Re: [Flightgear-devel] Iceland textures

2013-03-02 Thread Renk Thorsten
  Did you test your airfield grass with some of the newer generated  
 terrain
  (LOWI in my case)?

 No, I didn't. Shouldn't make a difference for rendering purposes how you
 created it, at this stage it's all vertices and pixels and the shaders
 don't care where they come from or how they connect.


 Not sure about the airfield grass, but at least the concrete and tar
 surfaces for taxiways and apron use a different mapping.
 If i remember correctly 1 x 1 meter in the new scenery builds.

I'm not sure I understand the problem. After the scenery generation process, 
you have vector data of the terrain mesh, but textures are mapped at tile load 
time using materials.xml - so here we find that a 512x512 sheet of terrain is 
mapped to, say, 2000x2000 m. This is done independent of how the vector 
resolution of the terrain mesh is and has nothing to do with how you generated 
the scenery.

You're also usually not free to change the mapping as you like - texture sheets 
depict real-world structures with a real-world size, and showing 1000 m sized 
houses on the texture just doesn't do.

Shader effects add noise and overlay textures to the base texture mapping, and 
here is where it gets tricky:

* Overlay textures inherit the uv-mapping of the base texture sheet for lookup 
purposes (you can't look them up in world or local cartesian coordinates), and 
read the overlay texture at a fixed fraction of the base texture uv 
coordinates. Which means that if you shrink the base texture, normal maps, 
heightmaps and overlay structures shrink proportionally. This makes sense - 
imagine the urban effect in which you change the scale of the base texture but 
not of the heightmap - suddenly random bits of the base texture show the relief.

* Procedural noise is usually generated at fixed scale in world coordinates or 
local cartesian coordinates - this needs to be so because you need to be able 
to fade it out at a given distance to avoid Moire patterns and flickering, and 
also because the noise often stands for some fixed-size phenomenon (rocks lying 
around, ocean waves...)

So texture size mapping declarations and shader-internal noise  mappings can in 
general not be varied arbitrarily or independently and need to be considered 
together. It would be possible to code shaders in which overlay textures are 
also done at fixed physical sizes - but you'd need a lot of extra parameters to 
do that and I'm not really sure in improves usability. 

If that's what you're doing, i.e. you're changing the mapping of a base texture 
to a physical size, my recommendation is just to undo these changes or to map 
your airports to a different effect in materials.xml. 

The reason is that we have a balance between what details we want to generate 
procedurally and what details need to be on a texture. Some structures (grass 
for instance, agriculture patterns, buildings) need to be on the texture sheet 
because the functions to generate them are very expensive, other more random 
structures can more cheaply be generated by evaluating a function.

So in the case of fields we use a top-down approach - the fields which we can't 
do by function are shown in the texture, the local grainy detail structure is 
done in the shader. The airfield grass uses a bottom-up strategy - the grass 
which isn't easily generated by a function is done by a hires texture mapping, 
this leads to tiling when seen at larger scales, so shader-generated noise is 
used to de-tile the effect.

If you come with a different idea of the base texture size, you may need to 
change the whole approach from top-down to bottom-up or at least the balance 
between what detail scales are on the texture and what detail scale you add 
procedurally. I admit that it's not exactly convenient that all these things 
need to be taken into account when doing texturing together with effects, but 
it's very hard to write an effect like the airfield grass or the runway that 
will work with any base texture  you could come up with - the issues listed 
above are not going to go away easily.

I don't know if that is the issue, but perhaps the explanation makes sense (?)

* Thorsten


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Re: [Flightgear-devel] Iceland textures

2013-02-28 Thread Oliver Thurau
  Did you test your airfield grass with some of the newer generated terrain
  (LOWI in my case)?

 No, I didn't. Shouldn't make a difference for rendering purposes how you
 created it, at this stage it's all vertices and pixels and the shaders
 don't care where they come from or how they connect.


Not sure about the airfield grass, but at least the concrete and tar
surfaces for taxiways and apron use a different mapping.
If i remember correctly 1 x 1 meter in the new scenery builds.
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Re: [Flightgear-devel] Iceland textures

2013-02-16 Thread Renk Thorsten
 Did you test your airfield grass with some of the newer generated terrain
 (LOWI in my case)?

No, I didn't. Shouldn't make a difference for rendering purposes how you 
created it, at this stage it's all vertices and pixels and the shaders don't 
care where they come from or how they connect.


 Noticed that despite the surrounding area got some light snow cover the
 airfield are had no snow cover.

It *should* get some, although not quite the same as terrain, just like the 
runway should get some cover, but considerably less than terrain (I think I 
know how to keep roads free of snow, so that's going to come as well).

 Beside that i noticed some small transparency issues with 8.5 markings /
 lines.
 All the 8.5 lines have a small white boarder that is not visible without
 the atmospheric light scattering enabled.

I'm not sure how much the shader can affect this - as I said, at this stage 
it's all vertices and pixels. We have seen some taxiway marking issues reported 
in the forum

http://www.flightgear.org/forums/viewtopic.php?f=5t=19097

is the problem perhaps somehow similar? Otherwise, is there perhaps a flaw in 
the underlying geometry that isn't apparent in the default rendering but 
becomes apparent using Light Scattering? Since the scheme uses much more 
properties of the geometry (default essentially uses only z-depth of the 
fragment) it is also more prone to producing artefacts if there is an actual 
flaw in the geometry (I've seen fog clinging to bad terrain meshes, I've seen 
illumination discontinuities where there is a 2 m elevation jump in the water, 
there's the skydome flaw,...).

* Thorsten
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Re: [Flightgear-devel] Iceland textures

2013-02-15 Thread Oliver Thurau
Hi Thorsten

Since work has eaten up most of my free time, i did not update fgdata since
today and want to report that the flickering in the airfield are is gone.
Looks great now and transition and landmass works up to level 5 with
atmospheric light scattering enabled.
(without atmospheric light scattering enabled the landmass slider kills /
crash the ati driver at levels 4 / 5)

Did you test your airfield grass with some of the newer generated terrain
(LOWI in my case)?


Noticed that despite the surrounding area got some light snow cover the
airfield are had no snow cover.
But i will test that a little more.

Beside that i noticed some small transparency issues with 8.5 markings /
lines.
All the 8.5 lines have a small white boarder that is not visible without
the atmospheric light scattering enabled.

Thanks for the great work.

Oliver



  Transition shader works now on the mountain areas like rock, but only the
  airfield are / grass is still flickering like before.

 That's a different shader - the normal terrain is done in a top-down
 approach in which the large scale structures are (as in the default scheme)
 mainly encoded in the landclass specific texture and the details as one
 gets closer are generated by the shader.

 The airfield grass is a bottom-up approach where the close range visuals
 are generated by the basic  texture sheet. This would lead to severe tiling
 problems when seen from a bit farther away, so the shader in this case
 generates the pattern variation which is seen from the distance and does
 suitable de-tiling.

 As for the flickering, making the assumption that this landclass will
 almost always be nearly flat, I have yesterday implemented a fast and
 efficient scheme to remove it. I think this qualifies as a bugfix, so I
 will push it as soon as I am back at a fast internet connection.

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Re: [Flightgear-devel] Iceland textures

2013-01-01 Thread Renk Thorsten
 The landmass shader looks like you fixed something :)

Great to hear - so presumably it was the things Emilian identified (?!)-  I 
haven't fixed anything else.

 Flickering is gone in all settings and i have only some small artifacts
 visible in the distance while having snow cover and fog. Looks great
 overall.

This has to do with a pitfall of procedural texturing, which I am just learning 
to deal with most efficiently.

The problem appears if you have structures far away which are smaller than a 
pixel. The rendering procedure does not sample many subpixels to determine the 
color of the final pixels (as a real camera would do) - it samples just a few 
(or even one) - so if you have a high contrast structure inside a faraway pixel 
(like snow on a dark ground), the pixel color fluctuates as the view moves as 
sometimes the pixel is white if the rendering procedure hits snow, sometimes 
dark as it hits the ground, but never grey as it shoud become.

If normal texturing, the problem is taken care off by mipmapping - the mipmaps 
automatically average out the details as distance grows. In procedural 
texturing, it has to be done manually, so beyond a certain distance, 
meter-sized patterns of snow and ground have to be replaced by their average 
value explicitly to take care of the flickering.

The straightforward solution is to simply compute if a structure is smaller 
than a pixel and fade them out accordingly - which is what I'm doing in the new 
ultra terrain shader, but this is fairly expensive. The current scheme for snow 
uses a proxy which leads to flickering now and then, but is significantly 
faster (I benchmarked the difference to 20% in the final framerate on the 
GeForce 8600M, so I am reluctant to implement the exact procedure everywhere as 
the residual flickering of snow is probably tolerable).

More generally, I wonder if we should remove random vegetation (the shrubs 
populating shrubland lead to rather pronounced flickering, so do faraway trees) 
with the same criterion? 

 Transition shader works now on the mountain areas like rock, but only the
 airfield are / grass is still flickering like before.

That's a different shader - the normal terrain is done in a top-down approach 
in which the large scale structures are (as in the default scheme) mainly 
encoded in the landclass specific texture and the details as one gets closer 
are generated by the shader.

The airfield grass is a bottom-up approach where the close range visuals are 
generated by the basic  texture sheet. This would lead to severe tiling 
problems when seen from a bit farther away, so the shader in this case 
generates the pattern variation which is seen from the distance and does 
suitable de-tiling.

As for the flickering, making the assumption that this landclass will almost 
always be nearly flat, I have yesterday implemented a fast and efficient scheme 
to remove it. I think this qualifies as a bugfix, so I will push it as soon as 
I am back at a fast internet connection.

* Thorsten
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Re: [Flightgear-devel] Iceland textures

2012-12-31 Thread Oliver Thurau
Hi Thorsten
After updating my fgdata today i noticed some changes...

The landmass shader looks like you fixed something :)
Flickering is gone in all settings and i have only some small artifacts
visible in the distance while having snow cover and fog. Looks great
overall.

Transition shader works now on the mountain areas like rock, but only the
airfield are / grass is still flickering like before.

All the best and a happy new year,
Oliver

2012/12/22 Oliver Thurau oli.thu...@googlemail.com

 Sorry for the late  reply. I missed your answer, while i was traveling.
 I habe no problem with editing code and help finding the ati bug, but it
 will have to wait until i am back from family x-mas.
 Oliver
 Am 15.12.2012 08:53 schrieb Renk Thorsten thorsten.i.r...@jyu.fi:


  - no errors on the console
  - latest drivers for the ati card (tested with all ati drivers from 2012
  for win7 64bit)
  - the artifacts show up if the landmass shader is over 3 (counting from
  left / starting with 0)
  - the artefacts show up if the transition shader is over 1 / at 2 only
  the
  airport grass is showing the artefacts
  - the Atmospheric Scattering seems to work as far i can tell and shows
 no
  artefacts, water looks good too.
  - did not try change the shaders while using Atmospheric Scattering
  before
  the iceland commit, only used the default values.
 
  Hope that helps.

 Not really. Your card/driver doesn't like *something* of the procedural
 texturing although the shader compiles fine (you don't get the artefacts
 when you're running terrain-haze.vert/frag, you do get them whenever you
 run terrain-haze-detailed.vert/frag).

 It may be the overlay textures, it may be that the noise function
 generates values outside the [0..1] range by some weird numerical
 problem... Does it happen for all landclasses (for instance, agriculture
 doesn't have overlay textures or bump-mapping) - so in theory some
 landclasses would never see overlay texture or noise function issues. Does
 it depend on the values of the dust, snow, vegetation or wetness sliders in
 any way?

 Otherwise... if it doesn't throw an error, and if I can't reproduce it
 and we don't see any dependencies, I am a bit at a loss how to debug it.
 You could either see if there's any previous version which runs fine (in
 which case we can debug based on what has changed) or we can try to disable
 all procedural blocks, and then you have to uncomment them one by one and
 see when the problem occurs. Let me know if you're interested in the latter
 option (but it means you have to start editing around in the shader code
 yourself).

 * Thorsten

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Re: [Flightgear-devel] Iceland textures

2012-12-22 Thread Oliver Thurau
Sorry for the late  reply. I missed your answer, while i was traveling.
I habe no problem with editing code and help finding the ati bug, but it
will have to wait until i am back from family x-mas.
Oliver
Am 15.12.2012 08:53 schrieb Renk Thorsten thorsten.i.r...@jyu.fi:


  - no errors on the console
  - latest drivers for the ati card (tested with all ati drivers from 2012
  for win7 64bit)
  - the artifacts show up if the landmass shader is over 3 (counting from
  left / starting with 0)
  - the artefacts show up if the transition shader is over 1 / at 2 only
  the
  airport grass is showing the artefacts
  - the Atmospheric Scattering seems to work as far i can tell and shows no
  artefacts, water looks good too.
  - did not try change the shaders while using Atmospheric Scattering
  before
  the iceland commit, only used the default values.
 
  Hope that helps.

 Not really. Your card/driver doesn't like *something* of the procedural
 texturing although the shader compiles fine (you don't get the artefacts
 when you're running terrain-haze.vert/frag, you do get them whenever you
 run terrain-haze-detailed.vert/frag).

 It may be the overlay textures, it may be that the noise function
 generates values outside the [0..1] range by some weird numerical
 problem... Does it happen for all landclasses (for instance, agriculture
 doesn't have overlay textures or bump-mapping) - so in theory some
 landclasses would never see overlay texture or noise function issues. Does
 it depend on the values of the dust, snow, vegetation or wetness sliders in
 any way?

 Otherwise... if it doesn't throw an error, and if I can't reproduce it and
 we don't see any dependencies, I am a bit at a loss how to debug it. You
 could either see if there's any previous version which runs fine (in which
 case we can debug based on what has changed) or we can try to disable all
 procedural blocks, and then you have to uncomment them one by one and see
 when the problem occurs. Let me know if you're interested in the latter
 option (but it means you have to start editing around in the shader code
 yourself).

 * Thorsten

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Re: [Flightgear-devel] Iceland textures

2012-12-17 Thread Renk Thorsten
 Apparently that's ok now, another issue cropped up in the  
 urban-lightfield
 shader, something wrong with an #if:

 FRAGMENT glCompileShader  
 /home/chris/FlightGear/Shaders/urban-lightfield.frag
 FAILED
 FRAGMENT Shader /home/chris/FlightGear/Shaders/urban-lightfield.frag  
 infolog:
 0:196(22): preprocessor error: syntax error, unexpected IDENTIFIER,  
 expecting
 NEWLINE
 0:193(1): preprocessor error: Unterminated #if

That seems to be in this block of code


 //use additional convergence speed-up
#ifdef USE_QDM_ASCEND_INTERVAL
if(frac(level*0.5)  EPSILON)
  level++;
#elseif USE_QDM_ASCEND_CONST
 level++;
#endif

which is a literal copy of what FredB did in urban.frag - the syntax here is 
somewhat unfamiliar to me and I don't know precisely what the effect is doing 
here - maybe Fred can comment what could be wrong with this?

* Thorsten
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Re: [Flightgear-devel] Iceland textures

2012-12-17 Thread Frederic Bouvier
Hi,

  //use additional convergence speed-up
 #ifdef USE_QDM_ASCEND_INTERVAL
 if(frac(level*0.5)  EPSILON)
   level++;
 #elseif USE_QDM_ASCEND_CONST
  level++;
 #endif

Try :

#ifdef USE_QDM_ASCEND_INTERVAL
 if(frac(level*0.5)  EPSILON)
   level++;
#elif defined(USE_QDM_ASCEND_CONST)
  level++;
#endif

Regards,
-Fred

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Re: [Flightgear-devel] Iceland textures

2012-12-14 Thread Stuart Buchanan
On Fri, Dec 14, 2012 at 7:25 AM, Renk Thorsten wrote:
 Aw, that looks bad... I've never seen anything like, so my first guess would 
 be that it's one of these NVIDIA vs. ATI issues (which are really tough to
understand from my side with just NVIDIA cards available). For reference - 
I've seen it running fine on a GeForce  8600M and on a GeForce GTX 670M.
 No idea what Stuart runs.

I'm also running NVidia (GT260M).

This looks to me to be one of two things:
- a straight driver bug (worth checking if your drivers are out of date)
- (less likely) we're going beyond the number of textures your card
supports for a specific fragment shader.

BTW - I just came across this:
http://developer.amd.com/tools/graphics-development/gpu-shaderanalyzer/

I've yet to download it, but it looks like it might be a very useful
tool for those of us trying to improve shader performance.

-Stuart

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Re: [Flightgear-devel] Iceland textures

2012-12-14 Thread Emilian Huminiuc
On Friday, December 14, 2012 10:15:16 Stuart Buchanan wrote:
 On Fri, Dec 14, 2012 at 7:25 AM, Renk Thorsten wrote:
  Aw, that looks bad... I've never seen anything like, so my first guess
  would be that it's one of these NVIDIA vs. ATI issues (which are really
  tough to
 understand from my side with just NVIDIA cards available). For reference -
 I've seen it running fine on a GeForce  8600M and on a GeForce GTX 670M.
  No idea what Stuart runs.
 
 I'm also running NVidia (GT260M).
 
 This looks to me to be one of two things:
 - a straight driver bug (worth checking if your drivers are out of date)
 - (less likely) we're going beyond the number of textures your card
 supports for a specific fragment shader.
 
 BTW - I just came across this:
 http://developer.amd.com/tools/graphics-development/gpu-shaderanalyzer/
 
 I've yet to download it, but it looks like it might be a very useful
 tool for those of us trying to improve shader performance.
 
 -Stuart
 
Hi Stuart,

I've used that. Unfortunately it won't help with compatibility issues, as the 
shaders compile fine with it in most cases, then they fail silently with the 
driver compiler...


Thorsten, from discussion on irc, it seems you're assigning to a varying in 
the fragment shaders. See this log: http://dpaste.com/845317/
Most likely the other errors will go away once you fix that.

Sometimes the nvidia compiler is too lax...

HTH
Emilian

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Re: [Flightgear-devel] Iceland textures

2012-12-14 Thread Emilian Huminiuc
On Friday, December 14, 2012 10:15:16 Stuart Buchanan wrote:
 On Fri, Dec 14, 2012 at 7:25 AM, Renk Thorsten wrote:
  Aw, that looks bad... I've never seen anything like, so my first guess
  would be that it's one of these NVIDIA vs. ATI issues (which are really
  tough to
 understand from my side with just NVIDIA cards available). For reference -
 I've seen it running fine on a GeForce  8600M and on a GeForce GTX 670M.
  No idea what Stuart runs.
 
 I'm also running NVidia (GT260M).
 
 This looks to me to be one of two things:
 - a straight driver bug (worth checking if your drivers are out of date)
 - (less likely) we're going beyond the number of textures your card
 supports for a specific fragment shader.
 
 BTW - I just came across this:
 http://developer.amd.com/tools/graphics-development/gpu-shaderanalyzer/
 
 I've yet to download it, but it looks like it might be a very useful
 tool for those of us trying to improve shader performance.
 
 -Stuart
 
I'd rather use this one:

http://www.gremedy.com/downloadLinux.php

It has general OpenGL profiling features, but it also provides nice glsl 
compiler errors/warnings, with a lot of other useful things (inspection of 
various values the varyings/unifroms/attributes, textures, etc)
(The warning/error handling is better than what the drivers do in any case)
Also it has very little overhead for this use-case.
Emilian

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Re: [Flightgear-devel] Iceland textures

2012-12-14 Thread Emilian Huminiuc
On Friday, December 14, 2012 12:33:52 Renk Thorsten wrote:
  Thorsten, from discussion on irc, it seems you're assigning to a varying
  in
  the fragment shaders. See this log: http://dpaste.com/845317/
  Most likely the other errors will go away once you fix that.
 
 Thanks, the log was very helpful - please pull and try again, at least the
 assignment to the varying  should be fixed now.
 
 * Thorsten
Hi,

Those are fixed, but you still have some implicit casts/coversions in there, 
those are tolerated by the nvidia compiler but not by other drivers:
http://dpaste.com/845842/

HTH
Emilian




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Re: [Flightgear-devel] Iceland textures

2012-12-14 Thread Renk Thorsten
 Those are fixed, but you still have some implicit casts/coversions in  
 there,
 those are tolerated by the nvidia compiler but not by other drivers:
 http://dpaste.com/845842/

Aw, a forgotten decimal point - that's picky. Okay, how about now?

* Thorsten
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Re: [Flightgear-devel] Iceland textures

2012-12-14 Thread Emilian Huminiuc
On Friday, December 14, 2012 13:28:08 Renk Thorsten wrote:
  Those are fixed, but you still have some implicit casts/coversions in
  there,
  those are tolerated by the nvidia compiler but not by other drivers:
  http://dpaste.com/845842/
 
 Aw, a forgotten decimal point - that's picky. Okay, how about now?
 
 * Thorsten

Apparently that's ok now, another issue cropped up in the urban-lightfield 
shader, something wrong with an #if:

FRAGMENT glCompileShader /home/chris/FlightGear/Shaders/urban-lightfield.frag 
FAILED
FRAGMENT Shader /home/chris/FlightGear/Shaders/urban-lightfield.frag infolog:
0:196(22): preprocessor error: syntax error, unexpected IDENTIFIER, expecting 
NEWLINE
0:193(1): preprocessor error: Unterminated #if


Emilian

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Re: [Flightgear-devel] Iceland textures

2012-12-14 Thread Oliver Thurau
Hi Thorsten

- no errors on the console
- latest drivers for the ati card (tested with all ati drivers from 2012
for win7 64bit)
- the artifacts show up if the landmass shader is over 3 (counting from
left / starting with 0)
- the artefacts show up if the transition shader is over 1 / at 2 only the
airport grass is showing the artefacts
- the Atmospheric Scattering seems to work as far i can tell and shows no
artefacts, water looks good too.
- did not try change the shaders while using Atmospheric Scattering before
the iceland commit, only used the default values.

Hope that helps.

Oliver

small video: http://www.youtube.com/watch?v=NOdLtReF4Pk

2012/12/14 Renk Thorsten thorsten.i.r...@jyu.fi


 This may be too much to be asked, but:

 * any errors thrown to the console?
 * do the artefacts go away if you select different quality values for the
 transition and landmass effects? If yes, at what values does this happen?
 * are other effects (urban, water,...) in the Atmospheric Scattering
 framework working correctly?
 * do you know when the problem appeared - was it specifically after the
 Iceland commit, or since procedural texturing was introduced in summer?
 * are there terrain types which do not show flickering, if so which ones?

 * Thorsten

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Re: [Flightgear-devel] Iceland textures

2012-12-14 Thread Renk Thorsten

 - no errors on the console
 - latest drivers for the ati card (tested with all ati drivers from 2012
 for win7 64bit)
 - the artifacts show up if the landmass shader is over 3 (counting from
 left / starting with 0)
 - the artefacts show up if the transition shader is over 1 / at 2 only  
 the
 airport grass is showing the artefacts
 - the Atmospheric Scattering seems to work as far i can tell and shows no
 artefacts, water looks good too.
 - did not try change the shaders while using Atmospheric Scattering  
 before
 the iceland commit, only used the default values.

 Hope that helps.

Not really. Your card/driver doesn't like *something* of the procedural 
texturing although the shader compiles fine (you don't get the artefacts when 
you're running terrain-haze.vert/frag, you do get them whenever you run 
terrain-haze-detailed.vert/frag).

It may be the overlay textures, it may be that the noise function generates 
values outside the [0..1] range by some weird numerical problem... Does it 
happen for all landclasses (for instance, agriculture doesn't have overlay 
textures or bump-mapping) - so in theory some landclasses would never see 
overlay texture or noise function issues. Does it depend on the values of the 
dust, snow, vegetation or wetness sliders in any way?

Otherwise... if it doesn't throw an error, and if I can't reproduce it and we 
don't see any dependencies, I am a bit at a loss how to debug it. You could 
either see if there's any previous version which runs fine (in which case we 
can debug based on what has changed) or we can try to disable all procedural 
blocks, and then you have to uncomment them one by one and see when the problem 
occurs. Let me know if you're interested in the latter option (but it means you 
have to start editing around in the shader code yourself).

* Thorsten
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Re: [Flightgear-devel] Iceland textures

2012-12-13 Thread Oliver Thurau
Hi Thorsten

With an ati 5870 on win7 64bit the transition effect is not working as
expected.
I get what is best described as fast flickering artifacts... but have a
look at the screen shoots yourself.
http://i217.photobucket.com/albums/cc283/oliunterderbruecke/flightgear/fgfs%20bugs/fgfs2012-12-1323-40-34-02.jpg

http://i217.photobucket.com/albums/cc283/oliunterderbruecke/flightgear/fgfs%20bugs/fgfs2012-12-1323-40-37-19.jpg

http://i217.photobucket.com/albums/cc283/oliunterderbruecke/flightgear/fgfs%20bugs/fgfs2012-12-1323-41-10-13.jpg

This is with latest git from today.
Oliver

2012/12/13 Renk Thorsten thorsten.i.r...@jyu.fi


 If anyone likes flying in Iceland - the current state of Iceland regional
 texturing is now on GIT with the region-specific materials file -  use with
 Atmospheric Light Scattering, Transition Effects to max. for best effect -
 otherwise the endless lava fields and glaciers have very strong tiling
 artefacts - and procedural texturing helps a lot suppressing those.

 * Thorsten

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Re: [Flightgear-devel] Iceland textures

2012-12-13 Thread Renk Thorsten
 With an ati 5870 on win7 64bit the transition effect is not working as
 expected.
 I get what is best described as fast flickering artifacts... but have a
 look at the screen shoots yourself.
 http://i217.photobucket.com/albums/cc283/oliunterderbruecke/flightgear/fgfs%20bugs/fgfs2012-12-1323-40-34-02.jpg

 http://i217.photobucket.com/albums/cc283/oliunterderbruecke/flightgear/fgfs%20bugs/fgfs2012-12-1323-40-37-19.jpg

 http://i217.photobucket.com/albums/cc283/oliunterderbruecke/flightgear/fgfs%20bugs/fgfs2012-12-1323-41-10-13.jpg

Aw, that looks bad... I've never seen anything like, so my first guess would be 
that it's one of these NVIDIA vs. ATI issues (which are really tough to 
understand from my side with just NVIDIA cards available). For reference - I've 
seen it running fine on a GeForce  8600M and on a GeForce GTX 670M. No idea 
what Stuart runs.

This may be too much to be asked, but:

* any errors thrown to the console?
* do the artefacts go away if you select different quality values for the 
transition and landmass effects? If yes, at what values does this happen?
* are other effects (urban, water,...) in the Atmospheric Scattering framework 
working correctly?
* do you know when the problem appeared - was it specifically after the Iceland 
commit, or since procedural texturing was introduced in summer?
* are there terrain types which do not show flickering, if so which ones?

* Thorsten
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