[Flightgear-devel] Proposal for a revised environment interface

2010-06-14 Thread thorsten . i . renk
Hi All, since Stuart brought up the question of merging my local weather packages better into the C++ structures in a response to me in the forum, I'd like to propose a structure I would consider useful here. The problem: Currently, it is a bit difficult to set weather conditions from Nasal. If

Re: [Flightgear-devel] Proposal for a revised environment interface

2010-06-21 Thread thorsten . i . renk
Since I'm quite new on the list, I have pondered a few days if this is meant to be a joke. Ohhh look. A chunk of work required that is not screamingly time-sensitive, could be tightly defined and has potential mentors. I smell a potential project for Google Summer of Code next year

Re: [Flightgear-devel] weather conditions and winds aloft not working correctly..

2010-07-14 Thread thorsten . i . renk
Hi, I don't really know what to make of it...but hope solution can be found as I've started to grow tired of real-weather-fetch and would like to be able to set up more realistic (and less annoying) weather conditions, for longer distance cross country trips especially. Somewhat loosely

Re: [Flightgear-devel] environment controller changes

2010-07-15 Thread thorsten . i . renk
For RL flight planning charts are available for levels (pressure levels) FL50(850mb), FL100(700mb), FL180(500mb), FL240(400mb), FL300(300mb), FL390(200mb) and FL450(150mb). This should be sufficient for aloft data. So, how would you imagine the GUI for this to be? I have never seen such

Re: [Flightgear-devel] 2d clouds

2010-08-14 Thread thorsten . i . renk
However, reverting those changes didn't seem to have any effect. Has anyone managed to find a solution to this? -Stuart Just a guess- could it be that changes made for the alternative clouds system introduced it? Which changes? Back when the effect was reported here for the first time,

Re: [Flightgear-devel] JSBSim - how to model piston engine exhaust thrust?

2010-09-02 Thread thorsten . i . renk
A few comments to your math: I haven't done anything (yet) with Hal's exhaust thrust function. I was waiting for someone else to work out the math... The exhaust thrust function should return a force. Newton tells us: F=ma Indeed, but not very helpful here... force as a time-derivative

Re: [Flightgear-devel] JSBSim - how to model piston engine exhaust thrust?

2010-09-03 Thread thorsten . i . renk
Don't we need to keep R, the universal gas constant, to make the equation work? v ~ sqrt(TR/M) ? Not when you write it like this, because it's just a constant, so you can pull it out and the result is still proportional to the rest if you drop it, like v ~ sqrt(R) * sqrt(T/M) ~ sqrt(T/M)

[Flightgear-devel] Musings on the range animation

2010-09-05 Thread thorsten . i . renk
I've recently come across some interesting phenomenon with regard to the range animation. In the second generation of my cloud rendering system, every cloud in the system was rotated towards the viewer, and then shaded to invisible if it was more than 31 km away by the vertex shader. Since I

Re: [Flightgear-devel] Musings on the range animation

2010-09-05 Thread thorsten . i . renk
Hi Curt, Are you placing your range animation node above each tile or above each object in each tile? One has to work with the tools available - or write one's owns... with range animation I literally mean the xml-tag in the wrapper of a model: animation typerange/type min-m0/min-m

Re: [Flightgear-devel] Musings on the range animation

2010-09-06 Thread thorsten . i . renk
Sure - would you like a guess where my shader code largely comes from? :-) But there are limits: I asked before doing any work if the existing system can be used to get me a cloud to a predefined location - Stuart's answer was a clear 'no', and since I wanted to have precisely that capability, I

[Flightgear-devel] Ambient light

2010-09-09 Thread thorsten . i . renk
I've tested some large visibility range bad weather cloud configurations yesterday, and I've noticed something: The light in the scenery, especially for sunrise and sunset, is beautifully tuned for fair weather conditions. However, underneath a thick layer, having rosy-hued golden morning light

Re: [Flightgear-devel] Ambient light

2010-09-09 Thread thorsten . i . renk
The main problem is that it's actually the code that generates the values and setting. If you are adjusting the corresponding properties from NASAL (they are in the property tree already) they will be overwritten the next frame. I think it would be way easier to implement this in the C++

Re: [Flightgear-devel] Ambient light

2010-09-09 Thread thorsten . i . renk
We seem to disagree quite a bit here, Nasal is nice for supporting aircraft functions but scenery coloring is part of the simulator core and should be kept in the C++ code. In fact the same applies to the new cloud code if you'd ask me but for proof of concept and ease of development by the

Re: [Flightgear-devel] Ambient light

2010-09-12 Thread thorsten . i . renk
There is now support for a /rendering/scene/saturation property in git which if set to 1.0 (default) sets the colors as before and when set to 0.0 turns everything dark. Thanks, much appreciated! * Thorsten -- Start

Re: [Flightgear-devel] Global Weather

2010-09-13 Thread thorsten . i . renk
I get the same message on start. Yes, there's a script that checks if a hard-coded vector elevation sampling works or if you have to do repeated goedinfo calls. If the system is to be compatible with 2.0.0 and to make use of GIT features to speed it up, it has to have some way of knowing if the

Re: [Flightgear-devel] Global Weather

2010-09-13 Thread thorsten . i . renk
I run last sources and data and I also see this message. Is it expecting a not yet written feature ? No, I have a GIT binary from a while ago supplied by Hooray which does not produce the message but detects support available. So there exist versions of code in which the patch is supplied, but

Re: [Flightgear-devel] Global Weather

2010-09-14 Thread thorsten . i . renk
I'd be interested to run such a comparison myself. Could you translate the described conditions into a set of command line parameters against 'default' FlightGear/GIT startup so I/we can make sure not to interfere with local customizations ? I don't think it can be done from the command line

[Flightgear-devel] Musings on optimizing Nasal code

2010-09-15 Thread thorsten . i . renk
I've just spent a session optimizing performance of the weather dynamics routines, and I have largely done so by analyzing the performance of elementary Nasal function calls and making use of my findings (and also by dispensing with the pretense of elegant coding). I was rather gratified to see

Re: [Flightgear-devel] Musings on optimizing Nasal code

2010-09-16 Thread thorsten . i . renk
You just discovered that Nasal is 10x slower than C++ code! This is exactly why I prefer core code to end up in C++ in the end. I don't think that's a valid interpretation of my results. Consider the two cases where I achieved a significant performance gain by replacing hard-coded structures

Re: [Flightgear-devel] Musings on optimizing Nasal code

2010-09-16 Thread thorsten . i . renk
The distance_to() method is a pretty standard great circle calculation, and that's exactly its purpose. Are you sure your faster version does the same? Does it yield the same (numeric) results? And besides, in the visual range direct_distance_to() should be good enough, and it's certainly

Re: [Flightgear-devel] Global Weather

2010-09-19 Thread thorsten . i . renk
The way I did the comparison [...] Your rather elaborate pleadings make me feel that you've been implementing a rather 'autonomous' (or 'uncontrollable') system for setting weather effects, which - obviously - is destined to drive people into a comparing apples and pears situation. Simply

[Flightgear-devel] Missing menu

2010-09-25 Thread thorsten . i . renk
Hi, in yesterday's GIT version somehow the menu local_weather_config.xml (which contains settings for view ranges of clouds and the amount of resources given to moving clouds) seems to have vanished from the menu bar, although it still is under /gui/dialogs/. I'd be obliged if anyone could

Re: [Flightgear-devel] A useles philosophical observation

2010-09-25 Thread thorsten . i . renk
I was experimenting with the new water shader and local weather, and I could not help myself thinking how sad it is, that the more perfect the simulation gets, the more noticeable the remaining weak points become. Well, it would turn into a useful philosophical observation once you could tell

Re: [Flightgear-devel] Missing menu

2010-09-25 Thread thorsten . i . renk
Hmmm - looking through the commit log of menubar.xml, I can't find any reference to local_weather_config.xml since local weather was first commited at Apr, 12th. Looks like it has never been in GIT's menubar!? I wouldn't know... It's part of the package though and should be accessible

[Flightgear-devel] Performance and compiler options

2010-09-29 Thread thorsten . i . renk
Hello, with significant help, I've recently succeeded to compile my own GIT binary. Initially this was very slow, in the mean time I've been told some flags for the compiler which I've been using to recompile OpenSceneGraph, Simgear and Flightgear which improved the available framerate by a

Re: [Flightgear-devel] 3D clouds flat instead of fluffy

2010-10-08 Thread thorsten . i . renk
That seems like the shader not running - I can get this appearance of the clouds when I start Flightgear from a shell as a different user - then I don't get 3d acceleration from the graphics card (and lots of errors that shaders did not compile) and the clouds look exactly like that. They seem to

Re: [Flightgear-devel] Local weather: Clouds redrawn

2010-11-10 Thread thorsten . i . renk
Thorsten asked me to switch off xxx-loop-flags in /local-weather/ to rule out Nasal. Set to zero: buffer-loop-flag = '0' (double) convective-loop-flag = '0' (double) dynamics-loop-flag = '0' (double) effect-loop-flag = '0' (double) housekeeping-loop-flag = '0' (double)

Re: [Flightgear-devel] Performance and compiler options - or maybe something else

2010-11-12 Thread thorsten . i . renk
With regard to the speed of loading models from Nasal into the scenery I was writing about a while ago, I have made some discovery yesterday. I was testing a setup in 2.0.0 with some heavy numerics running on the second CPU, and this pushed the behaviour of the framerate into the behaviour I was

Re: [Flightgear-devel] Performance and compiler options - or maybe something else

2010-11-15 Thread thorsten . i . renk
Not sure, maybe it is connected with an other issue we recently discovered. There are indeed some OSG operations which don't scale well. For example, OSG keeps a simple list of references at each shared model - so each shared model knows all nodes it is shared to. Adding a new member to the

Re: [Flightgear-devel] Performance and compiler options - or maybe

2010-11-17 Thread thorsten . i . renk
However, the (so far to me unknown) C++ subrouting actually bringing clouds into the visibly rendered scenery is even way slower - I can read the message that the property writing is over after the expected 2.5 seconds, but continue to see clouds appear in the scenery for 30 seconds and more.

[Flightgear-devel] Nonfunctional airplanes

2010-11-24 Thread thorsten . i . renk
I've just completed a sweep through all available aircraft in GIT, and I thought a list of the non-functional ones might be useful for some people. I have not taken care to make sure the problem persists in more recent pulls, and I have not tried to find out if a quirk in my system us responsible

Re: [Flightgear-devel] Nonfunctional airplanes

2010-11-24 Thread thorsten . i . renk
I've just completed a sweep through all available aircraft in GIT, and I thought a list of the non-functional ones might be useful for some people. [] c182rg I just picked this one as a random item from your list and I'm happy to state that it runs and flies properly for me (real weather,

Re: [Flightgear-devel] Nonfunctional airplanes

2010-11-25 Thread thorsten . i . renk
Lightning works fine here. Here it does not. Pulled flightgear, simgear and fgdata today, compiled simgear and flightgear. Error logs attached. I was entertaining the theory that something is wrong in the way I update fgdata, but while git status lists a couple of files as having

Re: [Flightgear-devel] Nonfunctional airplanes

2010-11-25 Thread thorsten . i . renk
fgdata, but while git status lists a couple of files as having differences, that are files I know should be different because I changed them. No aircraft is listed as being different. The inter-dependencies in the Base Package between seemlingly unrelated pieces have grown _that_ much, that

[Flightgear-devel] Performance change?

2010-11-26 Thread thorsten . i . renk
I've had just occasion to compare performance of a GIT binary compiled on Nov 24th with a GIT binary compiled Nov 13th in one of my standard benchmark tests (which I described a while ago), and the test confirmed an impression I had yesterday in just test-flying - I've lost almost 1/3 of available

Re: [Flightgear-devel] Performance change?

2010-11-27 Thread thorsten . i . renk
Can you compare the OSG statistics between the two binaries? Choose cycle onscreen statistics three times. I sure can, but I have no idea what I am looking at when I do that - I basically get a table with numbers which change when I move or change view direction. I'd make screenshots

Re: [Flightgear-devel] 3D clouds and precepitation affects.

2010-11-28 Thread thorsten . i . renk
2. Clouds rotate in an unrealistic way when doing loops and other maneuvers that involve going to/from inverted (loops, half Cuban eights, split S's ...) but it does not happen when doing rolls. The clouds will flip over 180 degrees at the top and bottom of loops for example. (...) The

Re: [Flightgear-devel] 3D clouds and precepitation affects.

2010-11-29 Thread thorsten . i . renk
One more observation. Yesterday I was doing tweaks to the spin related functions in my model and during spin tests I noticed that I get the same affect when I am in a spin only the clouds are rotating about a vertical axis rather than a horizontal axis. Again it only appears to happen in

[Flightgear-devel] Aircraft model/cockpit rating

2010-11-30 Thread thorsten . i . renk
I'd like to let everyone know that I just finished a project assigning each aircraft model/cockpit a number between 0 and 10 indicating the visual level of quality of the cockpit. The results can be found in the forum here: http://www.flightgear.org/forums/viewtopic.php?f=4t=10080 Why did I do

Re: [Flightgear-devel] Aircraft model/cockpit rating

2010-12-01 Thread thorsten . i . renk
Martin wrote: I think the risk of doing harm by rating aircraft and their cockpits after just a quick test is rather high compared to the potential benefit - especially when you're too unfamiliar with some of the respective real-life references. To put in into different words: By assigning

Re: [Flightgear-devel] Aircraft model/cockpit rating

2010-12-01 Thread thorsten . i . renk
I'm afraid that your grading is no more than a beauty contest. It does matter if the gauges are all in the right place or if the cockpit is complete down to the last detail. Under your grading a cockpit could be a complete figment of the imagination, but by looking pretty or having a wow

Re: [Flightgear-devel] Aircraft model/cockpit rating

2010-12-01 Thread thorsten . i . renk
So, if you claim that your rating is _not_ a beauty contest, then I'd ask you: After taking the above mentioned thoughts into account, what's left as a criteria for your rating ? Martin, I see no need to repeat myself over and over. Please read the explanations I have given so far, if you feel

Re: [Flightgear-devel] Aircraft model/cockpit rating

2010-12-01 Thread thorsten . i . renk
One example that strikes me is the c172p, though I'm biased as one of the maintainers of the aircraft, and it is rated accurately according to your criteria :) Compared with, say, the A-10, the F-14b or the Tu-154b (which is not in the GIT repository) - how would you rate the c172p cockpit?

Re: [Flightgear-devel] Aircraft model/cockpit rating

2010-12-02 Thread thorsten . i . renk
Henri wrote: Please don't fall in the MSFS policy, when the eye candy is the main approach. I don't see 'accuracy' and 'visual detail' as mutually exclusive - you can have both. I for once am interested in 'realism' in a simulator. An important part is that the aircraft behaves like an

Re: [Flightgear-devel] Aircraft model/cockpit rating

2010-12-02 Thread thorsten . i . renk
My point is your rating was based on an assumption that was totally incorrect: that the developer had made a reasonable effort to put the right gauges and levers in the right place. Do you make a similar assumption about the FDM? That it is approximately right? Is there much value in such a

Re: [Flightgear-devel] Aircraft model/cockpit rating

2010-12-03 Thread thorsten . i . renk
Nevertheless, I am not persuaded. Your rating is based on: Four legs good, two legs bad!. While that may be generally true, it will throw up many anomalies, and the problem is you neither know which these are, nor how many, because you haven't and can't properly test your hypothesis. First of

Re: [Flightgear-devel] carrier questions

2010-12-10 Thread thorsten . i . renk
Yup, if you are in a AAR-capable aircraft, click on AI-AITanker. Click Request in the window displayed, and a tanker will be instantiated nearby. The controller will tell you where it is relative to your current position. Hope it still works! I haven't tested it for several years. It

Re: [Flightgear-devel] New release

2010-12-13 Thread thorsten . i . renk
Hi All, After a period of having been extremely busy at work, following a switch of jobs and moving to a different country, I'm slowly coming back to life. December is already well on it's way, and it would be great if we could manage another major release this year. I realize that

Re: [Flightgear-devel] Rating system (was Re: New release)

2010-12-13 Thread thorsten . i . renk
I suggest the following: 18 or higher = advanced production (minimum 4 in each rating) 16 to 17 = production (minimum 4 in each rating) For production perhaps at most 1 category with a 3 rating all others 4 and above to get a little bit of a sliding scale between production and advanced

Re: [Flightgear-devel] [Announce] fog/mist/haze layer now active

2010-12-17 Thread thorsten . i . renk
Since I have the technology lying around - here's how fog banks could look in a 3d approach (I created this in 5 minutes by adding 5 lines of Nasal to a tile setup call - could be even better with some more tuning): http://www.flightgear.org/forums/viewtopic.php?f=5t=7358p=106546#p106546 (If

Re: [Flightgear-devel] [Announce] fog/mist/haze layer now active

2010-12-18 Thread thorsten . i . renk
I have to admit that looks very good. Good volumetric fog is kind of the holy grail in simulation (well one of them.) Would it be possible to post some quick instructions somewhere for how to configure your local weather system to do this? Sure... technically it's just effect volumes with

[Flightgear-devel] Some community comments (was: Scenery Corner)

2010-12-22 Thread thorsten . i . renk
Hi Martin, I also find it rather interesting to read something about the 'invisible' work behind the scenery - thank you for letting us know. It's sometimes difficult to appreciate the work that is not directly seen, and it helps a lot if you tell us. Thanks for the hard work. However, there is

Re: [Flightgear-devel] Some community comments

2010-12-23 Thread thorsten . i . renk
Martin: This is a rather incomplete and therefore, at least to my opinion, pretty unfortunate and unsuitable representation of a certain status quo. It wasn't meant to be a representation of any status quo - it is what you (among others) have been communicating (at least to me, given private

Re: [Flightgear-devel] Some community comments

2011-01-11 Thread thorsten . i . renk
of Scenery development is substantially different from craving for aaah's and oooh's on The Forum after you successfully managed to follow an elaborate and nicely illustrated recipe on how to build FlightGear Terrain. Hehe, I'm glad that I managed to catch at least one reader by putting

[Flightgear-devel] Two questions: Texture efficiency and METAR loading rules

2011-03-01 Thread thorsten . i . renk
After some more grey hair, I believe I talked the Local Weather package into working with live METAR data such that it is competitive with the default system. In some areas it performs worse (especially getting denser coverage of convective clouds right is a bit of a problem, it doesn't do time

Re: [Flightgear-devel] METAR loading rules

2011-03-03 Thread thorsten . i . renk
The metar realwx controller checks every 60 seconds for a station reporting metar and loads that data if the station id has changed since the last check. It also rechecks the metar every 15 minutes for the unchanged station. Okay, so every 60 seconds, the controller * determines what the

Re: [Flightgear-devel] Texture efficiency

2011-03-03 Thread thorsten . i . renk
I would have guessed that loading these images would be an infrequent hit making file size a relatively small factor, but if the system is continually swapping them out and reloading them for some reason, that might not be so. *shrugs* It's reasonable to set things up in such a way that a

[Flightgear-devel] Catching up with recent developments... clouds and Concorde

2011-03-09 Thread thorsten . i . renk
I've found the time yesterday to update my December GIT to an up to date version, and I'd like to fire off two remarks. First, I had the impression that some nice work has been done on the default clouds. If anyone wants to add more texture variety here, I have, in addition to my extracted cloud

Re: [Flightgear-devel] Quiet

2011-03-17 Thread thorsten . i . renk
It seems more and more that people prefer using the forum instead the devel-list. vs. Forum activity is winding down too- all the informal aircraft/scenery developers have either left or are inactive. What a nice example of perceptional relativism! We have the same set of data (= the

[Flightgear-devel] Adventures in dds

2011-03-21 Thread thorsten . i . renk
A while ago I posed the question: What I have been wondering is the following: Currently I am using *.rgb textures. I have noticed that the filesize can be reduced by a factor 2 or so by going to *.png textures. However, what is the format which would most efficiently into the scenery? If *.png

Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread thorsten . i . renk
Maybe you already did this, but this needs a 'average of 3' (or 5) tests, because I would be very surprised if the input file format changes the final frame-rate after loading - it's all uncompressed to the same format in GPU memory, as far as I know. Yes, I checked it (I couldn't believe

Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread thorsten . i . renk
With the clouds issue, I have this feeling that something is amiss with the way clouds are generated, but i can't put my finger on it.. :(. Thorsten, have you done the same test with individual textures instead of a big one ? Huh? Not sure what you mean, I don't think I have a single

Re: [Flightgear-devel] Local weather ??????

2011-03-21 Thread thorsten . i . renk
when playing with the Local weather menu, i get the following message Nasal runtime error: setprop() value is not string or number at /../data/Nasal/weather_tile_management.nas, line 189 called from: /../data/Nasal/local_weather.nas, line

Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread thorsten . i . renk
Hmm... I did not have found time for a detailed table of fps comparement, but it seems to me that some of your clouds are decreasing fps more than the default 3d-clouds. It looked different to me at the beginning, but making some videos showed me this. If you use default settings, you're

Re: [Flightgear-devel] Adventures in dds

2011-03-22 Thread thorsten . i . renk
Well that's exactly what I was proposing you to test, split the big texture into 9 smaller ones, thus making 1texture/model. If the graphic engine is somehow being stupid and forgets that it has already loaded that texture we should see a dramatic improvement in performance and loading

Re: [Flightgear-devel] Adventures in dds

2011-03-22 Thread thorsten . i . renk
Hmm, I'd say it's rather critical when in place of one highly detailed airplane you can have about four with the same level of detail in the texture ;)., or a texture with doubled dimensions, thus having more detail ;)(since, as Gary said .dds files get loaded compressed in video RAM).

Re: [Flightgear-devel] Adventures in dds

2011-03-22 Thread thorsten . i . renk
Okay, to summarize what I take from the discussion and all the tests: 1) Texture types: png seems to be best for load-once, then-keep problems because it has the smallest filesize, but takes a lot of time to load. dds seems to work well for some problems, possibly those involving opaque textures

Re: [Flightgear-devel] Local weather ??????

2011-03-22 Thread thorsten . i . renk
Sorry what do you mean with (= tick the option box). ? The menu 'local weather tiles' has an option called 'debug output', if that is ticked, a log is written to the console. however just try to modify the wind kt within the local weather tile gui, iget nasal error I don't. So in

Re: [Flightgear-devel] Texture cache

2011-03-23 Thread thorsten . i . renk
Maybe someone could do some tests when changing the setting (SGPagedLOD.hxx:56) from CACHE_NONE to CACHE_IMAGES or even to CACHE_ALL (then recompile/install sg+fg). Would be interesting to know how this changed loading times, run-time fps and memory consumption. I've just done a very quick

Re: [Flightgear-devel] Texture cache

2011-03-23 Thread thorsten . i . renk
Maybe someone could do some tests when changing the setting (SGPagedLOD.hxx:56) from CACHE_NONE to CACHE_IMAGES or even to CACHE_ALL (then recompile/install sg+fg). Would be interesting to know how this changed loading times, run-time fps and memory consumption. After 30 minutes more of

Re: [Flightgear-devel] Local weather ??????

2011-03-24 Thread thorsten . i . renk
however just try to modify the wind kt within the local weather tile gui, iget nasal error After some reflection and a similar problem discussed in the forum, I think I start to see a potential misunderstanding here. In an integrated weather system, there's no way to 'just modify the wind'

Re: [Flightgear-devel] Local weather ??????

2011-03-24 Thread thorsten . i . renk
To fly within Flightgear we have a lot of ready made aircraft model , we are not obliged to make the aircraft. With your local weather system we must build the weather., No, you certainly don't have to build the weather. Your problem appears to be in fact the exact opposite - you were trying

[Flightgear-devel] Local weather: menu structure

2011-03-25 Thread thorsten . i . renk
The local weather menu option is first before the other local weather options. This does open up a dialog box where you do have to create clouds 1-by-1. Looking at this, it appears that the intent of this is more for debugging. Maybe it would make sense to move this option over to the

[Flightgear-devel] Local Weather: Clouds culled and redrawn

2011-03-25 Thread thorsten . i . renk
The main thing that bugs me with the system is that the view frustum culling around the edges of the screen is visible, so you continuously see the clouds being created and disappearing at the edges of the screen as you turn or change views. If it was once in a while I could live with it,

Re: [Flightgear-devel] Local Weather: Clouds culled and redrawn

2011-03-25 Thread thorsten . i . renk
This happens here as well (nVidia 8600GT (256MB VRAM) on linux). Now that I think of it it looks and behaves like graphics card memory bandwidth issue, maybe it is cured with the image cache set with CACHE_ALL? as by adding some more sistem RAM things haven't improved here. Hm, I'm running

Re: [Flightgear-devel] Local Weather: Clouds culled and redrawn

2011-03-25 Thread thorsten . i . renk
Yep things improve, noticeably. And I'm more convinced it's a lack of gpu memory issue (as in it gets filled up pretty quick with the clouds), as I caught a glimpse of scenery getting redrawn too. You may be right - I looked up the specs of my computer, and it seems I have 512 MB VRAM, so

Re: [Flightgear-devel] Local Weather: Clouds culled and redrawn

2011-03-26 Thread thorsten . i . renk
How about using plain old textured plane crosses for clouds at bigger distances? (the way trees are done, only with a (or several) horizontal plane(s) added) These might work better for bigger structures like cumulonimbus, and such, too, as you can control the shape a bit. (no fancy shader

Re: [Flightgear-devel] Stuttering at 1 Hz rate

2011-03-27 Thread thorsten . i . renk
For the time being, we'll have to live with this. We should just be aware, that introducing too complex data structures and too heavy/complex computations in Nasal isn't a good idea. Even when their average execution time looks ok, they will eventually trigger noticeable frame rate jitters.

Re: [Flightgear-devel] Stuttering at 1 Hz rate

2011-03-28 Thread thorsten . i . renk
Since I don't follow the 'rule' by coding 10.000+ lines in Nasal, I suppose that is partially thrown into my direction. From where I stand, there are good reasons to use Nasal - first of all the userbase which regularly compiles their own code is small, whereas people do install addon

Re: [Flightgear-devel] Stuttering at 1 Hz rate

2011-03-28 Thread thorsten . i . renk
FYI I'm currently looking at adding support for creating a 3D shader cloud using Nasal, to bypass the need to have XML wrappers etc. I'm hoping that this can off-load some of the low level quad-tree work you currently have to do. That's absolutely splendid news! If there's a hard-coded

Re: [Flightgear-devel] Local Weather: Clouds culled and redrawn

2011-03-28 Thread thorsten . i . renk
Hi Cathy, Let me know if you'd like some performance tests. My system is relatively old and slow. Without local weather on, no shadows, no 3D clouds, and no material shaders, I typically get frame rates around 20. With no local weather, shadows on, 3D clouds on, material shaders on, I

[Flightgear-devel] Efficient Nasal coding (was: Stuttering at 1 Hz rate)

2011-03-30 Thread thorsten . i . renk
And since something like don't complain, just do it was mentioned: I'm not complaining (my new machine is doing fine for now). I've just analyzed it and mention the facts. Yes, actually your post is quite the opposite of complaining - it's very informative and constructive in that it suggests

[Flightgear-devel] Cloud interface from Nasal

2011-03-30 Thread thorsten . i . renk
To follow up Stuart, here are some of my thoughts: FYI I'm currently looking at adding support for creating a 3D shader cloud using Nasal, to bypass the need to have XML wrappers etc. I'm hoping that this can off-load some of the low level quad-tree work you currently have to do. (...)

Re: [Flightgear-devel] Cloud interface from Nasal

2011-03-31 Thread thorsten . i . renk
Yes, in fact, my basic strategy was to use the existing default 3D cloud code almost untouched from the perspective of creating a set of sprites that are built up into a cloudlet. So, you can define (amongst other things) - the texture sheet to use, - the number of sprites, - min/max width

Re: [Flightgear-devel] Cloud interface from Nasal

2011-04-01 Thread thorsten . i . renk
Since my basic Cu texture image is often 1024x512 (sometimes larger), sorting through the y-coordinate of the texture sheet isn't an option unless you use 4096x4096 sheets - which may not be so nice. (?) Well, I guess that depends on the texture cache which you seem to have anyway. The

Re: [Flightgear-devel] Cloud interface from Nasal

2011-04-01 Thread thorsten . i . renk
Which reminds me, a long time ago (in the cutover from PLIB to OSG) we lost the ability to detect clouds using the Weather Radar. It would be very nice to restore that function. The code still exists, it's just the 3d clouds are no longer accessible. What would it need, and what can it

Re: [Flightgear-devel] Nasal submodules / folders and optional loading

2011-04-02 Thread thorsten . i . renk
Comments welcome. If there are no objections, I'll update fgdata/Nasal shortly, moving some initial modules to separate folders. I've tested this locally with the multiplayer, local weather, wildfire and ATC chatter scripts. Sounds all good to me. I'm currently setting the default properties

Re: [Flightgear-devel] OSG caching

2011-04-13 Thread thorsten . i . renk
You can say THAT again! I wonder if OSG people know that they should also throw out stuff from cache, not just put things in! I have been bold enough to use the CACHE_ALL for today's TGA multiplayer event ... at the end of the 6th hour or so, FG's memory usage reached 7.5GB, with the

Re: [Flightgear-devel] Cloud interface from Nasal

2011-04-27 Thread thorsten . i . renk
So when wrap=true the core code will wrap the edges, shift the layer with altitude and move it with the wind With wrap=false, we'll just move it with the wind. OK? Sounds good to me. One function I had on my TODO list was something to return the cloud position in lat/lon. However, it's a

Re: [Flightgear-devel] Props: /environment/wind-* obsolete?

2011-05-04 Thread thorsten . i . renk
And even less that could have been related to this besides: Loading local weather routines... Compatibility layer: testing for hard coded support * can set light saturation:yes * hard coded terrain presampling: yes * terrain presampling initialized: no * can disable

[Flightgear-devel] Scene building, perception and complex systems

2011-05-09 Thread thorsten . i . renk
I have just posted a longer collection of my thoughts and experiments with what makes a scene (a cloudy sky, a cockpit, a forest,...) credible and what isn't helpful in the forum (it contains a lot of pictures, so it simply isn't useful to post it here as well). If you find either this

Re: [Flightgear-devel] Scene building, perception and complex systems

2011-05-09 Thread thorsten . i . renk
To save others some time, here is the direct link to the forum post: http://www.flightgear.org/forums/viewtopic.php?f=5t=11992 Thanks... I can't believe I missed to include that! * Thorsten -- WhatsUp Gold -

[Flightgear-devel] Too dumb to GIT...

2011-05-11 Thread thorsten . i . renk
Sorry to bother with trivia, but my inability to use GIT properly starts to annoy me. What I want is my personally customized branch of FGData in which I can do texturing experiments and develop Local Weather ahead of what is in master, which is then periodically updated to whatever else has

Re: [Flightgear-devel] Too dumb to GIT...

2011-05-11 Thread thorsten . i . renk
Anders, you're my hero! It actually worked :-) Maybe I should add that to the wiki? * Thorsten to keep your commit. Even if you merged your changed branch (e.g. with git pull) rather than rebasing it you'd get the conflicts. git status to check which files are in conflict.

[Flightgear-devel] Where to modify tree textures?

2011-05-14 Thread thorsten . i . renk
I've finally managed to find an (in hindsight rather obvious) way to regionalize textures and have started working on a rice terrace texture to represent irrigated crops in Asia. So far, I'm quite happy with the texture, but since so many aerial screenshots of rice often show clusters of trees,

Re: [Flightgear-devel] High altitute/speed flights terrain engine problems

2011-06-01 Thread thorsten . i . renk
Current terrain engine makes flights on high altitudes or long flights on high speeds unreasonable. There is no Earth surface visible, only blue fog, but lags very big, fps may drop to one per second or less, simulation may crash on attempt to switch to other window and so on, because it

[Flightgear-devel] Object distance fading color

2011-06-01 Thread thorsten . i . renk
I've recently done a visual comparison between hires Flightgear scenery and reality - for those interested, see here: http://www.flightgear.org/forums/viewtopic.php?f=5t=12259 One of the striking points is that in reality even in partially clouded skies distant objects do not start to fade into

[Flightgear-devel] Reparsing materials.xml runtime?

2011-06-01 Thread thorsten . i . renk
Following the idea of placing conditionals on position in materials.xml, I have created a rather nice demo for regional textures. But the problem remains that only the startup position counts, i.e. I suspect materials.xml is parsed only once during a Flightgear session. Is there a simple way to

Re: [Flightgear-devel] High altitute/speed flights terrain engine problems

2011-06-02 Thread thorsten . i . renk
As I said previously, it's gotta be implemented not on model level but on whole FG level, or not implemented at all. Nobody is talking about implementing anything on *aircraft* model level - the idea is to represent *Earth* by a model the same way we can represent, say, clouds by a model.

Re: [Flightgear-devel] Object distance fading color

2011-06-02 Thread thorsten . i . renk
Part of the problem is that FlightGear almost always renders ideal situations for the skydome. If you look at this picture you see there are situations where white fog is natural: http://upload.wikimedia.org/wikipedia/commons/2/2a/St.Gilgen_Panorama_2007-02-22.jpg But you obviously won't get

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