Re: [Flightgear-devel] Rembrandt feedback (was: Project Rembrandt - next steps)

2012-03-06 Thread Frederic Bouvier
> Am 06.03.12 23:09, schrieb Olaf Flebbe:
> > PixelBufferCocoa :: realizeImplementation not implemented yet
> 
> Hi Fred
> 
> Just curious about this line, do you think recent osg cocoa windowing
> under OSX will be supported by rembrandt?

Sorry Yves, I have no idea. This error message seems to imply that not all of 
OSG has been implemented by the Cocoa adapter. But I don't think Rembrandt 
would work with a Pixel Buffer. Rembrandt relies on Framebuffer Objects (fbo) 
and if the driver is not able to provide them, there will be no Rembrandt on 
that platform.

But from the full log message :

> Warning: detected OpenGL error 'invalid operation' at After Renderer::compile
> RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
> PixelBufferCocoa :: realizeImplementation not implemented yet

the fbo setup error message may disappear if I lower my requirement (float 
textures, number of attachment). But no promises

( status= 0x8cdd means FRAMEBUFFER_UNSUPPORTED_EXT )

Regards,
-Fred

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Re: [Flightgear-devel] Rembrandt feedback (was: Project Rembrandt - next steps)

2012-03-06 Thread Frederic Bouvier
Hi Olaf,

maybe I can tell you from a screenshot. From memory, we need at least 
GL_ARB_framebuffer_object and float_texture

I don't know what extension or declaration is required to have "unsigned int" 
uniforms (osg_FrameNumber in src/Main/CameraGroup.cxx)

Regards,
-Fred


- Mail original -
> De: Olaf Flebbe
> 
> Hi Fred,
> 
> I did see a composited view in the window (with different views at
> the edges of the window). Isn't the FBO necessary for this? May the
> allocation of just one of the FBO's fail?
> 
> Do you know which Extension has to be present? My system announces to
> have:
> 
> GL_EXT_framebuffer_blit
> GL_EXT_framebuffer_multisample
> GL_EXT_framebuffer_object
> GL_EXT_framebuffer_sRGB
> 
>   GL_ARB_framebuffer_object
> GL_ARB_framebuffer_sRGB
> 
> Olaf
> 
>  
> > 
> > Sorry Yves, I have no idea. This error message seems to imply that
> > not all of OSG has been implemented by the Cocoa adapter. But I
> > don't think Rembrandt would work with a Pixel Buffer. Rembrandt
> > relies on Framebuffer Objects (fbo) and if the driver is not able
> > to provide them, there will be no Rembrandt on that platform.
> > 
> > But from the full log message :
> > 
> >> Warning: detected OpenGL error 'invalid operation' at After
> >> Renderer::compile
> >> RenderStage::runCameraSetUp(), FBO setup failed, FBO status=
> >> 0x8cdd
> >> PixelBufferCocoa :: realizeImplementation not implemented yet
> > 
> > the fbo setup error message may disappear if I lower my requirement
> > (float textures, number of attachment). But no promises
> > 
> > ( status= 0x8cdd means FRAMEBUFFER_UNSUPPORTED_EXT )
> > 
> 
> 
> 
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Re: [Flightgear-devel] [Flightgear-commitlogs] SimGear branch, next,

2012-03-07 Thread Frederic Bouvier
> De: Erik Hofman
> 
> On Wed, 2012-03-07 at 11:54 +0100, Gijs de Rooy wrote:
> > > Martin wrote:
> > >
> > > On my (my wife's) system (Linux Nvidia proprietary driver) this
> > change
> > > turns PAPI/VASI lights into huge, illuminated baloons. Therefore
> > > I
> > > strongly propose to just revert this change.
> > 
> > Same here on Nvidia Geforce GT 540M, see screenshot at:
> > https://lh3.googleusercontent.com/-YGfvue1R00s/T1c-OMTX83I/CdQ/nnik0ZI1_Wk/s1024/fgfs-screen-055.png
> 
> I believe their size used to be distance dependent in the past.

The change is mine, and is not specific to Rembrandt. Maybe the size should be 
tweaked again, and maybe some shared size should be segregated. But my opinion 
is that their size was ridiculously small on the runway.

Just wanted to break the statu quo

Regards,
-Fred

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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-07 Thread Frederic Bouvier
> De: thorsten i renk
> 
> > I think that you have to add new techniques (an XML element) to
> > existing effect file. You leave the current  intact and
> > copy/paste it in the same file, add or change what is needed and
> > Modify its predicate.
> >
> > Look at model-default.eff that implements 2 techniques.
> >
> > Techniques can have a predicate that can test a property.
> > Yesterday,
> > I implemented the  operator that was creating syntax errors
> > until then. Techniques (with their predicate) are tested in
> > ascending order of their index (the "n" attribute), so you can
> > create a new technique with a lower index than the one for the
> > current technique and add a predicate that test (for example)
> > /sim/rendering/lightfield.
> 
> Okay, that looks sort of doable - I'll have a try.
> 
> How does the parameter section at the beginning of the file change
> then?
> Simply declare all parameters which any of the techniques listed
> later might use?
> 
> And what do the different passes do?

You don't have to create a parameter for the properties you want to test
in the predicate. But you're right, all the parameters of all pass of 
all techniques of an effect need to be declared in a single section.

A pass is a state set: all the OpenGl attribute of the geometry. When 
you declare multiple pass, it's because you want the same geometry be 
drawn several times. You may want to initialize the stencil buffer 
in one pass (you don't need material properties then) and then draw
the object with the stencil test enabled. If you play with the 
render bins and the draw order that are settable in each pass you 
can achieve effect such as the light cone (pre - Rembrandt)

Regards,
-Fred

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Re: [Flightgear-devel] Lightfields to GIT - some more advice?

2012-03-07 Thread Frederic Bouvier
> > Techniques (with their predicate) are tested in
> > ascending order of their index (the "n" attribute), so you can
> > create a new technique with a lower index than the one for the
> > current technique and add a predicate that test (for example)
> > /sim/rendering/lightfield.
> 
> Thanks Frederic - this seems to be (sort of) working.
> 
> I can only get it to work properly if I throw the new technique at
> index 7 (or lower) though. Otherwise all terrain types which have a special
> shader do not accept lightfield shading even if that special shader is off,
> and only by dragging down the index to 7 does this problem go away. No
> wonder I couldn't make it work before...

Techniques are tested in ascending index order. The first technique with 
a predicate that succeed is used for the effect. If you want your technique
be the first tested, you have to use the lowest number possible. But
beware, there is an inheritance scheme (with the keyword )
where, for example, the urban effect inherits from the terrain-default
effect. If terrain-default use 10 and 11 for technique index, urban has to 
use 9 at most. And someone can create an effect that inherits from the 
urban effect. It would have to use an index lower than the one used by 
the urban effect. If you use 0, you leave no room for inheritance.

Regards,
-Fred

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Re: [Flightgear-devel] [Rembrandt] the plan

2012-03-07 Thread Frederic Bouvier
Hi Lauri,

> 
> Hi all.
> 
> > 3. define an XML format for describing the two possible rendering
> > pipelines (the current and new). The format will introduce
> > optional elements (such as shadows, ambient occlusion, glow).
> 
> I want to point out my work on my "newcameras" branch:
> https://gitorious.org/~zan/fg/zans-flightgear/commits/newcameras
> which
> allows user to define the rendering pipeline in preferences.xml. It
> does not (yet?) have everything Rembrandt's pipeline needs, but most
> likely is easily enhanced to support those things.
> 
> Basically this version adds support for multiple camera passes,
> texture targets, texture formats, passing textures from one pass to
> another etc, while preserving the standard rendering line if user
> wants that.
> 
> I wish this work could be extended (or maybe even I can extend it ;)
> to handle the Rembrandt camera system. This will not solve all
> problems in the merge, but some of them.

I would like to extend the format to avoid duplicating the stages when
you have more than one viewport. What I see is to specify a pipeline
as a template, with conditions like in effects, and have the current
camera layout refer the pipeline that would be duplicated, resized and
positioned for each declared viewport

Regards,
-Fred

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Re: [Flightgear-devel] Rembrandt feedback (was: Project Rembrandt - next steps)

2012-03-09 Thread Frederic Bouvier
Thanks, I prefer that one ;-)

-Fred

- Mail original -
> De: "Olaf Flebbe" 
> À: "FlightGear developers discussions" 
> 
> Envoyé: Vendredi 9 Mars 2012 23:00:47
> Objet: Re: [Flightgear-devel] Rembrandt feedback (was: Project Rembrandt -
> next steps)
> 
> Hi Fred,
> 
> I found the correct extension for unsigned uniforms:
> 
> --- a/src/Main/CameraGroup.cxx
> +++ b/src/Main/CameraGroup.cxx
> @@ -906,6 +906,7 @@ const char *ssao_vert_src = ""
>  
>  const char *ssao_frag_src = ""
>  "#version 120\n"
> +"#extension GL_EXT_gpu_shader4 : enable\n"
>  "#line " TOSTRING(__LINE__) " 2\n"
>  "uniform sampler2D normal_tex;\n"
>  "uniform sampler2D depth_tex;\n"
> 
> Greetings,
> Olaf
> 
> 

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Re: [Flightgear-devel] [Rembrandt] the plan

2012-03-25 Thread Frederic Bouvier
The first batch of sources has been pushed to gitorious. These commits are 
intended mainly to check that the classical (forward) renderer is not broken
and works as usual. They will also permit one to challenge his GPU and see 
how it behaves in front of the beast.

In the plan exposed previously (see below), I skipped step 3. (define an 
XML format for a configurable renderer) as it appears to be more involved 
than expected. So what you have is a buggy step 5. :) Buggy because for 
some reason, sun light depends on the orientation of the camera. But
you should get an image.

The Rembrandt renderer is enabled with the --enable-rembrandt option.
*ALL SHADERS SHOULD BE SET TO OFF* unless someone want to begin to 
convert other shaders.

Regards,
-Fred



> Now that the introduction of Rembrandt "next", provided that the
> current operation is retained, has been accepted, it is time to
> outline the plan that I intend to apply:
> 
> 1. update SimGear with additions made on the effects and animations
> (done). The changes include the creation of "positioned" uniforms,
> ie on which applies a MODELVIEW matrix transformation, which serve
> to indicate the position of light sources in the shaders, and
> "light" animations (spot and point).
> 
> 2. modify the Renderer class to separate from the scenegraph, terrain
> and models on one hand, the skydome and stars on the other, and
> finally the clouds. These three elements are passed to the
> CameraGroup class in order to be treated separately in the new
> rendering engine (and put together in the current one).
> 
> 3. define an XML format for describing the two possible rendering
> pipelines (the current and new). The format will introduce optional
> elements (such as shadows, ambient occlusion, glow).
> 
> 4. modify the base effects for defining the techniques that apply to
> one or the other renderers (a request for assistance has already
> been sent to prepare the work and ensure that existing effects does
> not apply to new rendering mode).
> 
> 5. implement in the new rendering engine the basic lighting equation
> (ambient + diffuse + specular)
> 
> 6. add the shadows
> 
> 7. add light management
> 
> 8. with the help of Thorsten, add atmospheric scattering, haze and
> the light field
> 
> 9. add the ancillary effects (ambient occlusion and glow)
> 
> 10. help migrate models and effects
> 
> I certainly forgot something. Let the discussion plug the holes
> 
> Regards,
> -Fred
> http://wiki.flightgear.org/Project_Rembrandt
> 
> 
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Re: [Flightgear-devel] [Rembrandt] the plan

2012-03-25 Thread Frederic Bouvier
> De: James Turner
> 
> On 25 Mar 2012, at 18:49, Frederic Bouvier wrote:
> 
> > The Rembrandt renderer is enabled with the --enable-rembrandt
> > option.
> > *ALL SHADERS SHOULD BE SET TO OFF* unless someone want to begin to
> > convert other shaders.
> 
> On Ati 5770 / Mac / OSG 3.0.1, this is basically alive.
> 
> Getting the following at startup which worries me: (the version not
> supported error):
> 
> =
> End of harmless warning messages on effects not found
> Initializing splash screen
> FRAGMENT glCompileShader "" FAILED
> FRAGMENT Shader "" infolog:
> ERROR: 0:1: '' :  version '130' is not supported
> 
> glLinkProgram "" FAILED
> Program "" infolog:
> ERROR: One or more attached shaders not successfully compiled
> 
> Warning: detected OpenGL error 'invalid operation' at After
> Renderer::compile
> 

It means that the driver doesn't support version 1.30 of glsl. I'll 
try to simplify the shader

Regards,
-Fred

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Re: [Flightgear-devel] [Rembrandt] the plan

2012-03-25 Thread Frederic Bouvier
- Mail original -

> De: "James Turner" 
> À: "FlightGear developers discussions"
> 
> Envoyé: Dimanche 25 Mars 2012 21:51:19
> Objet: Re: [Flightgear-devel] [Rembrandt] the plan

> On 25 Mar 2012, at 20:39, Frederic Bouvier wrote:

> > It means that the driver doesn't support version 1.30 of glsl. I'll
> 
> > try to simplify the shader
> 
> Given that it's latest Mac OS-X, with a card purchased three months
> ago, that's worrying :)

> In other news, the Intel 3000-HD actually seems to work, with
> --enable-rembrandt - not what I expected at all!

Wait the shadows ;) 

-Fred 
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Re: [Flightgear-devel] [Rembrandt] the plan

2012-03-26 Thread Frederic Bouvier
> De: "ThorstenB"
> 
> Am 25.03.2012 19:49, schrieb Frederic Bouvier:
> > The Rembrandt renderer is enabled with the --enable-rembrandt
> > option.
> > *ALL SHADERS SHOULD BE SET TO OFF* unless someone want to begin to
> > convert other shaders.
> 
> Basically works here on Linux with proprietary Nvidia drivers.
> However,
> when I zoom in or out, large parts of the screen start flicking.
> Areas
> flicker between correct colors and bright green/red patches.
> 
> Screenshot shows the effect:
> http://imageshack.us/photo/my-images/33/fgfsscreen046.jpg/

I presume I am drawing to the front buffer instead of the back buffer

-Fred

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Re: [Flightgear-devel] [Rembrandt] the plan

2012-03-28 Thread Frederic Bouvier
Hi Martin,

- Mail original -
> De: Martin Spott
> 
> Martin Spott wrote:
> 
> >  http://foxtrot.mgras.net/bitmap/FGFS/fgfs-rembrandt_01.png
> 
> Default console output is here - nothing particularly exciting:
> 
>   http://foxtrot.mgras.net/bitmap/FGFS/fgfs-rembrandt_01.txt

The interesting part is here :

> RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cda
> Warning: RenderStage::runCameraSetUp(State&) Pbuffer does not support 
> multiple color outputs.
> Warning: RenderStage::runCameraSetUp(State&) Pbuffer does not support 
> multiple color outputs.
> Warning: RenderStage::runCameraSetUp(State&) Pbuffer does not support 
> multiple color outputs.

0x8cda is FRAMEBUFFER_INCOMPLETE_FORMATS_EXT

Can you check that your card support extension ARB_texture_rg ( glxinfo | grep 
ARB_texture_rg ) ?
What kind of NVidia card is it ?

Regards,
-Fred

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Re: [Flightgear-devel] [Rembrandt] the plan

2012-03-28 Thread Frederic Bouvier
> What is the exact g-buffer format rembrandt tries to set up?
> NV4x/NV5x have some serious restrictions.

1 attachment is RG16 (normals.xy)
2 attachments are RGBA8 (diffuse color, and monochrome specular, emissive and 
shininess)
1 GL_DEPTH_COMPONENT32 (depth)

Regards,
-Fred

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Re: [Flightgear-devel] [Rembrandt] the plan

2012-03-30 Thread Frederic Bouvier
The lighting problem has been fixed and the shadows are in since 
this morning. Shadow resolution is configurable in the preferences
by changing /sim/rendering/shadows/map-size before starting fgfs.

I'll try to add a listener to make it settable at run-time.

Next step will be to add lighting example in the repository.

Martin: I know you prefer to handle shared model modification 
but I would like to commit a quick example : the apt-light model.
So please forgive me :)

Regards,
-Fred


 
> The first batch of sources has been pushed to gitorious. These
> commits are intended mainly to check that the classical (forward) 
> renderer is not broken and works as usual. They will also permit 
> one to challenge his GPU and see how it behaves in front of the 
> beast.
> 
> In the plan exposed previously (see below), I skipped step 3. (define
> an XML format for a configurable renderer) as it appears to be more
> involved than expected. So what you have is a buggy step 5. :) 
> Buggy because for some reason, sun light depends on the orientation 
> of the camera. But you should get an image.
> 
> The Rembrandt renderer is enabled with the --enable-rembrandt option.
> *ALL SHADERS SHOULD BE SET TO OFF* unless someone want to begin to
> convert other shaders.
>
>
> 
> > Now that the introduction of Rembrandt "next", provided that the
> > current operation is retained, has been accepted, it is time to
> > outline the plan that I intend to apply:
> > 
> > 1. update SimGear with additions made on the effects and animations
> > (done). The changes include the creation of "positioned" uniforms,
> > ie on which applies a MODELVIEW matrix transformation, which serve
> > to indicate the position of light sources in the shaders, and
> > "light" animations (spot and point).
> > 
> > 2. modify the Renderer class to separate from the scenegraph,
> > terrain
> > and models on one hand, the skydome and stars on the other, and
> > finally the clouds. These three elements are passed to the
> > CameraGroup class in order to be treated separately in the new
> > rendering engine (and put together in the current one).
> > 
> > 3. define an XML format for describing the two possible rendering
> > pipelines (the current and new). The format will introduce optional
> > elements (such as shadows, ambient occlusion, glow).
> > 
> > 4. modify the base effects for defining the techniques that apply
> > to
> > one or the other renderers (a request for assistance has already
> > been sent to prepare the work and ensure that existing effects does
> > not apply to new rendering mode).
> > 
> > 5. implement in the new rendering engine the basic lighting
> > equation
> > (ambient + diffuse + specular)
> > 
> > 6. add the shadows
> > 
> > 7. add light management
> > 
> > 8. with the help of Thorsten, add atmospheric scattering, haze and
> > the light field
> > 
> > 9. add the ancillary effects (ambient occlusion and glow)
> > 
> > 10. help migrate models and effects
> > 
> > I certainly forgot something. Let the discussion plug the holes
> > 
> > Regards,
> > -Fred
> > http://wiki.flightgear.org/Project_Rembrandt
> > 
> > 
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Re: [Flightgear-devel] [Rembrandt] the plan

2012-03-31 Thread Frederic Bouvier
> P.S.: If you'd like me to test on the Nvidia 7950 GT again, please
>   yell at me.

You can try the last code with --prop:/sim/rendering/no-16bit-buffer=true

Regards,
-Fred

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Re: [Flightgear-devel] [Rembrandt] the plan

2012-03-31 Thread Frederic Bouvier
The light animation is now functional. As an example, the airport 
light pole has been converted, and is visible near the maintenance
building at KSFO.

A new option: /sim/rendering/no-16bit-buffer=true is available for 
GPU that emit 0x8cda at FBO setup. It should produce ugly specular
though.

Regards,
-Fred


> The lighting problem has been fixed and the shadows are in since
> this morning. Shadow resolution is configurable in the preferences
> by changing /sim/rendering/shadows/map-size before starting fgfs.
> 
> I'll try to add a listener to make it settable at run-time.
> 
> Next step will be to add lighting example in the repository.
> 
> Martin: I know you prefer to handle shared model modification
> but I would like to commit a quick example : the apt-light model.
> So please forgive me :)
> 
>  
> > The first batch of sources has been pushed to gitorious. These
> > commits are intended mainly to check that the classical (forward)
> > renderer is not broken and works as usual. They will also permit
> > one to challenge his GPU and see how it behaves in front of the
> > beast.
> > 
> > In the plan exposed previously (see below), I skipped step 3.
> > (define an XML format for a configurable renderer) as it appears 
> > to be more involved than expected. So what you have is a buggy 
> > step 5. :) Buggy because for some reason, sun light depends on 
> > the orientation of the camera. But you should get an image.
> > 
> > The Rembrandt renderer is enabled with the --enable-rembrandt
> > option.
> > *ALL SHADERS SHOULD BE SET TO OFF* unless someone want to begin to
> > convert other shaders.
> >
> >
> > 
> > > Now that the introduction of Rembrandt "next", provided that the
> > > current operation is retained, has been accepted, it is time to
> > > outline the plan that I intend to apply:
> > > 
> > > 1. update SimGear with additions made on the effects and
> > > animations (done). The changes include the creation of 
> > > "positioned" uniforms, ie on which applies a MODELVIEW matrix 
> > > transformation, which serve to indicate the position of light 
> > > sources in the shaders, and "light" animations (spot and point).
> > > 
> > > 2. modify the Renderer class to separate from the scenegraph,
> > > terrain and models on one hand, the skydome and stars on the 
> > > other, and finally the clouds. These three elements are passed 
> > > to the CameraGroup class in order to be treated separately in 
> > > the new rendering engine (and put together in the current one).
> > > 
> > > 3. define an XML format for describing the two possible rendering
> > > pipelines (the current and new). The format will introduce
> > > optional elements (such as shadows, ambient occlusion, glow).
> > > 
> > > 4. modify the base effects for defining the techniques that apply
> > > to one or the other renderers (a request for assistance has already
> > > been sent to prepare the work and ensure that existing effects
> > > does not apply to new rendering mode).
> > > 
> > > 5. implement in the new rendering engine the basic lighting
> > > equation (ambient + diffuse + specular)
> > > 
> > > 6. add the shadows
> > > 
> > > 7. add light management
> > > 
> > > 8. with the help of Thorsten, add atmospheric scattering, haze
> > > and the light field
> > > 
> > > 9. add the ancillary effects (ambient occlusion and glow)
> > > 
> > > 10. help migrate models and effects
> > > 
> > > I certainly forgot something. Let the discussion plug the holes

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Re: [Flightgear-devel] Rembrandt - Some Feedback

2012-04-01 Thread Frederic Bouvier
> With Rembrandt, brightness of the scenery seems to depend on the
> view's pitch angle a lot. So, when you fly along and pitch up/down 
> heavily (take the ufo), you see the ground becoming brighter and 
> darker. It mainly seems to affect the bright (non-shadow) areas.

I believe it was fixed by these commits :
https://gitorious.org/fg/flightgear/commit/8a382cd536743e4cef5b16b37a11fa1282441c5b
https://gitorious.org/fg/fgdata/commit/e5d226b26ff4390cdbc1a47706ff735eb3ad6df9

Nevertheless, I am not able to reproduce this behavior here now.

Regards,
-Fred

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Re: [Flightgear-devel] [Rembrandt] the plan

2012-04-02 Thread Frederic Bouvier
> De: Martin Spott
> 
> Frederic Bouvier wrote:
> 
> > You can try the last code with
> > --prop:/sim/rendering/no-16bit-buffer=true
> 
> jive: 12:18:06 ~> find .fgfs*
> find: No match.
> jive: 12:18:17 ~> env | grep \^FG
> FG_HOME=/opt/FlightGear
> FG_ROOT=/home/martin/SCM/FlightGear/fgdata
> jive: 12:18:19 ~> fgfs --prop:/sim/rendering/shaders/quality-level=0
> --timeofday=noon --enable-rembrandt
> --prop:/sim/rendering/no-16bit-buffer=true
> 
> 
> Starts with a funnily flickerling splash screen and results in this
> image - still not perfect, but a lot better now:
> 
>   http://foxtrot.mgras.net/bitmap/FGFS/fgfs-rembrandt_02.png
> 
> Log:
> 
>   http://foxtrot.mgras.net/bitmap/FGFS/fgfs-rembrandt_02.txt

There is still a problem with the lighting shader, but the fbo problem
went away

Regards,
-Fred

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Re: [Flightgear-devel] More Rembrandt Feedback

2012-04-03 Thread Frederic Bouvier
Hi, 

We have a comics here where the main character is named "Lucky Luke". He is a 
cowboy who run after the evil Dalton brothers and is famous to fire faster than 
his shadow. 

Do we want objects ahead of their shadows and play "Lucky Luke" in fg ? 
Rendering half the scene in the shadow map is not possible. Once the shadow map 
is cleared to render moving objects, you have to render everything again or it 
will not cast shadows. 

Regards, 
-Fred 

- Mail original -

> De: "TDO Brandano" 
> À: "Flightgear Devel List" 
> Envoyé: Mardi 3 Avril 2012 17:41:24
> Objet: Re: [Flightgear-devel] More Rembrandt Feedback

> Actually, what I wonder is, do we need the scenery cast shadows to be
> calculated on each frame? Is there a way that they can be "stored"
> and just updated every few minutes for static objects?

> > Date: Tue, 3 Apr 2012 13:53:08 +0100
> > From: aeitsch...@yahoo.de
> > To: flightgear-devel@lists.sourceforge.net
> > Subject: Re: [Flightgear-devel] More Rembrandt Feedback
> >
> > Hello,
> >
> > > Does anyone know whether FG is unique amongst desktop simulators
> > > in
> > > offering this? I have no experience of X-Plane nor FS-X.
> >
> > Yes, X-Plane 10 also makes use of deferred shading. They just named
> > it Global Lighting/HDR. Framerates aren't better there as in FGFS
> > as now.
> > The difference is only that landinglights there looks much smoother
> > (no hard edges), the same for the shadows.
> > But we have a really good start as a non-commercial product. Very
> > promising, especially as an OpenSource-project. Thanks Fred for
> > your great work!
> >
> > Can't tell about FS-X, but I guess it is a similar technic.
> >
> > > I've noticed significant slowdown on my computer in the following
> > > circumstances:
> > > - Forests (e.g. KHAF). Having not looked at the code, my guess is
> > > that
> > > some NodeVisitor for the rending is delving too deeply into the
> > > OSG
> > > tree for the random vegetation.
> > > - Urban areas. My guess here is that is purely due to the number
> > > of
> > > models being rendered, each of which is casting a shadow. I know
> > > that
> > > there are still optimisations to be made, but could I suggest a
> > > property switch to limit shadowing to the user's aircraft? IMO
> > > the
> > > self-shadowing in the aircraft cockpit is the most impressive
> > > part of
> > > Rembrandt, and the combination of that plus shadowing on the
> > > ground
> > > might be an acceptable frame-rate compromise for many users.
> >
> > Agree to Stuart.
> > - Forest seems to need much more perfomance than before.
> >
> > Other things I noticed:
> > - Scenery-terrain seems to cast shadows. Visible especially shortly
> > before dawn or shortly after dusk. Great feature if so, but seems
> > also need a lot of perfomance. Maybe it can be made switchable?
> >
> > - Comparing different aircraft-models showed me, that not the
> > general number of vertices or even faces is the limiting factor,
> > but the number of objects. Especially instruments which makes use
> > of many objects, so using non-shadow animation would be very
> > recommended for instruments.
> >
> > -I do like when scenery objects cast shadows. But Do we need that
> > in a far distance?
> > Maybe we can have a distance limitation additional to Stuarts
> > proposal?
> >
> > To my surprise it isn't very difficult to make aircraft
> > rembrandt-compatible. The combined-shader is already converted and
> > especially the IAR80 looks really cool with shadows.
> >
> > Cheers
> > Heiko
> > still in work: http://www.hoerbird.net/galerie.html
> > But already done: http://www.hoerbird.net/reisen.html
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Re: [Flightgear-devel] More Rembrandt Feedback

2012-04-03 Thread Frederic Bouvier
> Each aircraft in the inventory needs checking for 2 sided faces, 
> panel lights need converting, and nice to have are nav. lights and 
> landing lights. Much of the shared and scenery models need similar 
> checking: the windsock is an obvious one.
> Can you imagine the task for USS Vinson?

Hopefully two sided issue is fixed. I don't think it was rocket 
science though.

Regards,
-Fred

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Re: [Flightgear-devel] More Rembrandt Feedback

2012-04-03 Thread Frederic Bouvier
> Yes, X-Plane 10 also makes use of deferred shading. They just named
> it Global Lighting/HDR. Framerates aren't better there as in FGFS as
> now.
> The difference is only that landinglights there looks much smoother
> (no hard edges)

This is just designers' art. The light poles don't have hard edges.
With a carefully designed light volume and well tune attenuation 
parameters, the hard edges will disappear after some iterations.

Regards,
-Fred

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Re: [Flightgear-devel] More Rembrandt Feedback

2012-04-03 Thread Frederic Bouvier

> - Scenery-terrain seems to cast shadows. Visible especially shortly
> before dawn or shortly after dusk. Great feature if so, but seems
> also need a lot of perfomance. Maybe it can be made switchable?
> 
> - Comparing different aircraft-models showed me, that not the general
> number of vertices or even faces is the limiting factor, but the
> number of objects. Especially instruments which makes use of many
> objects, so using non-shadow animation would be very recommended for
> instruments.
> 
> -I do like when scenery objects cast shadows. But Do we need that in
> a far distance?
> Maybe we can have a distance limitation additional to Stuarts
> proposal?


The cost of shadows is the difference in fps between night and day, as 
shadow rendering is disabled at night. The scene is rendered in the 
shadow map with front face culling on, so the terrain is only draw 
in the shadow map when the sun is near the horizon.

Regards,
-Fred

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Re: [Flightgear-devel] More Rembrandt Feedback

2012-04-03 Thread Frederic Bouvier
> > - Scenery-terrain seems to cast shadows. Visible especially shortly
> > before dawn or shortly after dusk. Great feature if so, but seems
> > also need a lot of perfomance. Maybe it can be made switchable?
> > 
> > - Comparing different aircraft-models showed me, that not the
> > general number of vertices or even faces is the limiting factor, 
> > but the number of objects. Especially instruments which makes use 
> > of many objects, so using non-shadow animation would be very 
> > recommended for instruments.
> > 
> > -I do like when scenery objects cast shadows. But Do we need that
> > in a far distance?
> > Maybe we can have a distance limitation additional to Stuarts
> > proposal?
> 
> 
> The cost of shadows is the difference in fps between night and day,
> as shadow rendering is disabled at night. The scene is rendered in 
> the shadow map with front face culling on, so the terrain is only 
> draw in the shadow map when the sun is near the horizon.

I should add that the shadow map is rendered 4 times to preserve 
details in the near range while seeing shadows in a reasonable 
distance. Ranges are :
 - 0.2 - 5m, intended for the cockpit
 - 5 - 50m, for the outside view,
 - 50 - 500m
 - 500 - 5000m for buildings surrounding the viewer

We could imagine to reduce the number of cascade. Increasing the 
individual ranges would result in more blocky shadows, but a 
small control on distances may be considered.

Regards,
-Fred

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Re: [Flightgear-devel] Apologies to Fred - more feedback

2012-04-04 Thread Frederic Bouvier
Hi James,

a quick reply, to say that most likely, the shader with a problem is 
sunlight.frag

Regards,
-Fred


- Mail original -
> De: "James Turner" 
> À: "FlightGear developers discussions" 
> 
> Envoyé: Mercredi 4 Avril 2012 15:49:33
> Objet: [Flightgear-devel] Apologies to Fred - more feedback
> 
> Before I say anything else, please know this work is hugely
> appreciated, and if there's any more I can do to help, just ask.
> 
> With latest everything, as of a few minutes ago, something odd has
> happened:
> 
>   http://files.goneabitbursar.com/fg/rembrandt-ati-mac-040412.png
> 
> Note
>   - the normal and specular buffers seem to have gone 'wrong'
>   - but the actual shadow is being drawn without the previous
>   Z-fighting issues (especially if I go for a drive)
>   - the general lighting has gone weird - especially runway surfaces
>   are very bright, and if I rotate the camera around the aircraft, at
>   more than 180) degrees of views, the shadow is invisible.
> 
> In the log I'm getting:
>   can't find "Effects/ambient.eff" => Using default, builtin,
>   Effects/ambient
> 
> And (much) later on:
> 
>   GPS: someone accessed a deprecated
>   property:/instrumentation/gps/wp/wp[1]/altitude-ft
> GPS: someone accessed a deprecated
> property:/instrumentation/gps/wp/wp[1]/altitude-ft
>  Initializing Nasal Electrical System
> Loading tile 2892906.stg
> Loading stg file /Users/jmt/Library/Application
> Support/FlightGear/TerraSync/Objects/w010n50/w004n55/2892906.stg
> 
> FRAGMENT glCompileShader "" FAILED FRAGMENT Shader "" infolog: ERROR:
> 0:18: Left-hand-side of assignment must not be read-only
> glLinkProgram "" FAILED Program "" infolog: ERROR: One or more
> attached shaders not successfully compiled
> 
> ... we really need to fix something to include the shader code or
> file name or something :)
> 
> James
> 
> 
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Re: [Flightgear-devel] Apologies to Fred - more feedback

2012-04-04 Thread Frederic Bouvier
Too quick. If the 3 buffers show the same image, it's because Multi Render 
Target (MRT) is not in action. The cause may be that technique 10 of 
model-default or terrain-default is not chosen. If technique 11 or 12 are
used, because of a failed predicate. You get that.

The shadow is rendered in the image in sunlight.frag so this is not the 
problem but the inputs are weird, so is the lighting.

You disabled *all* shaders, right ?

Regards,
-Fred


- Mail original -
> De: "Frederic Bouvier" 
> À: "FlightGear developers discussions" 
> 
> Envoyé: Mercredi 4 Avril 2012 16:31:02
> Objet: Re: [Flightgear-devel] Apologies to Fred - more feedback
> 
> Hi James,
> 
> a quick reply, to say that most likely, the shader with a problem is
> sunlight.frag
> 
> Regards,
> -Fred
> 
> 
> - Mail original -
> > De: "James Turner" 
> > À: "FlightGear developers discussions"
> > 
> > Envoyé: Mercredi 4 Avril 2012 15:49:33
> > Objet: [Flightgear-devel] Apologies to Fred - more feedback
> > 
> > Before I say anything else, please know this work is hugely
> > appreciated, and if there's any more I can do to help, just ask.
> > 
> > With latest everything, as of a few minutes ago, something odd has
> > happened:
> > 
> > http://files.goneabitbursar.com/fg/rembrandt-ati-mac-040412.png
> > 
> > Note
> > - the normal and specular buffers seem to have gone 'wrong'
> > - but the actual shadow is being drawn without the previous
> > Z-fighting issues (especially if I go for a drive)
> > - the general lighting has gone weird - especially runway surfaces
> > are very bright, and if I rotate the camera around the aircraft,
> > at
> > more than 180) degrees of views, the shadow is invisible.
> > 
> > In the log I'm getting:
> > can't find "Effects/ambient.eff" => Using default, builtin,
> > Effects/ambient
> > 
> > And (much) later on:
> > 
> > GPS: someone accessed a deprecated
> > property:/instrumentation/gps/wp/wp[1]/altitude-ft
> > GPS: someone accessed a deprecated
> > property:/instrumentation/gps/wp/wp[1]/altitude-ft
> >  Initializing Nasal Electrical System
> > Loading tile 2892906.stg
> > Loading stg file /Users/jmt/Library/Application
> > Support/FlightGear/TerraSync/Objects/w010n50/w004n55/2892906.stg
> > 
> > FRAGMENT glCompileShader "" FAILED FRAGMENT Shader "" infolog:
> > ERROR:
> > 0:18: Left-hand-side of assignment must not be read-only
> > glLinkProgram "" FAILED Program "" infolog: ERROR: One or more
> > attached shaders not successfully compiled
> > 
> > ... we really need to fix something to include the shader code or
> > file name or something :)
> > 
> > James
> > 
> > 
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> > 
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Re: [Flightgear-devel] Apologies to Fred - more feedback

2012-04-04 Thread Frederic Bouvier
Thank you James,

Can you push that to gitorious ?

Regards,
-Fred

- Mail original -
> De: "James Turner" 
> À: "FlightGear developers discussions" 
> 
> Envoyé: Mercredi 4 Avril 2012 17:51:13
> Objet: Re: [Flightgear-devel] Apologies to Fred - more feedback
> 
> 
> On 4 Apr 2012, at 15:56, Frederic Bouvier wrote:
> 
> > The shadow is rendered in the image in sunlight.frag so this is not
> > the
> > problem but the inputs are weird, so is the lighting.
> > 
> > You disabled *all* shaders, right ?
> 
> Just made (and pushed) a Simgear tweak to identify the shader names
> :)
> 
> FRAGMENT glCompileShader
> "/Users/Shared/FGFS/data/Shaders/deferred-gbuffer.frag" FAILED
> FRAGMENT Shader
> "/Users/Shared/FGFS/data/Shaders/deferred-gbuffer.frag" infolog:
> ERROR: 0:18: Left-hand-side of assignment must not be read-only
> 
> Which apparently is:
> 
>   ecNormal = (2.0 * gl_Color.a - 1.0) * ecNormal;
> 
> Guessing that writing to a 'varying' might be the issue, I made a
> temporary:
> 
>vec3 normal2 = (2.0 * gl_Color.a - 1.0) * ecNormal;
>gl_FragData[0] = vec4( (normal2.xy + vec2(1.0,1.0)) * 0.5,
>0.0, 1.0 );
> 
> And now everything looks good! The intermediate buffers, the shadows,
> yes.
> 
> Regards,
> James
> 
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Re: [Flightgear-devel] Apologies to Fred - more feedback

2012-04-04 Thread Frederic Bouvier
You may also want to disable vegetation for better performance : 
--prop:/sim/rendering/random-vegetation=0 

Regards, 
-Fred 

- Mail original -

> De: "Gijs de Rooy" 
> À: flightgear-devel@lists.sourceforge.net
> Envoyé: Mercredi 4 Avril 2012 17:53:31
> Objet: Re: [Flightgear-devel] Apologies to Fred - more feedback

> No FG at hand, but from memory: that doesn't disable the skydome
> shader. You can use --prop:/sim/rendering/shaders/skydome=false
> (IIRC) for that.

> > From: zakal...@mac.com
> > Date: Wed, 4 Apr 2012 16:04:11 +0100
> > To: flightgear-devel@lists.sourceforge.net
> > Subject: Re: [Flightgear-devel] Apologies to Fred - more feedback
> >
> >
> > On 4 Apr 2012, at 15:56, Frederic Bouvier wrote:
> >
> > > You disabled *all* shaders, right ?
> >
> > --prop:/sim/rendering/shaders/quality-level=0
> >
> > In my fgfsrc.
> >
> > James
> >
> >
> > --
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Re: [Flightgear-devel] Apologies to Fred - more feedback

2012-04-04 Thread Frederic Bouvier
> On 4 Apr 2012, at 17:00, Frederic Bouvier wrote:
> 
> > Thank you James,
> > 
> > Can you push that to gitorious ?
> 
> Done.
> 
> Looking at the language docs, 'varying' in a fragment shader really
> is a synonym for 'in', and hence, it makes sense (to me) that
> assignment to an input is disallowed.
> 
> But I'm curious, if *no one* else saw this issue, how tolerant most
> drivers are. So far I have the impression my drivers (that's Ati /
> Apple) are:
> 
>   - strict about the language compared to nVidia (or fglrx? or Ati
>   Windows?)
>   - have lower limits than other people's hardware / platforms
>   - aren't very up to date! (in terms of supported GLSL version)
> 
> Taken together, this does *not* make me happy - but so long as we can
> find a solution to each problem

It was part of a "fix" I pushed late yesterday night. My NVidia driver 
didn't protest though.

Thank you for finding this and for the debugging help.

Regards,
-Fred

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Re: [Flightgear-devel] Apologies to Fred - more feedback

2012-04-04 Thread Frederic Bouvier
Hi Stuart,

> 
> On Wed, Apr 4, 2012 at 5:05 PM, Frederic Bouvier wrote:
> > You may also want to disable vegetation for better performance :
> > --prop:/sim/rendering/random-vegetation=0
> >
> > Regards,
> > -Fred
> 
> Fred,
> 
> I'd like to help out fixing bugs/limitations in Rembrandt. Given
> I wrote the random vegetation code, is this somewhere where
> I could lend a hand?
> 
> I had a look at the code last night, and tried just setting the
> shadow camera to cull the vegetation nodes, but it didn't improve
> performance in any significant way.  Have you any thoughts
> about how this should be fixed?
> 
> BTW - very much appreciate the top quality puns from the last
> couple of days!

The first thing to do it to convert the tree shader in a way it 
outputs correctly normals and colors to the 3 buffers. As long 
as you can see identically shaded objects in all three buffers, 
it's not good.

You may want to look into deferred-gbuffer[.vert/.frag] shaders
to see how to use gl_FragData instead of gl_FragColor. It's 
important to leave out all kind of shading. If you want the 
trees look cylindrical (put a better word here) and not flat,
you may bake a normal that is not strictly toward the viewer, 
as it is really a flat billboard, but you can leave that for 
later.

I updated the wiki page to describe the new buffer layout.

As for the performance, I have a vague recollection that you 
say that the trees are first drawn alpha-tested and then 
alpha-blended. Can you elaborate on this if it's true ?

Don't hesitate to ask if something is not clear or incomplete.

Regards,
-Fred

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Re: [Flightgear-devel] Apologies to Fred - more feedback

2012-04-04 Thread Frederic Bouvier
> On 4 Apr 2012, at 17:22, Frederic Bouvier wrote:
> 
> > It was part of a "fix" I pushed late yesterday night. My NVidia
> > driver
> > didn't protest though.
> > 
> > Thank you for finding this and for the debugging help.
> 
> No problem, delighted to help any way I can.
> 
> I wasn't complaining at you, more at the state of GLSL where it seems
> the combination of 'what works' varies for each person who tries -
> but everything seems to work on nVidia ;)

NV 7xxx and below have a broken opengl (at least in glsl) that 
impedes shadows for the moment. I have to admit they improve 
lately ;-)

-Fred

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Re: [Flightgear-devel] [SPAM] Re: Apologies to Fred - more feedback

2012-04-04 Thread Frederic Bouvier
> De: Anders Gidenstam
> 
> On Wed, 4 Apr 2012, James Turner wrote:
> 
> > Guessing that writing to a 'varying' might be the issue, I made a
> > temporary:
> >
> >   vec3 normal2 = (2.0 * gl_Color.a - 1.0) * ecNormal;
> >   gl_FragData[0] = vec4( (normal2.xy + vec2(1.0,1.0)) * 0.5,
> >   0.0, 1.0 );
> >
> > And now everything looks good! The intermediate buffers, the
> > shadows, yes.
> 
> One thing: I think ecNormal should be normalized before use - IIRC
> the interpolation between the vertex shader output and the input to
> individual fragments might change the length of the normal (since it typically
> is linear in each dimension).

Good point Anders. Can push that fix ?

Thank you
-Fred

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Re: [Flightgear-devel] [Rembrandt] the plan

2012-04-04 Thread Frederic Bouvier
De: Martin Spott
> 
> Frederic Bouvier wrote:
> 
> > You can try the last code with
> > --prop:/sim/rendering/no-16bit-buffer=true
> 
> jive: 12:18:06 ~> find .fgfs*
> find: No match.
> jive: 12:18:17 ~> env | grep \^FG
> FG_HOME=/opt/FlightGear
> FG_ROOT=/home/martin/SCM/FlightGear/fgdata
> jive: 12:18:19 ~> fgfs --prop:/sim/rendering/shaders/quality-level=0
> --timeofday=noon --enable-rembrandt
> --prop:/sim/rendering/no-16bit-buffer=true
> 
> 
> Starts with a funnily flickerling splash screen and results in this
> image - still not perfect, but a lot better now:
> 
>   http://foxtrot.mgras.net/bitmap/FGFS/fgfs-rembrandt_02.png
> 
> Log:
> 
>   http://foxtrot.mgras.net/bitmap/FGFS/fgfs-rembrandt_02.txt

This shader error affects shadow rendering and for now, I don't 
have a replacement. The only thing I can propose for this kind 
of card, is to disable shadow rendering :

 --prop:/sim/rendering/shadows/enabled=false

this property is settable at run time. It can also help people 
with performance problems.

Regards,
-Fred

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Re: [Flightgear-devel] Apologies to Fred - more feedback

2012-04-04 Thread Frederic Bouvier
> De: "Stuart Buchanan" 
> 
> On Wed, Apr 4, 2012 at 5:40 PM, Frederic Bouvier wrote:
> > As for the performance, I have a vague recollection that you
> > say that the trees are first drawn alpha-tested and then
> > alpha-blended. Can you elaborate on this if it's true ?
> 
> Yes.  There's some documentation describing how it works
> in Effects/tree.eff:
> 
> 
>  Trees are drawn in two passes. The first draws the opaque parts
>  with z writes enabled. The second draws the the transparent bits
>  with z testing enabled and z writes disabled. The transparent
>  tree silhouettes will blend correctly against the opaque
>  geometry. They may cause artifacts when blending against other
>  edges, but the overall "forest" is supposed to be nice and
>  fuzzy. There might also be artifacts when blending over other
>  transparent objects, but that's mostly unavoidable.
> 
>  Note: no sorting needed!
> 
> Tim Moore was responsible for it, so I don't have any further
> insight.

By toggling the /sim/rendering/shadows/enabled, we can see that 
the performance problem is with rendering into the shadow maps.
It is significant when the density is high

Regards,
-Fred

PS: is there a volunteer to restore shadow settings in the GUI ?
For the moment, there is the map size and the global toggle. 
There are properties in the preferences that we can try to 
reimplement later. There are also new parameters like the number
of cascades (1 to 4) and the ranges for each cascade that would 
be interesting to have.

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Re: [Flightgear-devel] Apologies to Fred - more feedback

2012-04-05 Thread Frederic Bouvier
> I won't get the chance to fix this until after the weekend, but in
> the meantime at least the Rembrandt performance problems with
> random vegetation should be resolved.

Already fixed ;)

Regards,
-Fred

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[Flightgear-devel] Rembrandt aircraft and fgrun

2012-04-05 Thread Frederic Bouvier
I should raise the point now before things get too complicated to change.

In case you didn't notice, aircraft with Rembrandt lights now exhibit big grey 
blobs in the 3d preview of fgrun.

So we should think of a way to identify these objects and remove them in fgrun. 
The simplest way is a naming convention, because fgrun doesn't use the fg 
animation system, and can't find the cull mask of objects set in animations.

What do you think ?

Regards,
-Fred
http://wiki.flightgear.org/Project_Rembrandt


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Re: [Flightgear-devel] Rembrandt aircraft and fgrun

2012-04-05 Thread Frederic Bouvier
That's a possibility (I forgot that one) but it only apply to submodels, right 
? 

-Fred 

- Mail original -

> De: "Clement de l'Hamaide" 
> À: flightgear-devel@lists.sourceforge.net
> Envoyé: Jeudi 5 Avril 2012 15:59:18
> Objet: [Flightgear-devel] Rembrandt aircraft and fgrun

> Hi Fred,

> In order to disable the big grey blobs in the 3d preview of fgrun,
> just need to add  in XML file of the object.
> You can test it with the last version of Tecnam P92 for Rembrandt
> here : http://clemaez.fr/flightgear/Tecnam-P92-rembrandt.tar.gz

> For exemple :
> 
> 
> light.ac
> 
> 

> Cheers,
> Clément

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Re: [Flightgear-devel] Rembrandt aircraft and fgrun

2012-04-05 Thread Frederic Bouvier
I don't remember every thing I did 5 years ago. 

Thank you for refreshing my memory 

So please, aircraft developers (Vivian, Gijs, Emilian, ...), use the 
 tag 

Regards, 
-Fred 

- Mail original -

> De: "Clement de l'Hamaide" 
> À: flightgear-devel@lists.sourceforge.net
> Envoyé: Jeudi 5 Avril 2012 18:58:10
> Objet: [Flightgear-devel] Rembrandt aircraft and fgrun

> Do you have really forgot that one? because you are the author of
> this feature :P
> http://comments.gmane.org/gmane.games.flightgear.general/17849
> You are a joker developers ;)

> Your implementation takes effect with animation and model. Thus you
> can use it like :

> 
> ailes
> 
> 

> But since you are the author of this feature I think I don't need to
> explain you how to use your feature ;)

> Cheers,
> Clément

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Re: [Flightgear-devel] FGbuild for MS Windows

2012-04-10 Thread Frederic Bouvier
I presume you need to start cmake in the correct VS2010 environment. If you try 
to enter "cl" in the command line and it replies "Command not found", you need 
to locate vsvars32.bat and run it in your command line session. 

Jenkins build log, available here (for build 216) : 

http://flightgear.simpits.org:8080/job/SimGear-Win-Cmake/216/console 

says : 

call "C:\Program Files (x86)\Microsoft Visual Studio 
10.0\Common7\Tools\vsvars32.bat" 
Otherwise, the Wiki page suggest to use the Cmake GUI. 

VC2010 express is only able to generate 32bit programs 

Regards, 
-Fred 

- Mail original -

> De: "castle 64" 
> À: "FlightGear developers discussions"
> 
> Envoyé: Mardi 10 Avril 2012 19:24:11
> Objet: Re: [Flightgear-devel] FGbuild for MS Windows

> OK, think I see the problem.

> running a "bare cmake shows there is no generator install on this
> laptop for Visual studio 10, versions 6 through 9 and Win64 are
> avalable
> to generate project files but no 10.

> Loaded VC10c++ express, but guess the generator is a different
> animal.

> John

> - Mail original -

> From: "castle 64" 
> To: "FlightGear developers discussions"
> 
> Sent: Tuesday, April 10, 2012 11:12:38 AM
> Subject: Re: [Flightgear-devel] FGbuild for MS Windows

> Thanks to all,

> getting closer, started to build simgear, did not get very far with
> following error

> c:\fgbuild\projects\msvc100\SimGear>cmake "C:\fgbuild\simgear" -G
> "Visual Studio
> 10" -DMSVC_3RDPARTY_ROOT="C:\fgbuild\dependencies"
> -DCMAKE_INSTALL_PREFIX:PATH=
> "C:\fgbuild\dependencies\install\msvc100\SimGear"
> CMake Error: Could not create named generator Visual Studio 10

> Tried to follow all the instructions precisely, but something is
> amiss. name or path problem?? syntax?? directory structure??
> delete the quotation marks??

> John

> - Mail original -

> From: "Gijs de Rooy" 
> To: "FlightGear Development list"
> 
> Sent: Tuesday, April 10, 2012 9:22:28 AM
> Subject: Re: [Flightgear-devel] FGbuild for MS Windows

> http://wiki.flightgear.org/Building_using_CMake_-_Windows in
> combination with
> https://gitorious.org/fg/flightgear/blobs/next/docs-mini/README.MSVC
> did it for me.
> Together with some help on IRC ;-)

> I'll see if I can improve the wiki a bit more.

> Gijs
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Re: [Flightgear-devel] No Rembrandt here...

2012-04-10 Thread Frederic Bouvier
Hi Thorsten,

The first line says it all.

I'd first try to reduce the size of the shadow map : 
--prop:/sim/rendering/shadows/map-size=1024

or reduce the window size : --geometry=800x600
to reduce the memory footprint.

You have a laptop right ? Maybe you have shared memory between the 
CPU and the GPU (NVidia calls that TurboCache) and you didn't 
reserve enough memory for the GPU. This is a BIOS setting. 
Allocate the more you can to the GPU and retry.

Regards,
-Fred

- Mail original -
> De: Renk Thorsten
> 
> Just freshly pulled and compiled GIT, fresh FGData master, trying to
> start with --enable-rembrandt results in garbage on the screen and
> an impressive list of errors - (I've omitted messages with meaning
> known to me in the following as well as repetitions). Running
> without Rembrandt looks fine to me on first glenace.
> 
> Graphics card is an NVIDIA GeForce 8600M running under Linux with the
> nvidia driver.
> 
> Cheers,
> 
> * Thorsten
> 
> 
> 
> RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cd6
> Warning: RenderStage::runCameraSetUp(State&) Pbuffer does not support
> multiple
> olor outputs.
> Warning: RenderStage::runCameraSetUp(State&) Pbuffer does not support
> multiple
> olor outputs.
> Warning: RenderStage::runCameraSetUp(State&) Pbuffer does not support
> multiple
> olor outputs.
> Failed to create beacon for unknown runway 'KONT 26L OM'.
> Failed to create beacon for unknown runway 'KONT 26R OM'.
> Failed to create beacon for unknown runway 'KSAV 01  OM'.
> Failed to create beacon for unknown runway 'KSAV 10  OM'.
> Failed to create beacon for unknown runway 'PAYA 11  OM'.
> Failed to create beacon for unknown runway 'WARQ 26  OM'.
> Failed to create beacon for unknown runway 'WARR 10  OM'.
> Failed to create beacon for unknown runway 'ZULS 27R OM'.
> Failed to create beacon for unknown runway 'EDDB 07  MM'.
> Failed to create beacon for unknown runway 'EDDB 25  MM'.
> Failed to create beacon for unknown runway 'KIAD 01C MM'.
> Failed to create beacon for unknown runway 'KONT 08L MM'.
> Failed to create beacon for unknown runway 'KONT 26L MM'.
> Failed to create beacon for unknown runway 'KONT 26R MM'.
> Failed to create beacon for unknown runway 'KSAV 01  MM'.
> Failed to create beacon for unknown runway 'KSAV 10  MM'.
> Failed to create beacon for unknown runway 'PAED 06  MM'.
> Failed to create beacon for unknown runway 'PAYA 11  MM'.
> Failed to create beacon for unknown runway 'WADD 27  MM'.
> Failed to create beacon for unknown runway 'WALL 25  MM'.
> Failed to create beacon for unknown runway 'WAOO 10  MM'.
> Failed to create beacon for unknown runway 'WAOP 34  MM'.
> Failed to create beacon for unknown runway 'WARJ 09  MM'.
> Failed to create beacon for unknown runway 'WARQ 26  MM'.
> Failed to create beacon for unknown runway 'WARR 10  MM'.
> Failed to create beacon for unknown runway 'WIDD 04  MM'.
> Failed to create beacon for unknown runway 'WIHH 24  MM'.
> Failed to create beacon for unknown runway 'KIAD 19C IM'.
> Failed to create beacon for unknown runway 'KONT 26L IM'.
> RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cd6
> Warning: detected OpenGL error 'invalid enumerant' at end of
> SceneView::draw()
> Loading local weather routines...
> Animated jetways ... initialized
> loading scenario 'nimitz_demo'
> Image "/home/fgfs/FGData/fgdata/Textures/Water/waves-ver10-nm.dds"
> uses compressed textures which cannot be supported on some systems.
> Please decompress this texture for improved portability.
> (...)
> RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cd6
> Warning: detected OpenGL error 'invalid enumerant' at start of
> State::apply()
> (...)
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Re: [Flightgear-devel] FGbuild for MS Windows

2012-04-10 Thread Frederic Bouvier
Hi Olaf,

> De: "Olaf Flebbe" 
> > 
> > VC2010 express is only able to generate 32bit programs
> > 
> > Regards,
> > -Fred
> 
> Hi,
> 
> One can use the Windows SDK
> http://www.microsoft.com/download/en/details.aspx?displaylang=en&id=8442
>  GRMSDKX_EN_DVD.iso  to generate 64 Bit Windows Executables. This
>  integrates with VS2010 Express as well.

Really ? Do you manage to build 64bit executables with VS Express ?
Does it come with a 64bit compiler ?

Regards,
-Fred

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Re: [Flightgear-devel] No Rembrandt here...

2012-04-11 Thread Frederic Bouvier
> De: Erik Hofman
> 
> On Wed, 2012-04-11 at 06:25 +, Renk Thorsten wrote:
> > > The first line says it all.
> > 
> > Okay... so what does it mean?

It means that a required Framebuffer Object failed to 
setup and the fallback isn't OK for Rembrandt.

> > 
> > > I'd first try to reduce the size of the shadow map :
> > > --prop:/sim/rendering/shadows/map-size=1024
> > 
> > No success, problem persists.
> > 
> > > or reduce the window size : --geometry=800x600
> > > to reduce the memory footprint.
> > 
> > Same as above, problem persists. Also when I use small shadow map
> > in addition to 800x600 window no success (leaving aside the fact
> > that Flightgear running in a window of less than a quarter of my
> > screen isn't really thrilling...) .
> 
> Maybe this may help developers, it's about the same message:
> http://forum.openscenegraph.org/viewtopic.php?t=8905

This issue is related to iOS and OGL ES, that is a bit different.

There is the concept of implicit attachment in OSG, so 
INCOMPLETE_ATTACHMENT shouldn't occur if an attachment was 
missing in the first place. I am thinking of an explicit 
attachment that failed silently.
There is a way to increase the OSG log level, but I don't remember 
it for the moment.

I have to make guess as I don't have a card that exhibit that issue.
You can try to edit fg/src/Main/renderer.cxx and change 
GL_DEPTH_COMPONENT32 to GL_DEPTH_COMPONENT24. You may also try to add
the --bpp=32 option to the fgfs command line.

Last, make sure that you didn't enable multithreading in preferences.xml
(AutomaticSelection or something else)

> Plus, so far with one exception (landmass effect at high quality) 
> pretty much everything so far ran just fine out of the box with very 
> acceptable framerates. So, I have a feeling that Rembrandt might be 
> going to leave a lot of folks with blank screens at this point. I 
> don't want to be negative here, maybe it is a trivial problem, but 
> this isn't really a shader which I don't really need to see, this 
> gives me an unusuable Flightgear.

Be sure I value your feedback, but we are exploring new lands here. 
There is not so much OSG deferred rendering example or real 
application around, so please be forgiving.
And I don't think Flightgear is unusable for anybody. The Rembrandt 
renderer is optional and the classical/2.6 renderer should work for 
everybody. 

Regards,
-Fred

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Re: [Flightgear-devel] No Rembrandt here...

2012-04-11 Thread Frederic Bouvier
Hi Erik,

> De: Erik Hofman
> 
> On Wed, 2012-04-11 at 10:18 +0200, Frederic Bouvier wrote:
> 
> > I have to make guess as I don't have a card that exhibit that
> > issue.
> > You can try to edit fg/src/Main/renderer.cxx and change
> > GL_DEPTH_COMPONENT32 to GL_DEPTH_COMPONENT24. You may also try to
> > add the --bpp=32 option to the fgfs command line.
> > 
> > Last, make sure that you didn't enable multithreading in
> > preferences.xml
> > (AutomaticSelection or something else)
> 
> None of these seems to help but when I apply the attached patch (as
> suggested by http://markmail.org/message/yfuz7je43bdzt6h2) at least
> the warnings are gone and I see the scenery (but not yet perfect).

With this "patch" you are trading a bug for a bug. Assigning the 
same attachment to three buffers as the same effect than assigning
three different values to the same variable.

Regards,
-Fred

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Re: [Flightgear-devel] No Rembrandt here...

2012-04-11 Thread Frederic Bouvier
> On Wed, 2012-04-11 at 13:35 +0200, Frederic Bouvier wrote:
> > Hi Erik,
> > With this "patch" you are trading a bug for a bug. Assigning the
> > same attachment to three buffers as the same effect than assigning
> > three different values to the same variable.
> 
> I was already afraid something like that was happening.

Try --prop:/sim/rendering/no-16bit-buffer=true

although the symptoms were a bit different

Regards,
-Fred

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Re: [Flightgear-devel] Now Rembrandt here...

2012-04-12 Thread Frederic Bouvier
> De: James Turner
> 
> On 12 Apr 2012, at 08:24, Renk Thorsten wrote:
> 
> > 3) On my box, all three panels in the screen edges show the same
> > image - not so on Fred's videos - is this the intended behaviour?
> 
> This is the important one - it means the multiple render targets
> isn't working, so you have no chance of seeing anything sensible
> with Rembrandt. (As I understand it)

Glad to see someone else if able to make the correct diagnosis :)
If the internal buffer are not correct, lighting equations done 
in the ambient, sunlight and fog pass will work on bogus inputs.

I'll add that you get that either if an effect not converted to 
Rembrandt is used, or if the default shader has a build error and 
OSG fallback to fixed functions. So if the lightfield or the skydome
is not enabled, check the console for a shader build error.

Regards,
-Fred

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Re: [Flightgear-devel] Now Rembrandt here...

2012-04-12 Thread Frederic Bouvier
> De: "Erik Hofman" 
> 
> On Thu, 2012-04-12 at 10:35 +0200, Erik Hofman wrote:
> > On Thu, 2012-04-12 at 10:29 +0200, Erik Hofman wrote:
> > > On Thu, 2012-04-12 at 09:01 +0100, James Turner wrote:
> > > > On 12 Apr 2012, at 08:24, Renk Thorsten wrote:
> > > > 
> > > > > 3) On my box, all three panels in the screen edges show the
> > > > > same image - not so on Fred's videos - is this the intended
> > > > > behaviour?
> > > > 
> > > > This is the important one - it means the multiple render
> > > > targets isn't working, so you have no chance of seeing
> > > > anything sensible with Rembrandt. (As I understand it)
> > > 
> > > Also I see that --prop:/sim/rendering/no-16bit-buffer=true falls
> > > back to
> > > 8-but normal buffers. That might be just a bit to low for normal
> > > buffers.
> > 
> > And it looks that way, Replacing GL_RGBA8 with GL_RGBA16 removes
> > the flickering and still got me a working system.
> 
> even GL_RGB16 works.

For all the buffers or only the normal buffer ?

You're not supposed to have multiple render target of different element
size. RGBA8 = 32bits, as well as RG16. What is your card brand and model ?

I came across a blog post that compares multiple ways to compress the 
normals in an 8bit texture and I will try that shortly.

Regards,
-Fred

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Re: [Flightgear-devel] Now Rembrandt here...

2012-04-12 Thread Frederic Bouvier
> De: "Erik Hofman" 
> On Thu, 2012-04-12 at 11:02 +0200, Frederic Bouvier wrote:
> >
> > What is your card brand and model ?
> 
> It's a NVidia GeForce 9600GT

I think Emilian has the same card and I don't think he had these
problems. Maybe it's a good idea to collect user experience with
Rembrandt on a Wiki page ?

Regards,
-Fred

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Re: [Flightgear-devel] Now Rembrandt here...

2012-04-12 Thread Frederic Bouvier
> The driver is somewhat older - as with anything which works fine on
> my computer, I'm reluctant to fiddle with it because on past
> occasions I have found myself struggling for a few days just to
> restore the previous state of the system when an update went wrong,
> and I simply don't have the time.

I don't think it will change anything as NVidia is not making driver 
updates for this model of GPU for a long time.

Regards,
-Fred

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Re: [Flightgear-devel] Now Rembrandt here...

2012-04-12 Thread Frederic Bouvier
> De: "Erik Hofman"
> 
> On Thu, 2012-04-12 at 11:24 +0200, Frederic Bouvier wrote:
> > > De: "Erik Hofman" 
> > > On Thu, 2012-04-12 at 11:02 +0200, Frederic Bouvier wrote:
> > > >
> > > > What is your card brand and model ?
> > > 
> > > It's a NVidia GeForce 9600GT
> > 
> > I think Emilian has the same card and I don't think he had these
> > problems. Maybe it's a good idea to collect user experience with
> > Rembrandt on a Wiki page ?
> 
> I'm using Linux, maybe that's the difference?
> BTW today there was a driver update but that didn't change anything
> regarding this 'problem'.

Updates are now for newer cards

-Fred

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Re: [Flightgear-devel] Now Rembrandt here...

2012-04-12 Thread Frederic Bouvier
> > I came across a blog post that compares multiple ways to compress
> > the normals in an 8bit texture and I will try that shortly.
> 
> That might be a good idea, at least to save texture memory.

This blog entry is now cited as reference in the Rembrandt wiki page.

-Fred

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Re: [Flightgear-devel] Now Rembrandt here...

2012-04-12 Thread Frederic Bouvier
Thorsten,

> I'll add that you get that either if an effect not converted to
> Rembrandt is used, or if the default shader has a build error and
> OSG fallback to fixed functions. So if the lightfield or the skydome
> is not enabled, check the console for a shader build error.

Another possibility is that an extension check fails for you :

   GL_ARB_texture_rg

Try to locate that line in Effects/model-default.eff and 
Effects/terrain-default.eff and remove it or comment it out

Regards,
-Fred

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Re: [Flightgear-devel] Now Rembrandt here...

2012-04-12 Thread Frederic Bouvier
> 1) The shadows around the aircraft have a ragged egde. That I
> understand is a function of the shadow map size. I can't go beyond
> 4096, I get an error on the console trying to go higher - but 4096
> works fine with acceptable framerates, the edge is just a limit of
> my GPU and that is okay.
> 
> 2) I see shadows flickering (I tried the Cub cockpit for comparison)
> when I'm in level flight where they shouldn't move - the effect is a
> bit like a shadow cast by a candle flickering in the wind. In
> Heiko's video that is sometimes visible (he doesn't fly straight
> much, and when the shadows actually move the effect is masked). I've
> never seen it in Fred's videos - is it not there, or just not in the
> video? Personally, I find that flickering maddening - I've ended my
> test flight after 5 minutes because I was starting to get a
> headache.

Here is a video with a steady view to see shadow stability.

http://youtu.be/JtEXIn2yL94

I also added 3 different sequences with different levels of filtering. 
Filtering is not yet configurable but is selectable in the 
sunlight shader with simple code modification.

Regards,
-Fred

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Re: [Flightgear-devel] Now Rembrandt here...

2012-04-12 Thread Frederic Bouvier
> Will try. In any case, the information that some fallback code is
> probably be running is helpful already, I should be able to check
> this easily by setting gl_FragColor to blue in the shader that ought
> to be running and investigate from there.

If you can post a screenshot with the buffers displayed, that might 
help to locate the problem.

Regards,
-Fred

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Re: [Flightgear-devel] Shader - Environment interfacing issues

2012-04-13 Thread Frederic Bouvier
> De: Renk Thorsten
> 
> > To be safe you need to limit yourself to 32 float varyings.
> > Note: a vec3 counts as 3 float varyings, a vec4 as 4 etc.
> 
> Okay thanks, then I am safe. Btw (spotted this while checking) - is
> there any particular reason to compute a normal from gl_Normal in
> the vertex shader, use a full varying vec3 to pass it to the
> fragment shader and add noise there? I mean, this is a water
> surface, it ought to be flat up to tiny corrections before adding
> noise...

Apart that the earth is a sphere and ocean tiles are large pieces 
of terrain where the curvature is quite apparent, how whould you 
define flat ? In which reference frame ? The simplest way is to 
think that before applying normal mapping and noise perturbation,
the surface of things is perpendicular to its the normal.

Emilian can testify that the current water shader is extremely 
difficult to convert to Rembrandt because it doesn't have a 
clear reference frame. It seems to work in object space but 
with assumptions on the object-to-world transformation.
My gut feeling is that it was originally a demo from another 
project and added to FG without much thought, and a lot of 
trials and errors. As the writer of the urban shader, I am 
thinking of rewriting the Rembrandt version of the water shader
in the same spirit.

Regards,
-Fred

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Re: [Flightgear-devel] Shader - Environment interfacing issues

2012-04-13 Thread Frederic Bouvier
> Actualy it makes assumptions about the lighting scheme used, and it
> "boosts" the visible reflection of the sun using a texture instead 
> of the light's specular in the specular pass.
> That gets to be less aparent in the Rembrandt specular pass.(That
> would be easily converted by using the sun position, but we don't 
> have that in the geometry pass :( )
> One other issue that needs to be investigated is the changing
> specular position related to camera direction in Rembrandt (the 
> leads to the ugly black banding in other objects too). It's 
> visible on any object at certain surface to camera angle.

I pushed a different way to encode normals, with a shader to 
collect utility functions (see normal_encode and normal_decode in
gbuffer-functions.frag). That may improve the banding.

Regards,
-Fred

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Re: [Flightgear-devel] Now Rembrandt here...

2012-04-14 Thread Frederic Bouvier
> Gene Buckle
> 
> On Thu, 12 Apr 2012, Frederic Bouvier wrote:
> 
> >
> > Here is a video with a steady view to see shadow stability.
> >
> > http://youtu.be/JtEXIn2yL94
> >
> > I also added 3 different sequences with different levels of
> > filtering.
> > Filtering is not yet configurable but is selectable in the
> > sunlight shader with simple code modification.
> >
> Fred, is there a reason the shadows on the instrument faces are so
> jumpy?

Probably :) one reason is the moving sun that few other games have
(not speaking of flight simulators, of course)

-Fred

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Re: [Flightgear-devel] [Rembrandt] the plan

2012-04-16 Thread Frederic Bouvier
> De: Martin Spott
> 
> Frederic Bouvier wrote:
> 
> > This shader error affects shadow rendering and for now, I don't
> > have a replacement. The only thing I can propose for this kind
> > of card, is to disable shadow rendering :
> > 
> > --prop:/sim/rendering/shadows/enabled=false
> 
> Here's your weekly screenshot from 1 hour old GIT:
> 
> jive: 11:14:57 ~> find .fgfs*
> find: No match.
> jive: 11:15:06 ~> env | grep \^FG
> FG_HOME=/opt/FlightGear
> FG_ROOT=/home/martin/SCM/FlightGear/fgdata
> jive: 11:15:10 ~> fgfs --timeofday=noon --enable-rembrandt
> --prop:/sim/rendering/shaders/quality-level=0
> --prop:/sim/rendering/shaders/skydome=false
> --prop:/sim/rendering/random-vegetation=0
> --prop:/sim/rendering/no-16bit-buffer=true
> --prop:/sim/rendering/shadows/enabled=false|&tee
> fgfs-rembrandt_03.txt
> 
>   http://foxtrot.mgras.net/bitmap/FGFS/fgfs-rembrandt_03.png
> 
>   http://foxtrot.mgras.net/bitmap/FGFS/fgfs-rembrandt_03.txt
> 
> Reminder, this is on stable Debian Linux/AMD64, Nvidia GeForce 7950
> GT, closed source driver version 295.40.

Although the shadows are disabled, the shadow map is allocated in case 
you want to see them in flight. To save memory, add 
--prop:/sim/rendering/shadows/map-size=2 to your list of starting options
(instead of 4096 by default).

I also updated base effects, so you can try with an updated fgdata.
I have crash on my 7600GT that seem related to VASI (and point sprite).
I also have the rather harsh fog that seem to improve by increasing 
visibility (z key).

Regards,
-Fred

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Re: [Flightgear-devel] Water shader issues

2012-04-23 Thread Frederic Bouvier
Emilian,

> All the sine stuff happens in the fragment shader, so performance is
> directly related to the amount of screen pixels covered by water, not on the
> amount of vertices. Maybe just testing the pixel depth against the fog 
> distance
> might bring some performance in fogged scenarios, where you won't compute
> the sine waves beyond visible range, for the few pixels that fall into that
> category.

You missed the point Thorsten is making. At distance, one pixel covers many 
wavelength and you only get aliases when spending all the computing power 
on that computation, when a simple random() call would have the same effect 
(and maybe that would remove aliasing). The fragment shader could stop 
computing waves when the eye coordinate distance if greater than a 
particular threshold. I think it's the strategy followed by Bruneton when 
he transitions from wave geometry to normal mapping to special BRDF in is 
ocean simulation.

The same thing should apply to the urban shader although the area covered 
is far less than ocean

Regards,
-Fred

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Re: [Flightgear-devel] GIT as of today unstable

2012-04-24 Thread Frederic Bouvier
Hi Thorsten,

> > Can you get a backtrace?
> 
> I can try if you tell me what I need to do...
> 
> >  I've made a change to the startup sequence,
> > yesterday, but I would expect it to crash later (after scenery
> > loading),
> > ten seconds sounds too early.
> 
> Misunderstanding: After scenery loading and I find myself in the
> cockpit, I have 10 seconds to look around, then comes the crash.

I had similar problem this weekend, and a full rebuild (simgear +
flightgear) solved the issue. I have the sentiment that changes 
to SGReferenced (in simgear) could have created this instability

Regards,
-Fred


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Re: [Flightgear-devel] GIT as of today unstable

2012-04-24 Thread Frederic Bouvier
Hi James,

just a guess here, but in the past, I had to fix issues brought when converting 
raw pointers to smart pointers and ending up deleting the pointer given by the 
smart pointer explicitly. For example :

SGSharedPtr myPtr = new MyClass;

then

delete myPtr;
or
delete myPtr.get();

afterward, the destructor of SGSharedPtr does another delete on the 
same memory and may crash, depending the system and the memory layout


Regards,
-Fred

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Re: [Flightgear-devel] GIT as of today unstable

2012-04-24 Thread Frederic Bouvier
James,

I wasn't affected by a crash until I realized that hashForAirport was never 
called. Then I enabled animated jetways and the segfault came, after few 
successful calls.
I am not able to tell why though

HTH
-Fred

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Re: [Flightgear-devel] Random Buildings

2012-04-26 Thread Frederic Bouvier
Hi Stuart,

> On Wed, Apr 25, 2012 at 10:33 AM, Renk Thorsten wrote:
> > Hm... I'm getting good performance, but the rendering of the random
> > buildings do not seem to go via model-default.eff - they respond
> > to the normal visibility, but not to the terrain haze layer, so
> > they remain visible when I turn on heavy ground fog. Is there a
> > conceptual problem, or can this be fixed?
> 
> You are correct - they aren't using model-default.eff or indeed any
> part of the Effects system right now (which is why they don't work
> properly with Rembrandt either).
> 
> There's no conceptual problem - I just haven't worked out how to
> integrate the Effects properly yet. I'm sure it's a five minute job
> for someone who knows more about the Effects C++ code than I do.

Is there a reason it could be different than for the trees ?
Look in TreeBin.cxx to see how it was done. This was my example to 
do light animations btw.

Regards
-Fred

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Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-26 Thread Frederic Bouvier
> One comment - to avoid any problems with merge requests being
> lost/ignored - who is this 'aimed' at? I.e who needs to review it
> and decide? I don't feel qualified, for example :)
> 
> (But maybe I just merge it and see who complains ;)
> 
> Not that you need to pick on any one person, but if everyone is busy,
> the ball gets dropped, and you (Thorsten) feel like work is being
> ignored, which is bad for everyone.

I usually commit Thorsten's work. Will have a look in the next days.

The direct link to the merge request is usually handy.

Regards,
-Fred

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Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-26 Thread Frederic Bouvier
Thorsten,

> > One comment - to avoid any problems with merge requests being
> > lost/ignored - who is this 'aimed' at? I.e who needs to review it
> > and decide? I don't feel qualified, for example :)
> > 
> > (But maybe I just merge it and see who complains ;)
> > 
> > Not that you need to pick on any one person, but if everyone is
> > busy,
> > the ball gets dropped, and you (Thorsten) feel like work is being
> > ignored, which is bad for everyone.
> 
> I usually commit Thorsten's work. Will have a look in the next days.
> 
> The direct link to the merge request is usually handy.

Effects/terrain-default.eff has two techniques number 4. They seem similar

Could you check ?

Regards,
-Fred

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Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-26 Thread Frederic Bouvier
> Thorsten,
> 
> > > One comment - to avoid any problems with merge requests being
> > > lost/ignored - who is this 'aimed' at? I.e who needs to review it
> > > and decide? I don't feel qualified, for example :)
> > > 
> > > (But maybe I just merge it and see who complains ;)
> > > 
> > > Not that you need to pick on any one person, but if everyone is
> > > busy,
> > > the ball gets dropped, and you (Thorsten) feel like work is being
> > > ignored, which is bad for everyone.
> > 
> > I usually commit Thorsten's work. Will have a look in the next
> > days.
> > 
> > The direct link to the merge request is usually handy.
> 
> Effects/terrain-default.eff has two techniques number 4. They seem
> similar
> 
> Could you check ?

It also seems that some model are not lighted anymore :
http://frbouvi.free.fr/flightsim/fgfs-haze-1.3.gif

Regards
-Fred

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Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread Frederic Bouvier
> > Thorsten,
> > 
> > > > One comment - to avoid any problems with merge requests being
> > > > lost/ignored - who is this 'aimed' at? I.e who needs to review
> > > > it
> > > > and decide? I don't feel qualified, for example :)
> > > > 
> > > > (But maybe I just merge it and see who complains ;)
> > > > 
> > > > Not that you need to pick on any one person, but if everyone is
> > > > busy,
> > > > the ball gets dropped, and you (Thorsten) feel like work is
> > > > being
> > > > ignored, which is bad for everyone.
> > > 
> > > I usually commit Thorsten's work. Will have a look in the next
> > > days.
> > > 
> > > The direct link to the merge request is usually handy.
> > 
> > Effects/terrain-default.eff has two techniques number 4. They seem
> > similar
> > 
> > Could you check ?
> 
> It also seems that some model are not lighted anymore :
> http://frbouvi.free.fr/flightsim/fgfs-haze-1.3.gif

That problem goes away if landmass shader is disabled. The strange thing
is that when set to some value, the problem appears but as soon as you 
click on the landmass slider, without changing the value, the problem 
goes away too.

Regards,
-Fred

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Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread Frederic Bouvier
> > It also seems that some model are not lighted anymore :
> > http://frbouvi.free.fr/flightsim/fgfs-haze-1.3.gif
> 
> The only place models get the effect is if they go via
>  Effects/model-default.eff if they're using their own effect file
> they are not in the scheme.

I was speaking about the terminal, not the random buildings.
But you already saw my previous message :)

-Fred

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Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread Frederic Bouvier
> Presumably all these effects could actually be done as one
> screenspace pass?

Please elaborate

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Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread Frederic Bouvier
> I usually commit Thorsten's work. Will have a look in the next days.

This is in git now, with the duplicated technique removed

-Fred

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Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread Frederic Bouvier
> 
> > That problem goes away if landmass shader is disabled. The strange
> > thing is that when set to some value, the problem appears but as soon as
> > you click on the landmass slider, without changing the value, the
> > problem goes away too.
> 
> Is this anything I could have caused? Because I have no idea where to
> look for a potential  fix.

I have no idea too. It looks like an uninitialized value that get one 
when we click on the slider. Do you reproduce the problem I see ?

What I did was :

1. open the shader custom configuration and put the landmass slider 
to the right.

2. stop FG with the quit menu to record my settings,

3. restart at KSFO and see the maintenance and terminal buildings
with weird lighting.

4. open the shader dialog and click on the landmass slider thumb: the
lighting comes back.

That doesn't happen if the slider in in the left position.

Regards,
-Fred

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Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread Frederic Bouvier
> > I have no idea too. It looks like an uninitialized value that get
> > one when we click on the slider. Do you reproduce the problem I see ?
> 
> For some (yet to be determined) reason the shader settings are not
> archived on Flightgear exit in my local devel branch since my
> next-to-last update three weeks ago. That could explain why I never
> really saw the problem, because I start with landmass slider
> initialized to 3 and always shift it to 4 by hand - so I always
> touched it in my tests before the shader came on. I'll try later
> today to set the shader quality via commandline and see what happens
> then (I'm at the wrong computer to try at the moment...)

Maybe you already know that, but closing the window using the windows
manager close decoration bypass setting saving here.
The default value in preferences.xml is 1, so if you start at 3, either
you changes preferences.xml locally, or you have your private settings
loaded. Maybe they are now read-only.

Regards,
-Fred

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Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread Frederic Bouvier
> > Do you reproduce the problem I see ?
> 
> Okay, found the problem with userarchive and eliminated it Now I
> see the same thing you describe, the model shader doesn't start up
> correctly, but all goes well once one just clicks the slider. The
> model shader doesn't seem to be doing anything at all, I can't fog
> the buildings either.
> 
> I wonder why the terrain shading starts up the right way though - if
> any parameters passed to the shader would not be ready, then the
> terrain should show the same problem, but that isn't happening.

This doesn't happen when you click on another slider or when we start 
at 1. Should be something specific to landmass.
 
> Btw - with the recent GIT, I now get Rembrandt working with
> --prop:/sim/rendering/no-16bit-buffer=true in the commandline and a
> shadow map no larger than 4096x4096. I'm getting ~9-10 fps out at
> KSFO, about 14 in low vertex count situations like TNCM or a carrier
> - is that in the expected range?

Yes. You can disable shadows and see what is the delta in fps. Usually
I get 5 more.

Regards,
-Fred

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Re: [Flightgear-devel] using property values as indexes for other property references in a animation XML file.

2012-04-28 Thread Frederic Bouvier
Scott,

> I searched and can't find anything to do this, but just wanted to
> make sure it doesn't exist.
> 
> I have a property /instruments/b/index let's say it has a int value
> of 1 In my animation XML file I need to access an array, with the above
> property being used as the index.
> 
> something like;
> 
>   /instruments/b/a[ {/instruments/b/index}
>   ]/value
> 
> 
> Is there anything in PropertyList text processing that allows me to
> reference another property inside referencing a property like the
> above?

The property path syntax only allow digits between square brackets.
You have to write a Nasal script that resolve the index first and
format a correct property path.

Regards,
-Fred

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Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-29 Thread Frederic Bouvier
Hi Heiko,

> What do I miss? Where am I wrong? Do we get something like back with
> the next release in less than 3 months?

In case you didn't notice, Thorsten screenshots are from altitude, not 
from the ground, with more clouds on screen, and at dusk or dawn.

Put yourself in the same conditions to do the comparison

Regards,
-Fred

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[Flightgear-devel] Rembrandt on old cards

2012-05-01 Thread Frederic Bouvier
This is an update on my efforts to make rembrandt work on not so new GPU.
I managed to make Rembrandt work on my NVidia 7600GT (on Debian Wheezy) with 
the following settings :

--enable-rembrandt
--prop:/sim/rendering/shadows/enabled=true
--prop:/sim/rendering/shadows/num-cascades=1
--prop:/sim/rendering/shadows/cascade-far-m=50
--prop:/sim/rendering/shadows/map-size=2048
--prop:/sim/rendering/shadows/filtering=2 (or 1 for no filtering)
--prop:/sim/rendering/use-color-for-depth=true

Last one is new and only work at startup.
There is only one cascade possible for the moment. Another value will lead to 
shader errors. The shadow map distance can be changed at runtime. 5 is best for 
cockpit view. 50 for outside view of the plane, 500 for the near terminals, or 
any other value you prefer. Filtering 2 is also available.

I realize that all these cryptic options are not user friendly to casual users, 
so I am open to suggestions for improving the friendliness of these settings.

Regards,
-Fred
http://wiki.flightgear.org/Project_Rembrandt


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Re: [Flightgear-devel] Rembrandt on old cards

2012-05-01 Thread Frederic Bouvier
> --enable-rembrandt
> --prop:/sim/rendering/shadows/enabled=true
> --prop:/sim/rendering/shadows/num-cascades=1
> --prop:/sim/rendering/shadows/cascade-far-m=50
 should be: --prop:/sim/rendering/shadows/cascade-far-m[0]=50
> --prop:/sim/rendering/shadows/map-size=2048
> --prop:/sim/rendering/shadows/filtering=2 (or 1 for no filtering)
> --prop:/sim/rendering/use-color-for-depth=true

-Fred

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Re: [Flightgear-devel] Rembrandt on old cards

2012-05-01 Thread Frederic Bouvier
> Voila, your weekly screenshot(s):
> 
>   http://foxtrot.mgras.net/bitmap/FGFS/fgfs-rembrandt_04.0.png
>   http://foxtrot.mgras.net/bitmap/FGFS/fgfs-rembrandt_04.1.png

Looks like there is some progress, isn't it ?

> 
> Debian Linux/AMD64, Nvidia GeForce 7950 GT, closed source driver
> version 295.40.  Omitting "shaders/quality-level", "shaders/skydome"
> and "random-vegetation" doesn't make a visual difference.

These settings should have been recorded as user data, so are persistent 
from one run to another.

Regards,
-Fred

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Re: [Flightgear-devel] Terrain Haze v1.3

2012-05-02 Thread Frederic Bouvier
> On Wednesday 02 May 2012 11:43:28 Emilian Huminiuc wrote:

> > The default effects usually specify their techniques with higher
> > numbers to >allow any inheriting effect to insert their own
> > techniques below them, >techniques that get activated by the same
> > condition.

> Actualy this should read:

> The default effects usually specify their techniques with higher
> numbers to allow any inheriting effect to insert their own
> techniques below them, techniques that get activated by the same or
> any stricter condition.

But when two techniques use the same number, they are merged.
I don't know if it was intended but one effect can modify one of 
it's parent without rewriting the predicate, and can lead to problems
when we need to reassign numbers

Regards,
-Fred

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Re: [Flightgear-devel] Terrain Haze v1.3

2012-05-02 Thread Frederic Bouvier
> On Wed, May 2, 2012 at 9:53 AM, Frederic Bouvier wrote:
> > But when two techniques use the same number, they are merged.
> > I don't know if it was intended but one effect can modify one of
> > it's parent without rewriting the predicate, and can lead to
> > problems
> > when we need to reassign numbers
> 
> In fact, I used just this ability last night  to modify the
> model-default.eff techniques to add an emissive layer for 
> the random buildings. See Effects/buildings.eff

I hope you added a comment saying that you rely on the numbering of 
some other technique. 
I see the maintenance nightmare coming very soon.

Regards,
-Fred

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Re: [Flightgear-devel] Trouble compiling FG on Ubuntu 12.04 64

2012-05-02 Thread Frederic Bouvier
Hi Chris,

> Hi all!
> 
> This is my first mail on this list, so please forgive me
> newbie-mistakes. :)
> I've posted this request for help on the forum and had no luck with
> it.
> No one answered. So, I'll try here. I hope I'm no bother...
> http://www.flightgear.org/forums/viewtopic.php?f=45&t=16180
> 
> My problem:
> I've tried to update my fgfs with brisas script for Debian/Ubuntu, as
> I
> did for years now... Sometimes there are problems, and compilation
> aborts. Most of the time I'm able to fix them myself, but this time,
> I
> don't even know, what the problem is, or if it is a problem...
> 
> In the attachment you'll find the complete output of the compilation
> of OSG, SIMGEAR and FGFS. I wasn't sure if only the output of FGFS would
> be enough. OSG and SG built fine, no errors. Only some mysterious
> warnings, that some lib couldn't be found, but didn't seem to be a
> problem. So, I suggest you skip to the lower end of the file (~line
> 1450) and look for FGFS-compilation. In essence the following lines
> appear and bring make to a halt, funnily it continues to build
> after that, and halt with some similar lines:
> 
> `.text._ZN3osg13TemplateArrayINS_5Vec3fELNS_5Array4TypeE10ELi3ELi5126EED2Ev'
> referenced in section
> `.text._ZN3osg13TemplateArrayINS_5Vec3fELNS_5Array4TypeE10ELi3ELi5126EED1Ev[osg::TemplateArray (osg::Array::Type)10, 3, 5126>::~TemplateArray()]'
> of
> /media/myfiles/software/games/FlightGear/git/install/simgear/lib/libsgtgdb.a(SGOceanTile.cxx.o):
> defined in discarded section
> `.text._ZN3osg13TemplateArrayINS_5Vec3fELNS_5Array4TypeE10ELi3ELi5126EED2Ev[_ZN3osg13TemplateArrayINS_5Vec3fELNS_5Array4TypeE10ELi3ELi5126EED5Ev]'
> of
> /media/myfiles/software/games/FlightGear/git/install/simgear/lib/libsgtgdb.a(SGOceanTile.cxx.o)
> `.text._ZN3osg13TemplateArrayINS_5Vec2fELNS_5Array4TypeE9ELi2ELi5126EED2Ev'
> referenced in section
> `.text._ZN3osg13TemplateArrayINS_5Vec2fELNS_5Array4TypeE9ELi2ELi5126EED1Ev[osg::TemplateArray (osg::Array::Type)9, 2, 5126>::~TemplateArray()]'
> of
> /media/myfiles/software/games/FlightGear/git/install/simgear/lib/libsgtgdb.a(SGOceanTile.cxx.o):
> defined in discarded section
> `.text._ZN3osg13TemplateArrayINS_5Vec2fELNS_5Array4TypeE9ELi2ELi5126EED2Ev[_ZN3osg13TemplateArrayINS_5Vec2fELNS_5Array4TypeE9ELi2ELi5126EED5Ev]'
> of
> /media/myfiles/software/games/FlightGear/git/install/simgear/lib/libsgtgdb.a(SGOceanTile.cxx.o)
> `.text._ZN3osg13TemplateArrayINS_5Vec4fELNS_5Array4TypeE11ELi4ELi5126EED2Ev'
> referenced in section
> `.text._ZN3osg13TemplateArrayINS_5Vec4fELNS_5Array4TypeE11ELi4ELi5126EED1Ev[osg::TemplateArray (osg::Array::Type)11, 4, 5126>::~TemplateArray()]'
> of
> /media/myfiles/software/games/FlightGear/git/install/simgear/lib/libsgtgdb.a(SGOceanTile.cxx.o):
> defined in discarded section
> `.text._ZN3osg13TemplateArrayINS_5Vec4fELNS_5Array4TypeE11ELi4ELi5126EED2Ev[_ZN3osg13TemplateArrayINS_5Vec4fELNS_5Array4TypeE11ELi4ELi5126EED5Ev]'
> of
> /media/myfiles/software/games/FlightGear/git/install/simgear/lib/libsgtgdb.a(SGOceanTile.cxx.o)
> collect2: ld gab 1 als Ende-Status zurück make[2]: ***
> [utils/fgviewer/fgviewer] Fehler 1 make[1]: ***
> [utils/fgviewer/CMakeFiles/fgviewer.dir/all] Fehler 2 make[1]: ***
> Warte auf noch nicht beendete Prozesse... [ 31%] Building CXX object
> utils/GPSsmooth/CMakeFiles/MIDGsmooth.dir/MIDG_main.cxx.o
> 
> 
> I hope someone recognizes these lines, or knows, what the problem
> might be - I'd love to get back to 2.7!!! :)

These messages are link error. Did you do a 'make clean' on all OSG, SG et FG ?
My guess is that some files could be compiled with on version of gcc and some 
with another.

Regards,
-Fred

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Re: [Flightgear-devel] Trouble compiling FG on Ubuntu 12.04 64

2012-05-02 Thread Frederic Bouvier
Hi Chris,

> 
> Am Wed, 2 May 2012 14:25:09 +0200 (CEST)
> schrieb Frederic Bouvier :
> 
> > 
> > These messages are link error. Did you do a 'make clean' on all
> > OSG,
> > SG et FG ? My guess is that some files could be compiled with on
> > version of gcc and some with another.
> > 
> > Regards,
> > -Fred
> > 
> 
> Hi Fred!
> 
> Thanks for your answer!
> To my knowledge, I didn't! I also don't know, what this option (make
> clean) is there for :)
> But I believe these were compiled with the same version of gcc -
> unless
> I have multiple versions installed, and the script uses multiply
> versions by design... Seems a bit unlikely to me, but I'm not sure at
> all.
> 
> How can I find out?

'make clean' means deleting all generated files and redoing the whole build
from scratch, not relying on a previous build.

You may change compiler version if you enable OS updates.

Regards,
-Fred

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Re: [Flightgear-devel] Terrain Haze v1.3

2012-05-02 Thread Frederic Bouvier
> On Wednesday 02 May 2012 23:47:59 Emilian Huminiuc wrote:
>  
> > Fred,
> > One small question, what's with the multiple passes/ shader
> > overrides and al
> sort of funky stuff (colour mask O.O) going on in
> terrain-default.eff. It
> looks like a real mess.
> > I wanted to clear out the unneeded include_fog.vert that crept back
> > in somehow and found that...
> > Or is this an artefact of a messy git merge?
> > Could you please check, or explain?
> > 
> > Cheers,
> > Emilian
> 
> Nevermind, checked the git history, it's itended to be that way since
> a while ago :)
> Sorry for the noise

having 2 passes is a kind of optimization if done well : first pass rendered 
with no fancy stuff initialize the depth buffer so that fancy stuff is 
only computed on visible fragments, because early z-culling can occur.

Regards,
-Fred

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[Flightgear-devel] Head-up: several Rembrandt changes

2012-05-12 Thread Frederic Bouvier
I pushed several commit to the Rembrandt renderer to improve configurability. 
One is a breaking change that model designer should be aware of : the rembrandt
related properties have been moved to a dedicated branch to tidy things a bit.
So we now have :

/sim/rendering/rembrandt/enabled instead of /sim/rendering/rembrandt
/sim/rendering/rembrandt/use-color-for-depth instead of 
/sim/rendering/use-color-for-depth

Shadow properties are untouched. Aircraft in the base package have been updated.

Operations are now described in an XML file : Effects/default-pipeline.xml and 
a new option
--renderer= allow to specify another.

That allow me to add SSAO and bloom that are now fully XML and shaders.

Tell me if I broke something

Regards,
-Fred
http://wiki.flightgear.org/Project_Rembrandt


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Re: [Flightgear-devel] Head-up: several Rembrandt changes

2012-05-12 Thread Frederic Bouvier
> On 12 May 2012, at 14:37, Frederic Bouvier wrote:
> 
> > Tell me if I broke something
> 
> All working here on Mac, with and without rembrandt enabled on Mac.
> 
> BTW should there be any performance changes from this or other
> changes?

There are 2 more effects that result in 6 full screen passes. But these passes 
are done on 1/16th of the screen (1/4th resolution), so there should be minimal 
impact.

Ambient occlusion effect can be disabled by setting 
/sim/rendering/rembrandt/ambient-occlusion-buffers to false.

Bloom effect can be disabled by setting /sim/remdering/rembrandt/bloom-buffers 
to false.

These 2 properties are only read at setup time. If they are set to true, during 
runtime, it is possible to set theses effects on and off by playing with 
/sim/rendering/rembrandt/ambient-occlusion (for now available in the debug 
menu) and /sim/rendering/rembrandt/bloom. An update to the rendering dialog 
would be welcome (no need to ask permission ;-) )

Both effect use a generic blur effect that could be used to implement light 
streaks. Left as exercise for who wants to try.

Regards,
-Fred

PS: James, for Jenkins slave seems to be dead.

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Re: [Flightgear-devel] Regional textures merge request

2012-05-15 Thread Frederic Bouvier
Hi Thorsten,

> Quick question to Stuart:
> 
> Currently the conditionals for texture selection are done using
> /position/longitude-deg,... i.e. aircraft position. The actual tile
> position however is different from that by the visibility and an
> direction, which makes for some uncertainty.
> 
> So, it'd be more consistent to place a condition on the position of
> the tile to be loaded rather than the aircraft - is that information
> exposed somewhere (or would it be difficult to do that)?

I suspect that special keywords in the format of the material file and 
a change in the tile loader are required to do that.

Regards,
-Fred

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Re: [Flightgear-devel] Head-up: several Rembrandt changes

2012-05-18 Thread Frederic Bouvier
> Hello,
> 
> @/Kle:
> > I downloaded the latest Git yesterday, and by enabling Rembrandt
> > through the 'Internal Properties' dialog I get this lovely multicolored
> > result:
> > http://img515.imageshack.us/img515/8468/fgfsscreen133.png
> 
> It never worked for me here. I always had to decide before to use
> Rembrandt or not.
> 
> > Also, I cannot activate it anymore by using the
> > '--prop:/sim/rendering/
> > rembrandt=true' string on ".fgfsrc", it can only be done by the
> > 'Internal Properties' dialog inside the Program.
> > Anyone else experiencing this?
> 
> Said by Frederic in a previous posting:
> now:
> 
> "/sim/rendering/rembrandt/enabled"
> 
> instead of "/sim/rendering/rembrandt" before

Indeed, I announced it in this thread. Selecting the renderer at runtime won't 
ever work. You have to put in in the command line or in your .fgfsrc

Regards,
-Fred

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Re: [Flightgear-devel] Random Buildings - memory consumption

2012-05-23 Thread Frederic Bouvier
Hi Stuart,

> De: Stuart Buchanan
> 
> On Wed, May 23, 2012 at 2:38 PM, Björn Kesten wrote:
> > Would trimming down building variety help?
> 
> Unfortunately not.  Individual buildings aren't instantiations
> of a small number of objects, as the random vegetation is.
> 
> Instead, a huge group of buildings are a single OSG object,
> which limits the OSG overhead and means they are very
> efficient to render.

There is an OpenGL feature that is available in OSG : you can instantiate the 
same geometry multiple times. You prepare the geometry once and when adding the 
primitive set (IIRC) you specify an optional number of instances. The vertex 
shader is call the number of instance specified times with a predefined uniform 
gl_InstanceID set from 1 to n. Of course, as you don't want your geometry draw 
n times at the same place, you have to compute the placement of objects inside 
the vertex shader using gl_InstanceID. Either you compute placement with an 
algorithm inside the shader, or you provide a matrix array uniform that you can 
index with gl_InstanceID.

see http://www.opengl.org/wiki/Vertex_Specification#Instancing for a less 
nebulous explanation ;)

Regards,
-Fred

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Re: [Flightgear-devel] Windows crash

2012-06-08 Thread Frederic Bouvier
Does Jenkins build exhibit that problem ? 

Regards, 
-Fred 

- Mail original -

> De: "Alan Teeder" 
> À: "FlightGear developers discussions"
> 
> Envoyé: Vendredi 8 Juin 2012 17:51:18
> Objet: Re: [Flightgear-devel] Windows crash

> From: Alan Teeder
> Sent: Tuesday, June 05, 2012 5:28 PM
> To: Flightgear-devel@lists.sourceforge.net
> Subject: [Flightgear-devel] Windows crash

> With the latest git FG is crashing whilst the splash screen is shown.
> I have tried with several aircraft including C172p
> If I revert the following all runs normally.

> “commit 642735ab18421db87a07d6841dd720fd4615bfff
> Author: Erik Hofman
> Date: Wed May 30 08:39:04 2012 +0200
> sync with JSB JSBSim CVS”

> My configuration is MSVC 2008, 32bit build, Windows 7.

> Unfortunately I have been unable to even start FG from a MSVC debug
> build, and the only clue I can give is that MSVC reports that the
> crash is in free.c (part of MSVC)

> Sorry for the report

> Alan

> --

> This is not fixed by today´s patch
> commit a237fa6a4c4de304223f36f2123a40cf51d0cf99
> Author: ThorstenB
> Date: Fri Jun 8 15:13:04 2012 +0200

> Harald JOHNSEN: Prevent a crash during startup.

> Alan

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Re: [Flightgear-devel] Windows crash

2012-06-08 Thread Frederic Bouvier
I had a startup crash on jsbsim just after the update. A clean solved the 
problem 

-Fred 

- Mail original -

> De: "Alan Teeder" 
> À: "FlightGear developers discussions"
> 
> Envoyé: Vendredi 8 Juin 2012 19:06:50
> Objet: Re: [Flightgear-devel] Windows crash

> Fred

> The Jenkins build runs fine, have tested with several aircraft.

> I am still using VS2008, with
> fgfs-win32-VS90-3rdParty+OSG-20110911.zip from
> ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32/old/ .

> I have tried a complete clean cmake and compile with the same
> results. Reverting the JSBsim update commit clears the crash, which
> occurs just after “loading scenario ´nimitz_demo’” is reported, but
> before “/sim/signals/fdm-initialized” is reported.

> Alan

> From: Frederic Bouvier
> Sent: Friday, June 08, 2012 5:32 PM
> To: FlightGear developers discussions
> Subject: Re: [Flightgear-devel] Windows crash

> Does Jenkins build exhibit that problem ?

> Regards,
> -Fred

> - Mail original -

> > De: "Alan Teeder" 
> 
> > À: "FlightGear developers discussions"
> > 
> 
> > Envoyé: Vendredi 8 Juin 2012 17:51:18
> 
> > Objet: Re: [Flightgear-devel] Windows crash
> 

> > From: Alan Teeder
> 
> > Sent: Tuesday, June 05, 2012 5:28 PM
> 
> > To: Flightgear-devel@lists.sourceforge.net
> 
> > Subject: [Flightgear-devel] Windows crash
> 

> > With the latest git FG is crashing whilst the splash screen is
> > shown.
> > I have tried with several aircraft including C172p
> 
> > If I revert the following all runs normally.
> 

> > “commit 642735ab18421db87a07d6841dd720fd4615bfff
> 
> > Author: Erik Hofman
> 
> > Date: Wed May 30 08:39:04 2012 +0200
> 
> > sync with JSB JSBSim CVS”
> 

> > My configuration is MSVC 2008, 32bit build, Windows 7.
> 

> > Unfortunately I have been unable to even start FG from a MSVC debug
> > build, and the only clue I can give is that MSVC reports that the
> > crash is in free.c (part of MSVC)
> 

> > Sorry for the report
> 

> > Alan
> 

> > --
> 

> > This is not fixed by today´s patch
> 
> > commit a237fa6a4c4de304223f36f2123a40cf51d0cf99
> 
> > Author: ThorstenB
> 
> > Date: Fri Jun 8 15:13:04 2012 +0200
> 

> > Harald JOHNSEN: Prevent a crash during startup.
> 

> > Alan
> 

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Re: [Flightgear-devel] The next FlightGear release (summer 2012)

2012-06-11 Thread Frederic Bouvier
> The summer release will become v2.8.0. Rembrandt is included but
> disabled by default and announced as an experimental but cool new
> feature.

Rembrandt is not the default renderer and to follow the consensus, 
I won't add a Rembrandt option to fgrun. The braves willing to 
experiment will have to discover the right enabling property.

Regards,
-Fred

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Re: [Flightgear-devel] The next FlightGear release (summer 2012)

2012-06-11 Thread Frederic Bouvier
If I recall correctly, Doom3 used shadow volumes (the famous Carmack's reverse) 
and not shadow mapping.
As the technique was patented by Creative, Carmack had to rewrite it recently 
before making the Doom3 engine Open Source

Regards,
-Fred

- Mail original -
> De: "Michael" 
> À: "FlightGear developers discussions" 
> 
> Envoyé: Lundi 11 Juin 2012 10:17:33
> Objet: Re: [Flightgear-devel] The next FlightGear release (summer 2012)
> 
> I wonder how it was done back in 2002 for Doom3 with OpenGL.
> Doom3 looks great, a huge contrast for ex. to X-Plane which is
> struggling as well to get flicker free shadows.
> 
> 
> 
> 
> --- On Fri, 6/8/12, Geoff McLane  wrote:
> 
> > From: Geoff McLane 
> > Subject: Re: [Flightgear-devel] The next FlightGear release (summer
> > 2012)
> > To: "FlightGear developers discussions"
> > 
> > Date: Friday, June 8, 2012, 12:00 PM
> > Hi,
> > 
> > FWIIW I would opt for version 2.8
> > 
> > Concerning Rembrandt, it does not work on either
> > of my 2 ATI cards - Radeon HD 2600 XT, running Ubuntu
> > 64-bit, and Windows Vista 32-bit, and a Radeon HD 7700
> > series, in Windows 7 64-bit. I think I have tried all
> > the options mentioned here...
> > 
> > On the 2600 I usually see the corner buffer images,
> > but no shadows. On the 7700 even no corner images,
> > and after a certain time the card driver FAILS! I get
> > a black screen, but thankfully it auto-recovers ;=()
> > 
> > Oh, and I get about a 50%+ drop in frame rate... and
> > at low viewing angles get flashing lime green over
> > the foreground...
> > 
> > So yes, for sure mention Rembrandt, but clearly mark it
> > as in development ;=))
> > 
> > Is there a list anywhere of cards/drivers it DOES
> > work on? If not too expensive maybe I would buy
> > and try one ;=)) I seem to remember someone mentioning
> > such a listing...
> > 
> > On converting a/c, as I think someone mentioned why
> > or how can this be done if the results can not be
> > seen on his system! Sort of chicken and egg story...
> > 
> > And for the 2.8 release, assume the MULTIPLE warnings
> > will be 'removed', or suppressed, namely -
> > 
> > Failed to create beacon for unknown runway 'KONT 26L OM'
> > and about 28 more like this...
> > 
> > Image "C:/FG/fgdata/Textures/Water/waves-ver10-nm.dds"
> > uses compressed textures which cannot be supported on some
> > systems.
> > Please decompress this texture for improved portability.
> > and about 6 more like this...
> > 
> > We should not need to air this dirty washing on a release
> > product ;=))!
> > 
> > Regards,
> > Geoff.
> > 
> > 
> > 
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Re: [Flightgear-devel] rembrandt

2012-06-11 Thread Frederic Bouvier
Hi Syd,

it looks like not all internal buffers are resized. Maybe you don't have enough 
memory. Try to reduce the shadow map size in the preferences

Rembrandt currently works only with no shader or just the model shader (the 
uber shader)

Regards,
-Fred

- Mail original -
> De: "syd adams" 
> À: "FlightGear developers discussions" 
> 
> Envoyé: Dimanche 10 Juin 2012 13:11:29
> Objet: [Flightgear-devel] rembrandt
> 
> Thought I'd show the state of rembrandt here .This is on an Acer
> Aspire laptop with ATI Mobility Radeon HD4250 graphics...
> and Ive heard that this current Ubuntu fglrx driver is buggy , but
> haven't successfully installed the latest driver from AMD ...
> maybe its time to go back to a desktop setup , and Nvidia :)
> 
> 
> http://en.zimagez.com/zimage/screenshot-12-06-10-044654am.php
> 
> http://en.zimagez.com/zimage/screenshot-12-06-10-043606am.php
> 
> Switching on skydome shader  restores model color .
> Switching off ALL shaders gets me closer to a flyable system.
> 
> Im just posting this to show my results here , I still think the card
> buffering is messed up and things might improve
> with an updated driver.
> 
> Syd
> 
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Re: [Flightgear-devel] Rembrandt - ATI Radeo HD 2600 XT - Ubuntu 10.04

2012-06-14 Thread Frederic Bouvier
> And none of this explains why Rembrandt CRASHES the
> Radeon HD 7770 - it stops working, and goes into
> auto-recovery - in my Windows 7 64-bit box. Without
> Rembrandt the fps there is 60...

I bought myself a HD7750. The only issue I have under win7 64bit is that the 
fgfs window goes black if I minimize it. First investigation is that OSG open 
another context and reallocate all the resources already opened for the 
displayed window and exhaust memory, switching to pbuffers that are not 
supported by Rembrandt. No machine freeze or crash here.

Regards,
-Fred

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Re: [Flightgear-devel] Rembrandt - ATI Radeo HD 2600 XT - Ubuntu 10.04

2012-06-15 Thread Frederic Bouvier
Hi Geoff,

> Glad to hear the HD 7750 works fine in Win 7 64-bits... it seems very
> similar to the HD 7770 so no idea why I have such a bad 'crash' with
> Rembrandt ;=()
> 
> Maybe later driver updates, or even as Rembrandt matures... I can
> only hope ;=)) will keep trying now and again, but the completely
> black screen for several seconds is quite frightening...

Do you start FG windowed or full screen ?

-Fred

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Re: [Flightgear-devel] Rembrandt - ATI Radeo HD 2600 XT - Ubuntu 10.04

2012-06-16 Thread Frederic Bouvier
> > And none of this explains why Rembrandt CRASHES the
> > Radeon HD 7770 - it stops working, and goes into
> > auto-recovery - in my Windows 7 64-bit box. Without
> > Rembrandt the fps there is 60...
> 
> I bought myself a HD7750. The only issue I have under win7 64bit is
> that the fgfs window goes black if I minimize it. First
> investigation is that OSG open another context and reallocate all
> the resources already opened for the displayed window and exhaust
> memory, switching to pbuffers that are not supported by Rembrandt.
> No machine freeze or crash here.

I found a way to avoid the black window. So I can tell that Rembrandt 
works perfectly on a HD7750 windowed or fullscreen at 1600x1200. With
vegetation set to 2.0 and random buildings at 1.0, I get 20 fps on the 
c172p.

System crash should be a local hardware problem.

Regards,
-Fred

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Re: [Flightgear-devel] Rembrandt - ATI Radeo HD 7770 XT - Win 7 64-bit

2012-06-17 Thread Frederic Bouvier
Hi Geoff,

> Well since I still get a black screen after iconizing,
> I dropped in some debug output in
> src/Viewer/CameraGroup.cxx, around line 220, code like -
> 
> static double last_w = -1.0;
> static double last_h = -1.0;
> void CameraInfo::resize(double w, double h)
> {
> if ((last_w != w)&&(last_h != h)) {
> printf("Resize from %f,%f to %f,%f\n",
>last_w, last_h,
>w, h );
> last_w = w;
> last_h = h;
>  }
>  if (w -- 1.0 && h == 1.0)
> return;
>  etc
> and re-compiled. Just to see what value it was when
> I iconized...

and ?

[...]
> No more little squares in the corner, 

These are called 'rendering buffers' in the debug menu



[...}
> Still get the lime green haze at certain angles -
> http://geoffair.org/tmp/rembrandt-green3.png
> http://geoffair.org/tmp/rembrandt-green4.png

These are z-fighting between the geometry rendered in the geometry pass and the 
normal buffer incorrectly rendered a second time in the additional light pass. 
These artifacts on terrain are supposed to be past since commit 
http://gitorious.org/fg/simgear/commit/a634d7c3613170aa091bba6e651421e1c6213c90
There could be some remaining on models.

Regards,
-Fred

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Re: [Flightgear-devel] Shader menu structure

2012-06-25 Thread Frederic Bouvier
Hi Gijs,

> De: "Gijs de Rooy" 

> Pushed the dialog fixes yesterday, please report any issues.

Please try this :

- start fg without Rembrandt enabled
- enable atmospheric scattering
- exit fg properly (to record your settings)
- start fg with Rembrandt enabled
- see the problem ;-)

Regards,
-Fred

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[Flightgear-devel] Rembrandt landing lights visible in MP or AI

2012-06-25 Thread Frederic Bouvier
Hi All,

several aircraft have now landing lights in Rembrandt (DR400-jsbsim from PAF, 
c172p, Hurricane, ...). But not all are visible when seen as MP or AI models.
With some changes and the help of Clément, we managed to have that :

http://frbouvi.free.fr/flightsim/fgfs-rembrandt-dr400-multiplay.jpg

To achieve that, the landing light animation was tight to the multiplayer 
properties (/sim/multiplay/generic/float[5] and /sim/multiplay/generic/int[11]) 
in order to show up in other's window.
I tried the same with the c172p but unfortunately, I only see my own light. I 
presume the switch is not set to drive these properties.

It would be cool if we could see other's light in MP.

Regards,
-Fred
http://wiki.flightgear.org/Project_Rembrandt


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Re: [Flightgear-devel] Reduced tiling (was Re: Shader menu structure)

2012-07-12 Thread Frederic Bouvier
> ..this kinda blending looks so good it should IMHO go into the
> current release, even if it means delaying the release.

Delayed 6 month ?

Regards,
-Fred

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Re: [Flightgear-devel] Rendering passes question

2012-07-18 Thread Frederic Bouvier
> > So, was there a reason we texture and fog during the first pass and
> > should I see any unexpected side effects, or can I simply use the
> > trivial shaders and get my 12% framerate?
> 
> The main reason to render textures at this stage is that textures
> with transparency do change the fragments that are rendered. Calculating
> the fog color seems wrong, but I don't have the sources in front of
> me and gitorious is acting up.

For instance, drawing the bridges without textures will show a wall instead of
the suspension chain, the strands and the iron structure. I had the same 
problem rendering to the shadow map. So you won't see a boat behind through 
the structure or between the strands if you don't render the alpha-tested 
transparency embedded inside textures.

Regards,
-Fred

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Re: [Flightgear-devel] Rendering passes question

2012-07-20 Thread Frederic Bouvier
Hi Tim & James,

> De: "James Turner"
> 
> On 20 Jul 2012, at 07:22, Tim Moore wrote:
> 
> > We could use the stencil buffer without copying anything: render
> > the near scene first, setting stencil bits, then enable the stencil
> > test for the far scene. I believe that the stencil test has been
> > extremely fast for years.
> 
> Oooh, yes - I was forgetting the cameras are rendering to the same
> buffers.
> 
> That seems like some low-hanging fruit indeed!

Rembrandt can't use a scheme where the depth buffer is cleared in between
because it rely on it to compute positions. But it exhibits depth buffer 
precision problems too, especially when computing lights (if the light 
volume is too tight, it can miss to intersect the terrain). So I was thinking
of playing with depth ranges : the far camera renders with a range 
[0.5..1] and then the near camera renders with the range [0..0.5]. I think
this could be unified with the classical renderer. What do you think about 
that ?

Regards,
-Fred

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