RE: RE: [Flightgear-devel] Scenery size constraints

2005-05-26 Thread Alberico, James F
Erik Hofman wrote:

>Harald JOHNSEN wrote:
>> Alberico, James F wrote:
>> 
>>> Hi,
>>>
>>> I have been tracking down the cause of an FGFS access violation that

>>> occurs when attempting to use 1-arcsec scenery data for a tile 
>>> generated in TerraGear to have 4 nodes.  Granted, this may be 
>>> extremely ambitious from a performance standpoint, and may prove to 
>>> be completely infeasible.  However, I am very interested in knowing 
>>> the current limits and pushing hard on them.

>Hi Jim,

>It good to see some big names showing up on the list. This might give 
>the project a boost to get to the next level.

You certainly mean Harald, not me, unless you are commenting on the ugly
format of my name here.  :-)

>>> What I think I've learned so far from debugging:
...
...

>At this point Curtis is the one who is most involved in these things.
He 
>is attending  the  MathWorks International Aerospace and Defense 
>Conference 2005 and will be back tomorrow. It might be best to send him

>a private copy of your mail also.

That's a good idea.  Thanks.

Harald JOHNSEN wrote:
>> I think that the only side effect will be that your new binary will
be
>> incompatible with current scenario files,
>> perhaps that changing short to unsigned short could be enought.

Erik Hofman wrote:
>Curtis already mentioned he wanted to change the layout of the tiles 
>which probably breaks backward compatibility. So if it would be 
>necessary this change could be adopted as well.

Thanks, Harald and Erik.  An unsigned short for that item would help me
for my specific purpose.  Curt and others can determine which direction
to take the project.  A key question will be whether 65k or even 32k
nodes far exceeds any reasonable performance expectations for the
foreseeable future.

Jim  

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Scenery size constraints

2005-05-26 Thread Erik Hofman

Harald JOHNSEN wrote:

Alberico, James F wrote:


Hi,

I have been tracking down the cause of an FGFS access violation that
occurs when attempting to use 1-arcsec scenery data for a tile generated
in TerraGear to have 4 nodes.  Granted, this may be extremely
ambitious from a performance standpoint, and may prove to be completely
infeasible.  However, I am very interested in knowing the current limits
and pushing hard on them.


Hi Jim,

It good to see some big names showing up on the list. This might give 
the project a boost to get to the next level.



What I think I've learned so far from debugging:
1.)  The FGFS FGBinObj reads with no errors.
2.)  The access violation occurs during leaf generation.
3.)  The breakage occurs shortly after the texture coordinate index
exceeds the max value of a short (32767) and goes negative.
4.)  The symbols (e.g., tris_tc) that carry the read-in indices are of
type int
5.)   Examination of the TerraGear bin writes, and the FGFS reads reveal
the indices are stored as short types.
6.)   So, my conclusion is the scenery of the 1-arcsec tile is limited
to 32767 nodes.  (or maybe polygons?) And, TerraGear will truncate any 
index above that when writing to the binary

file.

I'm a newbie to TerraGear/FGFS details, so please correct me if I'm
wrong about any of this.


At this point Curtis is the one who is most involved in these things. He 
is attending  the  MathWorks International Aerospace and Defense 
Conference 2005 and will be back tomorrow. It might be best to send him 
a private copy of your mail also.



I would appreciate any comments on what mess might result from any
attempt to store/read ints, rather than shorts, to expand the scenery
resolution.  From a performance standpoint, the capacity of the short
type may far exceed anything practical at the present time.  Comments on
that aspect are welcome, too.


I think that the only side effect will be that your new binary will be 
incompatible with current scenario files,

perhaps that changing short to unsigned short could be enought.


Curtis already mentioned he wanted to change the layout of the tiles 
which probably breaks backward compatibility. So if it would be 
necessary this change could be adopted as well.


Erik

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Scenery size constraints

2005-05-25 Thread Harald JOHNSEN

Alberico, James F wrote:


Hi,

I have been tracking down the cause of an FGFS access violation that
occurs when attempting to use 1-arcsec scenery data for a tile generated
in TerraGear to have 4 nodes.  Granted, this may be extremely
ambitious from a performance standpoint, and may prove to be completely
infeasible.  However, I am very interested in knowing the current limits
and pushing hard on them.

What I think I've learned so far from debugging:
1.)  The FGFS FGBinObj reads with no errors.
2.)  The access violation occurs during leaf generation.
3.)  The breakage occurs shortly after the texture coordinate index
exceeds the max value of a short (32767) and goes negative.
4.)  The symbols (e.g., tris_tc) that carry the read-in indices are of
type int
5.)   Examination of the TerraGear bin writes, and the FGFS reads reveal
the indices are stored as short types.
6.)   So, my conclusion is the scenery of the 1-arcsec tile is limited
to 32767 nodes.  (or maybe polygons?) And, 
TerraGear will truncate any index above that when writing to the binary

file.

I'm a newbie to TerraGear/FGFS details, so please correct me if I'm
wrong about any of this.

I would appreciate any comments on what mess might result from any
attempt to store/read ints, rather than shorts, to expand the scenery
resolution.  From a performance standpoint, the capacity of the short
type may far exceed anything practical at the present time.  Comments on
that aspect are welcome, too.

Thanks!!

Jim

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d

 

I think that the only side effect will be that your new binary will be 
incompatible with current scenario files,

perhaps that changing short to unsigned short could be enought.
But I am wondering if you won't have problem when rendering, isn't there 
an hardware limite on the number of tris

we can send to glDrawElements and glDrawArrays in the plib code ?

Harald.


___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


[Flightgear-devel] Scenery size constraints

2005-05-25 Thread Alberico, James F
Hi,

I have been tracking down the cause of an FGFS access violation that
occurs when attempting to use 1-arcsec scenery data for a tile generated
in TerraGear to have 4 nodes.  Granted, this may be extremely
ambitious from a performance standpoint, and may prove to be completely
infeasible.  However, I am very interested in knowing the current limits
and pushing hard on them.

What I think I've learned so far from debugging:
1.)  The FGFS FGBinObj reads with no errors.
2.)  The access violation occurs during leaf generation.
3.)  The breakage occurs shortly after the texture coordinate index
exceeds the max value of a short (32767) and goes negative.
4.)  The symbols (e.g., tris_tc) that carry the read-in indices are of
type int
5.)   Examination of the TerraGear bin writes, and the FGFS reads reveal
the indices are stored as short types.
6.)   So, my conclusion is the scenery of the 1-arcsec tile is limited
to 32767 nodes.  (or maybe polygons?) And, 
TerraGear will truncate any index above that when writing to the binary
file.

I'm a newbie to TerraGear/FGFS details, so please correct me if I'm
wrong about any of this.

I would appreciate any comments on what mess might result from any
attempt to store/read ints, rather than shorts, to expand the scenery
resolution.  From a performance standpoint, the capacity of the short
type may far exceed anything practical at the present time.  Comments on
that aspect are welcome, too.

Thanks!!

Jim

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d