[Flightgear-devel] Submodels and MP objects

2009-10-12 Thread Detlef Faber
Hello everybody,

I have noticed since quite a while that collision detection of submodels
with MP Objects doesn't work anymore. It works fine with normal AI
Objects (Aircraft, Ship and groundvehicles). MP Objects seem to be
ignored.

Has anybody else noticed this?


Greetings

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Re: [Flightgear-devel] [patch] Selectable ignore for MP chat

2009-10-12 Thread Anders Gidenstam
On Sun, 11 Oct 2009, Rob Shearman, Jr. wrote:

 Oh, it has a select all then?  :) :) :)

That option is available in the View-Rendering Options dialog!
Uncheck Show chat messages. :)

(It might hide slightly more than you asked for, though)

Cheers,

Anders
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Re: [Flightgear-devel] Submodels and MP objects

2009-10-12 Thread Vivian Meazza
Detlef Faber
 
 Hello everybody,
 
 I have noticed since quite a while that collision detection of submodels
 with MP Objects doesn't work anymore. It works fine with normal AI
 Objects (Aircraft, Ship and groundvehicles). MP Objects seem to be
 ignored.
 
 Has anybody else noticed this?
 
 
 Greetings
 

I hadn't noticed it, but it might be a bug introduced when I added ground
vehicles. I'll check it out.


Vivian 



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Re: [Flightgear-devel] Towards release 1.9.2

2009-10-12 Thread Stuart Buchanan
DurkTalsma wrote:

 FWIW, I would like to build a minimum base package this time, which only 
 consists of one aircraft, no AI, and a minimal set of shared models. AI and 
 other aircraft can be released as a separate ADDON packages, or via CVS. 
 Likewise, shared models are now maintained via terrasync/SVN, so that is also 
 taken care of.

I'm very, very, concerned with this approach, and see a number of significant 
issues:

1) We're effectively telling new users that they need to be able  to install 
new 
packages and customize their FG installation to do any reasonable level of 
virtual flying. With 1.9.1 they could quite happily fly in MP around KSFO and  
have a pretty good user experience without installing anything  else. Frankly, 
I  doubt that our install tools and instructions are user-friendly  enough to 
support this approach. We're requiring a much higher level of computer 
know-how from our user-base, so this will have significant implications for our
documentation and the level of basic help that will be required on the Forums.

2) Only including a single aircraft implies that the simulator is only really 
designed
for that aircraft, and any other aircraft may represent a compromise in quality 
or
capabilities. This will be particular apparent when people do the inevitable 
comparison with MSFS and X-Plane, which include a wider selection of aircraft
with the initial install.

3) New users often want to fly a military jet or commercial jet ASAP, despite 
this 
being an un-realistic goal. If we increase the barrier to entry for these 
people to 
even get into the cockpit of something that they want to fly, we'll see a lot 
more 
people giving up on FG before they get hooked.

4) Adequately documenting how to install the various ADDON packages in a way
that can be understood by users, and getting them to RTFM. Martin and I have 
put quite a bit of effort into providing instructions for Aircraft and Scenery 
in The 
Manual, and yet people still have problems. Having to provide additional 
instructions 
for AI aircraft as well is going to be a pain.

5) Deciding which single aircraft to include, and ensuring that it is a shining 
example
of what FG can do. Ideally, we should have decided on the aircraft months ago, 
and
encouraged a concentrated effort to make it as complete as possible.

If we are really concerned about the size of the base package, I suggest that 
rather than 
restrict it to a minimum, we offer two different but complete install images:

1) FG-Lite with a single aircraft, no AI aircraft and a big warning that they 
won't be
able to see more than one or two aircraft in MP!
2) FG-Deluxe with a wider selection of aircraft and a full set of AI aircraft. 
Much closer to 
what we provided in 1.9.1

Of course, this requires a lot more effort from our packagers, and may also 
cause some 
confusion amongst new users, but if we want to grow the FG community making 
things
more difficult for the user is not the way forward.

-Stuart



  

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[Flightgear-devel] FGMS v1.0.0

2009-10-12 Thread Oliver Schroeder
Hi,

As promised I've put my current sources of the development branch of fgms into 
cvs, see http://fgms.sourceforge.net/cvsresources.php for details.

So the curious can have a look and test-compile it. Do not expect to much from 
it. The testclient (mpdummy) sends an authentication request to the server 
and the server receives and handles it (but does not yet send a reply).

Enjoy, and don't forget to give me comments, suggestions, flames, whatever.

Cheers,
Oliver

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Re: [Flightgear-devel] Towards release 1.9.2

2009-10-12 Thread Arnt Karlsen
On Mon, 12 Oct 2009 08:13:51 + (GMT), Stuart wrote in message 
305052.62106...@web26005.mail.ukl.yahoo.com:

 DurkTalsma wrote:
 
  FWIW, I would like to build a minimum base package this time, which
  only consists of one aircraft, no AI, and a minimal set of shared
  models. AI and other aircraft can be released as a separate ADDON
  packages, or via CVS. Likewise, shared models are now maintained
  via terrasync/SVN, so that is also taken care of.
 
 I'm very, very, concerned with this approach, and see a number of
 significant issues:
 
 1) We're effectively telling new users that they need to be able  to
 install new packages and customize their FG installation to do any
 reasonable level of virtual flying. With 1.9.1 they could quite
 happily fly in MP around KSFO and have a pretty good user experience
 without installing anything  else. Frankly, I  doubt that our install
 tools and instructions are user-friendly  enough to support this
 approach. We're requiring a much higher level of computer know-how
 from our user-base, so this will have significant implications for
 our documentation and the level of basic help that will be required
 on the Forums.
 
 2) Only including a single aircraft implies that the simulator is
 only really designed for that aircraft, and any other aircraft may
 represent a compromise in quality or capabilities. This will be
 particular apparent when people do the inevitable comparison with
 MSFS and X-Plane, which include a wider selection of aircraft with
 the initial install.
 
 3) New users often want to fly a military jet or commercial jet ASAP,
 despite this being an un-realistic goal. If we increase the barrier
 to entry for these people to even get into the cockpit of something
 that they want to fly, we'll see a lot more people giving up on FG
 before they get hooked.
 
 4) Adequately documenting how to install the various ADDON packages
 in a way that can be understood by users, and getting them to RTFM.
 Martin and I have put quite a bit of effort into providing
 instructions for Aircraft and Scenery in The Manual, and yet people
 still have problems. Having to provide additional instructions for AI
 aircraft as well is going to be a pain.
 
 5) Deciding which single aircraft to include, and ensuring that it is
 a shining example of what FG can do. Ideally, we should have decided
 on the aircraft months ago, and encouraged a concentrated effort to
 make it as complete as possible.
 
 If we are really concerned about the size of the base package, I
 suggest that rather than restrict it to a minimum, we offer two
 different but complete install images:
 
 1) FG-Lite with a single aircraft, no AI aircraft and a big warning
 that they won't be able to see more than one or two aircraft in MP!
 2) FG-Deluxe 

...I'd call that FG-Standard...

 with a wider selection of aircraft and a full set of AI
 aircraft. Much closer to what we provided in 1.9.1

...and reserve FG-Deluxe for all the bells 'n whistles etc...
 
 Of course, this requires a lot more effort from our packagers, and
 may also cause some confusion amongst new users, but if we want to
 grow the FG community making things more difficult for the user is
 not the way forward.
 
 -Stuart


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Re: [Flightgear-devel] Autopilot and violent roll

2009-10-12 Thread leee
On Sunday 11 Oct 2009, Alan Teeder wrote:
  -Original Message-
  From: leee [mailto:l...@spatial.plus.com]
 
   ie if u stick in a new value to the FDM then it will react..
   That sucks in my oioiion.. I how have to create my own craqo
   to make the model. that sucks to me..
  
   pete
 
  You really need to chill a bit.  Just moaning about things
  isn't the best way to go about getting stuff fixed.
 
  Anyway, in short, this 'problem' such as it is, is largely due
  to the rates at which the autopilots are run within FG.  In
  real life, autopilot controllers, and the sensors that feed
  them the data they need to work with, run at much higher
  frequencies than are possible within the FG framework. 
  Ideally, you want to be able to run the autopilots at several
  to many kHz but in FG, although you can specify very high rates
  in the autopilot config, you are effectively limited by the
  frame rate, so not only do they run much more slowly than is
  desirable but they also run at varying rates as the frame rate
  changes.

 Lee

 First, thanks for the quick into to Flightgear´s autopilot.

 I think that your premise that autopilots need to run at very
 high frame rates is not realistic.

I guess it depends upon what you're trying to do.  If you just need 
an autopilot for a light aircraft or an airliner, where you want  
fairly slow and gentle responses, you can get away with relatively 
low rates.  Apart from frame-rate induced instabilities, I found 
the rates that I could get, on my relatively old kit, acceptable 
for the larger aircraft I did.  For the faster and more 
maneuverable military jets though, I found that I really needed 
guaranteed higher rates to both ensure a crisp response and avoid 
instabilities.  For example, I could tune an altitude-hold cascade 
that would work fine at speeds up to 400kt say, but which would 
become unstable above that.  The reason was that the rate of 
deviation increases with aircraft speed as the control surfaces 
generate more force for a given deflection, so for a given 
deflection of the control surfaces by the controller, it sees a 
greater response result in its next sample.  Eventually, it can't 
help but over-correct and go into oscillation.  Running the 
controller at a higher rate though, would mean that it would see a 
smaller deviation because the aircraft would have moved less in the 
shorter time period.

Now admittedly, I the autopilots I were working on were more like 
FBW/FMS systems.  For example, I was using a three-stage cascade 
for elevator control and the final elevator driver stage had to be 
able to maintain pitch between take-off and landing speeds, up to 
top speed, a typically range of 130-1200 kts.  To maintain control 
at take-of and landing speeds, the elevators need a lot of 
authority, and to be quite honest, pretty brutal, but you can't 
apply that brutefulness at top speed.  One way to ameliorate this 
was to use reciprocal filters to reduce the controller gains as the 
speed increases, but once again, a higher guaranteed sample rate 
would be better.


 When I first got into autopilots and simulation, back in the
 60´s, all of our models had as the final element a 0.1 second low
 pass filter which simulated the control surface actuator. This
 turns out to be a reasonable approximation for most actuators and
 is very simple to implement both in a analogue computer (which is
 all we had then) and in digital ones.

You can think of the different autopilot controllers and filters as 
analogue logic building blocks.  You're pretty much building an 
analogue computer when you set up a complex autopilot.


 As there is such a filter in the inner loop means that there is
 no need to simulate anything which has a faster response time
 than this. Therefore there is no need to run the autopilot at
 high frame rates. 10 or 20 per second is perfectly adequate.

As I've mentioned, you can simulate the control surface actuators in 
the aircraft FDM config, both in JSBSim and YASim. 


 Many of the outer loops (e.g. the heading mode) of the autopilot
 can in practice be run at much slower frame rates as the response
 of the aircraft is quite slow.

 Alan

There's the rub really, as the response of the aircraft is quite 
slow.

LeeE

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Re: [Flightgear-devel] Autopilot and violent roll

2009-10-12 Thread Alan Teeder


 -Original Message-
For the faster and more
 maneuverable military jets though, I found that I really needed
 guaranteed higher rates to both ensure a crisp response and avoid
 instabilities.  For example, I could tune an altitude-hold cascade
 that would work fine at speeds up to 400kt say, but which would
 become unstable above that.  The reason was that the rate of
 deviation increases with aircraft speed as the control surfaces
 generate more force for a given deflection, so for a given
 deflection of the control surfaces by the controller, it sees a
 greater response result in its next sample.  Eventually, it can't
 help but over-correct and go into oscillation.  Running the
 controller at a higher rate though, would mean that it would see a
 smaller deviation because the aircraft would have moved less in the
 shorter time period.

Did you try scheduling your autoplilot´s height-error to pitch demand gain
with 1/V (speed inverse) ?

Alan


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Re: [Flightgear-devel] October $250 Flight Gear Developers

2009-10-12 Thread Durk Talsma
Hi Heiko,

On Tuesday 06 October 2009 08:16:11 am Heiko Schulz wrote:

 That's one the best article I found about ProFlightSim:
 http://ezinearticles.com/?Flight-Pro-Sim-is-the-Best-Simulatorid=2813712


Interesting, I actually decided to leave a comment behind, in response to this 
article, explaining that Flight Pro Sim is actually a repackaged version of 
FlightGear and that, while this is legal, we were actually hoping that our 
communication with the Flight Pro Sim team would be more open and less 
secretive on their part. I also stated being quite flattered by their praise 
regarding the accurate position of sun, moon, stars, and planets (since that 
was originally my code, except for the stars), :-). I think it turned out to 
be a relatively positive comment, and I'm really surprised that it still isn't 
posted there yet. All comments are moderated 

In actual fact, the above comment is quite the way I feel about this; I have 
no problem with somebody repackaging, re-branding and selling FlightGear, as 
long as the GPL is honored. Mainly, as long as the GPL is honored, I'm not too 
concerned about somebody making huge loads of cash behind our backs. Just to 
put it in perspective. I'm sometimes amazed at FlightGear's popularity. Yet 
the commercial re-branded versions are still extremely obscure. So, the 
majority will much sooner be drawn toward us than toward a competitor, and if 
a few copies are sold, the people buying them are completely free to 
distribute their copy, and eventually may find out about FlightGear itself. 
So, if the number of sales of a slightly improved FlightGear remains limited, 
I wouldn't have too many problems with that. Simply because the nature of the 
license and our popularity would correct the situation rather quickly. 
Basically, I'm assuming that you would have to live on another planet to get 
interested in Flight Simulation, buy Flight Pro Sim, and not eventually 
stumble upon one web page or another referring to FlightGear, or making the 
connection between FlightGear and Flight Pro Sim.

IF, on the other hand, the GPL license would not be honored than it wouldn't 
matter with license we choose because the perpetrator  wouldn't care anyhow. 
So, in essence, I believe that in our current situation the GPL is still our 
best option, guaranteeing our basic freedom.

My impression is that the person/people behind the Flight Pro Sim product are 
reasonably genuine in what they are doing, but that they have chosen a 
business model that is rather unfortunate; not only for us, but also something 
that would hurt themselves in the long run. This might not not necessarily be 
deliberate, but might be something borne out of inexperience. Since it isn't 
clear from their website that their product is an adaptation of FlightGear, 
imagine the disappointment of a buyer who as just found out. Now, in contrast, 
consider that I would be interested in a product called FlightGear Pro, from a 
reseller who clearly mentions up front that this program is a commercial 
adaptation of FlightGear, but with the added bonus of having a nice shell 
around it connecting all the loose bells and whistles in addition to having a 
knowledgeable help desk. Now somebody knowingly buying a program like that 
would never be disappointed due to the link between the free open source 
FlightGear program, and the commercially repackaged FlightGear-pro. And, 
likewise, I don't think that any of us developers would have a problem with a 
commercial distribution that is adding so many bells and whistles and service 
to the program 

Cheers,
Durk

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Re: [Flightgear-devel] New Sound system committed

2009-10-12 Thread Alex Buzin
Hi,
I got an error with the Sunday CVS - FG crashed while exiting .
gdb reports SIGSEGV error at file soundmgr_openal.cxx, line 159.

Error was fixed by changing lines 157-159 from:
buffer_map_iterator buffers_current = _buffers.begin();
buffer_map_iterator buffers_end = _buffers.end();
for ( ; buffers_current != buffers_end; ++buffers_current ) {
to :
buffer_map_iterator buffers_current;
while(_buffers.size()){
buffers_current = _buffers.begin();


With respect,
Alex



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Re: [Flightgear-devel] [PATCH] 3D Clouds update

2009-10-12 Thread Alex Buzin
Stuart Buchanan wrote:
 Scott Hamilton wrote:
   
 On Tue, 2009-10-06 at 22:06 -0400, William Harrison wrote:

 
Maybe it's just me, but has anyone noticed a dramatic performance 
 decrease with 3d clouds after this patch?
 
  yep, from 30fps to 2fps...
   

 I'm very surprised that performance has decreased so significantly. However, 
 there is a possible explanation.

 The code falls back to a 2D cloud layer if a 3D cloud isn't defined for a 
 specific cloud type (st, ac etc.). IIRC
 previously we didn't define a 3D stratus layer, so we'd get a 2D layer 
 instead.

 The updated 3D clouds include stratus layers (which look rather nice IMO), 
 but require quite a larger number
 of sprites - something like 40 per cloud. I've seen a small perf hit from the 
 new stratus layers, but nothing like
 what you have reported.

 I suspect what you are seeing if the difference between a 2D and 3D cloud.

 What performance change are you seeing with, say, cumulus clouds, which 
 haven't changed much?

 BTW - I've updated Docs/Readme.3Dclouds with information on the new format, 
 if anyone is interested in enhancing
 the clouds.

 -Stuart
   

What I have seen (airplane-ufo, altitude - 2000ft, cloud layer 0 = 
4000ft, overcast, cloud layer 1 = 19500ft, cirrus):
1. 3D clouds OFF from command line: FPS=70, memory usage 360M, layer 0 - 
visible.

2. 3D clouds ON from  command line: memory usage from 800M up to 1.2G
- pitch =0 deg : FPS=10-12
- pitch =90 deg : FPS=70
- pitch =-90 deg : FPS=70

3. 3D clouds ON from  command line, than switch OFF from menu : FPS = 
60-70, memory usage 700-800M

4. 3D clouds ON from  command line,  start at lat,lon = 0, 0 (no scenery 
loaded) : NO clouds in layer 0, both 3D and 2D. If switch 3D clouds OFF 
from menu then 2D clouds appears.

With respect,
Alex



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[Flightgear-devel] FG crashes when changing visibility

2009-10-12 Thread Alex Buzin
Hi,
I was noticed that FG hangs and than crashes if pressing z key. If 
visibility value is not controlled by user, it can be occasionally 
**increased to a huge value (1000 km). In this case TileLoader is 
trying to load hundreds of tiles. At the beginning I was expected  a 
number of tiles to be limited by the size of TileCache (100), but I was 
mistaken. Size of TileCache is growing in routine 
FGTileMgr::schedule_needed( ... ) to make space for all tiles.

On my PC when /environment/visibility-m   500-1000km memory usage grows 
from 300M up to 3G an this leads to crash.

Can somebody limit the value in property /environment/visibility-m or 
the value of variable vis in FGTileMgr::schedule_needed( ... ). The 
maximum value of 100km will be acceptable IMHO.

With respect,
Alex


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Re: [Flightgear-devel] New Sound system committed

2009-10-12 Thread Nicolas Quijano
Hi Erik (sorry Erik ;))
Bit of background : I used to use Vivian setup when I first starting
building my own exe a while back (OpenAL SDK 1.1 + freealut 1.0.1) and sound
worked. I switched to Fredb's third party libs a few months back, sound
worked.

Now, I can build a working exe with my old/Vivian's setup, but get no
working sound (and no errors) but I do have the crash on exit. I believe
it's because we're trying to release the alcDevice and alcContext a second
time by calling AlutExit., after doing it manually in the stop method of the
soundmanager.

Anyone has sound on Vista64, with VC9, with latest CVS and OpenAL SDK 1.1 +
freealut 1.0.1 ?
Before anyone mentions hardware problems, I only have a generic software
device since Vista never had support for hardware 3d positional audio in
hardware through DirectSound, it was dropped before release. There never was
generic hardware positional audio support in Vista.

So only the Generic Software device available to OpenAL, thus cannot be
that my default device is a malfunctioning hw wrapper (we pass null to the
device selection code, so we get the default one, whatever it is)

And OpenAL works fine here, many other apps using the exact same dll, so I'm
at a bit of a loss at the moment to root that one out.

Will look further into it as time permits, but would love to hear if anyone
has to this setup working under Vista64, especially as it use to work (yes,
I've gotten rid of AL part of the 3rd party stuff to avoid it being
referenced, to make sure the SDK is used. I've triple checked everything)


Cheers, and thanks again Erik for working on the sound system.
Nic






On Sun, Oct 11, 2009 at 10:04 AM, Geoff McLane ubu...@geoffair.info wrote:

 On Sun, 2009-10-11 at 15:49 +0200, Erik Hofman wrote:
  Geoff McLane wrote:
   I hope this makes it into CVS sometime soon...
 
  Was his soon enough? ;-)
 
  Erik

 So slick and quick... thanks...

 Geoff.




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Re: [Flightgear-devel] New Sound system committed

2009-10-12 Thread Erik Hofman
Alex Buzin wrote:
 Hi,
 I got an error with the Sunday CVS - FG crashed while exiting .
 gdb reports SIGSEGV error at file soundmgr_openal.cxx, line 159.
 
 Error was fixed by changing lines 157-159 from:
 buffer_map_iterator buffers_current = _buffers.begin();
 buffer_map_iterator buffers_end = _buffers.end();
 for ( ; buffers_current != buffers_end; ++buffers_current ) {
 to :
 buffer_map_iterator buffers_current;
 while(_buffers.size()){
 buffers_current = _buffers.begin();

Good catch, and odd it didn't provide a problem for me.
It's committed.

Erik

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Re: [Flightgear-devel] New Sound system committed

2009-10-12 Thread Erik Hofman
Nicolas Quijano wrote:
 Now, I can build a working exe with my old/Vivian's setup, but get no 
 working sound (and no errors) but I do have the crash on exit. I believe 
 it's because we're trying to release the alcDevice and alcContext a 
 second time by calling AlutExit., after doing it manually in the stop 
 method of the soundmanager.

I think this is fixed by a patch I just committed.
Since alut is initialized without a Context it shouldn't try to destroy 
it either.

Erik

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Re: [Flightgear-devel] FG crashes when changing visibility

2009-10-12 Thread Nicolas Quijano
Hi Alex, a 100 cliks is way too low, visual horizon at 3 feet is much
higher than 100 km, and users with the horsepower might want to set it to
what it is in real life : the visual horizon at 3 feet to sea level is
over 350 km, close to 360.

http://radarproblems.com/calculators/horizon.htm

If we don't have it exposed in preferences.xml, having a user accessible and
settable limit for visibility would do the trick rather than an arbitrary
value that will not cater to all cases.

Cheers,
Nic

On Mon, Oct 12, 2009 at 1:18 PM, Alex Buzin buzin6...@hotmail.com wrote:

 Hi,
 I was noticed that FG hangs and than crashes if pressing z key. If
 visibility value is not controlled by user, it can be occasionally
 **increased to a huge value (1000 km). In this case TileLoader is
 trying to load hundreds of tiles. At the beginning I was expected  a
 number of tiles to be limited by the size of TileCache (100), but I was
 mistaken. Size of TileCache is growing in routine
 FGTileMgr::schedule_needed( ... ) to make space for all tiles.

 On my PC when /environment/visibility-m   500-1000km memory usage grows
 from 300M up to 3G an this leads to crash.

 Can somebody limit the value in property /environment/visibility-m or
 the value of variable vis in FGTileMgr::schedule_needed( ... ). The
 maximum value of 100km will be acceptable IMHO.

 With respect,
 Alex



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Re: [Flightgear-devel] [PATCH] 3D Clouds update

2009-10-12 Thread Scott Hamilton
On Wed, 2009-10-07 at 22:03 +1100, Scott Hamilton wrote:


   On a final note, I did a 'make distclean' and ./configure for both
SimGear and FlightGear and now
   the change in frame rate is acceptable, it goes from 30 fps to around
22 - 24 fps once 3D clouds are turned on.


   S.




 On Wed, 2009-10-07 at 09:18 +, Stuart Buchanan wrote: 
 
  Scott Hamilton wrote:
  On Tue, 2009-10-06 at 22:06 -0400, William Harrison wrote:
  
  Maybe it's just me, but has anyone noticed a dramatic performance 
   decrease with 3d clouds after this patch?
  
yep, from 30fps to 2fps...
 
 
 
 OK, I hope this reproducer scenario helps;
 
 1. don't turn on 3D clouds from command line, don't specify any
 weather (manual metar), default; scattered at 4000ft and cirrus at
 19500
 25-31fps
 
 2. go into rendering options, turn on 3D clouds
 2-3fps
 
 3. change 19500 from cirrus to clear
 2-6fps
 
 4. change 4000 from scattered to few
 remains 2-6 fps
 
 5. change 4000 from few to clear
 20-24fps
 
 6. turn OFF 3D clouds (so there is no 3D or 2D clouds)
 23-26fps
 
 I last built fgfs  2009-10-03 19:23 (Sydney time) 
 I've now done a cvs update and 'make clean' on SimGear and FlightGear
 and updated data/Shaders/
 
 1. same as a above. The cmd line is; bin/fgfs --enable-sound
 --enable-hud --aircraft=A380 --airport=YSSY --runway=34L
 --timeofday=afternoon
 28-32fps
 
 2. go into rendering options, turn ON 3D clouds
 7 fps
 
 3. change 19500 from cirrus to clear
 remains 7fps
 
 4. change 4000 from scattered to few
 10-11fps
 
 5. change 4000 from few to clear
 23-27fps
 
 6. turn OFF 3D clouds
 remains 23-27fps
 
 
 Operating System: openSuSE 11.1 (kernel2.6.27.29-0.1-default )
 Model: nVidia Quadro FX 580
 
 I'm assuming shaders need some OpenGL help;
 
 # glxinfo 
 name of display: :0.0
 display: :0  screen: 0
 direct rendering: Yes 
 server glx vendor string: NVIDIA Corporation
 server glx version string: 1.4  
 server glx extensions:  
 GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig, 
 GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control,
 GLX_EXT_texture_from_pixmap, GLX_ARB_create_context,
 GLX_ARB_multisample, 
 GLX_NV_float_buffer, GLX_ARB_fbconfig_float,
 GLX_NV_swap_group,   
 GLX_EXT_framebuffer_sRGB,
 GLX_NV_multisample_coverage 
 client glx vendor string: NVIDIA
 Corporation  
 client glx version string:
 1.4
 client glx
 extensions:
 GLX_ARB_get_proc_address, GLX_ARB_multisample,
 GLX_EXT_visual_info,   
 GLX_EXT_visual_rating, GLX_EXT_import_context,
 GLX_SGI_video_sync,
 GLX_NV_swap_group, GLX_NV_video_out, GLX_SGIX_fbconfig,
 GLX_SGIX_pbuffer, 
 GLX_SGI_swap_control, GLX_ARB_create_context,
 GLX_NV_float_buffer,
 GLX_ARB_fbconfig_float,
 GLX_EXT_fbconfig_packed_float,
 GLX_EXT_texture_from_pixmap,
 GLX_EXT_framebuffer_sRGB,
 GLX_NV_present_video,
 GLX_NV_multisample_coverage 
 GLX
 extensions:   
 GLX_EXT_visual_info, GLX_EXT_visual_rating,
 GLX_SGIX_fbconfig,
 GLX_SGIX_pbuffer, GLX_SGI_video_sync,
 GLX_SGI_swap_control,   
 GLX_EXT_texture_from_pixmap, GLX_ARB_create_context,
 GLX_ARB_multisample, 
 GLX_NV_float_buffer, GLX_ARB_fbconfig_float,
 GLX_NV_swap_group,   
 GLX_EXT_framebuffer_sRGB,
 GLX_NV_multisample_coverage,
 
 GLX_ARB_get_proc_address  
 OpenGL vendor string: NVIDIA
 Corporation  
 OpenGL renderer string: Quadro FX
 580/PCI/SSE2
 OpenGL version string: 3.0.0 NVIDIA 180.44 
 
 
 
 I hope something here helps, as they do look good, but I can't get off
 the ground to see them :)
 
 
 cheers
   S.
 
 
 
 
 
  
  I'm very surprised that performance has decreased so significantly. 
  However, there is a possible explanation.
  
  The code falls back to a 2D cloud layer if a 3D cloud isn't defined for a 
  specific cloud type (st, ac etc.). IIRC
  previously we didn't define a 3D stratus layer, so we'd get a 2D layer 
  instead.
  
  The updated 3D clouds include stratus layers (which look rather nice IMO), 
  but require quite a larger number
  of sprites - something like 40 per cloud. I've seen a small perf hit from 
  the new stratus layers, but nothing like
  what you have reported.
  
  I suspect what you are seeing if the difference between a 2D and 3D cloud.
  
  What performance change are you seeing with, say, cumulus clouds, which 
  haven't changed much?
  
  BTW - I've updated Docs/Readme.3Dclouds with information on the new format, 
  if anyone is interested in enhancing
  the 

[Flightgear-devel] Pauses in flightgear

2009-10-12 Thread Forums Virgin Net
I am having some strange pause problems in flightgear 
fgrun+fgfs-osg-win32-cvs-20090817 with corresponding data.

My CPU is not flat out at 100% while this is happening it seems to be something 
else causing the problem! Here is a video I have made showing the problem.

Video Test Of me landing at Switzeland
HD 
http://www.veoh.com/browse/videos/category/entertainment/watch/v19210020c5NpGfhr

Aerotro




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