Re: [Flightgear-devel] Improving random trees buildings

2012-01-01 Thread Mathias Fröhlich

Happy new year!

Vivian,

On Friday, December 30, 2011 10:48:40 Vivian Meazza wrote:
 The hangs are caused by mipmap generation on the fly by OSG?
The hangs are caused by mipmap generation by the driver which happens on forst 
use of a texture.

 The old texture files are static and I would expect them to work into the
 future, but the new dds textures will leave them further behind as work
 progresses. The only problem in htat is that some users will lose out on
 some eyecandy - it will not affect the basic operation of the sim.
Which is in this case sad I think.
If it's easy to fit both needs I think we should.

  You do not experience any hangs?
 
 None that I have seen so far
Ok. I have also seen one of the machines at the flightgear booth at the 
fsweekend which did not show any problems. But Thorstens huge machine really 
hangs in an unaccaptable way. I would really never tolerate this as a user ...

  What is the motivation for you to use dds files?
 
 It's a better way of storing cubemaps for reflections or other layered
 images. The built in mipmap OSG algorithm is a bit slow - using dds works
 around this (for some systems)
Ok, granted. Use it for that.

  What do you gain by not using the usual image files?
 
 Dds textures remain in video memory, so we get improved performance when
 switching textures. We expect that at least some people will see smoother
 performance when loading scenery textures. I haven't been able to measure
 any gain, but there are some have reported that they see a subjective
 improvement.
No, this really should not be a difference. Probably this is what I refer to as 
these hangs.
But the reason is not that dds is in video memory and other textures are not. 
These *are really all* in video memory. There is no difference between dds and 
png. The driver decides where to put which buffer objects so that it is 
accessible to the gpu. And depending on the memory pressure on GPU's memory of 
the whole system driver the driver might page something out or not. So, once 
you really reach these huge GPU boards memory limits you might see that using 
compression you start paging less. But our working set is way below.

The real reason appears to me like being the initial mipmap computation when 
allocating a texture in the driver. And an other post of Erik in this thread 
tells me that we should try to provide a mipmapping method that already runs 
in the database loader thread so that on initial allocation in the driver the 
mipmaps are already present.

Also according Eriks comment, compression on the fly on the upload path in the 
driver seems to work without delay. So, for drivers that announce the 
compresin extension we can still tell the driver to store the textures 
compressed on the gpu to minimize gpu memory paging.

So, still, since it is technically incorrect to provide these s3 patent 
precompressed textures to a driver that does not announce the apropriate 
extension and since we are not allowed to code something that deompresses 
this, I think we should avoid using this compression for all the provided 
models/textures.

I think of a warning that is issued from the image loader in flightgear that 
detects when these precompressed textures are seen. So even people using 
drivers that just offer this extension have a chance to see that the provided 
textures will not work for others.

  The motivation behind this mentioned change is to sort out the best
  compromise
  so that the hangs hopefully disappear - which I hope to get with
  precomputed
  mipmaps - and being able to display fine with any driver/gpu.
 
 Seems to work here - I have tried
 
 --prop:sim/rendering/texture-compression=dxt5
 
 I hope that is the right syntax - no warning from fg anyway. I don't see any
 problems with running the F16 using that. I might be entirely wrong of
 course.
Yes, that is thought like that.
But since you do not see the hangs in any configuration you can just sit down 
and watch us testing :)

Thanks anyway!

Mathias

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Re: [Flightgear-devel] Improving random trees buildings

2011-12-31 Thread kreuzritter2000
Am Freitag, den 30.12.2011, 00:09 +0100 schrieb Csaba Halász:
 I wonder if there is an open standard counterpart that can do the same
 as the dds compression? Or is the whole idea patented? (Eww, too broad
 software patents are the work of the devil).
 

As far as i know, FXT1 a texture compression from 3DFX was invented to
have a patent free alternative to S3TC.
But the Wikipedia article claims, that some parts of FXT1 might infringe
the S3TC patent.

But this isn't the only problem, the main problem is that it is
marginally supported by 3d drivers. Which results in the problem that it
is practically not usable.
But there is an OpenGL Extension for it. 

See:
http://en.wikipedia.org/wiki/FXT1
and
http://www.opengl.org/registry/specs/3DFX/texture_compression_FXT1.txt


But i want to ask.
What hinders us to ship all FlightGear textures as compressed *.dds
Files and provide a software tool to uncompress them before FlightGear
is launched for users, that don't have a videocard with 3d drivers that
support S3TC?
Then flightgear should be able to select the appropriate texture files
on the fly.

Best Regards,
 Oliver C.





 



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Re: [Flightgear-devel] Improving random trees buildings

2011-12-30 Thread Erik Hofman
On Fri, 2011-12-30 at 00:07 +, Vivian Meazza wrote:
 The F16 is just excellent here. I get a slight pause on first switching
 from an internal to external view, but I expect that is the texture loading
 for the first time. Thereafter it is as near instantaneous as you could
 wish. Likewise livery changes.
 
 Couple of small bugs - a USAF insignia seem to get left behind on the lower
 wing surface when changing liveries and some errors:
 
  Property systems/hook/tailhook-cmd-norm is already defined.
 Could not find at least one of the following objects for animation:
 'Pilot_int'
 Could not find at least one of the following objects for animation:
 'Pilot_int'
 Could not find at least one of the following objects for animation:
 'Pilot_int'
 
 Some of the textures aren't properly aligned on the RNlAF-J015-demo livery 
 
 
 Overall an excellent experience! However, this is perhaps not a totally fair
 test: I'm running Windows XP on a 128GB SSD, with a Core2 Quad and nVidia
 GTX 260, so I would expect quick switching etc. 

Yes but I assume this is with the recent DDS textures. They were put in
git because it does seem toe solve the problem. Now we have to figure
out what exactly makes them behave better over PNG/rgb textures.

Thanks for the bug reports. I also noticed this yesterday when fiddling
with the textures :)

Erik


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Re: [Flightgear-devel] Improving random trees buildings

2011-12-30 Thread Vivian Meazza


 -Original Message-
 From: Mathias Fröhlich [mailto:mathias.froehl...@gmx.net]
 Sent: 29 December 2011 20:04
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Improving random trees  buildings
 
 
 Vivian,
 
 On Thursday, December 29, 2011 17:36:24 Vivian Meazza wrote:
  I don't fully understand the point - we're not using .dds, and fancy
 shaders
  as the default option - what else isn't working with open source
 drivers?
 
 Well, the default f16 does not work anymore for example.
 I have also never tried the new textures, but I assume that these also
 contain
 precompressed data? Also you claimed that the old texture files start to
 bitrot
 comared to the new ones which makes me think that the new standard should
 be
 the dds files. This together makes me think that the dds files should
 replace
 the traditional image files.

Yes - the new textures do contain pre-compressed data. Emilian is the
driving force behind the new .dds terrain textures, and some of the features
he has used cannot (as I understand it) be back-ported to png textures. So
yes, there would be merit in making the dds terrain textures the default,
but since we were aware of at least some of the problems this might cause we
made it a switchable option. 
 
  FlightGear should be working just as it always was. Those unable or
  unwilling to use closed source or fully compliant drivers just don't get
 to
  see some of the fancier eye-candy, but that should be all.
 Well, the drivers are fully compiant. And if compliance would be a problem
 I
 would rather improove the driver than raise this at an application level.
 
 These kind of precompressed images limits their usage to a specific set of
 drivers. And no, due to the patent issues no open source code including
 ours
 is allowed to implement compression/decompression code for these image
 formats. Even if this is easy implementation wise.
 
   So, I think the mipmap generation hangs with the nvidia drivers are a
   serious
   problem. But just limiting everything to the use of exactly this
 driver
   where
   this problem is worst cannot be a valid answer.
 
  I haven't see such a problem - now I will look for it.

The hangs are caused by mipmap generation on the fly by OSG? 

 Ok, for that you might need to understand that the reason for Erik to use
 the
 dds files for the f16 is that they appear to improove the hangs that occur
 with
 ati and nvidias drivers on mipmap computation.

I would expect that. Of course, dds should improve the situation.

 Which means either use the f16 together with the closed source stuff or
 don't
 use the f16.
 
 This is as of today *practically mutually exclusive*.

That isn't the only solution - it is not difficult to provide an F16 with
png texures and one with dds, allowing the user to select which one is most
suitable. Not ideal, but a workaround
 
   I would like to have a flightgear that is by default just running on
   every average system. Having this run faster on a special configured
   system with some
   better configuration options and hand tuned hardware and drivers is
 very
   fine.
   But without tuning it must at least work in an acceptable way.
 
  It should - and I thought it did - I see no problems here with shaders
 off
  and using the default materials.dds - where is the problem?
 
 As long as all is optional, the 'old stuff' is not bitrotting and as long
 as
 the usual model still work, this should not be a huge problem.
 
 I already told, I can tolerate not having the f16 - that would be sad, but
 ok
 - but if the same happens with the majority of our texture files, I would
 object.

The old texture files are static and I would expect them to work into the
future, but the new dds textures will leave them further behind as work
progresses. The only problem in htat is that some users will lose out on
some eyecandy - it will not affect the basic operation of the sim.

 And this is what I try to do now:
 Object against using these patented compression algorithms.
 I do not care for the on disk format of any image file we have. But the
 problem
 is that some kind of precompression that can be stored in these dds files
 cannot be used with other drivers than the closed ati and nvidia ones.
 As long as these patented compression techiques are not used, every OpenGL
 driver can use this and displays this fine.
 
 Think: Intel has the hugest marketshare in graphics today. If I remember
 right, they sell more than ati and nvidia together (*). This kind of
 change in
 effect rules out the majority of users as intel cannot work with these
 files.
 
 (*) There are several statistics out there, this is the intel one that
 counts
 all sold computers. AMD does usually counts the revenue made with graphics
 boards (where ati wins I believe) or nvidia that usually limit statistics
 to
 professional systems (where nvidia wins).
 ... or something along the lines - you get the idea.
 
   I have checked in a change

Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread Vivian Meazza
Stuart

 On Sun, Dec 4, 2011 at 10:14 PM, Stuart Buchanan wrote:
  I've already managed to use a second texture to mask where trees are
  placed. The following screenshot shows a golf course where I've used
  a mask so that the random trees are only placed in the rough.
 
  http://www.nanjika.co.uk/flightgear/golf.jpg
 
 As an update on this, I've now written some code to apply the same
 technique to the random objects and rotations, so the green channel
 determines the random vegetation density, the blue channel determines
 random object (i.e. building) density, and the red channel indicates the
 rotation.
 
 Using the DDS textures, the effects can be quite convincing:
 
 http://www.nanjika.co.uk/flightgear/object_mask.jpg
 
 Note that these are all random objects - none of the buildings or trees
 were
 placed manually.
 
 The rotations aren't perfectly aligned with the textures, but it's fairly
 close.
 
 Vivian - are you anticipating the materials-dds.xml file replacing
 materials.xml
 at some point? Any plans for further DDS texture work?
 
 Creating the masks is a bit of work, and not something one would want to
 do if the textures are likely to change.
 

No, there is no intention to replace the materials.xml file with the
materials-dds.xml file, at least while there are those systems that cannot
use .dds. Equally, we cannot, for obvious reasons, backport all of the new
stuff in dds format to png, so over time the two files will drift further
apart. There are significant gains in performance and appearance by using
dds, so it's worth running both formats in parallel.

The current phase of work is largely complete; I think Emilian has some
tidying up to do.

Apologies for the tardy reply: I replaced one of my HDD with a SSD on
Christmas Day - it worked well for 3 hours or so then it all fell apart. The
hardware is fine - but I'm still rebuilding all the software from scratch. I
expect to have it all back by the end of the weekend. (OK, I'm an optimist.)

Vivian 



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Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread Vivian Meazza
Mathias

 
 On Tuesday, December 27, 2011 00:27:41 Stuart Buchanan wrote:
  Vivian - are you anticipating the materials-dds.xml file replacing
  materials.xml at some point? Any plans for further DDS texture work?
 
 Hmm, regarding dds.
 I have to say, that not all OpenGL drivers support texture compression,
 and
 the models with dds files, are those that I cannot display, because of
 that.
 And in fact this will not happen to the open source drivers before
 something
 about 2020 because of patent issues.
 
 Sorry to step in this so late - probably way too late - but is there a
 reason
 that the on disk format must be compressed?
 The previous strategy to have on disk an format that everybody can read
 and to
 make the driver compress them as needed/possible is better I think?
 
 So, for me the f16 lost its livery lately - where I can live with this for
 the
 f16, I hope that this does not happen to flightgear as a whole ...
 

There is no intention to migrate as a whole to .dds: it is offered as an
appearance and performance upgrade for those who wish to use it. It is up to
aircraft developers to decide which format they will use. Indeed - they
could provide models with either format so that the user could choose. 

That said - why use drivers that cannot handle .dds compression formats? I
assume closed source drivers are OK? 

Vivian



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Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread jean
Le 29/12/2011 14:16, Mathias Fröhlich a écrit :
 Hi Erik,

 On Thursday, December 29, 2011 13:33:09 Erik Hofman wrote:
 Setting compression to 'none' does speed up texture switching
 considerably. Unfortunately there's little difference in switching from
 internal to external view for the first time.
 Thanks.

 I do also see an initial frame drop on switching views with the f16. That is
 with or without textures that could be uploaded.

 I do have read somewhere that generating mipmaps can also be slow for
 some drivers (NVidia?) and the dds textures provided pre generated
 mipmaps.
 That's probably what I wrote now several times.
 And over the time where I had different drivers installed on this current
 machine and over the machines that I had access to using an nvidia driver it
 looks like this being a problem.
this is the same here with fglrx driver, so not a particular driver 
issue, but may be the mipmap generation?
for me as a multiplayer pilot, dds (with pregenerated mipmap) is the way 
to go, as it provide me (with a luckily dds compliant driver) a better 
flightgear experience with dds textures (materials and planes): smoother 
flight, mp planes converted load faster, no more age to pass on external 
view for the first time or change livery.

[...]

jano

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Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread Mathias Fröhlich

Vivian,

 There is no intention to migrate as a whole to .dds: it is offered as an
 appearance and performance upgrade for those who wish to use it. It is up to
 aircraft developers to decide which format they will use. Indeed - they
 could provide models with either format so that the user could choose.

 That said - why use drivers that cannot handle .dds compression formats?

Because there is no other driver. Like for the intel ones for example.
Because work on other interresting system stuff gets much more annoying with 
any closed source driver. I just do not want to limit myself to flightgear - so 
I really apprechiate that you could do even serious development to the closed 
source drivers.
Because most stuff that the average linux user cares work perfect with the open 
source driver stack. And that makes manny people just use these. Then when one 
of them tries flightgear he will see that it does not work as expected and most 
of them will then just never again try flightgear. Some of them will land here 
and probably get saied that he should use an other driver. But most people 
just don't ask and probably tell others that they have a new laptop but once 
they tried flightgear, that boring game just does not work anymore ...

 I
 assume closed source drivers are OK?
The ati and nvidia closed source drivers can do this.

So, I think the mipmap generation hangs with the nvidia drivers are a serious 
problem. But just limiting everything to the use of exactly this driver where 
this problem is worst cannot be a valid answer.

I would like to have a flightgear that is by default just running on every 
average system. Having this run faster on a special configured system with some 
better configuration options and hand tuned hardware and drivers is very fine.
But without tuning it must at least work in an acceptable way.

I have checked in a change to flightgear to make the use of the compressed 
internal formats a starttime configuration option.
I am still interrested if we have that hangs also with texture compression 
disabled and without providing precompressed dds textures?

Mathias

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Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread Erik Hofman
On Thu, 2011-12-29 at 17:36 +, Vivian Meazza wrote:
 Mathias
  
  I have checked in a change to flightgear to make the use of the compressed
  internal formats a starttime configuration option.
  I am still interrested if we have that hangs also with texture compression
  disabled and without providing precompressed dds textures?
  
 
 Yes - good idea - I'm using that now - unfortunately my system was working
 just fine before so it might be a little hard to see if there is any effect!
 I'm not entirely clear what bug this fix is trying to solve.

At least the bug where switching from internal view to external view
cause a big 'pause' for the F-16. It also effects livery switching for
the F-16.

Erik


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Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread Vivian Meazza
Stefan

 On Thursday 29 December 2011 10:21:11 Vivian Meazza wrote:
 
  That said - why use drivers that cannot handle .dds compression formats?
 I
  assume closed source drivers are OK?
 
 They simply are not. I currently cannot use FlightGear due to simply
 unusable
 performance with free drivers but still, it's worth this tradeoff for me
 after
 years of pain with closed source drivers (both NVidia and ATI/AMD). Free
 drivers allow me to:
 
 * do my job which is programming which needs loads of text on the screen
(closed source drivers gave unusably low performance here)
 * have multiple X servers running, so my girlfriend can have her own user
 on
my computer without either of us having to log out all the time
 * upgrade to current (development) kernel any time
 * have decent video performance
 * actually get support for kernel problems
 
 In sum, these features are worth more to me than FlightGear, though I miss
 it
 very much. The free radeon drivers nowadays are good enough for many games
 and
 other software. It would be nice if FG developers acknowledged their
 existence
 and avoided breaking their user's experience.
 
 Personally I hope to get back to at least flyable performance levels with
 a CPU
 upgrade in the near future. But even if not, I would never go back to
 closed
 source drivers.
 
 

I hear your pain - but as I said - you don't have to use materials-dds.xml -
it's not the not the default. 

Neither do you have to use any shaders - they are switchable. If you still
can't run Flightgear - well you know the solution - upgrade your system.

Vivian 



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Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread Stefan Seifert
On Thursday 29 December 2011 10:21:11 Vivian Meazza wrote:

 That said - why use drivers that cannot handle .dds compression formats? I
 assume closed source drivers are OK?

They simply are not. I currently cannot use FlightGear due to simply unusable 
performance with free drivers but still, it's worth this tradeoff for me after 
years of pain with closed source drivers (both NVidia and ATI/AMD). Free 
drivers allow me to:

* do my job which is programming which needs loads of text on the screen
   (closed source drivers gave unusably low performance here)
* have multiple X servers running, so my girlfriend can have her own user on
   my computer without either of us having to log out all the time
* upgrade to current (development) kernel any time
* have decent video performance
* actually get support for kernel problems

In sum, these features are worth more to me than FlightGear, though I miss it 
very much. The free radeon drivers nowadays are good enough for many games and 
other software. It would be nice if FG developers acknowledged their existence 
and avoided breaking their user's experience.

Personally I hope to get back to at least flyable performance levels with a CPU 
upgrade in the near future. But even if not, I would never go back to closed 
source drivers.

Stefan

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Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread Erik Hofman
On Thu, 2011-12-29 at 14:16 +0100, Mathias Fröhlich wrote:

 Could we do dds files without compression but with precomputed mipmaps?
 
 So at next, can you try out which combination of compression/provided 
 mipmaps/forced simgear compression still work fine?

Good Idea, I will try that.

Erik


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Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread Vivian Meazza
Mathias
 
  There is no intention to migrate as a whole to .dds: it is offered as an
  appearance and performance upgrade for those who wish to use it. It is
 up to
  aircraft developers to decide which format they will use. Indeed - they
  could provide models with either format so that the user could choose.
 
  That said - why use drivers that cannot handle .dds compression formats?
 
 Because there is no other driver. Like for the intel ones for example.
 Because work on other interresting system stuff gets much more annoying
 with
 any closed source driver. I just do not want to limit myself to flightgear
 - so
 I really apprechiate that you could do even serious development to the
 closed
 source drivers.
 Because most stuff that the average linux user cares work perfect with the
 open
 source driver stack. And that makes manny people just use these. Then when
 one
 of them tries flightgear he will see that it does not work as expected and
 most
 of them will then just never again try flightgear. Some of them will land
 here
 and probably get saied that he should use an other driver. But most people
 just don't ask and probably tell others that they have a new laptop but
 once
 they tried flightgear, that boring game just does not work anymore ...
 

I don't fully understand the point - we're not using .dds, and fancy shaders
as the default option - what else isn't working with open source drivers?
FlightGear should be working just as it always was. Those unable or
unwilling to use closed source or fully compliant drivers just don't get to
see some of the fancier eye-candy, but that should be all.

  I
  assume closed source drivers are OK?
 The ati and nvidia closed source drivers can do this.
 
 So, I think the mipmap generation hangs with the nvidia drivers are a
 serious
 problem. But just limiting everything to the use of exactly this driver
 where
 this problem is worst cannot be a valid answer.

I haven't see such a problem - now I will look for it.
 
 I would like to have a flightgear that is by default just running on every
 average system. Having this run faster on a special configured system with
 some
 better configuration options and hand tuned hardware and drivers is very
 fine.
 But without tuning it must at least work in an acceptable way.

It should - and I thought it did - I see no problems here with shaders off
and using the default materials.dds - where is the problem?

 
 I have checked in a change to flightgear to make the use of the compressed
 internal formats a starttime configuration option.
 I am still interrested if we have that hangs also with texture compression
 disabled and without providing precompressed dds textures?
 

Yes - good idea - I'm using that now - unfortunately my system was working
just fine before so it might be a little hard to see if there is any effect!
I'm not entirely clear what bug this fix is trying to solve.

Vivian



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Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread Erik Hofman
On Thu, 2011-12-29 at 12:40 +0100, Mathias Fröhlich wrote:

 I have checked in a change to flightgear to make the use of the compressed 
 internal formats a starttime configuration option.
 I am still interrested if we have that hangs also with texture compression 
 disabled and without providing precompressed dds textures?

Setting compression to 'none' does speed up texture switching
considerably. Unfortunately there's little difference in switching from
internal to external view for the first time. 

I do have read somewhere that generating mipmaps can also be slow for
some drivers (NVidia?) and the dds textures provided pre generated
mipmaps.

Erik


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Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread Mathias Fröhlich

Hi Erik,

On Thursday, December 29, 2011 13:33:09 Erik Hofman wrote:
 Setting compression to 'none' does speed up texture switching
 considerably. Unfortunately there's little difference in switching from
 internal to external view for the first time.
Thanks.

I do also see an initial frame drop on switching views with the f16. That is 
with or without textures that could be uploaded.

 I do have read somewhere that generating mipmaps can also be slow for
 some drivers (NVidia?) and the dds textures provided pre generated
 mipmaps.
That's probably what I wrote now several times.
And over the time where I had different drivers installed on this current 
machine and over the machines that I had access to using an nvidia driver it 
looks like this being a problem.
Yes, the dds textures could provide pregenerated mipmaps. I guess that our dds 
files really do so.

Could we do dds files without compression but with precomputed mipmaps?

So at next, can you try out which combination of compression/provided 
mipmaps/forced simgear compression still work fine?

Thanks

Mathias

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Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread Mathias Fröhlich

Vivian,

On Thursday, December 29, 2011 17:36:24 Vivian Meazza wrote:
 I don't fully understand the point - we're not using .dds, and fancy shaders
 as the default option - what else isn't working with open source drivers?

Well, the default f16 does not work anymore for example.
I have also never tried the new textures, but I assume that these also contain 
precompressed data? Also you claimed that the old texture files start to bitrot 
comared to the new ones which makes me think that the new standard should be 
the dds files. This together makes me think that the dds files should replace 
the traditional image files.

 FlightGear should be working just as it always was. Those unable or
 unwilling to use closed source or fully compliant drivers just don't get to
 see some of the fancier eye-candy, but that should be all.
Well, the drivers are fully compiant. And if compliance would be a problem I 
would rather improove the driver than raise this at an application level.

These kind of precompressed images limits their usage to a specific set of 
drivers. And no, due to the patent issues no open source code including ours 
is allowed to implement compression/decompression code for these image 
formats. Even if this is easy implementation wise.

  So, I think the mipmap generation hangs with the nvidia drivers are a
  serious
  problem. But just limiting everything to the use of exactly this driver
  where
  this problem is worst cannot be a valid answer.
 
 I haven't see such a problem - now I will look for it.

Ok, for that you might need to understand that the reason for Erik to use the 
dds files for the f16 is that they appear to improove the hangs that occur with 
ati and nvidias drivers on mipmap computation.

Which means either use the f16 together with the closed source stuff or don't 
use the f16.

This is as of today *practically mutually exclusive*.

  I would like to have a flightgear that is by default just running on
  every average system. Having this run faster on a special configured
  system with some
  better configuration options and hand tuned hardware and drivers is very
  fine.
  But without tuning it must at least work in an acceptable way.
 
 It should - and I thought it did - I see no problems here with shaders off
 and using the default materials.dds - where is the problem?

As long as all is optional, the 'old stuff' is not bitrotting and as long as 
the usual model still work, this should not be a huge problem.

I already told, I can tolerate not having the f16 - that would be sad, but ok 
- but if the same happens with the majority of our texture files, I would 
object.

And this is what I try to do now:
Object against using these patented compression algorithms.
I do not care for the on disk format of any image file we have. But the problem 
is that some kind of precompression that can be stored in these dds files 
cannot be used with other drivers than the closed ati and nvidia ones.
As long as these patented compression techiques are not used, every OpenGL 
driver can use this and displays this fine.

Think: Intel has the hugest marketshare in graphics today. If I remember 
right, they sell more than ati and nvidia together (*). This kind of change in 
effect rules out the majority of users as intel cannot work with these files.

(*) There are several statistics out there, this is the intel one that counts 
all sold computers. AMD does usually counts the revenue made with graphics 
boards (where ati wins I believe) or nvidia that usually limit statistics to 
professional systems (where nvidia wins).
... or something along the lines - you get the idea.

  I have checked in a change to flightgear to make the use of the
  compressed internal formats a starttime configuration option.
  I am still interrested if we have that hangs also with texture
  compression disabled and without providing precompressed dds textures?
 
 Yes - good idea - I'm using that now - unfortunately my system was working
 just fine before so it might be a little hard to see if there is any effect!
 I'm not entirely clear what bug this fix is trying to solve.

You do not experience any hangs?
What is the motivation for you to use dds files?
What do you gain by not using the usual image files?

The motivation behind this mentioned change is to sort out the best compromise 
so that the hangs hopefully disappear - which I hope to get with precomputed 
mipmaps - and being able to display fine with any driver/gpu.

Greetings

Mathias

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Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread Csaba Halász
2011/12/29 Mathias Fröhlich mathias.froehl...@gmx.net:

 And this is what I try to do now:
 Object against using these patented compression algorithms.
 I do not care for the on disk format of any image file we have. But the 
 problem
 is that some kind of precompression that can be stored in these dds files
 cannot be used with other drivers than the closed ati and nvidia ones.
 As long as these patented compression techiques are not used, every OpenGL
 driver can use this and displays this fine.

I agree fully with Mathias on this issue, even though I am using the
binary fglrx at the moment. I check the open source one from time to
time, however, to see if it has improved enough for my purposes.
Incidentally, AMD's favorable open source policy was the reason I
switched from nVidia.

I wonder if there is an open standard counterpart that can do the same
as the dds compression? Or is the whole idea patented? (Eww, too broad
software patents are the work of the devil).

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Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread Vivian Meazza
Erik,

 On Thu, 2011-12-29 at 17:36 +, Vivian Meazza wrote:
  Mathias
  
   I have checked in a change to flightgear to make the use of the
 compressed
   internal formats a starttime configuration option.
   I am still interrested if we have that hangs also with texture
 compression
   disabled and without providing precompressed dds textures?
  
 
  Yes - good idea - I'm using that now - unfortunately my system was
 working
  just fine before so it might be a little hard to see if there is any
 effect!
  I'm not entirely clear what bug this fix is trying to solve.
 
 At least the bug where switching from internal view to external view
 cause a big 'pause' for the F-16. It also effects livery switching for
 the F-16.
 

The F16 is just excellent here. I get a slight pause on firest switching
from an internal to external view, but I expect that is the testure loading
for the first time. Thereafter it is as near instantaneous as you could
wish. Likewise livery changes.

Couple of small bugs - a USAF insignia seem to get left behind on the lower
wing surface when changing liveries and some errors:

 Property systems/hook/tailhook-cmd-norm is already defined.
Could not find at least one of the following objects for animation:
'Pilot_int'
Could not find at least one of the following objects for animation:
'Pilot_int'
Could not find at least one of the following objects for animation:
'Pilot_int'

Some of the textures aren't properly aligned on the RNlAF-J015-demo livery 


Overall an excellent experience! However, this is perhaps not a totally fair
test: I'm running Windows XP on a 128GB SSD, with a Core2 Quad and nVidia
GTX 260, so I would expect quick switching etc. 

Vivian



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Re: [Flightgear-devel] Improving random trees buildings

2011-12-28 Thread Mathias Fröhlich

Hi,

On Tuesday, December 27, 2011 10:49:07 Erik Hofman wrote:
 Actually for the F-16 I did not switch because of compression but
 because livery switching is almost instant while the previous textures
 is took about 10 seconds to switch from internal view to external for
 the first time.
That's too long.

Hmm, if precompressed textures help here, may be nvidias driver has problems 
compressing textures on the fly?

Can you try to short circuit SGSceneFeatures::setTextureCompression() to see 
if this helps for the long hangs?

If so we could make the use of thexture compression customizable?

 I would be very pleased to use another texture format that has the same
 effect though.

Well, I am not sure what is better then. Use precompressed textures that 
cannot be read from one driver or uncompressed ones having these unacceptable 
hangs. Both is not acceptable IMO.

Mathias


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Re: [Flightgear-devel] Improving random trees buildings

2011-12-27 Thread Erik Hofman
On Tue, 2011-12-27 at 09:53 +0100, Mathias Fröhlich wrote:
 Sorry to step in this so late - probably way too late - but is there a reason 
 that the on disk format must be compressed?
 The previous strategy to have on disk an format that everybody can read and 
 to 
 make the driver compress them as needed/possible is better I think?
 
 So, for me the f16 lost its livery lately - where I can live with this for 
 the 
 f16, I hope that this does not happen to flightgear as a whole ...

Actually for the F-16 I did not switch because of compression but
because livery switching is almost instant while the previous textures
is took about 10 seconds to switch from internal view to external for
the first time.

I would be very pleased to use another texture format that has the same
effect though.

Erik


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Re: [Flightgear-devel] Improving random trees buildings

2011-12-27 Thread Mathias Fröhlich

Hi,

On Tuesday, December 27, 2011 00:27:41 Stuart Buchanan wrote:
 Vivian - are you anticipating the materials-dds.xml file replacing
 materials.xml at some point? Any plans for further DDS texture work?

Hmm, regarding dds.
I have to say, that not all OpenGL drivers support texture compression, and 
the models with dds files, are those that I cannot display, because of that.
And in fact this will not happen to the open source drivers before something 
about 2020 because of patent issues.

Sorry to step in this so late - probably way too late - but is there a reason 
that the on disk format must be compressed?
The previous strategy to have on disk an format that everybody can read and to 
make the driver compress them as needed/possible is better I think?

So, for me the f16 lost its livery lately - where I can live with this for the 
f16, I hope that this does not happen to flightgear as a whole ...

Thanks
Mathias

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Re: [Flightgear-devel] Improving random trees buildings

2011-12-26 Thread Stuart Buchanan
On Sun, Dec 4, 2011 at 10:14 PM, Stuart Buchanan wrote:
 I've already managed to use a second texture to mask where trees are
 placed. The following screenshot shows a golf course where I've used
 a mask so that the random trees are only placed in the rough.

 http://www.nanjika.co.uk/flightgear/golf.jpg

As an update on this, I've now written some code to apply the same
technique to the random objects and rotations, so the green channel
determines the random vegetation density, the blue channel determines
random object (i.e. building) density, and the red channel indicates the
rotation.

Using the DDS textures, the effects can be quite convincing:

http://www.nanjika.co.uk/flightgear/object_mask.jpg

Note that these are all random objects - none of the buildings or trees were
placed manually.

The rotations aren't perfectly aligned with the textures, but it's fairly close.

Vivian - are you anticipating the materials-dds.xml file replacing materials.xml
at some point? Any plans for further DDS texture work?

Creating the masks is a bit of work, and not something one would want to
do if the textures are likely to change.

-Stuart

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Re: [Flightgear-devel] Improving random trees buildings

2011-12-06 Thread kreuzritter2000
Am Montag, den 05.12.2011, 11:02 + schrieb Martin Spott:
 kreuzritter2000 wrote:
 
  When we're talking about MSFS and terrain i also want to mention, that
  their regular grid allowed them to use textures that allowed a seamless
  crossover on their borders. So with the right textures choosen, the
  textures matched on the borders.
 
 Ah, well, but, as I understand, this would in summary require dozends
 of different textures just to meet the requirements of simple
 variations at corner areas, like:

Yes, that's the case.
FS2004 is shipped with a dozends of textures.
But i don't see a big problem with this, because more different textures
also allow more variety.

Only from a high attitude, a user might see a repitive pattern.

 
   |
 B |  A
   |--
 BB
 
 
   |
 C |  A
  -|--
 BB

It's exactly like in the game TetraVex.
http://en.wikipedia.org/wiki/TetraVex

Screenshot example:
http://en.wikipedia.org/wiki/File:Tetravex.png

One square is one texture, and same numbers mean, that the textures
match on their borders.
But this doesn't mean that the left texture (let's say number 9) looks
the same like the right texture (let's say number 9 too), the're not
mirrored, they look different on the 9 fields, but they do match at the
borders.

 

 From my prspective this approach isn't flexible enough.

AFAIK this technique works only with regular grids.


Best Regards,
 Oliver C.





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Re: [Flightgear-devel] Improving random trees buildings

2011-12-06 Thread kreuzritter2000
Am Montag, den 05.12.2011, 16:16 + schrieb lists:
 On Sun, 4 Dec 2011 22:14:18 +, Stuart Buchanan wrote:
 
  Rather than using the same texture, we can simply have a separate
  texture for object type and rotation.
 
 It's simple enough to place objects along a linear feature (like a 
 road):
 
 http://www.stockill.net/Junk/newscenery/fgfs-screen-008.png
 
 (It's some older scenery which didn't actually include the road, but 
 you get the idea).
 
 I'd rather we didn't spend too much time adding features to textures 
 which will clash with real data.

It won't clash if we get rid of urban textures in the long term.

In my opinion the best visual quality can be reached if we give every
generic and none generic 3d object a couple of ground textures that
match like in the tetravex game screenshot example (see other e-mail)
with all the other generic 3d object textures by selecting the right
one.
The good thing about this approach would be, that you could really go
into detail and you would have a natual visual representation where
everything harmonizes.
Though, this approach would need a lot of processing power. 


 I took a slightly different approach - a different material for the 
 rough:
 
 http://www.stockill.net/Junk/newscenery/fgfs-screen-023.png
 http://www.stockill.net/Junk/newscenery/fgfs-screen-024.png
 http://www.stockill.net/Junk/newscenery/fgfs-screen-029.png
 
 It works for parks too:
 
 http://www.stockill.net/Junk/newscenery/fgfs-screen-020.png

Your approach might met real data, but it looks unnatural.
If we ever want to have a natural looking visual quality, then this can
be only reached by an approach with matching textures on todays
hardware.
You're approach might look natural in 200 years, when we have the right
hardware and petabytes of real data for it, but not now and not in 20
years. That's the problem i see here.


Best Regards,
 Oliver C.







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Re: [Flightgear-devel] Improving random trees buildings

2011-12-05 Thread kreuzritter2000
Am Sonntag, den 04.12.2011, 22:14 + schrieb Stuart Buchanan:
 On Sun, Dec 4, 2011 at 1:08 PM, kreuzritter2000wrote:
 
  We could do the same, but i don't know, if this works with an irregular
  grid, flighgear uses.
 
 This is a very interesting idea indeed. I hadn't realized that is how they had
 done it in MSFS.
 
 Rather than using the same texture, we can simply have a separate
 texture for object type and rotation.
 
 I've already managed to use a second texture to mask where trees are
 placed. The following screenshot shows a golf course where I've used
 a mask so that the random trees are only placed in the rough.
 
 http://www.nanjika.co.uk/flightgear/golf.jpg

This looks great!


When we're talking about MSFS and terrain i also want to mention, that
their regular grid allowed them to use textures that allowed a seamless
crossover on their borders. So with the right textures choosen, the
textures matched on the borders.

This solution might be rather difficult or is impossible with an
irregular grid, but the borders at the textures and their not seamless
crossover are one show stopper that makes the visual qualitiy in
FlightGear not as that good as it could be.
I wonder how X-Plane solved that, they're using an irregular grid too,
but the texture borders look rather seamless which makes the visual
quality very realistic. 
http://www.x-plane.com/wp/wp-content/gallery/more-v10-landscapes/kc-10_13.jpg



Best Regards,
 Oliver C.



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Re: [Flightgear-devel] Improving random trees buildings

2011-12-05 Thread Erik Hofman
On Mon, 2011-12-05 at 10:55 +0100, kreuzritter2000 wrote:

 I wonder how X-Plane solved that, they're using an irregular grid too,
 but the texture borders look rather seamless which makes the visual
 quality very realistic. 
 http://www.x-plane.com/wp/wp-content/gallery/more-v10-landscapes/kc-10_13.jpg

To me it looks like there is a (small) strip of vertices between
adjacent areas. This strip uses interpolation and multi-texturing to get
a transition area.

Erik


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Re: [Flightgear-devel] Improving random trees buildings

2011-12-05 Thread Martin Spott
kreuzritter2000 wrote:

 When we're talking about MSFS and terrain i also want to mention, that
 their regular grid allowed them to use textures that allowed a seamless
 crossover on their borders. So with the right textures choosen, the
 textures matched on the borders.

Ah, well, but, as I understand, this would in summary require dozends
of different textures just to meet the requirements of simple
variations at corner areas, like:


  |
B |  A
  |--
BB


  |
C |  A
 -|--
BB


From my prspective this approach isn't flexible enough.


 http://www.x-plane.com/wp/wp-content/gallery/more-v10-landscapes/kc-10_13.jpg

I think they're just multi-texturing the transition area between two
adjacent land cover classes - which isn't _that_ simple either, because
you'll have to define carefully which land cover type pairings may
feature a transition area and which ones don't.

Cheers,
Martin.
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Re: [Flightgear-devel] Improving random trees buildings

2011-12-05 Thread lists
On Sun, 4 Dec 2011 22:14:18 +, Stuart Buchanan wrote:

 Rather than using the same texture, we can simply have a separate
 texture for object type and rotation.

It's simple enough to place objects along a linear feature (like a 
road):

http://www.stockill.net/Junk/newscenery/fgfs-screen-008.png

(It's some older scenery which didn't actually include the road, but 
you get the idea).

I'd rather we didn't spend too much time adding features to textures 
which will clash with real data.

 I've already managed to use a second texture to mask where trees are
 placed. The following screenshot shows a golf course where I've used
 a mask so that the random trees are only placed in the rough.

 http://www.nanjika.co.uk/flightgear/golf.jpg

 (For those interested, the golf course is Gullane, outside of 
 Edinburgh
 from some scenery I've been generating recently using gshhs for the
 coastline as the CLC shapefiles)

I took a slightly different approach - a different material for the 
rough:

http://www.stockill.net/Junk/newscenery/fgfs-screen-023.png
http://www.stockill.net/Junk/newscenery/fgfs-screen-024.png
http://www.stockill.net/Junk/newscenery/fgfs-screen-029.png

It works for parks too:

http://www.stockill.net/Junk/newscenery/fgfs-screen-020.png

If there are any crazy people who've mapped golf courses in more detail 
(bunkers, green, etc) then we could add even more detail - anyone want 
to model a golf cart - with walk mode you could have a quick round 
before a flight ;-)

-- 
Jon Stockill
li...@stockill.net

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Re: [Flightgear-devel] Improving random trees buildings

2011-12-05 Thread Robert
I think X-Plane is using texture splatting.
Please read this blog post from Ben Supnik (X-Plane scenery developer) that
I read a few years ago:
http://www.x-plane.com/blog/2008/12/dealing-with-repetition/

It deals not exactly with the smooth transition problem, but this technique
could be applied to FlightGear terrain, too.

for more information on texture splatting:
http://en.wikipedia.org/wiki/Texture_splatting

cheers,
Robert
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Re: [Flightgear-devel] Improving random trees buildings

2011-12-04 Thread kreuzritter2000
Am Mittwoch, den 30.11.2011, 14:07 + schrieb Stuart Buchanan:
 Hi All,
 
 Having seen some recent screenshots from X-Plane 10, I've been
 thinking about ways to improve our random scenery, in particular
 buildings.
 
 At present, we have random building scattered over the scenery, based
 on .ac models, plus the Urban shader.
 
 The former are limited in that performance suffers significantly as
 density increases, and there is little control over their placement.


 At the same time, I'm anticipating aligning the buildings with the
 texture, and probably using a second texture as a mask to indicate
 where buildings may, or may not, be placed. This latter technique may
 also have applications for the trees, so that trees only appear a the
 edges of fields, or in the rough of golf courses.
 
 I'm interested in peoples opinions on this, and in particular what
 their view is of the current forest and urban shader performance. 


And Vadym Kukhtin wrote:
 Can you use low-bit gray (or index) mask, to indicate not only placed
 or not, but also rotate angle?  Then it will be possible to align
 buildings along main streets.


AFAIK Microsoft used the textures itself to put information  where to
put an 3d object on them.
They used a special color key, AFAIK it was white. And on all these
white points an 3d object was placed.
But i don't know if the use of a regular polygon grid played a role too.
It may be possible, that the regular grid allowed a fast and easy way to
place the objects on the textures according to the color key information
that was in the texture.

We could do the same, but i don't know, if this works with an irregular
grid, flighgear uses.
We could specify a special color key to put an object on a texture.
Because the Texture is in RGB color, this key could be for example 255,
255, 255.
If we add a lot more color keys, for example color key regions like
251-255, 251-255, 251-255 we could also put additional information like
the rotating angle in the color key or the type of the object.
For example:
255, 255, 255 could stand for an angle of 0 degrees.
254, 255, 255 for 45 degrees
255, 254, 255 for 90 degrees
255, 255, 254 for 135 degrees
254, 254, 255 for 180 degrees
254, 255, 254 for 225 degrees
255, 254, 254 for 270 degress
254, 254, 254 for 314 degrees

Using values from 253 to 255 allows additional information like object
type or street lights etc.
This is only one point on the texture, using groups of points allow a
lot more information.
For example we could use one point to place the information about
rotating angle and position of the object and another point directly
next to the first one for object type informations. A special rule like
the upper left point of a group of color key points in a texture is
always the one that holds the position and angle clarifies which point
of a group of special color key points is to be taken for the position
and angle.   
If the 3d object is big enough, which should be the case in the most
cases, the user won't see these points on the textures when flying over
them.
It should be easy to use at least a group of 1-4 points for object
informations.

Of course we have to make sure that these color keys won't be used as a
color of the texture. And the textures need to be edited by hand first
to place the object information into them.
But i don't see a big problem with that. A 24 bit RGB allows enough
color informations for a texture, so we could easily use some special
color keys to place object informations into them.

The only problem could be texture compression and the fact, that the
grid is irregular. I don't know if it is possible to place a 3d object
on an texture according to its color value of one point in a texture.


Best Regards,
 Oliver C.
  












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Re: [Flightgear-devel] Improving random trees buildings

2011-12-01 Thread James Turner

On 30 Nov 2011, at 14:07, Stuart Buchanan wrote:

 I'm interested in peoples opinions on this, and in particular what
 their view is of the current forest and urban shader performance. It
 may be that my system is unique in that one is cheap and the other
 expensive, and this is all pointless!

Definitely sounds good to me, a few comments on the details though, based on 
some similar ideas I once looked at, and playing with 'massing models' in 
Google Earth:

 - I don't think you need to worry about a cuboid per floor - only define some 
(irregular) trapezoids for the floor plans, and simply extrude them to a height 
- with suitable random generation of the heights. 

 - partly due to my limited vertex shader knowledge, I was considering doing 
this with simple meshes (and a single texture for a given region of buildings) 
- if the geometry is truly fixed, it should sit in a VBO very efficiently, and 
with no alpha blending or similar, I'd be surprised if the geometry is the 
bottle-neck. (I was imagining a mesh per scenery tile, for example)

 - if you want to get really fancy, you could set building heights based on the 
area of the land-cover polygon; small or suburban area = wider spacing, lower 
heights, huge urban polygon = taller boxes, narrower spacing

James


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Re: [Flightgear-devel] Improving random trees buildings

2011-12-01 Thread Vadym Kukhtin
2011/11/30 Stuart Buchanan stuar...@gmail.com:

 At the same time, I'm anticipating aligning the buildings with the
 texture, and probably using a second texture as a mask to indicate
 where buildings may, or may not, be placed.

Can you use low-bit gray (or index) mask, to indicate not only placed
or not, but also rotate angle?  Then it will be possible to align
buildings along main streets.

 This latter technique may
 also have applications for the trees, so that trees only appear a the
 edges of fields, or in the rough of golf courses.

Thats will be awesome.


-- 
---
WBR, Vadym.

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Re: [Flightgear-devel] Improving random trees buildings

2011-12-01 Thread Stuart Buchanan
On Thu, Dec 1, 2011 at 8:07 AM, James Turner wrote:
  - I don't think you need to worry about a cuboid per floor - only define 
 some (irregular) trapezoids for the floor plans, and simply extrude them to a 
 height - with suitable random generation of the heights.

I was thinking I'd need a cuboid per floor so I can use textures
efficiently. I'm thinking of a texture file that contains a number of
horizontal texture strips, each representing a floors-worth of walls
for a different building. I think I need a cuboid per floor so they
can repeat on the x-axis but use the same texture strip for each
floor. Otherwise I need a separate texture file for each different
building type, which I understand is particularly inefficient.

  - partly due to my limited vertex shader knowledge, I was considering doing 
 this with simple meshes (and a single texture for a given region of 
 buildings) - if the geometry is truly fixed, it should sit in a VBO very 
 efficiently, and with no alpha blending or similar, I'd be surprised if the 
 geometry is the bottle-neck. (I was imagining a mesh per scenery tile, for 
 example)

That's an interesting idea. I was planning something more complicated,
with each building being considered separately purely because I could
re-use a lot of the code/knowledge I already had from the trees. A
single mesh per tile might be a bit much (I think there's a limit on
the number of vertices per object?), but certainly a mesh per triangle
should work and might in fact be simpler to implement.

  - if you want to get really fancy, you could set building heights based on 
 the area of the land-cover polygon; small or suburban area = wider spacing, 
 lower heights, huge urban polygon = taller boxes, narrower spacing

That's my intention. I'm anticipating defining sets of buildings with
heights, widths, textures and spacings on a per-material basis,
comparable to the existing random vegetation.

On Thu, Dec 1, 2011 at 8:46 AM, Vadym Kukhtin wrote:
 At the same time, I'm anticipating aligning the buildings with the
 texture, and probably using a second texture as a mask to indicate
 where buildings may, or may not, be placed.

 Can you use low-bit gray (or index) mask, to indicate not only placed
 or not, but also rotate angle?  Then it will be possible to align
 buildings along main streets.

Excellent idea!


-Stuart

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Re: [Flightgear-devel] Improving random trees buildings

2011-11-30 Thread Vivian Meazza
Stuart


 Hi All,
 
 Having seen some recent screenshots from X-Plane 10, I've been
 thinking about ways to improve our random scenery, in particular
 buildings.
 
 At present, we have random building scattered over the scenery, based
 on .ac models, plus the Urban shader.
 
 The former are limited in that performance suffers significantly as
 density increases, and there is little control over their placement.
 The Urban shader provides an good impression of a complex city-scape,
 but the sides of the buildings are rather gray, and the visuals suffer
 at low viewing angles. It also has a significant performance impact.
 
 I'm wondering whether there is any mileage in using a variant on the
 scheme we use for random vegetation to create a cityscape. As you may
 be aware, the random vetegation uses a small number of geomerties
 instantiated all over the terrain, and uses a vertex shader (which is
 much cheaper than a fragment or geometry shader) to provide height,
 width and texture information.
 
 Of course, there's no point at all in doing this unless it provides
 better performance than the urban shader.
 
 The Default materials.xml tree density is 4000m^2, or a tree per
 63mx63m square (ish). The trees themselves have similar geometric
 complexity to a cuboid (same number of vertices), but buildings don't
 generally have any alpha blending requirements. So to a first level of
 approximation, we should be able to populate the urban area with
 textured cubeoids at the same density as the trees for a similar cost
 performance-wise.
 
 To provide more interesting buildings, I'm anticipating using a cuboid
 per floor, plus a modified cuboid for the roof, so probably ~ 4x the
 complexity of trees geometrically for a 3 storey building.  Obviously
 there would be XML controls in materials.xml (or a linked XML file)
 for the length, width, number of floors, textures, and roof.
 
 At the same time, I'm anticipating aligning the buildings with the
 texture, and probably using a second texture as a mask to indicate
 where buildings may, or may not, be placed. This latter technique may
 also have applications for the trees, so that trees only appear a the
 edges of fields, or in the rough of golf courses.
 
 I'm interested in peoples opinions on this, and in particular what
 their view is of the current forest and urban shader performance. It
 may be that my system is unique in that one is cheap and the other
 expensive, and this is all pointless!
 

Sounds a good idea - I hate the random objects - they are always the wrong
style/size and in the wrong place.

Just do it - we'll make it switchable at runtime. Users can make up their
own minds (or as it has been said of users: what they are pleased to call
their minds).

Looking forward to testing it,

Vivian  



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