Re: [Flightgear-devel] Recent shader stuff vs 2.4

2012-03-10 Thread Gijs de Rooy

Martin,

I just pushed a fix (thanks to Emilian for some great feedback!): 
https://gitorious.org/fg/fgdata/commit/3b92fc9bc0705be6516161fc50781d800d6680c2

Use --prop:/sim/rendering/shaders/quality-level=-1 to enable the custom 
settings in the Shader Options dialog. 
Apart from that the quality-level property will work as before (0 disables all 
shaders, 5 puts all shaders to max).

You might need to delete autosave.xml (or at least remove the line related to 
quality-level), because I've renamed
the real property to quality-level-internal. The quality-level prop is now only 
used for commandline input.

Feedback is welcome!


Cheers,
Gijs  --
Virtualization  Cloud Management Using Capacity Planning
Cloud computing makes use of virtualization - but cloud computing 
also focuses on allowing computing to be delivered as a service.
http://www.accelacomm.com/jaw/sfnl/114/51521223/___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Recent shader stuff vs 2.4

2012-03-10 Thread Martin Spott
Gijs de Rooy wrote:

 I just pushed a fix

Thanks, looks much better now.

 https://gitorious.org/fg/fgdata/commit/3b92fc9bc0705be6516161fc50781d800d6680c2

As a side note, I'd like to point out that my case wasn't about
overriding custom shader settings (as alleged in the comment in
gui.nas), I just felt unhappy with the startup *defaults*.

Cheers,
Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

--
Virtualization  Cloud Management Using Capacity Planning
Cloud computing makes use of virtualization - but cloud computing 
also focuses on allowing computing to be delivered as a service.
http://www.accelacomm.com/jaw/sfnl/114/51521223/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Recent shader stuff vs 2.4

2012-03-09 Thread Gijs de Rooy

Hi Martin,

 Actually this slider doesn't override anything, instead it's being
 overridden by the defaults.

It does override the custom settings, whenever the slider is touched. But just 
setting 
the property via commandline (or anything other than the dialog) was something 
I 
didn't think of (stupid mistake), so that doesn't overwrite anything, like you 
experienced.

 As far as I can tell, that's still the case in the current state of
 GIT:

Somehow I forgot to fix it before the release. But I got a fix ready to be 
shipped.
The only issue left is that I don't know where to put the required Nasal code. 
It
used to be inside gui/dialogs/rendering.xml, but to check properties on startup
it needs to be executed whenever FlightGear is loaded.

For now I've placed it in Nasal/gui.nas, but maybe it's better to create a 
seperate
effects.nas or shaders.nas? Because it doesn't only matter to the gui, but also 
when
you just want to disable the shaders with a single property...

Advise is welcome!


Cheers,

Gijs  --
Virtualization  Cloud Management Using Capacity Planning
Cloud computing makes use of virtualization - but cloud computing 
also focuses on allowing computing to be delivered as a service.
http://www.accelacomm.com/jaw/sfnl/114/51521223/___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Recent shader stuff vs 2.4

2012-03-07 Thread Martin Spott
Martin Spott wrote:

 As far as I can tell there's still a functional gap in the current
 implementation of shader control.  When I start FlightGear with:
 
  --prop:/sim/rendering/shaders/quality-level=0
 
  (that's what is controlled by the slider, correct ?) then I still
 get the full truckload of shaders, despite the fact that the slider is
 on the left, the Rendering options menu says (0) and Adjust he
 slider to enable shaders and the Experimental effects is greyed out. 
 The Shader Options sub-menue confirms that all the shaders are still
 active.
 
 Disabling the shaders requires moving the slider forth and back at
 runtime in order to take effect - that's inconsistent, I'd say  ;-)

As far as I can tell, that's still the case in the current state of
GIT:

  http://foxtrot.mgras.net/bitmap/FGFS/Menu-no-Shaders.png

Actually this slider doesn't override anything, instead it's being
overridden by the defaults.

Cheers,
Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

--
Virtualization  Cloud Management Using Capacity Planning
Cloud computing makes use of virtualization - but cloud computing 
also focuses on allowing computing to be delivered as a service.
http://www.accelacomm.com/jaw/sfnl/114/51521223/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Recent shader stuff vs 2.4

2011-12-16 Thread Martin Spott
Gijs de Rooy wrote:

 Next to that there are some typos/faults in current Git with respect to 
 shader-properties, so it is possible 
 that some shaders are accidentally still enabled. I'm preparing a commit that 
 fixes quite some bugs, hope 
 to push it today. But you can already test it via 
 https://gitorious.org/fg/fgdata/merge_requests/124

As far as I can tell there's still a functional gap in the current
implementation of shader control.  When I start FlightGear with:

  --prop:/sim/rendering/shaders/quality-level=0

 (that's what is controlled by the slider, correct ?) then I still
get the full truckload of shaders, despite the fact that the slider is
on the left, the Rendering options menu says (0) and Adjust he
slider to enable shaders and the Experimental effects is greyed out. 
The Shader Options sub-menue confirms that all the shaders are still
active.

Disabling the shaders requires moving the slider forth and back at
runtime in order to take effect - that's inconsistent, I'd say  ;-)

Cheers,
Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

--
Learn Windows Azure Live!  Tuesday, Dec 13, 2011
Microsoft is holding a special Learn Windows Azure training event for 
developers. It will provide a great way to learn Windows Azure and what it 
provides. You can attend the event by watching it streamed LIVE online.  
Learn more at http://p.sf.net/sfu/ms-windowsazure
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Recent shader stuff vs 2.4

2011-12-16 Thread Gijs de Rooy

 Martin wrote:

 Disabling the shaders requires moving the slider forth and back at
 runtime in order to take effect - that's inconsistent, I'd say  ;-)

Ah, good catch. Didn't think of that :P
Will commit a fix this evening, if no-one beats me to it.

Thanks!
Gijs
  --
Learn Windows Azure Live!  Tuesday, Dec 13, 2011
Microsoft is holding a special Learn Windows Azure training event for 
developers. It will provide a great way to learn Windows Azure and what it 
provides. You can attend the event by watching it streamed LIVE online.  
Learn more at http://p.sf.net/sfu/ms-windowsazure___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Recent shader stuff vs 2.4

2011-12-12 Thread Dan DeGraw

 I was talking about this on irc before as well. I am testing stuff on
 an older macbook running Ubuntu, and with fg 2.4 I could set the
 enable shaders master switch in rendering options to off, and
 without 3d clouds I got about 25fps, which was ok for testing panels
 and developing gauges etc. Whenever I just checked the toggle to
 enable shaders, but all sub-options off, my fps dropped to about 4.
 
 
 The recent shader options revamp seems to put me in the 4 fps mode
 even though I set everything to minimal. I wonder what changed there
 to hog the GPU performance. Sure, it's an old and crappy i915, but the
 change is pretty significant, and the options I am setting are
 basically minimal eyecandy to get max fps. Anyone got a clue why this
 happens?

I have this problem as well, and have a considerably better card then
yours. I've done lots of testing trying to get it better, but I've
simply come to the conclusion my card must hate Shaders. We did some
testing in the UFO one day, I would get 170 fps on the runway at TNCM,
and after enabling shaders/clouds/trees, still sitting on the runway, I
would be at 70 fps. Over 70 fps of this was from shaders alone, rest
from trees seemingly. In most (nice looking) aircraft this translates to
60+  15fps.

I wish you luck in your venture but I'm honestly suprised you muster 25
out of the i915 at all. My last desktop was limited to an Intel GMA and
I did not have such luck.


--
Learn Windows Azure Live!  Tuesday, Dec 13, 2011
Microsoft is holding a special Learn Windows Azure training event for 
developers. It will provide a great way to learn Windows Azure and what it 
provides. You can attend the event by watching it streamed LIVE online.  
Learn more at http://p.sf.net/sfu/ms-windowsazure
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Recent shader stuff vs 2.4

2011-12-12 Thread Gijs de Rooy

Hi,

 The recent shader options revamp seems to put me in the 4 fps mode even 
 though I set everything to minimal.

could it be thre trees? They are now no-longer dependant of the 
Shader/Quality-vs-Performance setting...

Next to that there are some typos/faults in current Git with respect to 
shader-properties, so it is possible 
that some shaders are accidentally still enabled. I'm preparing a commit that 
fixes quite some bugs, hope 
to push it today. But you can already test it via 
https://gitorious.org/fg/fgdata/merge_requests/124

Cheers,
Gijs  --
Learn Windows Azure Live!  Tuesday, Dec 13, 2011
Microsoft is holding a special Learn Windows Azure training event for 
developers. It will provide a great way to learn Windows Azure and what it 
provides. You can attend the event by watching it streamed LIVE online.  
Learn more at http://p.sf.net/sfu/ms-windowsazure___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Recent shader stuff vs 2.4

2011-12-12 Thread Tuomas Kuosmanen
On 12 December 2011 16:48, Gijs de Rooy gijsr...@hotmail.com wrote:
 could it be thre trees? They are now no-longer dependant of the
 Shader/Quality-vs-Performance setting...

This is another way to set FPS limit to about 2 ;-) But it was off
when I was testing.

 to push it today. But you can already test it via
 https://gitorious.org/fg/fgdata/merge_requests/124

Looks like you got time to commit it. My initial test proved to be
promising, this seems to have resolved at least most of the slowness.
For some reason I think the GPU just chokes if there is any shader
active. Now I get 20fps on a lucky day and simple scenery, so I think
the performance is where it was before. Goodness, and thanks!

//Tuomas

--
Learn Windows Azure Live!  Tuesday, Dec 13, 2011
Microsoft is holding a special Learn Windows Azure training event for 
developers. It will provide a great way to learn Windows Azure and what it 
provides. You can attend the event by watching it streamed LIVE online.  
Learn more at http://p.sf.net/sfu/ms-windowsazure
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel