders

2009-08-19 Thread dave perry
Erik Hofman wrote:
 I wrote:
   
 Ahh, that line should read:

 float n=0.06 + dot(nvL, a);

 instead of:

 float n=0.06 + dot(nvL[0], a);
 

 Which brings the frame rate back to what it was :-/
 Maybe it might be a good idea to specify which of the effects you want 
 to turn on or not? Chances are I could care less about the landmass 
 effect and would rather see the water effects active.

   
I just turned on the effects and noted that we now see snow above about 
8,000 MSL.  That would be real for winter but not summer.  Where is this 
set?  Can the snow lever be set by the season or date?
Exciting improvements already!

Dave P.

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Re: [Flightgear-devel] Till Busch's terrain shaders

2009-08-19 Thread Victhor Foster
I tried applying the patch and editing it to change float n=0.06 +  
dot(nvL[0], a); to float n=0.06 + dot(nvL, a);, but my framerate  
hasn't improved. What's the problem?

 Erik Hofman wrote:
 I wrote:

 Ahh, that line should read:

 float n=0.06 + dot(nvL, a);

 instead of:

 float n=0.06 + dot(nvL[0], a);


 Which brings the frame rate back to what it was :-/
 Maybe it might be a good idea to specify which of the effects you  
 want
 to turn on or not? Chances are I could care less about the landmass
 effect and would rather see the water effects active.


 I just turned on the effects and noted that we now see snow above  
 about
 8,000 MSL.  That would be real for winter but not summer.  Where is  
 this
 set?  Can the snow lever be set by the season or date?
 Exciting improvements already!

 Dave P.

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Re: [Flightgear-devel] Till Busch's terrain shaders

2009-08-19 Thread Erik Hofman
Victhor Foster wrote:
 I tried applying the patch and editing it to change float n=0.06 +  
 dot(nvL[0], a); to float n=0.06 + dot(nvL, a);, but my framerate  
 hasn't improved. What's the problem?
   

Probably that the shaders work differently than I expected and that the 
error triggered some code not to be executed causing some framerate 
improvement (but wrong terrain texture mapping)
Like I said in  another mail, framerates for me are also back to before 
with the fix.

Erik

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Re: [Flightgear-devel] Till Busch's terrain shaders

2009-08-19 Thread Victhor Foster
Want a backtrace?

 Victhor Foster wrote:
 I tried applying the patch and editing it to change float n=0.06 +
 dot(nvL[0], a); to float n=0.06 + dot(nvL, a);, but my framerate
 hasn't improved. What's the problem?


 Probably that the shaders work differently than I expected and that  
 the
 error triggered some code not to be executed causing some framerate
 improvement (but wrong terrain texture mapping)
 Like I said in  another mail, framerates for me are also back to  
 before
 with the fix.

 Erik

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Re: [Flightgear-devel] Till Busch's terrain shaders

2009-08-19 Thread Ron Jensen
On Wed, 2009-08-19 at 09:44 -0600, dave perry wrote:

 I just turned on the effects and noted that we now see snow above about 
 8,000 MSL.  That would be real for winter but not summer.  Where is this 
 set?  Can the snow lever be set by the season or date?
 Exciting improvements already!
 
 Dave P.

Its actually 2,000 meters MSL. See line 15 of Shaders/landmass.frag:

const float snowlevel=2000.0;


Ron



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Re: [Flightgear-devel] Till Busch's terrain shaders

2009-08-19 Thread Erik Hofman


Victhor Foster wrote:
 Want a backtrace?

No, it's expected behavior.

Erik

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Re: [Flightgear-devel] Till Busch's terrain shaders

2009-08-09 Thread Erik Hofman
Tim Moore wrote:
 I've committed a version of Till Busch's terrain effects, as seen at LinuxTag.
 I know that he hasn't finished tuning them, and I've changed his landmass 
 effect
 to use the base terrain texture, which he's not entirely in agreement with :)
 Nevertheless, they are great examples of using the new effects framework. You
 can enable these effects with the property /sim/rendering/shader-experimental.
 Also, I've added checkboxes to the rendering dialog to access these effects,
 and shaders in general. Also, thanks to Till for cleaning up the effects file
 syntax.

Just a heads up for anoyone who is willing to spent some time developing 
shaders; Please use vectors wherever and whenever possible since they 
are most likely to be hardware accelerated (either using MMX/SSE or 
using GPU hardware).

This patch already doubles my frame rate:
http://home.telfort.nl/sp004798/emh/fragshaders.diff

Unfortunately I don't yet seem to have permissions to commit it myself.

Erik

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Re: [Flightgear-devel] Till Busch's terrain shaders

2009-08-09 Thread Martin Spott
Hi Erik,

Erik Hofman wrote:

 This patch already doubles my frame rate:
 http://home.telfort.nl/sp004798/emh/fragshaders.diff

This patch is probably not for everyone. At my end I'm reading the
following message in the terminal:

FRAGMENT glCompileShader  FAILED
FRAGMENT Shader  infolog:
0(27) : error C7011: implicit cast from float to vec4

glLinkProgram Shaders/landmass.vert;Shaders/landmass.frag; FAILED
Program Shaders/landmass.vert;Shaders/landmass.frag; infolog:
Fragment info
-
0(27) : error C7011: implicit cast from float to vec4


  and the visual result looks quite not as expected  :-)

Cheers,
Martin.
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Re: [Flightgear-devel] Till Busch's terrain shaders

2009-08-09 Thread Torsten Dreyer
With this patch, I get a number of

No render bin number specified in render bin section
No render bin name specified in render bin section

Anybody else?

Torsten

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Re: [Flightgear-devel] Till Busch's terrain shaders

2009-08-09 Thread Erik Hofman

Torsten Dreyer wrote:
 With this patch, I get a number of
 
 No render bin number specified in render bin section
 No render bin name specified in render bin section

I already got them before the patch..

Erik

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Re: [Flightgear-devel] Till Busch's terrain shaders

2009-08-09 Thread Erik Hofman

Martin Spott wrote:
 This patch is probably not for everyone. At my end I'm reading the
 following message in the terminal:
 
 FRAGMENT glCompileShader  FAILED
 FRAGMENT Shader  infolog:
 0(27) : error C7011: implicit cast from float to vec4
 
 glLinkProgram Shaders/landmass.vert;Shaders/landmass.frag; FAILED
 Program Shaders/landmass.vert;Shaders/landmass.frag; infolog:
 Fragment info
 -
 0(27) : error C7011: implicit cast from float to vec4

Odd, I would have expected to see the same error then.
This was my first step into GLSL so chances are I did something wrong 
though.

Erik

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Re: [Flightgear-devel] Till Busch's terrain shaders

2009-08-09 Thread Erik Hofman

 Martin Spott wrote:
 This patch is probably not for everyone. At my end I'm reading the
 following message in the terminal:

 FRAGMENT glCompileShader  FAILED
 FRAGMENT Shader  infolog:
 0(27) : error C7011: implicit cast from float to vec4

 glLinkProgram Shaders/landmass.vert;Shaders/landmass.frag; FAILED
 Program Shaders/landmass.vert;Shaders/landmass.frag; infolog:
 Fragment info
 -
 0(27) : error C7011: implicit cast from float to vec4

Ahh, that line should read:

float n=0.06 + dot(nvL, a);

instead of:

float n=0.06 + dot(nvL[0], a);

Erik

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Re: [Flightgear-devel] Till Busch's terrain shaders

2009-08-09 Thread Erik Hofman
I wrote:
 Ahh, that line should read:
 
 float n=0.06 + dot(nvL, a);
 
 instead of:
 
 float n=0.06 + dot(nvL[0], a);

Which brings the frame rate back to what it was :-/
Maybe it might be a good idea to specify which of the effects you want 
to turn on or not? Chances are I could care less about the landmass 
effect and would rather see the water effects active.

Erik

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Re: [Flightgear-devel] Till Busch's terrain shaders

2009-08-09 Thread Matthias Boerner
Hi,

On 08/09/2009 01:03 PM, Erik Hofman wrote:
 Torsten Dreyer wrote:
 With this patch, I get a number of

 No render bin number specified in render bin section
 No render bin name specified in render bin section

 I already got them before the patch..

 Erik

yes, I got this error also before the patch.

Matthias

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[Flightgear-devel] Till Busch's terrain shaders

2009-08-08 Thread Tim Moore
I've committed a version of Till Busch's terrain effects, as seen at LinuxTag.
I know that he hasn't finished tuning them, and I've changed his landmass effect
to use the base terrain texture, which he's not entirely in agreement with :)
Nevertheless, they are great examples of using the new effects framework. You
can enable these effects with the property /sim/rendering/shader-experimental.
Also, I've added checkboxes to the rendering dialog to access these effects,
and shaders in general. Also, thanks to Till for cleaning up the effects file
syntax.

Tim

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Re: [Flightgear-devel] Till Busch's terrain shaders

2009-08-08 Thread Vivian Meazza
Tim Moore wrote

 
 I've committed a version of Till Busch's terrain effects, as seen at
 LinuxTag.
 I know that he hasn't finished tuning them, and I've changed his landmass
 effect
 to use the base terrain texture, which he's not entirely in agreement with
 :)
 Nevertheless, they are great examples of using the new effects framework.
 You
 can enable these effects with the property /sim/rendering/shader-
 experimental.
 Also, I've added checkboxes to the rendering dialog to access these
 effects,
 and shaders in general. Also, thanks to Till for cleaning up the effects
 file
 syntax.

I'm sure it's all very good - but it breaks the MSVC9 build here. I'm
checking.

Vivian



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Re: [Flightgear-devel] Till Busch's terrain shaders

2009-08-08 Thread Vivian Meazza
I wrote:

 
  I've committed a version of Till Busch's terrain effects, as seen at
  LinuxTag.
  I know that he hasn't finished tuning them, and I've changed his
 landmass
  effect
  to use the base terrain texture, which he's not entirely in agreement
 with
  :)
  Nevertheless, they are great examples of using the new effects
 framework.
  You
  can enable these effects with the property /sim/rendering/shader-
  experimental.
  Also, I've added checkboxes to the rendering dialog to access these
  effects,
  and shaders in general. Also, thanks to Till for cleaning up the effects
  file
  syntax.
 
 I'm sure it's all very good - but it breaks the MSVC9 build here. I'm
 checking.
 

Adding this:

#include simgear/math/SGGeometry.hxx

to simgear\scene\material\EffectBuilder.hxx works, but it might not be the
right or best way to do it.

Vivian



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Re: [Flightgear-devel] Till Busch's terrain shaders

2009-08-08 Thread Curtis Olson
On Sat, Aug 8, 2009 at 5:26 AM, Tim Moore wrote:

 I've committed a version of Till Busch's terrain effects, as seen at
 LinuxTag.
 I know that he hasn't finished tuning them, and I've changed his landmass
 effect
 to use the base terrain texture, which he's not entirely in agreement with
 :)
 Nevertheless, they are great examples of using the new effects framework.
 You
 can enable these effects with the property
 /sim/rendering/shader-experimental.
 Also, I've added checkboxes to the rendering dialog to access these
 effects,
 and shaders in general. Also, thanks to Till for cleaning up the effects
 file
 syntax.


I posted a quick youtube video to show the water reflection effects for
those that haven't had a chance to pull the latest CVS changes and play with
it themselves.  I shot the video with my lousy android phone, so there's
places where it's compression scheme doesn't show very well (compression by
throwing away 95% of the video frames apparently ...)

   http://www.youtube.com/watch?v=wfRY1rmKDQofeature=channel_page

This is a really neat effect!  I've got some suggestions for tuning it, but
it's pretty good as is.

Curt.
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Re: [Flightgear-devel] Till Busch's terrain shaders

2009-08-08 Thread AJ MacLeod
On Saturday 08 August 2009 11:26:00 Tim Moore wrote:
 I've committed a version of Till Busch's terrain effects, as seen at
 LinuxTag. I know that he hasn't finished tuning them, and I've changed his
 landmass effect to use the base terrain texture, which he's not entirely in
 agreement with :) Nevertheless, they are great examples of using the new
 effects framework.

These effects, in combination with our new 3d clouds, are a massive step 
forward in the realism of FG's outside world.  No doubt there's some tuning 
and improvement to come, but even as it is just now, it looks fantastic.

In fact, it's probably about good enough to convince me it's time for a 
graphics card upgrade so I can enjoy using them with my previous 
framerates :-)

Thanks for all the hard work that's gone into them, and I look forward to 
seeing more (I'm sure the existing use is only scratching the surface of what 
can be achieved.)

Cheers,

AJ

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Re: [Flightgear-devel] Till Busch's terrain shaders

2009-08-08 Thread Curtis Olson
On Sat, Aug 8, 2009 at 1:23 PM, AJ MacLeod wrote:

 On Saturday 08 August 2009 11:26:00 Tim Moore wrote:
  I've committed a version of Till Busch's terrain effects, as seen at
  LinuxTag. I know that he hasn't finished tuning them, and I've changed
 his
  landmass effect to use the base terrain texture, which he's not entirely
 in
  agreement with :) Nevertheless, they are great examples of using the new
  effects framework.

 These effects, in combination with our new 3d clouds, are a massive step
 forward in the realism of FG's outside world.  No doubt there's some
 tuning
 and improvement to come, but even as it is just now, it looks fantastic.

 In fact, it's probably about good enough to convince me it's time for a
 graphics card upgrade so I can enjoy using them with my previous
 framerates :-)

 Thanks for all the hard work that's gone into them, and I look forward to
 seeing more (I'm sure the existing use is only scratching the surface of
 what
 can be achieved.)


For what it's worth, 3d clouds seem to run reasonably fast by themselves,
but if you have 3d clouds + these new shader effects (or existing effects
like rain/snow) then my frame rates come grinding to nearly a halt.
Switching to 2d clouds with these new shader effects puts me back up to
running fast again.  Also 3d clouds + drawing to multiple cameras/windows is
another thing that seems to bring the frame rates down substantially.

Regards,

Curt.
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Re: [Flightgear-devel] Till Busch's terrain shaders

2009-08-08 Thread Heiko Schulz
Hi,
For what it's worth, 3d clouds seem to run reasonably fast by themselves, but 
if you have 3d clouds + these new shader effects (or existing effects like 
rain/snow) then my frame rates come grinding to nearly a halt.  Switching to 
2d clouds with these new shader effects puts me back up to running fast 
again.  Also 3d clouds + drawing to multiple cameras/windows is another thing 
that seems to bring the frame rates down substantially.

Regards,


Curt.

Yes, I noticed the same with the clouds and the rain. For a FGFS 2.0 we should 
solve that
Regards
HHS
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Re: [Flightgear-devel] Till Busch's terrain shaders

2009-08-08 Thread Victhor Foster
I'm also suffering from the same problem. I can get nearly 25 fps  
without the new shaders/rain/snow.



Hi,


For what it's worth, 3d clouds seem to run reasonably fast by  
themselves, but if you have 3d clouds + these new shader effects (or  
existing effects like rain/snow) then my frame rates come grinding  
to nearly a halt.  Switching to 2d clouds with these new shader  
effects puts me back up to running fast again.  Also 3d clouds +  
drawing to multiple cameras/windows is another thing that seems to  
bring the frame rates down substantially.



Regards,

Curt.



Yes, I noticed the same with the clouds and the rain. For a FGFS 2.0  
we should solve that



Regards

HHS

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Re: [Flightgear-devel] Till Busch's terrain shaders

2009-08-08 Thread AJ MacLeod
On Saturday 08 August 2009 19:39:26 Victhor Foster wrote:
 I'm also suffering from the same problem. I can get nearly 25 fps
 without the new shaders/rain/snow.

I would just like to clarify that I'm perfectly content with the drop in fps 
that I'm seeing - I think it's entirely commensurate with the improvement in 
visual appearance.

In my local area (near EGPE, so not terribly built-up) I usually get just over 
30 fps with 3d clouds, trees etc and the Buccaneer; it drops to a still 
usable 20-something with the latest shader effects in action (there's a good 
bit of sea around here of course...)  I consider that quite acceptable, given 
that my graphics card is not exactly powerful by current standards (Nvidia 
7300GS)

Although high performance on lesser hardware is nice, I think it's reasonable 
enough to demand powerful hardware for the nicest eye candy.

Cheers,

AJ

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Re: [Flightgear-devel] Till Busch's terrain shaders

2009-08-08 Thread AJ MacLeod
On Saturday 08 August 2009 19:55:19 Curtis Olson wrote:
 Hi AJ,

 Under a scenario with these shaders (and/or rainsnow), fly up into the 3d
 cloud lyaer so you are punching through the puffy clouds.  Are you still
 getting 20 fps?

I don't see much difference between flying above the puffy clouds and flying 
underneath them... possibly slightly lower fps when flying higher, but I can 
imagine several reasons for that.  Overall, I'd say the new effects seem to 
have the kind of performance penalty that I'd expected, and are well worth 
it... one can always turn them off if necessary, anyway.

Did I also forget to mention how much more fun flying is with the more 
realistic turbulence that was added a while back? :-)

Cheers,

AJ

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Re: [Flightgear-devel] Till Busch's terrain shaders

2009-08-08 Thread Stuart Buchanan
Curtis Olson wrote:
 For what it's worth, 3d clouds seem to run reasonably fast by themselves, 
 but if you have 3d clouds + these new  shader effects (or existing effects 
 like rain/snow) then my frame rates come grinding to nearly a halt.  
 Switching to 2d clouds with these new shader effects puts me back 
 up to running fast again.  Also 3d clouds + drawing to multiple 
 cameras/windows is another thing that seems to bring the frame rates down 
 substantially.

The last statement suggests to me that you're just maxing out your graphics card
rather than something intrinsic to the 3d clouds vs. the new shaders. Do you 
see a change
running the new shaders but no 3d clouds on single vs. multiple 
cameras/windows, in
particular with high visibility?

However, it's possible that the 3d clouds and trees are being loaded in a 
different 
way to the new shaders, in a way that is sub-optimal. I'm sure Tim will know :)

So, we now have shaders for trees, clouds and terrain. Particles next? ;)

-Stuart



  

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Re: [Flightgear-devel] Till Busch's terrain shaders

2009-08-08 Thread Curtis Olson
On Sat, Aug 8, 2009 at 3:20 PM, Stuart Buchanan wrote:

 However, it's possible that the 3d clouds and trees are being loaded in a
 different
 way to the new shaders, in a way that is sub-optimal. I'm sure Tim will
 know :)

 So, we now have shaders for trees, clouds and terrain. Particles next? ;)


Hi on my wish list for eye candy would be:

1. Shadows (aircraft shadows cast on to itself and onto the ground.)

2. Wet runways that reflect some sort of foggy, fuzzy something or other.
Like glass effects except more wet runway-ish.

3. Proper landing lights that illuminate the scene.

Curt.
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Re: [Flightgear-devel] Till Busch's terrain shaders

2009-08-08 Thread Jacob Burbach
 Hi on my wish list for eye candy would be:

 1. Shadows (aircraft shadows cast on to itself and onto the ground.)

 2. Wet runways that reflect some sort of foggy, fuzzy something or other.
 Like glass effects except more wet runway-ish.

 3. Proper landing lights that illuminate the scene.

 Curt.
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All things that advanced materials and shaders will help to make possible. :)

This is good stuff...even though it means I'll need a new gpu soon

cheers!

-- Jacob (aka Tuxklok)

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