Re: [Flightgear-devel] Depth buffer issues with instruments and reindeer

2005-10-26 Thread Harald JOHNSEN

Jim Wilson wrote:


http://www.spiderbark.com/fgfs/citation_instruments.png

It turns out these are in fact contained in a single 3D model for the entire 
aircraft,  so it has nothing to do with 2D.  Apparently the problem is in the 
models.  ...
FWIW I'd like to suggest that it is a good idea for 3D modelers to test their 
work at 16 bit depth buffer settings since a lot of folks are still running 
modern laptop, consumer grade and Intel embedded chips at 16 bit for 
performance reasons.  Even though it involves moving layers further appart,  
adjusting 3D instrument models to support 16 bit generally does no harm to the 
appearance of the model at the normal viewing distance.

 

I disagree on changing the models or instruments. Looking at the code 
the problem is obvious.
We ask for a depth buffer precision that is impossible to achieve. From 
FG/Model/acmodel.cxx :


FGAircraftModel::FGAircraftModel ()
 : _aircraft(0),
   _selector(new ssgSelector),
   _scene(new ssgRoot),
   _nearplane(0.01f),
   _farplane(1000.0f)
{
}

Jim, if you can compile FG, can you try with a near plane of 0.03 and/or 
a far plane of 250.0 ?


Harald.


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Re: [Flightgear-devel] Depth buffer issues with instruments and reindeer

2005-10-26 Thread Curtis L. Olson

Harald JOHNSEN wrote:


Jim Wilson wrote:


http://www.spiderbark.com/fgfs/citation_instruments.png

It turns out these are in fact contained in a single 3D model for the 
entire aircraft,  so it has nothing to do with 2D.  Apparently the 
problem is in the models.  ...
FWIW I'd like to suggest that it is a good idea for 3D modelers to 
test their work at 16 bit depth buffer settings since a lot of folks 
are still running modern laptop, consumer grade and Intel embedded 
chips at 16 bit for performance reasons.  Even though it involves 
moving layers further appart,  adjusting 3D instrument models to 
support 16 bit generally does no harm to the appearance of the model 
at the normal viewing distance.


 

I disagree on changing the models or instruments. Looking at the code 
the problem is obvious.
We ask for a depth buffer precision that is impossible to achieve. 
From FG/Model/acmodel.cxx :


FGAircraftModel::FGAircraftModel ()
 : _aircraft(0),
   _selector(new ssgSelector),
   _scene(new ssgRoot),
   _nearplane(0.01f),
   _farplane(1000.0f)
{
}

Jim, if you can compile FG, can you try with a near plane of 0.03 
and/or a far plane of 250.0 ?



For what it's worth, changing the far plane has little affect on the 
depth buffer precision.  The near buffer value is what dominates the 
amount of depth buffer precision.


Curt.

--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
Unique text:2f585eeea02e2c79d7b1d8c4963bae2d


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Re: [Flightgear-devel] Depth buffer issues with instruments and reindeer

2005-10-26 Thread Jim Wilson
 From: Harald JOHNSEN
 
snip
 
 FGAircraftModel::FGAircraftModel ()
   : _aircraft(0),
 _selector(new ssgSelector),
 _scene(new ssgRoot),
 _nearplane(0.01f),
 _farplane(1000.0f)
 {
 }
 
 Jim, if you can compile FG, can you try with a near plane of 0.03 and/or 
 a far plane of 250.0 ?
 

Ah, good catch.  I've got a feeling this was changed unintentionally.  It came 
in under a log entry that describes curts time of day patches from 2 years ago.

Interesting that others aren't seeing this though...

Best,

Jim



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Re: [Flightgear-devel] Depth buffer issues with instruments and reindeer

2005-10-26 Thread Jim Wilson
Doh!  Let me try this again...I missed a big chunk of the 2nd sentence in the 
last message.  Hopefully this will make more sense:


Ok, there really is a problem with the model. The distance between the 
instrument face surface on the clock (and other instruments in the Citation II 
cockpit) 
and the panels backplane surface is only about 0.0001 units.
--- --- -- - ---

That nearplane value for the aircraft model should probably be 0.10f (about 3 
inches) instead of the 0.01f that it is now.

Best,

Jim



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Re: [Flightgear-devel] Depth buffer issues with instruments and reindeer

2005-10-26 Thread Jim Wilson
 From: Jim Wilson
 
  From: Harald JOHNSEN
  
 snip
  
  FGAircraftModel::FGAircraftModel ()
: _aircraft(0),
  _selector(new ssgSelector),
  _scene(new ssgRoot),
  _nearplane(0.01f),
  _farplane(1000.0f)
  {
  }
  
  Jim, if you can compile FG, can you try with a near plane of 0.03 and/or 
  a far plane of 250.0 ?
  
 
 Ah, good catch.  I've got a feeling this was changed unintentionally.  It 
 came in under a log entry that describes curts time of
 day patches from 2 years ago.
 
 Interesting that others aren't seeing this though...
 

Ok, their really is a problem with the model.  The distance between the 
instrument face surface on the clock (and other instruments in the Citation II 
cockpit) is about 0.0001 units.

That nearplane value for the aircraft model should probably be 0.10f (about 3 
inches) instead of the 0.01f that it is now.

Best,

Jim



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[Flightgear-devel] Depth buffer issues with instruments and reindeer

2005-10-25 Thread Jim Wilson
Just thought I'd mention a couple things.

1)  Some of the aircraft panel instruments display z-fighting even at the 
higher depth buffer setting...

# grep Depth XFree86.0.log
(**) NVIDIA(0): Depth 24, (--) framebuffer bpp 32
(--) Depth 24 pixmap format is 32 bpp

...and I'm wondering if there's been some change in the 2D panel code or 
something else that might be producing this.  The Citation II seems to be 
especially bad.  Are other folks seeing this?

2) Raindeer in the santa model should be spelled reindeer.  It might be a 
common misspelling but it is still a misspelling ;-)

Best,

Jim



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Re: [Flightgear-devel] Depth buffer issues with instruments and reindeer

2005-10-25 Thread Erik Hofman

Jim Wilson wrote:


2) Raindeer in the santa model should be spelled reindeer.  It might be a 
common misspelling but it is still a misspelling ;-)


Ehr Alright, but only because it's you who mentioned it.
I could have called it rendier instead as it's called in Dutch, but I 
chose to call it after Rainman I guess ... ;-)


Erik

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Re: [Flightgear-devel] Depth buffer issues with instruments and reindeer

2005-10-25 Thread Harald JOHNSEN

Jim Wilson wrote:


Just thought I'd mention a couple things.

1)  Some of the aircraft panel instruments display z-fighting even at the 
higher depth buffer setting...

# grep Depth XFree86.0.log
(**) NVIDIA(0): Depth 24, (--) framebuffer bpp 32
(--) Depth 24 pixmap format is 32 bpp

...and I'm wondering if there's been some change in the 2D panel code or 
something else that might be producing this.  The Citation II seems to be 
especially bad.  Are other folks seeing this?

 

Depth tests are disabled when drawing 2D or 2.5D panels. I've checked 
the Citation-II,

I can not see any z-fighting.

Harald.


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Re: [Flightgear-devel] Depth buffer issues with instruments and reindeer

2005-10-25 Thread Jim Wilson
 From: Harald JOHNSEN
 
 Jim Wilson wrote:
 
 Just thought I'd mention a couple things.
 
 1)  Some of the aircraft panel instruments display z-fighting even at the 
 higher depth buffer setting...
 
 # grep Depth XFree86.0.log
 (**) NVIDIA(0): Depth 24, (--) framebuffer bpp 32
 (--) Depth 24 pixmap format is 32 bpp
 
 ...and I'm wondering if there's been some change in the 2D panel code or 
 something else that might be producing this.  The
 Citation II seems to be especially bad.  Are other folks seeing this?
 
   
 
 Depth tests are disabled when drawing 2D or 2.5D panels. I've checked 
 the Citation-II,
  I can not see any z-fighting.
 

http://www.spiderbark.com/fgfs/citation_instruments.png

It turns out these are in fact contained in a single 3D model for the entire 
aircraft,  so it has nothing to do with 2D.  Apparently the problem is in the 
models.  I'll have to go back and make a list of the others.  Of course now 
this raises a question about how my nvidia card is operating a 16bpp buffer 
when the logs all show it is configured properly.

FWIW I'd like to suggest that it is a good idea for 3D modelers to test their 
work at 16 bit depth buffer settings since a lot of folks are still running 
modern laptop, consumer grade and Intel embedded chips at 16 bit for 
performance reasons.  Even though it involves moving layers further appart,  
adjusting 3D instrument models to support 16 bit generally does no harm to the 
appearance of the model at the normal viewing distance.

Best,

Jim



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