Re: [Flightgear-devel] Polygon count

2007-02-16 Thread Frederic Bouvier
Quoting Stewart Andreason :



 leee wrote:
  On Thursday 15 February 2007 21:45, Berndt, Jon S wrote:
  What's a realistic upper limit for polygon count now for an aircraft
  model? 5000? 1? 25000?
 
  What's definitely out?
 
  Jon
 
  AFAIK, current top-end vid cards can handle several million textured polys
  (typically between 1 - 3 M)
 
  For a single model - don't worry too much, for n models as few as possible.
 
  LeeE

 Well, that's interesting.

 Lee, have you ever gotten a SegFault from a large .ac file?
 I don't think I ever got any reply to my gdb backtrace I posted Jan.26, so I
 still am interested in knowing about upper limits on polygon counts.

There is a 32k vertices limit for individual objects in plib. But you can have
as many objects as you want. Just don't merge them. I don't remember if there is
an optimization pass in the ac3d loader that would aggregate individual triangle
of the same OpenGL state.

-Fred

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Re: [Flightgear-devel] SGPropertyNode troubles

2007-02-16 Thread Melchior FRANZ
* Csaba Halász -- Friday 16 February 2007:
 On IRC ndim and I have been investigating a segfault (backtrace here:
 http://flightgear.lauft.net/yet-another-segfault-in-simgear.bt)

Eew. I'll look into it later today, and discuss the problem with Maik.
Haven't seen this crash yet (happens on exit after MP use?), but
there's definitely something wrong. Thanks for reporting.

m.

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Re: [Flightgear-devel] SGPropertyNode troubles

2007-02-16 Thread Melchior FRANZ
OK, I found one old bug, one new bug, and one new bug in dead
code (where it doesn't do any harm, but bug is bug).
As I couldn't reproduce your problem before, I can also not
say if this fixes it. Let's talk about that on IRC, where
all the important things happen.  ;-)

m.

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[Flightgear-devel] OT: Importance; Was: SGPropertyNode troubles

2007-02-16 Thread Martin Spott
Melchior FRANZ wrote:

 [...] Let's talk about that on IRC, where
 all the important things happen.  ;-)

Man, am I happy that we still have some niches left where you don't
attempt to impose your attitude of what you consider to be relevant,
important - or simply unimportant.

This is one of the nice things about background-talk and the growing
number of FlightGear related side-projects, where several contributors
hide behind,

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
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Re: [Flightgear-devel] Polygon count

2007-02-16 Thread leee
On Friday 16 February 2007 02:39, Stewart Andreason wrote:
 leee wrote:
  On Thursday 15 February 2007 21:45, Berndt, Jon S wrote:
  What's a realistic upper limit for polygon count now for an aircraft
  model? 5000? 1? 25000?
 
  What's definitely out?
 
  Jon
 
  AFAIK, current top-end vid cards can handle several million textured
  polys (typically between 1 - 3 M)
 
  For a single model - don't worry too much, for n models as few as
  possible.
 
  LeeE

 Well, that's interesting.

 Lee, have you ever gotten a SegFault from a large .ac file?
 I don't think I ever got any reply to my gdb backtrace I posted Jan.26, so
 I still am interested in knowing about upper limits on polygon counts.

 Stewart

I've never seen that but I think that Fred B may have answered your question.

LeeE


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Re: [Flightgear-devel] Polygon count

2007-02-16 Thread Frederic Bouvier
Quoting leee :

 I've never seen that but I think that Fred B may have answered your question.

I hit that limit by creating too much detailled sceneries with fgsd.

-Fred

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Re: [Flightgear-devel] SGPropertyNode troubles

2007-02-16 Thread Csaba Halász
On 2/16/07, Melchior FRANZ [EMAIL PROTECTED] wrote:

 one new bug in dead
 code (where it doesn't do any harm, but bug is bug).

If you mean the hash_table::erase(const char*) function doing funny
things, then I've found that too.

 As I couldn't reproduce your problem before, I can also not
 say if this fixes it.

Me neither.

-- 
Jester

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Re: [Flightgear-devel] announcing star trek runabout shuttle and

2007-02-16 Thread Martin Spott
Hi Stewart,

Stewart Andreason wrote:
 I thought I was done, but you know how it goes. I thought of several ideas 
 for 
 improvements, and managed to write the code to do it.

How would you define non-profit commercial use. Does your intention
meet the demands of the GPLv2 ?

Cheers,
Martin.
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Re: [Flightgear-devel] announcing star trek runabout shuttle and

2007-02-16 Thread Stewart Andreason
Hi Martin,

That quote comes from the credits file in the danube package, written by 
Matthew Allen, complete with misspellings and discontinued email addresses.

My interpretation of non-commercial is, not to be sold by a business without 
compensation. I don't see FlightGear as commercial, or for profit.

I received free (mostly), and give freely (with same conditions).

As I read the GPL, I am fine with that.

I did add animations to what I downloaded, but I don't think that violates the 
original work.

I am not completely sure how to regard shuttle6, as I did more than convert 
the mesh to something usable, I did add to it. But I still credit the original 
author, but don't expect my name pasted all over my accomplishments.

Does that cover every angle? Did I mis-interpret anything?

Stewart


Martin Spott wrote:
 Hi Stewart,
 
 Stewart Andreason wrote:
 I thought I was done, but you know how it goes. I thought of several ideas 
 for 
 improvements, and managed to write the code to do it.
 
 How would you define non-profit commercial use. Does your intention
 meet the demands of the GPLv2 ?
 
 Cheers,
   Martin.

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Re: [Flightgear-devel] announcing star trek runabout shuttle and

2007-02-16 Thread Steve Hosgood

Martin Spott wrote:


Hi Stewart,

Stewart Andreason wrote:
 

I thought I was done, but you know how it goes. I thought of several ideas for 
improvements, and managed to write the code to do it.
   



How would you define non-profit commercial use. Does your intention
meet the demands of the GPLv2 ?

 

Ignoring GPL issues for a moment (important though they may be), the 
entire concept of the Star Trek® Danube-Class® Landing Craft® is 
copyright© by Paramount Pictures® until about the year 2845 (assuming 
the US government manage to keep extending the terms as they have for 
the last 50 or so years).


Is it safe for FG to include such a likely target for Paramount 
Pictures'® Copyright© Lawyers® (*)?
It looks like a great model (from the screenshots) and probably would be 
nice eye candy and publicity for the FG project, but it could be a 
ticking bomb for us. I'm rather uneasy about it all


Steve


(*) Yes, I'm overdoing the ®'s and ©'s for effect :-)
Have you ever read the blurb on offical ST merchandise? It's plastered 
with them - and tm too (which I don't seem to have a symbol for, 
otherwise I'd have abused that too!).


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Re: [Flightgear-devel] Polygon count

2007-02-16 Thread Stewart Andreason
Frederic Bouvier wrote:
 Quoting Stewart Andreason :
 leee wrote:
 On Thursday 15 February 2007 21:45, Berndt, Jon S wrote:
 What's a realistic upper limit for polygon count now for an aircraft
 model? 5000? 1? 25000?

 What's definitely out?

 Jon
 AFAIK, current top-end vid cards can handle several million textured polys
 (typically between 1 - 3 M)

 For a single model - don't worry too much, for n models as few as possible.

 LeeE
 Well, that's interesting.

 Lee, have you ever gotten a SegFault from a large .ac file?
 I don't think I ever got any reply to my gdb backtrace I posted Jan.26, so I
 still am interested in knowing about upper limits on polygon counts.
 
 There is a 32k vertices limit for individual objects in plib. But you can have
 as many objects as you want. Just don't merge them. I don't remember if there 
 is
 an optimization pass in the ac3d loader that would aggregate individual 
 triangle
 of the same OpenGL state.

Ok, good. That explains a couple meshes I downloaded and tried to get working, 
41000 and 5 vertices is too many.
Thus, I kept working on the model I already had for 2 years.

32,768 maximum vertices. Hmmm... I did get segFaults (for a long time) until 
version 19, when the exported .ac file (less one mesh object) finally loaded, 
and version 20, when I was able to switch over from .3ds exports to .ac. The 
count in this time frame was from 38,100 to 34,700 polygons, and around 22,300 
vertices is when the .ac file started working. But it was not a definite 
number, some files with more did load, and some with less did not. I have that 
much documented in my archived notes.

Either I'm missing something, or there is another key to the failure, yet to 
discover.

I suspect: Too many vertices too close together, or holes in the mesh, with 
overlapping polygons and reversed normals conflicting for outward appearance.
Having re-faced those areas too many times, I scream enthusiastically All 
GONE!!

I was hoping the backtrace could provide insight.
I could re-generate some .ac files for testing? But no longer a priority, as 
it is all in the past.

Back to you,
Stewart

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[Flightgear-devel] Interesting blog: Flightgear versus X-Plane

2007-02-16 Thread Heiko Schulz
Hi,

found this today:
http://hans.fugal.net/blog/articles/2007/01/26/x-plane-vs-flightgear

Very interesting. It's from this year!

Greetings
HHS



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Re: [Flightgear-devel] SGPropertyNode troubles

2007-02-16 Thread Maik Justus
Hi Melchior,
Melchior FRANZ schrieb am 16.02.2007 12:34:
 OK, I found one old bug, one new bug, and one new bug in dead
 code (where it doesn't do any harm, but bug is bug).
   
yes, there was a bug in the dead code, but it only wasted some cpu 
cycles. But removing   
_data[index]-get_entry(key, 
true)-get_value()-remove_linked_node(this);
is a bug, which would cause inconsistencies in the path caches, if this 
function would be called. But as long this function is dead code since 
the update one week ago, this will not harm. I think, the whole function 
should be deleted.

 As I couldn't reproduce your problem before, I can also not
 say if this fixes it.
I don't think, this patch fixes Jesters problem. It fixes a (small) 
memory leakage, with was existent since a long time.
  Let's talk about that on IRC, where
 all the important things happen.  ;-)

 m.

Maik

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Re: [Flightgear-devel] SGPropertyNode troubles

2007-02-16 Thread Maik Justus
Hi Melchior,

as discussed in IRC, I agree with Jester, that he has found a bug in my 
property-cache-patch. His patch looks very reasonable to me and I vote 
for committing it to cvs.

Thanks,
Maik

Melchior FRANZ schrieb am 16.02.2007 10:32:
 * Csaba Halász -- Friday 16 February 2007:
   
 On IRC ndim and I have been investigating a segfault (backtrace here:
 http://flightgear.lauft.net/yet-another-segfault-in-simgear.bt)
 

 Eew. I'll look into it later today, and discuss the problem with Maik.
 Haven't seen this crash yet (happens on exit after MP use?), but
 there's definitely something wrong. Thanks for reporting.

 m.
   


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Re: [Flightgear-devel] Interesting blog: Flightgear versus X-Plane

2007-02-16 Thread Ampere K. Hardraade
On Friday 16 February 2007 18:46, Heiko Schulz wrote:
 Hi,

 found this today:
 http://hans.fugal.net/blog/articles/2007/01/26/x-plane-vs-flightgear

 Very interesting. It's from this year!

 Greetings
 HHS

Thanks!  Very informative.

Regarding Terrasync that was mentioned in the blog -- yes it is useful and 
convient, but it doesn't seem to be supported on Windows.  Then again, I 
don't ever run Flightgear on Windows, so I wouldn't know.

Ampere

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Re: [Flightgear-devel] Interesting blog: Flightgear versus X-Plane

2007-02-16 Thread Curtis Olson

The big thing is that you need to be able to shell out to rsync.  I wrote
this as a single evening hack so I wasn't going to reimplement rsync on
windows just so that it could all be rolled into one big monolithic app.
But if you have rsync available which shouldn't be all that big of a deal on
windows, it should be possible to get terrasync running on win32.

Curt.


On 2/16/07, Ampere K. Hardraade wrote:


On Friday 16 February 2007 18:46, Heiko Schulz wrote:
 Hi,

 found this today:
 http://hans.fugal.net/blog/articles/2007/01/26/x-plane-vs-flightgear

 Very interesting. It's from this year!

 Greetings
 HHS

Thanks!  Very informative.

Regarding Terrasync that was mentioned in the blog -- yes it is useful and
convient, but it doesn't seem to be supported on Windows.  Then again, I
don't ever run Flightgear on Windows, so I wouldn't know.

Ampere

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http://baron.flightgear.org/~curt/  http://www.humanfirst.umn.edu/
http://www.flightgear.org
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