[Flightgear-devel] Git rebase, not merge (for simgear / flightgear commits)
A note for people committing code: Please don't *ever* merge from next to a topic / local branch, and then merge that branch back to the public next. Doing so makes the history much more confusing than it needs to be. Rebase your local topic branches onto next periodically when you wish to 'sync' up, and when you want to merge to next, do a final rebase, check everything works, and then merge. Otherwise we get this: http://files.goneabitbursar.com/fg/merges.png When it should look like this: http://files.goneabitbursar.com/fg/no-merges.png Another way to think about it - merges are part of the permanent history of the repository, rebases are not. The rest of us don't care how many times you update your local topic branches from next during a branch's lifetime - it's not that interesting for us ;) Of course, when you do finally merge your topic into next, that's a merge - because we do all care about recording that action in the history. (People who know Git better than I, feel free to point out any errors in the above!) James -- Cloud Computing - Latest Buzzword or a Glimpse of the Future? This paper surveys cloud computing today: What are the benefits? Why are businesses embracing it? What are its payoffs and pitfalls? http://www.accelacomm.com/jaw/sdnl/114/51425149/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Git rebase, not merge (for simgear / flightgear commits)
On Wed, 14 Dec 2011, James Turner wrote: Of course, when you do finally merge your topic into next, that's a merge - because we do all care about recording that action in the history. If your topic is freshly rebased it will just be a fast-forward merge, that is, your new commits are just added to the history of master. Nice and linear IMHO.. :) Cheers, Anders -- --- Anders Gidenstam WWW: http://gitorious.org/anders-hangar http://www.gidenstam.org/FlightGear/ -- Cloud Computing - Latest Buzzword or a Glimpse of the Future? This paper surveys cloud computing today: What are the benefits? Why are businesses embracing it? What are its payoffs and pitfalls? http://www.accelacomm.com/jaw/sdnl/114/51425149/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Git rebase, not merge (for simgear / flightgear commits)
On 14 Dec 2011, at 09:32, Anders Gidenstam wrote: If your topic is freshly rebased it will just be a fast-forward merge, that is, your new commits are just added to the history of master. Nice and linear IMHO.. :) Yes, sorry, I didn't express that clearly at all - thanks Anders! James -- Cloud Computing - Latest Buzzword or a Glimpse of the Future? This paper surveys cloud computing today: What are the benefits? Why are businesses embracing it? What are its payoffs and pitfalls? http://www.accelacomm.com/jaw/sdnl/114/51425149/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FYI: New airport nav-aid data available for X-Plane (2011.13) (fwd)
Hi Gene Thanks for the link. Yes, the database has a 1 or 2 months update cycle. I think most people working with xplane data for FlightGear takes this updates already into account for their development (I do so for many months), also the new specifications of 8.50 version and also a lot of other things ;-) Recently I am checking apt.dat against current FAA data (former 8.10 and recent 8.50 version, also used for xplane 9/10). I am working on a native apt.dat generator based on current FAA data for the US. I guess that is what xplane-default-database-generator for xplane apt.dat updates does (and adding custom data), but I am just curious about my own results. Big mouth said: Maybe this work will be useful to get a FAA cert once for FlightGear, with a apt.dat-island based only on ’clean’ and recent FAA records, without custom xplane data, sorry for that. Cheers, Yves Am 13.12.11 23:43, schrieb Gene Buckle: Robin has updated apt.dat and nav.dat... -- Forwarded message -- Date: Tue, 13 Dec 2011 13:38:01 -0800 From: Robin Peelro...@xsquawkbox.net Reply-To: x-plane-t...@yahoogroups.com To: 'X-Plane Technical Group'x-plane-t...@yahoogroups.com, 'X-Plane News Group'xplane-n...@yahoogroups.com, xp...@yahoogroupes.fr Cc: 'austin meyer'aus...@x-plane.com, i...@x-plane.com, 'Ben Supnik'bsup...@xsquawkbox.net Subject: [x-plane-tech] New airport nav-aid data available for X-Plane (2011.13) New data is now available for X-Plane. This is data cycle 2011.13 valid from 15-Dec-2011 to 12-Jan-2012. This data is for X-Plane 9 and for X-Plane 10. This update includes many minor updates, including four new airports in China, and many new airports in the South Pacific and Antarctica. Please note that terrain for extreme latitudes (eg. Antarctica) is not included with X-Plane 9 or X-Plane 10. For X-Plane 9 you may download the terrain from http://www.xpsrtm.com/ (but these old-format data files will not work with X-Plane 10). These files will work under Windows, Mac OS or Linux. If you wait until the next incremental release of X-Plane 10, then this data will be installed automatically if you use the X-Plane Updater - this avoids the need to download my files and install the files into the correct folders - this method is highly recommended! As always, this new data for X-Plane 9 and X-Plane 10 is available from my website at: http://data.x-plane.comhttp://data.x-plane.com/ Please join me in thanking those who keep contributing to the X-Plane database. Helpful feedback is always appreciated. - Robin Robin Peel Seattle, Washington, USA Custodian of the X-Plane master database of airports and nav-aids ro...@xsquawkbox.net Visit the X-Plane airport navigation data home page at http://data.x-plane.com [Non-text portions of this message have been removed] Yahoo! Groups Links * To visit your group on the web, go to: http://groups.yahoo.com/group/x-plane-tech/ * Your email settings: Individual Email | Traditional * To change settings online go to: http://groups.yahoo.com/group/x-plane-tech/join (Yahoo! ID required) * To change settings via email: x-plane-tech-dig...@yahoogroups.com x-plane-tech-fullfeatu...@yahoogroups.com * To unsubscribe from this group, send an email to: x-plane-tech-unsubscr...@yahoogroups.com * Your use of Yahoo! Groups is subject to: http://docs.yahoo.com/info/terms/ -- Systems Optimization Self Assessment Improve efficiency and utilization of IT resources. Drive out cost and improve service delivery. Take 5 minutes to use this Systems Optimization Self Assessment. http://www.accelacomm.com/jaw/sdnl/114/51450054/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Cloud Computing - Latest Buzzword or a Glimpse of the Future? This paper surveys cloud computing today: What are the benefits? Why are businesses embracing it? What are its payoffs and pitfalls? http://www.accelacomm.com/jaw/sdnl/114/51425149/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Weather issues for 2.6
Thanks to Hooray who helped me setting up the CMake environment and the guys at Infocare who finally managed to fix heat management of my computer, I am now back on the devel tree. I've done a few tests yesterday and identified a list of weather-related issues which I think should be addressed (unfortunately, I can't do all myself). (all refers to GIT as pulled yesterday afternoon and FG, SG and FGData in sync) 1) Local Weather places clouds at the wrong altitude. (I will fix that). 2) The GUI is not consistent with the system (I will fix that) 3) High-altitude single-layer non-rotated clouds get shaded when the ground gets shaded (I verified that they are subject to /rendering/scene/saturation, but I believe I can undo this dependency in the model xml wrapper - I'll try to deal with it) 4) Clouds now appear to be loaded in discrete lumps when they come into visual range rather than gradually be faded in via transparency which looks a bit ugly from high altitude - Stuart, is this intentional and a performance-related issue? I have verified that the corresponding tile is already loaded, so it's not something my part of the system does. 5) Changing the cloud density slider with LW clouds in the scene still erases all clouds for me. Imho, would be a net option to have. Stuart, what are your plans? 6) External rain textures are visible through clouds from above, looking very silly. As far as I understand, since rain textures are true models with 2d billboard animation whereas clouds are sprites with shader rotation, the issue here is the render-bin again (?). I see three possibilities - either we write a 2d rotation shader like the cloud shader and use it for the rain textures and the infrastructure to go with it, then rain is just like clouds and it should be fine. Or there is a way to assign a render-bin somehow to the model as it is loaded. Or external rain textures go away for the moment. 7) Similar problem with non-rotated high-altitude clouds - they are always drawn in front of any other clouds, which looks silly when you see them through a low overcast layer. Most of the time it's not so bad though, since clouds on clouds is low contrast. So again, either they get a non-rotating cloud shader and the infrastructure (difficult, since they're really on curved sheets modelled to follow the cloud structure) or they can be assigned to a bin which does the sorting right. Or they stay as they are. 8) Local Weather has no precipitation rendering. This is due to the fact that the system uses its own layer altitude definition and a 3d definition of where rain is falling, whereas the precipitation rendering system uses a lowest altitude criterion. Since lowest layer altitude is always zero when local weather is running (it uses its own cloud altitude management and since clouds need to be placed with offset to the layer, it's easiest to make that layer zero) Local Weather has never rain unless you fly to the dead sea (not much chance of rain there either...). Could someone please provide a dumb rain and snow flag which always renders rain when that flag is set and leave it to the weather system to set/unset that flag as it sees fit? 9) Water shader (very impressive!!!) doesn't react to wind/overcast in Local Weather. Vivian, Emilian - at some point we discussed an interface of how to pass the situation to the shader. Technically it's really easy for me to write in any form you like - just tell me where you want to pick up that info. 10) Skydome scattering shader - is now basically broken in overcast situations when visibility is low, because the clouds fade rapidly but the shader doesn't react, so more blue sky is seen when visibility goes down. In October, I had a near-seamless solution to that involving the ground haze shader, a modified skydome shader, and modified cloud distance fading behaviour which did the trick both for local and global weather (which was also posted in the forum as very experimental feature). Is anyone (Vivian, Emilian?) still working on that - or should this better go into the next release? All in all, the performance requirements of the current version are weird. I took my Carrier-Ops flight from Vinson to Nimitz in the F-14b which used to have good framerate (no terrain) and I ended up with 14 fps. Not really improved a lot by switching water shader off... I then wanted to know how far down it'd go in really detailed scenery and used the Lightning to blast around Hawaii to Maui - with similar cloud coverage I ended up with twice the framerate and a comfortable 24-30 fps. With the Concorde on the runway in Seattle, I had a whopping 3 fps (never seen anything this low...), but the AAr with the F-16 around Las Vegas gave me 34-40 fps (again in similar clouds). Doesn't agree at all with my previous experience. Cheers, * Thorsten -- Cloud Computing - Latest Buzzword or a Glimpse of the Future? This
Re: [Flightgear-devel] Git rebase, not merge (for simgear / flightgear commits)
Hi James, thanks for bringing this up (again)! Last Sunday I actualy started documenting the use of rebase when applying mere-requests: http://wiki.flightgear.org/Git#Merge_requests Would be nice if you (and others, like our Git-pro AndersG) could extend/correct it ;) In the new git rules we encourage people to use merge requests whenever possible, so we better document how to apply them nicely! Gijs -- Cloud Computing - Latest Buzzword or a Glimpse of the Future? This paper surveys cloud computing today: What are the benefits? Why are businesses embracing it? What are its payoffs and pitfalls? http://www.accelacomm.com/jaw/sdnl/114/51425149/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Weather issues for 2.6
On Wed, Dec 14, 2011 at 10:35 AM, Thorsten R. wrote: Thanks to Hooray who helped me setting up the CMake environment and the guys at Infocare who finally managed to fix heat management of my computer, I am now back on the devel tree. I've done a few tests yesterday and identified a list of weather-related issues which I think should be addressed (unfortunately, I can't do all myself). Glad you're computer has been sorted. 4) Clouds now appear to be loaded in discrete lumps when they come into visual range rather than gradually be faded in via transparency which looks a bit ugly from high altitude - Stuart, is this intentional and a performance-related issue? Neither. I think it's a bug due to the way in which LoD is handled - basically the LoD is cutting in before the transparency fading. The LoD is static, while the transparency can be set by the user. I need to make the LoD dynamic, 5) Changing the cloud density slider with LW clouds in the scene still erases all clouds for me. Imho, would be a net option to have. Stuart, what are your plans? No plans to fix this at present, The underlying problem is that changing the cloud density causes the clouds to be regenerated from the weather conditions. Unfortunately changing that will require quite some re-architecting. I'll bear it in mind in my performance work to see if I can make it easier. 6) External rain textures are visible through clouds from above, looking very silly. As far as I understand, since rain textures are true models with 2d billboard animation whereas clouds are sprites with shader rotation, the issue here is the render-bin again (?). I see three possibilities - either we write a 2d rotation shader like the cloud shader and use it for the rain textures and the infrastructure to go with it, then rain is just like clouds and it should be fine. Or there is a way to assign a render-bin somehow to the model as it is loaded. Or external rain textures go away for the moment. You should be able to set the render bin for the effect if you are using one. Alternatively, it may be that we can get more performance from the clouds such that we won't need to put them in a separate render-bin. -Stuart -- Cloud Computing - Latest Buzzword or a Glimpse of the Future? This paper surveys cloud computing today: What are the benefits? Why are businesses embracing it? What are its payoffs and pitfalls? http://www.accelacomm.com/jaw/sdnl/114/51425149/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Trying to get more performance out of the 3D clouds!
On Mon, Dec 12, 2011 at 8:19 AM, Erik Hofman wrote: This reminds me that vegetation uses a texture strip with 8 different trees at a size of 256x64 pixels whereas clouds use one texture for every cloud (puff) using 256x256 pixels. Maybe that makes a difference? It varies by cloud definition, but most of the global clouds use a single texture containing 16 different cloud types, so we're pretty efficient. By the way, both use transparency. In slightly different ways. The trees use two passes - one with alpha-testing to draw the opaque parts, and another with alpha-blending to handle the edges. The clouds just use alpha-blending. I've tried using two passes with the clouds, but the performance and visual impact was not good. -Stuart -- Cloud Computing - Latest Buzzword or a Glimpse of the Future? This paper surveys cloud computing today: What are the benefits? Why are businesses embracing it? What are its payoffs and pitfalls? http://www.accelacomm.com/jaw/sdnl/114/51425149/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Trying to get more performance out of the 3Dclouds!
2011/12/14 Mathias Fröhlich wrote: But, the question is how many cloud drawables do we have? The render Bin sorting bottleneck - if we run into this - is O(log(n)*n) with the n= number depth sorted drawables. Which means we need to have a huge amount of cloud drawables that this effect dominates. As you've seen from the code, at present, we have a cloud drawable per sprite, where there are multiple sprites per cloud, and 1000 clouds in a typical Cu layer. Ok, looking into the Cloud drawable implementation, I believe that your almost first response is probably the easiest. Just without point sprites, just improoving what is currently done: Try to put that multiple draws into a single draw using array objects. Make sure that you still get a 'fast drawable'. YOu can verify this by asking the geometry if osg::Geometry::areFastPathsUsed() returns true. That is mostly: do not use any index arrays. The only indices which may be worthwhile are the indexed primitives sets. Sorting inside the drawable is then done by either redoing the arrays or probably better by using an indexed primitive set and reordering the indices. I will try this tonight. Thanks again for looking into this and helping to point me in the right direction. (BTW - I think I've managed to get Impostors working though I've still to see any performance gain) -Stuart -- Cloud Computing - Latest Buzzword or a Glimpse of the Future? This paper surveys cloud computing today: What are the benefits? Why are businesses embracing it? What are its payoffs and pitfalls? http://www.accelacomm.com/jaw/sdnl/114/51425149/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Cessna 172p cockpit improvement
Hello everybody, I have been looking at improving the Cessna 172p cockpit. I have been mostly focusing on the instruments. I am creating new 256px textures, and modifying the geometry and xml files when required. All the work is based on pictures of Cessna cockpits and pictures of instruments posted by avionics resellers. So far I have been working from the latest c172p model from the website, and running Flightgear 1.9.1-1 on Ubuntu. You can see the work done so far on https://picasaweb.google.com/lh/photo/l-C4kL0msqOhfYg3pW78trtBKth8brfvXTX_6GVpOLg( The next picture shows a close-up. This album also contains older tests I made in 2010 ) Here are some questions:1. Should I work from a c172p model more recent than on the website? If so, where can I find the Aircrafts in gitorious?2. How do I contribute? Do I learn to use git and create a branch? Do I post the aircraft as a .zip file for someone to look at?3. Should I run a more recent flightgear version? (e.g. compile 2.4.0 from source) Thank You. Please give feedback and comments on the changes.Yours,Stephan. -- Cloud Computing - Latest Buzzword or a Glimpse of the Future? This paper surveys cloud computing today: What are the benefits? Why are businesses embracing it? What are its payoffs and pitfalls? http://www.accelacomm.com/jaw/sdnl/114/51425149/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Trying to get more performance out of the 3Dclouds!
On 14 Dec 2011, at 14:49, Stuart Buchanan wrote: (BTW - I think I've managed to get Impostors working though I've still to see any performance gain) That's very interesting, because if we had truly generic impostors working, they could also be used to push out the scenery rendering substantially. (basically, tiles beyond the core rings would be rendered as impostors - there's some demos of people doing this online, in other terrain engines) James -- Cloud Computing - Latest Buzzword or a Glimpse of the Future? This paper surveys cloud computing today: What are the benefits? Why are businesses embracing it? What are its payoffs and pitfalls? http://www.accelacomm.com/jaw/sdnl/114/51425149/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Cessna 172p cockpit improvement
Hello Stephan, It looks nice so far! But someone has already improved it, you can find more info here: http://flightgear.org/forums/viewtopic.php?f=14t=10187 You don't need to upload it to GIT by yourself, you can pack it in a .zip and a FGData committer can upload it for you. If you run a more recent version of FG, much better! You can use the latest tools and options. But I recommend to switch to the development version (GIT). More info here http://wiki.flightgear.org/FlightGear_and_Git Cheers. 2011/12/14 Stephan Bourgeois stepha...@hotmail.com Hello everybody, I have been looking at improving the Cessna 172p cockpit. I have been mostly focusing on the instruments. I am creating new 256px textures, and modifying the geometry and xml files when required. All the work is based on pictures of Cessna cockpits and pictures of instruments posted by avionics resellers. So far I have been working from the latest c172p model from the website, and running Flightgear 1.9.1-1 on Ubuntu. You can see the work done so far on https://picasaweb.google.com/lh/photo/l-C4kL0msqOhfYg3pW78trtBKth8brfvXTX_6GVpOLg ( The next picture shows a close-up. This album also contains older tests I made in 2010 ) Here are some questions: 1. Should I work from a c172p model more recent than on the website? If so, where can I find the Aircrafts in gitorious? 2. How do I contribute? Do I learn to use git and create a branch? Do I post the aircraft as a .zip file for someone to look at? 3. Should I run a more recent flightgear version? (e.g. compile 2.4.0 from source) Thank You. Please give feedback and comments on the changes. Yours, Stephan. -- Cloud Computing - Latest Buzzword or a Glimpse of the Future? This paper surveys cloud computing today: What are the benefits? Why are businesses embracing it? What are its payoffs and pitfalls? http://www.accelacomm.com/jaw/sdnl/114/51425149/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Cloud Computing - Latest Buzzword or a Glimpse of the Future? This paper surveys cloud computing today: What are the benefits? Why are businesses embracing it? What are its payoffs and pitfalls? http://www.accelacomm.com/jaw/sdnl/114/51425149/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Cessna 172p cockpit improvement
Here are some questions: 1. Should I work from a c172p model more recent than on the website? If so, where can I find the Aircrafts in gitorious? 2. How do I contribute? Do I learn to use git and create a branch? Do I post the aircraft as a .zip file for someone to look at? 3. Should I run a more recent flightgear version? (e.g. compile 2.4.0 from source) Hi Stephan, Stuart currently is our maintainer for the c172p and it might be a good idea to coordinate your efforts with him to avoid duplicate work. It is usually best to develop against the latest state of development which you can find at http://gitorious.org/fg Our aircraft are still in the fgdata sub project with it's direct link http://gitorious.org/fg/fgdata I'd strongly recommend learning git. Creating merge requests is by far the best way for commiters to apply patches. And for the binary, it is best to run not only the latest version (2.4.0) but build from source from the current HEAD of the next branches to make sure your changes are compatible with the next version of FlightGear. I hope this helps getting you started. The learnig curve is a little steep in the beginning but if you get stuck, there are many documents about compiling from source at the wiki and many helping hands at the forum or here on the list. Torsten -- Cloud Computing - Latest Buzzword or a Glimpse of the Future? This paper surveys cloud computing today: What are the benefits? Why are businesses embracing it? What are its payoffs and pitfalls? http://www.accelacomm.com/jaw/sdnl/114/51425149/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Cessna 172p cockpit improvement
On Wed, Dec 14, 2011 at 4:52 PM, Fernando García Liñán wrote: Hello Stephan, It looks nice so far! But someone has already improved it, you can find more info here: http://flightgear.org/forums/viewtopic.php?f=14t=10187 The changes Fernando refers to were applied before the 2.4.0 release, so any changes that Stephan has made will be in addition. There's always room to improve the aircraft further! As Torsten says, working from git will ensure that your changes will be against the very latest version of the aircraft, and will avoid hitting incompatibility issues (as you may see from the referenced forum topic). I currently maintain the c172p. The only other changes I'm aware of are some significant updates that Gijs was working on prior to the 2.4.0 release. I don't know whether he's still working on them - Gijs? Finally, if you've got some very straightforward changes, such as a texture update, you can just email them to me, and I'll see if I can apply them. -Stuart -- Cloud Computing - Latest Buzzword or a Glimpse of the Future? This paper surveys cloud computing today: What are the benefits? Why are businesses embracing it? What are its payoffs and pitfalls? http://www.accelacomm.com/jaw/sdnl/114/51425149/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Cessna 172p cockpit improvement
Hi all, Stephan in particular, Stuart wrote: I currently maintain the c172p. The only other changes I'm aware of are some significant updates that Gijs was working on prior to the 2.4.0 release. I don't know whether he's still working on them - Gijs? Right, I had indeed quite some updates (almost the entire cockpit appeared to be wrong scale/size etc.). But apparently I deleted the merge request that we used to discuss the changes and I don't have it at hand on this computer... So we can consider it lost. It was too much of a rehaul anyway. I even ended up changing the doors because they were incorrect. :-) A great source of dimensions is http://gallery.tigert.com/gallery/c172dim Note that this is a C172N (not P), but there doesn't seem to be much of a difference between the two models cockpitwise. Stuart, now we're at it, could you please decrease the cockpit-status-rating of the C172P? It really is not complete and does not fit the five-stars category. For example, our current model even lacks something as a master switch! Nor does it have photo- realistic texturing... Cheers, Gijs -- Cloud Computing - Latest Buzzword or a Glimpse of the Future? This paper surveys cloud computing today: What are the benefits? Why are businesses embracing it? What are its payoffs and pitfalls? http://www.accelacomm.com/jaw/sdnl/114/51425149/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Cessna 172p cockpit improvement
Gijs de Rooy wrote: Stuart, now we're at it, could you please decrease the cockpit-status-rating of the C172P? It really is not complete and does not fit the five-stars category. For example, our current model even lacks something as a master switch! Nor does it have photo- realistic texturing... Given the fact that all of the past attempts to add photo-realistic texturing to the C172 cockpit ended up in a disputable look I'd rather count this as a bonus point ;-) Cheers, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- -- Cloud Computing - Latest Buzzword or a Glimpse of the Future? This paper surveys cloud computing today: What are the benefits? Why are businesses embracing it? What are its payoffs and pitfalls? http://www.accelacomm.com/jaw/sdnl/114/51425149/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Cessna 172p cockpit improvement
Stuart Buchanan wrote: I currently maintain the c172p. I still don't understand why Heiko was alienated from maintaining the C172 model Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- -- Cloud Computing - Latest Buzzword or a Glimpse of the Future? This paper surveys cloud computing today: What are the benefits? Why are businesses embracing it? What are its payoffs and pitfalls? http://www.accelacomm.com/jaw/sdnl/114/51425149/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Trying to get more performance out of the 3Dclouds!
Stuart, On Wednesday, December 14, 2011 15:49:22 Stuart Buchanan wrote: 2011/12/14 Mathias Fröhlich wrote: But, the question is how many cloud drawables do we have? The render Bin sorting bottleneck - if we run into this - is O(log(n)*n) with the n= number depth sorted drawables. Which means we need to have a huge amount of cloud drawables that this effect dominates. As you've seen from the code, at present, we have a cloud drawable per sprite, where there are multiple sprites per cloud, and 1000 clouds in a typical Cu layer. Than I assume 10 to 500 sprites in one cloud? Which makes about 1 draws for the clouds. That could explain the observations. Ok - thanks. Ok, looking into the Cloud drawable implementation, I believe that your almost first response is probably the easiest. Just without point sprites, just improoving what is currently done: Try to put that multiple draws into a single draw using array objects. Make sure that you still get a 'fast drawable'. YOu can verify this by asking the geometry if osg::Geometry::areFastPathsUsed() returns true. That is mostly: do not use any index arrays. The only indices which may be worthwhile are the indexed primitives sets. Sorting inside the drawable is then done by either redoing the arrays or probably better by using an indexed primitive set and reordering the indices. I will try this tonight. Thanks again for looking into this and helping to point me in the right direction. (BTW - I think I've managed to get Impostors working though I've still to see any performance gain) Ok, if this helps this is fine. So the granularity is one cloud per imposter? For this approach, you need to know that setting up a new fbo for draw is not exactly cheap. It's not catastropic, but again don't do too often. Also each cloud probably uses one texture of some size which will occupy memory. Having 1000 of them is probably significant. Also drawing a cloud is than not only the draw, but also the texture change state change that needs to happen on every draw. This could still be a net win. But that's what I think is good to know to balance the orders of magnitude. May be it helps to have less individual clouds where each of them is drawn with a single draw? An idea that I had yesterday. Just a dumb question: Is it possible that we have some problem so that we have more clouds in the visible scene than we really expect there? That is is there a bug that makes some of them being drawn techically but not appear on the screen where they should be? Which could make draw so expensive by drawing more than we can see? So, just because experience shows that problems have often very simple reasons compared to the first ideas what could happen ... I hope that I really guide into the right direction. Greetings Mathias -- 10 Tips for Better Server Consolidation Server virtualization is being driven by many needs. But none more important than the need to reduce IT complexity while improving strategic productivity. Learn More! http://www.accelacomm.com/jaw/sdnl/114/51507609/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel