Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-24 Thread Geoff McLane
Hi Jason,

Have just completed a new fgfs build, and a TG tool 
build, and have downloaded your -
 34169132 newScenery-YSSY.tar.bz2
149396748 newScenery.tar.bz2

And yes, when I load that scenery in fgfs all 
I see are spaghetti strips, like in your
work/fgfs-screen-001.png image...

I unloaded it to a /media/Disk2/TG directory, and 
moved your 'Scenery' folder out of 'work'... then 
ran fgfs like -

~/fg/fg16$ ./run_fgfs.sh --timeofday=noon \
--fg-scenery=/media/Disk2/TG/newSydScenery/Scenery \
--airport=YSSY --aircraft=ufo --altitude=1000
run_fgfs.sh: Running: ./fgfs --fg-root=/home/geoff/fg/fg16/fgfs/data \
--timeofday=noon --fg-scenery=/media/Disk2/TG/newSydScenery/Scenery \
--airport=YSSY --aircraft=ufo --altitude=1000
loading scenario 'vinson_demo'
getting flightplan: Cruise-1
AIShip: Cruise-1 initializing waypoints 
AIShip: Cruise-1 done initialising waypoints 0
creating 3D noise texture... DONE
ERROR:
opening /media/Disk2/TG/newSydScenery/Scenery/Terrain/e150s40/e150s34/YGNB.btg\
or /media/Disk2/TG/newSydScenery/Scenery/Terrain/e150s40/e150s34/YGNB.btg.gz 
for reading!
ERROR:
opening /media/Disk2/TG/newSydScenery/Scenery/Terrain/e150s40/e150s34/YSRI.btg\
or /media/Disk2/TG/newSydScenery/Scenery/Terrain/e150s40/e150s34/YSRI.btg.gz 
for reading!

Turning a little to the right I get -
 http://geoffair.org/tmp/newSyd-YSSY.png
It looks like the YSSY area got really messed up ;=))

Your YSSY.btg.gz does not look that different, in 
size at least
S1.0.1 134376 2008-10-27 e150s40/e151s34/YSSY.btg.gz
NewSyd 136285 2011-10-22 e150s40/e151s34/YSSY.btg.gz

So I copy your YSSY.btg.gz into S1.0.1, and load that 
and it all looks fine... so it is a problem with the 
surrounding tiles!!!

YSSY is in bucket 5426688, with surrounding buckets 
5410315, 5426696, 5426681, 5426689, 5426697, 
5426680 5410299 5410307...

Now there is a ***BIG*** difference in the main YSSY 
bucket -
S1.0.1   56333 2008-10-27 5426688.btg.gz
NewSys 3814419 2011-10-22 5426688.btg.gz

That's a WHOPPING 70 times larger, compressed...

And replacing your tile with the scenery 1.0.1 
tile, and the scene returns to normal -
 http://geoffair.org/tmp/newSyd-YSSY2.png

So it is definitely THAT, and maybe other, tiles, 
that have been either badly generated OR are 
badly rendered...

Un-gzipping both, and looking at the 'signature', 
there is no doubt this is a NEW GENERATION tile ;=))

S1.0.1 000: 06 00 47 53 17 fd 05 49 ..GS...I
NewSyd 000: 0a 00 47 53 36 5f a2 4e ..GS6_.N
with a 'S.G.0.6' versus a 'S.G.0.10' signature...

Other scenery parts, like S. Head looks very good -
 http://geoffair.org/tmp/newSyd-SHead.png
with lots of (minor) road detail that add reality...

So what can I regenerate using your data and command, 
modified only for the out path...

$ fgfs-construct --work-dir=. --output-dir=../Scene2/Terrain 
--lon=150 --lat=-30 --xdist=5 --ydist=5 AirportArea AirportObj 
SRTM2-Australia-3 LandMass Sand Rivers Lakes Freeways 
Trunk_Freeways Tertiary_Roads Service_Roads Secondary_Roads 
Primary_Roads Towns Cities Crops Railroads Residential_Roads

After reading your 14 hours plus to build, and after an hour 
of running, that tile is not yet re-produced... maybe if I 
further limit the lat/lon - maybe with -
 --lon=151 --lat=-33 --xdist=1 --ydist=1
I will get there quicker...

Another hour slipped by, and still no 5426688 tile 
built... then I remember you can give a single 
--tile-id=id to fgfs-construct...

The idea is I am searching for a very easily repeatable 
set of data and parameters so that people like James, 
or others, can very easily build and test...

I hope soon we will be rid of the 'swirlies', 'spaghetti', 
or what ever we want to call the problem...

DRAT! Even using ONE --tile-id=5426688 it is still 
trundling along after two more hours... Am off to dinner, 
so will leave it running...

But meantime hope this helps 'explain' clearly the 
problem Jason, and now I are still seeing... so maybe 
the sg_binobj is still not doing its job completely...
either as a write, or read...

Will report more if I find more...

Regards,
Geoff.



On Mon, 2011-10-24 at 06:56 +1100, Jason Cox wrote:
 Geoff,
 the whole scenery build directory is
 http://dl.dropbox.com/u/3028956/newScenery.tar.bz2
 
 The process that i used for cutting up the 3sec dems was to use your
 makeYSSY-1.0.4 to produce only the SRTM directory and run terrafit as
 well as produce the airports.
 
 After that everything came from shape files from ga.gov.au.
 
 I have found that all data in the VMAP is out of position with airports
 and coastal data and found that the shape files all align correctly.
 
 
 There were also some changes needed to one of the terragear files to
 increase the allowed build time for a tile.
 
 ~line 1187 in src/BuildTiles/Main/main.cxx
 
 limit.rlim_cur = 30;// seconds
 limit.rlim_max = 30;// seconds
 
 The build command 
 
  fgfs-construct --work-dir=. --output-dir=Scenery/Terrain --lon=150
 --lat=-30 --xdist=5 

Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-24 Thread Geoff McLane
Hi Jason,

Ok my 5426688.btg.gz took about 5 hours to 
generate. And most of the near final console 
output shows -
...
center = [ -4.63734e+06, 2.55623e+06, -3.54361e+06 ] radius = 16282.1
dumping normals = 94646
creating 497 fans of type 0
creating 169 fans of type 1
creating 1470 fans of type 2
creating 32220 fans of type 3
creating 1040 fans of type 4
creating 216 fans of type 11
creating 335 fans of type 18
creating 20911 fans of type 19
creating 1428 fans of type 76
Output file = ../Scene2/Terrain/e150s40/e151s34/5426688.btg.gz
points size = 0  pt_materials = 0
triangles size = 0  tri_materials = 0
strips size = 0  strip_materials = 0
fans size = 58286  fan_materials = 58286
nodes = 94646
colors = 0
normals = 94646
tex coords = 304869
total top level objects = 14
collecting custom objects from ./AirportArea/e150s40/e151s34/5426688.ind
No custom objects
... [snip] ...
No custom objects
[Finished successfully]

I guess it would have been nice if fgfs-construct 
output what 'version' BTG it was creating...

It weights in at about the same size - 3772063 
bytes versus your 3814419 bytes... and with 
304869 tex coords thus it should be SG 10!

And renders as the SAME crazy pattern ;=(( by 
fgfs...

LOVE all the great roads you have added in 
other many non-broken tile areas ;=)) I think I 
could even pick out the small road a friend used 
to live at... And the twin parallel Pacific 
Highway north, with off ramps, etc...

Great stuff...

While on that specific VERY BAD tile I still get 
a reasonable 50-60 fps, and in other areas over 
100 (in the ufo)...

You can find it here -
 http://geoffair.org/tmp/5426688.btg.gz

So tomorrow to try to discover is the problem in 
the fgfs-contruct output, the write, or in the 
fgfs read and rendering...

Regards,
Geoff.

On Tue, 2011-10-25 at 07:22 +1100, Jason Cox wrote:
 Geoff,
 thanks for looking at this.
 I think that the swerllies have actually gone and are now replaced by
 spaghetti.
  the old behavior was the terrain being stretched inside a triangle
 incorrectly followed by tile not being produced at all. in FGFS this
 would also bottom out the rendering at 1 fps.
 
 now it renders all tile FPS never get 15fps, terrain is filling the tri
 correctly but the underling mesh is not been cleaned up correctly and so
 you get strips back to a point of origin.
 
 
 Just my take
 Jason
 
 
 On Mon, 2011-10-24 at 20:19 +0200, Geoff McLane wrote:
  Hi Jason,
  
  Have just completed a new fgfs build, and a TG tool 
  build, and have downloaded your -
   34169132 newScenery-YSSY.tar.bz2
  149396748 newScenery.tar.bz2
  
  And yes, when I load that scenery in fgfs all 
  I see are spaghetti strips, like in your
  work/fgfs-screen-001.png image...
  
  I unloaded it to a /media/Disk2/TG directory, and 
  moved your 'Scenery' folder out of 'work'... then 
  ran fgfs like -
  
  ~/fg/fg16$ ./run_fgfs.sh --timeofday=noon \
  --fg-scenery=/media/Disk2/TG/newSydScenery/Scenery \
  --airport=YSSY --aircraft=ufo --altitude=1000
  run_fgfs.sh: Running: ./fgfs --fg-root=/home/geoff/fg/fg16/fgfs/data \
  --timeofday=noon --fg-scenery=/media/Disk2/TG/newSydScenery/Scenery \
  --airport=YSSY --aircraft=ufo --altitude=1000
  loading scenario 'vinson_demo'
  getting flightplan: Cruise-1
  AIShip: Cruise-1 initializing waypoints 
  AIShip: Cruise-1 done initialising waypoints 0
  creating 3D noise texture... DONE
  ERROR:
  opening 
  /media/Disk2/TG/newSydScenery/Scenery/Terrain/e150s40/e150s34/YGNB.btg\
  or 
  /media/Disk2/TG/newSydScenery/Scenery/Terrain/e150s40/e150s34/YGNB.btg.gz 
  for reading!
  ERROR:
  opening 
  /media/Disk2/TG/newSydScenery/Scenery/Terrain/e150s40/e150s34/YSRI.btg\
  or 
  /media/Disk2/TG/newSydScenery/Scenery/Terrain/e150s40/e150s34/YSRI.btg.gz 
  for reading!
  
  Turning a little to the right I get -
   http://geoffair.org/tmp/newSyd-YSSY.png
  It looks like the YSSY area got really messed up ;=))
  
  Your YSSY.btg.gz does not look that different, in 
  size at least
  S1.0.1 134376 2008-10-27 e150s40/e151s34/YSSY.btg.gz
  NewSyd 136285 2011-10-22 e150s40/e151s34/YSSY.btg.gz
  
  So I copy your YSSY.btg.gz into S1.0.1, and load that 
  and it all looks fine... so it is a problem with the 
  surrounding tiles!!!
  
  YSSY is in bucket 5426688, with surrounding buckets 
  5410315, 5426696, 5426681, 5426689, 5426697, 
  5426680 5410299 5410307...
  
  Now there is a ***BIG*** difference in the main YSSY 
  bucket -
  S1.0.1   56333 2008-10-27 5426688.btg.gz
  NewSys 3814419 2011-10-22 5426688.btg.gz
  
  That's a WHOPPING 70 times larger, compressed...
  
  And replacing your tile with the scenery 1.0.1 
  tile, and the scene returns to normal -
   http://geoffair.org/tmp/newSyd-YSSY2.png
  
  So it is definitely THAT, and maybe other, tiles, 
  that have been either badly generated OR are 
  badly rendered...
  
  Un-gzipping both, and looking at the 'signature', 
  there is no doubt this is a NEW GENERATION tile ;=))
  
  S1.0.1 000: 06 00 47 53 17 fd 

Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-24 Thread James Turner

On 25 Oct 2011, at 03:03, Geoff McLane wrote:

 You can find it here -
 http://geoffair.org/tmp/5426688.btg.gz
 
 So tomorrow to try to discover is the problem in 
 the fgfs-contruct output, the write, or in the 
 fgfs read and rendering...

I'll take a look too :)

All the info above looks very sane - nothing anomalous in the vertex/tex-coord 
counts.

James


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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-23 Thread Jason Cox
James,
here is the scenery that I have generated. Te file 33M and i also have a
complwork directory if you would like to look at that but its a +130M
bz2 file
http://dl.dropbox.com/u/3028956/newScenery-YSSY.tar.bz2


Jason


On Sun, 2011-10-23 at 01:46 +0100, James Turner wrote:
 On 23 Oct 2011, at 00:41, Jason Cox wrote:
 
  I can now build more scenery but still hit the spaghetti network
  around YSSY. 
  Was the change that you made only to a 32bit int?
  What do i need to do to change to 64bit int?
 
 I'd be pretty suspicious of this - much more likely, there's a bug in my 
 code, than you actually need 64-bit indices. I won't say 'impossible', but I 
 don't think GPUs or OSG actually support indices larger than 32-bits anyway, 
 and even if they did, you'd still bring your GPU to its knees before hitting 
 that limit.
 
 I have tests for  2^16 vertices / texture coords, which are all working, 
 which suggests there's 'something else' going on. (Or my tests need to be 
 extended)
 
 Can you make available, a zip/tarball with your work directories, so I can 
 test locally? Or the produced btg?
 
 James
 
 
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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-23 Thread Geoff McLane
Hi Jason,

Thanks for sharing your generated BTG files...
I will try loading these soon...

I am presently in the process of updating 
SG/FG/TG to the latest respective gits, 
particularly to get James' latest sg_binobj, and 
would appreciate having your full -
 newSydScenery/work
perhaps excluding the 
 newSydScenery/work/Scenery/Terrain/*
which you have already provided...

It would give me some quick data to try this 
new build of TG tools and then fgfs on... regardless 
of size...

If you do not mind, can you advise, either here 
or directly, for the Sydney area -

What HGT/DEM elevation source did you use? 1 or 
3 arcsec, or other? Very important for the N
Head Gap, and lots of other shear cliffs around 
Sydney.

Did you push terrafit? If yes, what values?
ie min-nodes and max-errors specifically...

What source did you use for the landmass (ocean vs 
land) default? That is, what coastline data? 
Again important to get detailed harbor, and other 
coast features.

What sources, SHP or other, did you use for the 
various landuse types? There are lots of 'green' 
areas in and around the city...

Thanks,
Geoff.

On Sun, 2011-10-23 at 17:24 +1100, Jason Cox wrote:
 James,
 here is the scenery that I have generated. Te file 33M and i also have a
 complwork directory if you would like to look at that but its a +130M
 bz2 file
 http://dl.dropbox.com/u/3028956/newScenery-YSSY.tar.bz2
 
 
 Jason
 
 
 On Sun, 2011-10-23 at 01:46 +0100, James Turner wrote:
  On 23 Oct 2011, at 00:41, Jason Cox wrote:
  
   I can now build more scenery but still hit the spaghetti network
   around YSSY. 
   Was the change that you made only to a 32bit int?
   What do i need to do to change to 64bit int?
  
  I'd be pretty suspicious of this - much more likely, there's a bug in my 
  code, than you actually need 64-bit indices. I won't say 'impossible', but 
  I don't think GPUs or OSG actually support indices larger than 32-bits 
  anyway, and even if they did, you'd still bring your GPU to its knees 
  before hitting that limit.
  
  I have tests for  2^16 vertices / texture coords, which are all working, 
  which suggests there's 'something else' going on. (Or my tests need to be 
  extended)
  
  Can you make available, a zip/tarball with your work directories, so I can 
  test locally? Or the produced btg?
  
  James
  



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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-23 Thread Jason Cox
Geoff,
the whole scenery build directory is
http://dl.dropbox.com/u/3028956/newScenery.tar.bz2

The process that i used for cutting up the 3sec dems was to use your
makeYSSY-1.0.4 to produce only the SRTM directory and run terrafit as
well as produce the airports.

After that everything came from shape files from ga.gov.au.

I have found that all data in the VMAP is out of position with airports
and coastal data and found that the shape files all align correctly.


There were also some changes needed to one of the terragear files to
increase the allowed build time for a tile.

~line 1187 in src/BuildTiles/Main/main.cxx

limit.rlim_cur = 30;// seconds
limit.rlim_max = 30;// seconds

The build command 

 fgfs-construct --work-dir=. --output-dir=Scenery/Terrain --lon=150
--lat=-30 --xdist=5 --ydist=5 AirportArea AirportObj SRTM2-Australia-3
LandMass  Sand   Rivers Lakes Freeways Trunk_Freeways Tertiary_Roads
Service_Roads Secondary_Roads Primary_Roads Towns Cities Crops
Railroads Residential_Roads


hope this all helps
Jason

PS it took 860min to build 

On Sun, 2011-10-23 at 16:56 +0200, Geoff McLane wrote:
 Hi Jason,
 
 Thanks for sharing your generated BTG files...
 I will try loading these soon...
 
 I am presently in the process of updating 
 SG/FG/TG to the latest respective gits, 
 particularly to get James' latest sg_binobj, and 
 would appreciate having your full -
  newSydScenery/work
 perhaps excluding the 
  newSydScenery/work/Scenery/Terrain/*
 which you have already provided...
 
 It would give me some quick data to try this 
 new build of TG tools and then fgfs on... regardless 
 of size...
 
 If you do not mind, can you advise, either here 
 or directly, for the Sydney area -
 
 What HGT/DEM elevation source did you use? 1 or 
 3 arcsec, or other? Very important for the N
 Head Gap, and lots of other shear cliffs around 
 Sydney.
 
 Did you push terrafit? If yes, what values?
 ie min-nodes and max-errors specifically...
 
 What source did you use for the landmass (ocean vs 
 land) default? That is, what coastline data? 
 Again important to get detailed harbor, and other 
 coast features.
 
 What sources, SHP or other, did you use for the 
 various landuse types? There are lots of 'green' 
 areas in and around the city...
 
 Thanks,
 Geoff.
 
 On Sun, 2011-10-23 at 17:24 +1100, Jason Cox wrote:
  James,
  here is the scenery that I have generated. Te file 33M and i also have a
  complwork directory if you would like to look at that but its a +130M
  bz2 file
  http://dl.dropbox.com/u/3028956/newScenery-YSSY.tar.bz2
  
  
  Jason
  
  
  On Sun, 2011-10-23 at 01:46 +0100, James Turner wrote:
   On 23 Oct 2011, at 00:41, Jason Cox wrote:
   
I can now build more scenery but still hit the spaghetti network
around YSSY. 
Was the change that you made only to a 32bit int?
What do i need to do to change to 64bit int?
   
   I'd be pretty suspicious of this - much more likely, there's a bug in my 
   code, than you actually need 64-bit indices. I won't say 'impossible', 
   but I don't think GPUs or OSG actually support indices larger than 
   32-bits anyway, and even if they did, you'd still bring your GPU to its 
   knees before hitting that limit.
   
   I have tests for  2^16 vertices / texture coords, which are all working, 
   which suggests there's 'something else' going on. (Or my tests need to be 
   extended)
   
   Can you make available, a zip/tarball with your work directories, so I 
   can test locally? Or the produced btg?
   
   James
   
 
 
 
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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-22 Thread Jason Cox
James,
good work :)
I can now build more scenery but still hit the spaghetti network
around YSSY. 
Was the change that you made only to a 32bit int?
What do i need to do to change to 64bit int?

I can also report that on my box running a GeForce 8400 that the frame
rate above 80/sec :)

Jason


On Thu, 2011-10-20 at 10:04 +0100, James Turner wrote:
 On 20 Oct 2011, at 09:48, Jason Cox wrote:
 
  I am trying to test some builds around YWLM and just need to know if the
  changes for higher detailed scenery that you spoke of is in the repo?
  
  How do I tell the changes that were made to sg_binobj.cxx as I do not
  understand how to drive GIT to change to a branch?
 
 Yep it's all committed, and even tested!
 
 However you do need a tearrgear compiled against latest simgear, *not* 
 against simgear-cs.
 
 James
 
 
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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-22 Thread James Turner

On 23 Oct 2011, at 00:41, Jason Cox wrote:

 I can now build more scenery but still hit the spaghetti network
 around YSSY. 
 Was the change that you made only to a 32bit int?
 What do i need to do to change to 64bit int?

I'd be pretty suspicious of this - much more likely, there's a bug in my code, 
than you actually need 64-bit indices. I won't say 'impossible', but I don't 
think GPUs or OSG actually support indices larger than 32-bits anyway, and even 
if they did, you'd still bring your GPU to its knees before hitting that limit.

I have tests for  2^16 vertices / texture coords, which are all working, which 
suggests there's 'something else' going on. (Or my tests need to be extended)

Can you make available, a zip/tarball with your work directories, so I can test 
locally? Or the produced btg?

James


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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-20 Thread Jason Cox
James,
I am trying to test some builds around YWLM and just need to know if the
changes for higher detailed scenery that you spoke of is in the repo?

How do I tell the changes that were made to sg_binobj.cxx as I do not
understand how to drive GIT to change to a branch?

Jason

On Sat, 2011-10-15 at 16:20 +0100, James Turner wrote:
 On 15 Oct 2011, at 15:22, HB-GRAL wrote:
 
  I think the only solution is to make GPC obsolete - either by replacing
  GPC by something different but functional equivalent or simply (TM ;-)
  by avoiding any polygon clipping in 'fgfs-construct' overall.
  
 Martin.
  
  Hi Martin
  
  Are there any concrete suggestions ?
 
 Yes, it's being actively hacked on and tested, I believe, because the clipper 
 is the most numerically sensitive part of the whole process, and performance 
 sensitive too. One candidate is being tested already, and there's other 
 options available, but it's really important not to regress the core 
 functionality, so some caution is required!
 
 James
 
 
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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-20 Thread James Turner

On 20 Oct 2011, at 09:48, Jason Cox wrote:

 I am trying to test some builds around YWLM and just need to know if the
 changes for higher detailed scenery that you spoke of is in the repo?
 
 How do I tell the changes that were made to sg_binobj.cxx as I do not
 understand how to drive GIT to change to a branch?

Yep it's all committed, and even tested!

However you do need a tearrgear compiled against latest simgear, *not* against 
simgear-cs.

James


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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-20 Thread Jason Cox
Thanks
will give it a try
Jason

On Thu, 2011-10-20 at 10:04 +0100, James Turner wrote:
 On 20 Oct 2011, at 09:48, Jason Cox wrote:
 
  I am trying to test some builds around YWLM and just need to know if the
  changes for higher detailed scenery that you spoke of is in the repo?
  
  How do I tell the changes that were made to sg_binobj.cxx as I do not
  understand how to drive GIT to change to a branch?
 
 Yep it's all committed, and even tested!
 
 However you do need a tearrgear compiled against latest simgear, *not* 
 against simgear-cs.
 
 James
 
 
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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-17 Thread Lauri Peltonen
Hi.

 Here is a random thought: what if the polygon data was painted onto a raster
 texture (of some sufficient resolution) in correct bottom up order, rather
 than being clipped.   Then at the end of the process we figure out how to
 extract the resulting polygons from the raster image.  This would completely
 eliminate the polygon clipping (although not for the airport generation I
 guess) but would require solving another difficult problem.

I've been thinking that we should use integers (or fixed point) for
vertices when processing scenery. With sufficiently long integers
(say, 32 or even 64 bits on newer machines?) the precision could be in
millimeter level, even on a world scale. At least if I calculated
correctly ;)

The pro side would be that all calculations on integers are well
defined, and degenerate cases would be easier to detect, without using
any epsilons.

I don't know whether the clippers support that, but at least some do
work on integers only. Any comments on this?

Lauri, a.k.a Zan
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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-17 Thread Martin Spott
HB-GRAL wrote:

 There is so many software to do exactly this task. I could not imagine 
 that our scenery is THAT important for this developement.

At least our Scenery led to significant improvements in the way GRASS7
deals with vector data  ;-)

Cheers,
Martin.
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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-16 Thread Maxime Guillaud
On Sat, 15 Oct 2011 08:53:45 + (UTC)
Martin Spott martin.sp...@mgras.net wrote:
 I think the only solution is to make GPC obsolete - either by replacing
 GPC by something different but functional equivalent or simply (TM ;-)
 by avoiding any polygon clipping in 'fgfs-construct' overall.

For what it's worth... I am currently trying to generate custom scenery for all 
of Europe
based on Corine + OSM data (similar to what I did for France some time ago:
http://wiki.flightgear.org/Custom_France_Scenery), and I am also getting lost 
in the
intricacies of fgfs-construct and crashes in GPC.

I managed to make a few changes in the code that improved the situation:
- conversely to what is suggested in README.gpc, I did not change the 
GPC_EPSILON constant
  (left it defined as DBL_EPSILON)
- I completely disabled the removal of so-called bad nodes in poly_support.cxx

However I did a lot of preprocessing of the data in Postgis before feeding it to
fgfs-construct, hopefully removing the need for the hacks mentioned above.

So far this configuration has proved very stable for me, and I was able to 
generate
more than a hundred of 1x1 deg tiles without any crash.

So far the only problems that remain seem to be located around the 0deg 
longitude area -
there, I am still running into the problem of the NULL pointer in the GPC 
merge_right().

What I noticed so far lends me to think that there is a lot of code in 
terragear that is
supposed to deal with imperfect input data - and should maybe be deactivated.
Can anyone shed some light on what the bad node detection is supposed to 
achieve, for
instance ? Also, the suggested increase of GPC_EPSILON is bound to introduce
inconsistencies in the geometric routines - much better to clean up the input 
data).

Unfortunately, there are many places in terragear where some arbitrary 
epsilon constants
are hiding with unexpected effects - just run grep -r '0\.' terragear-cs 
and count
the matches if you don't believe me.

So maybe the problem is not in GPC after all but in what we feed it

Maxime


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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-16 Thread Peter Sadrozinski
The 'bad' nodes are points that are co linear with a previous segment on the
same contour.  When this happens, the even-odd algorithms used for clipping
only see one intersection instead of two.  So, as a scanline is evaluated,
if we were currently outside a poly, we would then determine we were inside,
when it should have gone back to outside.

In papillon's terragear repo, we have integrated clipper, which is an
actively supported clipping routine that has far fewer errors, and is faster
as well.

I still hit these bad nodes often still, however.  I am experimenting with
nudging these nodes perpendicular away from the segment they touch instead
of removing them completely.  Will update when if I get consistent results.
On Oct 16, 2011 7:22 AM, Maxime Guillaud m...@mguillaud.net wrote:

 On Sat, 15 Oct 2011 08:53:45 + (UTC)
 Martin Spott martin.sp...@mgras.net wrote:
  I think the only solution is to make GPC obsolete - either by replacing
  GPC by something different but functional equivalent or simply (TM ;-)
  by avoiding any polygon clipping in 'fgfs-construct' overall.

 For what it's worth... I am currently trying to generate custom scenery for
 all of Europe
 based on Corine + OSM data (similar to what I did for France some time ago:
 http://wiki.flightgear.org/Custom_France_Scenery), and I am also getting
 lost in the
 intricacies of fgfs-construct and crashes in GPC.

 I managed to make a few changes in the code that improved the situation:
 - conversely to what is suggested in README.gpc, I did not change the
 GPC_EPSILON constant
  (left it defined as DBL_EPSILON)
 - I completely disabled the removal of so-called bad nodes in
 poly_support.cxx

 However I did a lot of preprocessing of the data in Postgis before feeding
 it to
 fgfs-construct, hopefully removing the need for the hacks mentioned above.

 So far this configuration has proved very stable for me, and I was able to
 generate
 more than a hundred of 1x1 deg tiles without any crash.

 So far the only problems that remain seem to be located around the 0deg
 longitude area -
 there, I am still running into the problem of the NULL pointer in the GPC
 merge_right().

 What I noticed so far lends me to think that there is a lot of code in
 terragear that is
 supposed to deal with imperfect input data - and should maybe be
 deactivated.
 Can anyone shed some light on what the bad node detection is supposed to
 achieve, for
 instance ? Also, the suggested increase of GPC_EPSILON is bound to
 introduce
 inconsistencies in the geometric routines - much better to clean up the
 input data).

 Unfortunately, there are many places in terragear where some arbitrary
 epsilon constants
 are hiding with unexpected effects - just run grep -r '0\.'
 terragear-cs and count
 the matches if you don't believe me.

 So maybe the problem is not in GPC after all but in what we feed it

 Maxime



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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-15 Thread Martin Spott
Jason Cox wrote:

 I am hoping to try your changes as I was constantly blowing up the
 scenery around YWLM by using osm residental data [...]

OSM residential is quite ambitious - I'd be a happy man if I
succeeded building tertiary without triggering GPC segfaults in
'fgfs-construct' 
I think the only solution is to make GPC obsolete - either by replacing
GPC by something different but functional equivalent or simply (TM ;-)
by avoiding any polygon clipping in 'fgfs-construct' overall.

Martin.
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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-15 Thread HB-GRAL
Am 15.10.11 10:53, schrieb Martin Spott:

 I think the only solution is to make GPC obsolete - either by replacing
 GPC by something different but functional equivalent or simply (TM ;-)
 by avoiding any polygon clipping in 'fgfs-construct' overall.

   Martin.

Hi Martin

Are there any concrete suggestions ?

Cheers, Yves


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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-15 Thread James Turner

On 15 Oct 2011, at 15:22, HB-GRAL wrote:

 I think the only solution is to make GPC obsolete - either by replacing
 GPC by something different but functional equivalent or simply (TM ;-)
 by avoiding any polygon clipping in 'fgfs-construct' overall.
 
  Martin.
 
 Hi Martin
 
 Are there any concrete suggestions ?

Yes, it's being actively hacked on and tested, I believe, because the clipper 
is the most numerically sensitive part of the whole process, and performance 
sensitive too. One candidate is being tested already, and there's other options 
available, but it's really important not to regress the core functionality, so 
some caution is required!

James


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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-15 Thread HB-GRAL
Hi James

Thank you very much (and Martin of course) for diving into. I am just 
curious how you go to replace GPC.

Cheers, Yves

Am 15.10.11 17:20, schrieb James Turner:

 On 15 Oct 2011, at 15:22, HB-GRAL wrote:

 I think the only solution is to make GPC obsolete - either by replacing
 GPC by something different but functional equivalent or simply (TM ;-)
 by avoiding any polygon clipping in 'fgfs-construct' overall.

 Martin.

 Hi Martin

 Are there any concrete suggestions ?

 Yes, it's being actively hacked on and tested, I believe, because the clipper 
 is the most numerically sensitive part of the whole process, and performance 
 sensitive too. One candidate is being tested already, and there's other 
 options available, but it's really important not to regress the core 
 functionality, so some caution is required!

 James


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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-15 Thread Martin Spott
HB-GRAL wrote:
 Am 15.10.11 10:53, schrieb Martin Spott:

 I think the only solution is to make GPC obsolete - either by replacing
 GPC by something different but functional equivalent or simply (TM ;-)
 by avoiding any polygon clipping in 'fgfs-construct' overall.

 Are there any concrete suggestions ?

As James wrote, one option would be to replace GPC by another clipper
(not my expertise).  The second option I am investigating is to do all
the cleaning and clipping, including cutting holes for line data and
airports into the land cover, directly in PostGIS or, preferred, GRASS,
thus obsoleting the entire vector preparation in 'fgfs-construct'

Cheers,
Martin.
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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-15 Thread HB-GRAL
Am 16.10.11 00:30, schrieb Martin Spott:
 HB-GRAL wrote:
 Am 15.10.11 10:53, schrieb Martin Spott:

 I think the only solution is to make GPC obsolete - either by replacing
 GPC by something different but functional equivalent or simply (TM ;-)
 by avoiding any polygon clipping in 'fgfs-construct' overall.

 Are there any concrete suggestions ?

 As James wrote, one option would be to replace GPC by another clipper
 (not my expertise).  The second option I am investigating is to do all
 the cleaning and clipping, including cutting holes for line data and
 airports into the land cover, directly in PostGIS or, preferred, GRASS,
 thus obsoleting the entire vector preparation in 'fgfs-construct'

 Cheers,
   Martin.

There is so many software to do exactly this task. I could not imagine 
that our scenery is THAT important for this developement.

Cheers, Yves

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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-14 Thread Jason Cox
Hi all,
Just giving the whole scenery gen ago for the YWLM area and found that
the latest git pull appears to broken.

the make bailed out with the following


Making all in DemRaw2ascii
make[3]: Entering directory
`/data/terragear/terragear-cs/src/Prep/DemRaw2ascii'
make[3]: *** No rule to make target `main.c', needed by `main.o'.  Stop.
make[3]: Leaving directory
`/data/terragear/terragear-cs/src/Prep/DemRaw2ascii'
make[2]: *** [all-recursive] Error 1
make[2]: Leaving directory `/data/terragear/terragear-cs/src/Prep'
make[1]: *** [all-recursive] Error 1
make[1]: Leaving directory `/data/terragear/terragear-cs/src'


I then did a git pull just to make sure that it wasn't a file that i
missed but it reports that i am up to date.

Jason


On Sat, 2011-10-08 at 14:29 +0200, Geoff McLane wrote:
 On Sat, 2011-10-08 at 11:17 +0100, James Turner wrote:
  On 7 Oct 2011, at 19:24, Martin Spott wrote:
  
   This is what happens when running 'genapts' with a modified
   'simgear-cs' on a _really_ simple airport layout (EDKA, consisting of
   just one runway and two windsocks):
   
   [snip]
  
  What's the easiest way for me to get enough data to run gen-apts?
  
  But maybe it's time for that, anyway :)
  
  James
  
 
 Hi James,
 
 As a 'quick' sort of setup you might try my 
 TgScenery GUI if you have Qt (SDK and Creator) 
 installed -
  http://geoffair.org/fg/tg-05.htm
 just updated today...
 
 Just load the TgScenery.pro in Qt Creator, and 
 push F5 to compile and run... Setup your 'favorite' 
 area, and where you want the scenery put, and 
 proceed through the tab pages, action by action...
 
 Not particularly 'proud' of it - it was my very 
 first Qt coding attempt - but it does its job...
 
 Am slowly working on a TgTake2, with threading, 
 but it is not yet functional, since you will see 
 lots of what seem frozen pauses in TgScenery ;=(( 
 be patient...
 
 Or indeed you could try Gijs's TerraGui on which 
 my efforts were originally based - 
 
  http://wiki.flightgear.org/index.php/TerraGear_GUI
 
 Really does the same thing. Has some 'manual' steps, 
 but with a good descriptive wiki...
 
 HTH.
 
 With a new, working BTG writer/loader everybody can 
 participate in their particular scenery generation ;=))
 
 Yahoo... and thanks... been waiting ages for this...
 
 Regards,
 Geoff.
 
 
 
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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-14 Thread James Turner

On 14 Oct 2011, at 23:42, Jason Cox wrote:

 I then did a git pull just to make sure that it wasn't a file that i
 missed but it reports that i am up to date.

I've been doing some TerraGear hacking recently, so I'm the most likely person 
to have caused this, but on both my systems (Linux and Mac) this builds with 
problem, so I'm not sure what to say!

James


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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-14 Thread Jason Cox
James,
I am hoping to try your changes as I was constantly blowing up the
scenery around YWLM by using osm residental data and my TOPO's from
ga.gov.au

I will try a clean terragear pull and see how that goes

Jason

On Sat, 2011-10-15 at 01:37 +0100, James Turner wrote:
 On 14 Oct 2011, at 23:42, Jason Cox wrote:
 
  I then did a git pull just to make sure that it wasn't a file that i
  missed but it reports that i am up to date.
 
 I've been doing some TerraGear hacking recently, so I'm the most likely 
 person to have caused this, but on both my systems (Linux and Mac) this 
 builds with problem, so I'm not sure what to say!
 
 James
 
 
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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-08 Thread James Turner

On 7 Oct 2011, at 19:24, Martin Spott wrote:

 This is what happens when running 'genapts' with a modified
 'simgear-cs' on a _really_ simple airport layout (EDKA, consisting of
 just one runway and two windsocks):
 
 Starting program: /home/martin/install_headless/bin/genapts 
 --input=/home/martin/landcover/EDKA.dat.gz --work=/home/martin/workdirs 
 --clear-dem-path --dem-path=SRTM2-VFP-3 --dem-path=SRTM2-Africa-3 
 --dem-path=SRTM2-Australia-3 --dem-path=SRTM2-Eurasia-3 
 --dem-path=SRTM2-Islands-3 --dem-path=SRTM2-North_America-3 
 --dem-path=SRTM2-South_America-3 --dem-path=DEM-USGS-3 --dem-path=SRTM-30 
 --nudge=20 --min-lon=2.8 --min-lat=49.8 --max-lon=8.2 --max-lat=54.2

Ouch, that's bad - I was testing by 'transcoding' existing BTG files (read in, 
write out, read in again, verify everything looks sane) - since I didn't (yet) 
attempt to build or run terragear. What's the easiest way for me to get enough 
data to run gen-apts? Can I rsync / download a small set of data, or do I need 
to setup a complete terragear environment?

But maybe it's time for that, anyway :)

James

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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-06 Thread James Turner

On 4 Oct 2011, at 13:53, James Turner wrote:

 Of course, I can't confirm or deny that suspicion until I upgrade the writer 
 code path too :)

I've committed an updated BTG reader/writer to simgear/next, which supports the 
current format, and a higher-versioned format with 32-bit indices. Based on 
some conversions, 32-bit indices (all zeroes so far) compress down with gzip -9 
to a tiny size increase over 16-bit indices (less than 4%), but I've also added 
code on the write path to check the maximum index size, and select the output 
format - so tiles will be in the current format until they exceed 2^16 vertices.

If someone could incorporate the revised sg_binobj.cxx from simgear/next into 
simgear-cs, and verify the results with terragear, I'd be fascinated to know if 
the 'swirlies' are gone!

(Or, of course, if you encounter any issues - perish the thought)

James


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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-06 Thread Curtis Olson
On Thu, Oct 6, 2011 at 3:35 PM, James Turner zakal...@mac.com wrote:

 I've committed an updated BTG reader/writer to simgear/next, which supports
 the current format, and a higher-versioned format with 32-bit indices. Based
 on some conversions, 32-bit indices (all zeroes so far) compress down with
 gzip -9 to a tiny size increase over 16-bit indices (less than 4%), but I've
 also added code on the write path to check the maximum index size, and
 select the output format - so tiles will be in the current format until they
 exceed 2^16 vertices.

 If someone could incorporate the revised sg_binobj.cxx from simgear/next
 into simgear-cs, and verify the results with terragear, I'd be fascinated to
 know if the 'swirlies' are gone!

 (Or, of course, if you encounter any issues - perish the thought)


What could possibly go wrong? :-)

Curt.
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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-06 Thread Martin Spott
James Turner wrote:

 If someone could incorporate the revised sg_binobj.cxx from
 simgear/next into simgear-cs, and verify the results with terragear,
 I'd be fascinated to know if the 'swirlies' are gone!

Will do, thanks a lot so far !

Martin.
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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-04 Thread James Turner

On 2 Oct 2011, at 19:00, J. Holden wrote:

 Still, as a scenery developer and not a programmer, I'm still wondering what 
 the limit is before the swirlies start floating around. Is it vertices? 
 Fans? Triangles?

It's 65536 vertices per BTG, in total. Strictly, this isn't true - the BTG 
format already supports 2^32 vertices / normals / colors in the file, but any 
object (tri / strip / fan) can only specify any index from 0..65535, so the 
higher vertices can't be used in any meaningful way.

The good news is, I have the code to read a newer version basically done, which 
will make all the indices 32-bit, while of course keeping compatibility with 
existing BTG files of the current versions.

Bad news is, we also need to update the writer code, and then measure how much 
the file size increases, after gzip compression. 

James


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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-04 Thread Curtis Olson
On Tue, Oct 4, 2011 at 3:10 AM, James Turner zakal...@mac.com wrote:


 On 2 Oct 2011, at 19:00, J. Holden wrote:

  Still, as a scenery developer and not a programmer, I'm still wondering
 what the limit is before the swirlies start floating around. Is it
 vertices? Fans? Triangles?

 It's 65536 vertices per BTG, in total. Strictly, this isn't true - the BTG
 format already supports 2^32 vertices / normals / colors in the file, but
 any object (tri / strip / fan) can only specify any index from 0..65535, so
 the higher vertices can't be used in any meaningful way.

 The good news is, I have the code to read a newer version basically done,
 which will make all the indices 32-bit, while of course keeping
 compatibility with existing BTG files of the current versions.

 Bad news is, we also need to update the writer code, and then measure how
 much the file size increases, after gzip compression.


Hi James,

Here's a random idea on the writer side:

Would it be possible to do something like:

if (size of any of my structures are  65535) then
write_32bit_index_btg()
else
write_16bit_index_btg()
endif

Then we'd be spending are larger index bits on the files that need them, but
not paying the penalty across the board on every scenery file.

Curt.
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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-04 Thread James Turner

On 4 Oct 2011, at 13:34, Curtis Olson wrote:

 Here's a random idea on the writer side:
 
 Would it be possible to do something like:
 
 if (size of any of my structures are  65535) then
 write_32bit_index_btg()
 else
 write_16bit_index_btg()
 endif
 
 Then we'd be spending are larger index bits on the files that need them, but 
 not paying the penalty across the board on every scenery file.

Entirely possible, yes - however I *suspect* it's unnecessary since gzip will 
compress the larger indices back down to a few % larger than what we currently 
have.

Of course, I can't confirm or deny that suspicion until I upgrade the writer 
code path too :)

James


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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-04 Thread Curtis Olson
On Tue, Oct 4, 2011 at 7:53 AM, James Turner zakal...@mac.com wrote:

 Entirely possible, yes - however I *suspect* it's unnecessary since gzip
 will compress the larger indices back down to a few % larger than what we
 currently have.

 Of course, I can't confirm or deny that suspicion until I upgrade the
 writer code path too :)


Yes, but real world data can really spoil a fun theoretical discussion. :-)

Curt.
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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-04 Thread Arnt Karlsen
On Tue, 04 Oct 2011 13:53:29 +0100, James wrote in message 
04ab1637-d3b3-4396-9a68-4910e1235...@mac.com:

 
 On 4 Oct 2011, at 13:34, Curtis Olson wrote:
 
  Here's a random idea on the writer side:
  
  Would it be possible to do something like:
  
  if (size of any of my structures are  65535) then
  write_32bit_index_btg()
  else
  write_16bit_index_btg()
  endif
  
  Then we'd be spending are larger index bits on the files that need
  them, but not paying the penalty across the board on every scenery
  file.
 
 Entirely possible, yes - however I *suspect* it's unnecessary since
 gzip will compress the larger indices back down to a few % larger
 than what we currently have.

..how about write_64bit_index_btg(), could it index all tile files?

 Of course, I can't confirm or deny that suspicion until I upgrade the
 writer code path too :)
 
 James

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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-02 Thread J. Holden
Very good read - thanks. I was worried the limit had been reached and that may 
have been demoralizing - but I'm going to keep pushing forward now.

Still, as a scenery developer and not a programmer, I'm still wondering what 
the limit is before the swirlies start floating around. Is it vertices? Fans? 
Triangles?

I'm going to try to reduce some of the vertices for Minneapolis-St. Paul and 
try a rebuild before moving onto my next project... wherever that may be :)

Cheers
John

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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-01 Thread James Turner

On 1 Oct 2011, at 03:33, Curtis Olson wrote:

 That could very well be true ... and I don't think it would be a huge coding 
 change ... but it should be done in a way that bumps up the btg version 
 number and picks a new packet id so as to maintain backwards compatibility 
 with all the existing scenery out there.

Just looking at the relevant Simgear code - it already runs through GZip, so 
I'm not worried about overhead there - and the versioning system looks pretty 
sane to deal with too. There's already the version check for 
short-vs-unsigned-short counts, adding a new version increment and making the 
values longs looks pretty easy.

BUT, if I modify the current Simgear code on 'next', is that the only place 
that needs to be changed, or is there another copy of this code somewhere in 
the terragear repo? I know terragear depends on simgear, but I've not looked at 
which code is actually shared.

James

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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-01 Thread Curtis Olson
On Sat, Oct 1, 2011 at 9:29 AM, James Turner wrote:

 Just looking at the relevant Simgear code - it already runs through GZip,
 so I'm not worried about overhead there - and the versioning system looks
 pretty sane to deal with too. There's already the version check for
 short-vs-unsigned-short counts, adding a new version increment and making
 the values longs looks pretty easy.

 BUT, if I modify the current Simgear code on 'next', is that the only place
 that needs to be changed, or is there another copy of this code somewhere in
 the terragear repo? I know terragear depends on simgear, but I've not looked
 at which code is actually shared.


Hi James, the answer is yes. :-)

We need to modify the loader in simgear as well as the format generation
code in terragear.  Right now the indices are packed as 2-byte short ints in
the binary .btg file so of course making a change only to the simgear side
will do nothing to fix the problem.

Whatever we do needs to happen in close coordination with the terragear code
in order to make sure that the changes match and are sane and reasonable
from both perspectives.

Regards,

Curt.
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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-01 Thread James Turner

On 1 Oct 2011, at 15:37, Curtis Olson wrote:

 We need to modify the loader in simgear as well as the format generation code 
 in terragear.  Right now the indices are packed as 2-byte short ints in the 
 binary .btg file so of course making a change only to the simgear side will 
 do nothing to fix the problem.
 
 Whatever we do needs to happen in close coordination with the terragear code 
 in order to make sure that the changes match and are sane and reasonable from 
 both perspectives.
 

Okay, but the relevant source file (sg_binobj) appears to contain both the read 
*and* write code paths - which is really what I was asking - is the write logic 
in sg_binobj.cxx the one terragear uses, or 'something else'?

James


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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-01 Thread Curtis Olson
I think the original intention was to keep the read/write together and
centralized so it was easier to keep format changes compatible.  That said,
I haven't been tracking terragear-cs changes so I don't know what version of
simgear they are using or if they've made other changes around this area.

Curt.



On Sat, Oct 1, 2011 at 10:51 AM, James Turner zakal...@mac.com wrote:


 On 1 Oct 2011, at 15:37, Curtis Olson wrote:

  We need to modify the loader in simgear as well as the format generation
 code in terragear.  Right now the indices are packed as 2-byte short ints in
 the binary .btg file so of course making a change only to the simgear side
 will do nothing to fix the problem.
 
  Whatever we do needs to happen in close coordination with the terragear
 code in order to make sure that the changes match and are sane and
 reasonable from both perspectives.
 

 Okay, but the relevant source file (sg_binobj) appears to contain both the
 read *and* write code paths - which is really what I was asking - is the
 write logic in sg_binobj.cxx the one terragear uses, or 'something else'?

 James



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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-01 Thread Christian Schmitt
James Turner wrote:

 Okay, but the relevant source file (sg_binobj) appears to contain both the
 read *and* write code paths - which is really what I was asking - is the
 write logic in sg_binobj.cxx the one terragear uses, or 'something else'?
 
 James

Please be aware that TG uses SG-CS currently. I used it with the normal SG 
for a while but this was no longer possible recently. It exposed weird 
behaviour and crashes.

Chris

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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-01 Thread Martin Spott
Christian Schmitt wrote:

 Please be aware that TG uses SG-CS currently. I used it with the normal SG 
 for a while but this was no longer possible recently. It exposed weird 
 behaviour and crashes.

Indeed, we're still maintaining a simgear-cs for terragear-cs to
keep a working source tree as a fallback in those situations when
essential features are removed from stock simgear (which already had
happened).

Cheers,
Martin.
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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-01 Thread Martin Spott
Martin Spott wrote:

 Indeed, we're still maintaining a simgear-cs for terragear-cs to
 keep a working source tree as a fallback in those situations when
 essential features are removed from stock simgear (which already had
 happened).

  
http://mapserver.flightgear.org/git/gitweb.pl?p=terragear-cs;a=commitdiff;h=4e9a529b1f0da025c61dc73503cef6d55daa51f5;hp=f68f25e0c5c7477905173ed9a94aa53e5c624719

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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-09-30 Thread Martin Spott
J. Holden wrote:

 I apologize in advance considering I'm in a very complaining mood at
 the moment.

From my perspective that's ok. We've been doing experiments with
detailed land cover data and (OSM-) roads for about five years now -
the first sample was built for LinuxTax 2006 - and I know how
frustrating this swirlie effect could be.  Yet there's no solution
I'd be able to provide.
Hah, I managed to find the web page I've been searching
for weeks, Bruce did a pretty nice writeup of the problem:

http://www.cullam.com/flightgear.htm

Cheers,
Martin.
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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-09-30 Thread Martin Spott
J. Holden wrote:

 PS - I only get around 3-6 FPS on this brand new laptop(!), and I'm
 finding with 2.4 simply launching fgfs --airport=KMSP
 --aircraft=ufo loads up local weather/real-time weather, which is
 terrible for a simple scenery flyover test on a poorly performing
 computer

Yup, we (Torsten any myself) noticed the same while performing a
semi-public demo last weekend.  That's quite annoying, indeed.  In
general, local_weather is supposed to be inactive by default as set in
'preferences.xml':

  
http://mapserver.flightgear.org/git/gitweb.pl?p=fgdata;a=blob;f=preferences.xml#l1249

I have not yet found out why it's still enabled at startup.

Cheers,
Martin.
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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-09-30 Thread James Turner

On 30 Sep 2011, at 11:56, Martin Spott wrote:

 Hah, I managed to find the web page I've been searching
 for weeks, Bruce did a pretty nice writeup of the problem:
 
 http://www.cullam.com/flightgear.htm

A very useful description, yes!

James


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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-09-30 Thread Curtis Olson
All that weird stuff is quite easy to explain.  The binary .btg scenery
format uses 16 bit integers as indices for the vertex, normal, texture
coordinate lists.  At one point we were using signed 16 bit integers, but
I'm pretty sure we sneakily changed the flightgear btg loader to use
unsigned 16 bit ints.  So this changed the original limitation of a max of
32,768 vertices/texture coords/normals, etc. up to 65,535.  However, I don't
know if the terragear-cs tools ever got this fix on the scene generation
side.  So if your scenery exceeds these limits, this is exactly what you
will see.

The ultimate solution will be to expand the btg format to 3 or 4 byte
integers -- but that will again require changes in the terragear-cs tools as
well as changes in the flightgear btg loader.  Conveniently we have a
versioning system in the btg format so we can extend the format and maintain
backwards compatibility if we want.

The downside is that this index is used so much in the scenery files that
going to a larger int size will have an immediate corresponding proportional
impact on the btg sizes of all the files.

There may be other ways to tackle this problem too ... maybe the btg format
emitter could detect if the size exceeds the threshold of the current format
and output just the tiles that require the extended format in the extend
format.  (Sorry it's late friday, I hope that makes sense.) :-)

Curt.


On Fri, Sep 30, 2011 at 8:54 AM, James Turner zakal...@mac.com wrote:


 On 30 Sep 2011, at 11:56, Martin Spott wrote:

  Hah, I managed to find the web page I've been searching
  for weeks, Bruce did a pretty nice writeup of the problem:
 
  http://www.cullam.com/flightgear.htm

 A very useful description, yes!

 James



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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-09-30 Thread joacher
Am Fri, 30 Sep 2011 16:10:39 -0500
schrieb Curtis Olson curtol...@gmail.com:

 The downside is that this index is used so much in the scenery files
 that going to a larger int size will have an immediate corresponding
 proportional impact on the btg sizes of all the files.

Ten years ago 16 Bit hurt much more than 32 Bit nowadays...

And, wouldn't a compressor (tgz, bz2, ...) solve that issue, at least
for distribution (trafficwise)?







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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-09-30 Thread Curtis Olson
On Fri, Sep 30, 2011 at 4:22 PM, joac...@gmx.de wrote:

 Am Fri, 30 Sep 2011 16:10:39 -0500
 schrieb Curtis Olson curtol...@gmail.com:

  The downside is that this index is used so much in the scenery files
  that going to a larger int size will have an immediate corresponding
  proportional impact on the btg sizes of all the files.

 Ten years ago 16 Bit hurt much more than 32 Bit nowadays...

 And, wouldn't a compressor (tgz, bz2, ...) solve that issue, at least
 for distribution (trafficwise)?


That could very well be true ... and I don't think it would be a huge coding
change ... but it should be done in a way that bumps up the btg version
number and picks a new packet id so as to maintain backwards compatibility
with all the existing scenery out there.

Curt.
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[Flightgear-devel] Scenery Creation/TerraGear problems

2011-09-29 Thread J. Holden
I apologize in advance considering I'm in a very complaining mood at the moment.

I've just compiled 4 square degrees of scenery around the Minneapolis/St. Paul 
area in an attempt to figure out whether or not my Alaska scenery creation 
process worked on places in the lower 48 states.

Fortunately, the answer is yes, the process works and the scenery built 
successfully. Minneapolis is kind of boring minus the lakes, but the scenery 
also looks like the upper midwest, and there are a lot of interesting rivers to 
follow.

Unfortunately, I've run into problems with what I'll call the swirlies and 
the staircases.

The first is the swirlies - I'm sure people have seen these before, where 
someone builds a dense road network and all of a sudden all the textures are 
stretched into oblivion.

I'll call them the swirlies because up close the texture pattern looks like a 
swirl.

The second is the staircases. Basically, the fan constructions don't include 
any sort of centroids, so for large glaciers the elevation literally goes up in 
steps as the fans walk up.

This staircases effect also causes an issue in mountainous valleys. Sometimes 
the fan will not pick up part of the canyon floor, instead going from peak to 
peak. This can have a very pronounced effect when you are flying, and there are 
instances of this in the Alaska scenery as well (and others, but this is the 
cause).

My question is, what can I do from a data point of view to fix these problems?

I'm using v.generalize instead of v.clean in my GRASS workflow this time 
around, which is much faster and gives better results - but it doesn't clean 
any vertices.

As a result, for both Alaska and Minneapolis sceneries, there are a number of 
strange constructions with the irregular mesh.

I know how the irregular mesh is formed. I've designed a couple golf courses 
for Links 2003 using a similar method and dropping a centroid or a few really 
can help the wireframe - unfortunately I don't have access to the actual 
wireframe scenery structure, nor is this a recommended way to edit the files.

I could also use v.clean and remove some of the vertices, which in turn would 
reduce the number of fans. I know there is a limit on fans or vertices? with 
.btg files, but this scenery is only of a medium-high quality, and compared 
to other sceneries I've created I'm not sure there's really a need to do this 
other than for performance. Plus, I'm loathe to run v.clean because pruning 
became very, very slow sometime in between GRASS 5 and GRASS 6.4, even though 
v.generalize doesn't remove any vertices, which is a problem.

Oh, and Minneapolis/St. Paul scenery is available for anyone who wants it, but 
please email me personally because it's buggy. (However there is one very nice 
grass-runway airport which is placed on the cliff of a river - technically a 
bug but taking off is a fun challenge!)

PS - I only get around 3-6 FPS on this brand new laptop(!), and I'm finding 
with 2.4 simply launching fgfs --airport=KMSP --aircraft=ufo loads up local 
weather/real-time weather, which is terrible for a simple scenery flyover test 
on a poorly performing computer - I get 1 FPS because I can't change 
visibility - is there a way to disable this feature from loading on startup 
from the command line?

Cheers
John

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