Re: [Flightgear-devel] Iceland textures
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 -- Everyone hates slow websites. So do we. Make your web apps faster with AppDynamics Download AppDynamics Lite for free today: http://p.sf.net/sfu/appdyn_d2d_feb ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Iceland textures
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. -- Everyone hates slow websites. So do we. Make your web apps faster with AppDynamics Download AppDynamics Lite for free today: http://p.sf.net/sfu/appdyn_d2d_feb___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Iceland textures
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 -- The Go Parallel Website, sponsored by Intel - in partnership with Geeknet, is your hub for all things parallel software development, from weekly thought leadership blogs to news, videos, case studies, tutorials, tech docs, whitepapers, evaluation guides, and opinion stories. Check out the most recent posts - join the conversation now. http://goparallel.sourceforge.net/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Iceland textures
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. -- The Go Parallel Website, sponsored by Intel - in partnership with Geeknet, is your hub for all things parallel software development, from weekly thought leadership blogs to news, videos, case studies, tutorials, tech docs, whitepapers, evaluation guides, and opinion stories. Check out the most recent posts - join the conversation now. http://goparallel.sourceforge.net/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Iceland textures
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 -- Master SQL Server Development, Administration, T-SQL, SSAS, SSIS, SSRS and more. Get SQL Server skills now (including 2012) with LearnDevNow - 200+ hours of step-by-step video tutorials by Microsoft MVPs and experts. SALE $99.99 this month only - learn more at: http://p.sf.net/sfu/learnmore_122512 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Iceland textures
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 -- LogMeIn Rescue: Anywhere, Anytime Remote support for IT. Free Trial Remotely access PCs and mobile devices and provide instant support Improve your efficiency, and focus on delivering more value-add services Discover what IT Professionals Know. Rescue delivers http://p.sf.net/sfu/logmein_12329d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Master Visual Studio, SharePoint, SQL, ASP.NET, C# 2012, HTML5, CSS, MVC, Windows 8 Apps, JavaScript and much more. Keep your skills current with LearnDevNow - 3,200 step-by-step video tutorials by Microsoft MVPs and experts. SALE $99.99 this month only -- learn more at: http://p.sf.net/sfu/learnmore_122412___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Iceland textures
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 -- LogMeIn Rescue: Anywhere, Anytime Remote support for IT. Free Trial Remotely access PCs and mobile devices and provide instant support Improve your efficiency, and focus on delivering more value-add services Discover what IT Professionals Know. Rescue delivers http://p.sf.net/sfu/logmein_12329d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- LogMeIn Rescue: Anywhere, Anytime Remote support for IT. Free Trial Remotely access PCs and mobile devices and provide instant support Improve your efficiency, and focus on delivering more value-add services Discover what IT Professionals Know. Rescue delivers http://p.sf.net/sfu/logmein_12329d2d___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Iceland textures
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 -- LogMeIn Rescue: Anywhere, Anytime Remote support for IT. Free Trial Remotely access PCs and mobile devices and provide instant support Improve your efficiency, and focus on delivering more value-add services Discover what IT Professionals Know. Rescue delivers http://p.sf.net/sfu/logmein_12329d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Iceland textures
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 -- LogMeIn Rescue: Anywhere, Anytime Remote support for IT. Free Trial Remotely access PCs and mobile devices and provide instant support Improve your efficiency, and focus on delivering more value-add services Discover what IT Professionals Know. Rescue delivers http://p.sf.net/sfu/logmein_12329d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Iceland textures
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 -- LogMeIn Rescue: Anywhere, Anytime Remote support for IT. Free Trial Remotely access PCs and mobile devices and provide instant support Improve your efficiency, and focus on delivering more value-add services Discover what IT Professionals Know. Rescue delivers http://p.sf.net/sfu/logmein_12329d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Iceland textures
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 -- LogMeIn Rescue: Anywhere, Anytime Remote support for IT. Free Trial Remotely access PCs and mobile devices and provide instant support Improve your efficiency, and focus on delivering more value-add services Discover what IT Professionals Know. Rescue delivers http://p.sf.net/sfu/logmein_12329d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Iceland textures
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 -- LogMeIn Rescue: Anywhere, Anytime Remote support for IT. Free Trial Remotely access PCs and mobile devices and provide instant support Improve your efficiency, and focus on delivering more value-add services Discover what IT Professionals Know. Rescue delivers http://p.sf.net/sfu/logmein_12329d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Iceland textures
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 -- LogMeIn Rescue: Anywhere, Anytime Remote support for IT. Free Trial Remotely access PCs and mobile devices and provide instant support Improve your efficiency, and focus on delivering more value-add services Discover what IT Professionals Know. Rescue delivers http://p.sf.net/sfu/logmein_12329d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Iceland textures
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 -- LogMeIn Rescue: Anywhere, Anytime Remote support for IT. Free Trial Remotely access PCs and mobile devices and provide instant support Improve your efficiency, and focus on delivering more value-add services Discover what IT Professionals Know. Rescue delivers http://p.sf.net/sfu/logmein_12329d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Iceland textures
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 -- LogMeIn Rescue: Anywhere, Anytime Remote support for IT. Free Trial Remotely access PCs and mobile devices and provide instant support Improve your efficiency, and focus on delivering more value-add services Discover what IT Professionals Know. Rescue delivers http://p.sf.net/sfu/logmein_12329d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Iceland textures
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 -- LogMeIn Rescue: Anywhere, Anytime Remote support for IT. Free Trial Remotely access PCs and mobile devices and provide instant support Improve your efficiency, and focus on delivering more value-add services Discover what IT Professionals Know. Rescue delivers http://p.sf.net/sfu/logmein_12329d2d___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Iceland textures
- 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 -- LogMeIn Rescue: Anywhere, Anytime Remote support for IT. Free Trial Remotely access PCs and mobile devices and provide instant support Improve your efficiency, and focus on delivering more value-add services Discover what IT Professionals Know. Rescue delivers http://p.sf.net/sfu/logmein_12329d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Iceland textures
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 -- LogMeIn Rescue: Anywhere, Anytime Remote support for IT. Free Trial Remotely access PCs and mobile devices and provide instant support Improve your efficiency, and focus on delivering more value-add services Discover what IT Professionals Know. Rescue delivers http://p.sf.net/sfu/logmein_12329d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- LogMeIn Rescue: Anywhere, Anytime Remote support for IT. Free Trial Remotely access PCs and mobile devices and provide instant support Improve your efficiency, and focus on delivering more value-add services Discover what IT Professionals Know. Rescue delivers http://p.sf.net/sfu/logmein_12329d2d___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Iceland textures
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 -- LogMeIn Rescue: Anywhere, Anytime Remote support for IT. Free Trial Remotely access PCs and mobile devices and provide instant support Improve your efficiency, and focus on delivering more value-add services Discover what IT Professionals Know. Rescue delivers http://p.sf.net/sfu/logmein_12329d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel