Re: [Flightgear-devel] OSG caching

2011-04-18 Thread Tim Moore
On Sun, Apr 17, 2011 at 6:10 PM, ThorstenB bre...@gmail.com wrote:
 On 16.04.2011 21:16, Anders Gidenstam wrote:
 If I'm not mistaken the particles issue has been around since we got
 particles, so it is apparently not that bad (leak and race
 condition) in practice.
 Ok, thanks! I've create a bug issue as a reminder, in case someone else
 noticed the issue some day.
 http://code.google.com/p/flightgear-bugs/issues/detail?id=305

 Not sure, but I guess the issues with Effect objects is probably worse
 than with particles. There's a larger number of Effect objects - and
 each is connected to a texture (.rgb/.png images) - which may occupy a
 lot of memory. Just by starting at KSFO, loads of KSFO terminal textures
 - and textures of 15 different MP aircraft immediately stick in memory...
 Yes, the big textures will eat memory fast. Particle systems usually use
 small textures (the effect of the accumulation of particle system updaters
 is noticeable with wildfire, though - but you'd need a lot of MP aircraft
 passing through to generate anywhere near those numbers of particle
 systems).
 The effect/texture mystery is also solved - alas - explained. There is
 a global cache in simgear/makeEffect.cxx (effectMap), and it has no
 condition to ever drop anything. So, created effects always stay in
 memory until shutdown - hence also their textures. If that's used for
 scenery/MP aircraft a lot, it _might_ accumulate a lot of memory. Tim
 might know more about this :).

It seemed like a good idea at the time :)

The Effect cache could be changed to use osg::observer_ptr, which is a
weak pointer. Also, there may be some places where effects are not
being found in the cache and are being recreated.

Tim

 cheers,
 Thorsten

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Re: [Flightgear-devel] terragear-cs segfault

2011-04-18 Thread Christian Schmitt
Csaba Halász wrote:


 It is certainly good advice to optimize for the correct processor, but
 using unsupported instructions typically result in a SIGILL not a
 SIGSEGV.
 It would help to see the actual disassembly around the fault and
 machine register contents. It smells like alignment problem.
 

Hi Jester,

I can get that for you, if you want. But what do you need?
info registers? The whole coredump file?

Cheers,
Chris

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Re: [Flightgear-devel] terragear-cs segfault

2011-04-18 Thread Csaba Halász
On Mon, Apr 18, 2011 at 12:16 PM, Christian Schmitt ch...@ilovelinux.de wrote:

 I can get that for you, if you want. But what do you need?
 info registers? The whole coredump file?

Info registers, and something like x/10i $eip   (or $rip on 64 bit)

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Re: [Flightgear-devel] terragear-cs segfault

2011-04-18 Thread Christian Schmitt
Csaba Halász wrote:

 Info registers, and something like x/10i $eip   (or $rip on 64 bit)
 

Here you go (still on Atom), Phenom this evening.

(gdb) info registers
eax0x0  0
ecx0xb7e67380   -1209633920
edx0x814aab0135572144
ebx0xb7fbfff4   -1208221708
esp0xbfffc4d8   0xbfffc4d8
ebp0xbfffc4e8   0xbfffc4e8
esi0x3  3
edi0xbfffc72c   -1073756372
eip0xb7fb8fdd   0xb7fb8fdd merge_left+9
eflags 0x210286 [ PF SF IF RF ID ]
cs 0x73 115
ss 0x7b 123
ds 0x7b 123
es 0x7b 123
fs 0x0  0
gs 0x33 51



(gdb) x/10i $eip
= 0xb7fb8fdd merge_left+9:   mov0x14(%eax),%eax
   0xb7fb8fe0 merge_left+12:  movl   $0x1,0x4(%eax)
   0xb7fb8fe7 merge_left+19:  mov0x8(%ebp),%eax
   0xb7fb8fea merge_left+22:  mov0x14(%eax),%edx
   0xb7fb8fed merge_left+25:  mov0xc(%ebp),%eax
   0xb7fb8ff0 merge_left+28:  mov0x14(%eax),%eax
   0xb7fb8ff3 merge_left+31:  cmp%eax,%edx
   0xb7fb8ff5 merge_left+33:  je 0xb7fb9058 merge_left+132
   0xb7fb8ff7 merge_left+35:  mov0x8(%ebp),%eax
   0xb7fb8ffa merge_left+38:  mov0x14(%eax),%eax



Chris

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Re: [Flightgear-devel] Vostok-1

2011-04-18 Thread AJ MacLeod
On Sun, 17 Apr 2011 00:39:52 +0200
Torsten Dreyer wrote:

 156MB!? Isn't that a bit - huge?

Maybe... but it looks like a fantastic model.  If only I had the time to 
actually work out how to fly it :-)  Really impressive work though.
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Re: [Flightgear-devel] Vostok-1

2011-04-18 Thread Jon S. Berndt
Take a look at the J246 model in the JSBSim distribution or in our CVS
browser. That's a hypothetical heavy launch vehicle flight model that is
under (slow) development.

Jon


 -Original Message-
 From: AJ MacLeod [mailto:aj-li...@adeptopensource.co.uk]
 Sent: Monday, April 18, 2011 6:24 AM
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Vostok-1
 
 On Sun, 17 Apr 2011 00:39:52 +0200
 Torsten Dreyer wrote:
 
  156MB!? Isn't that a bit - huge?
 
 Maybe... but it looks like a fantastic model.  If only I had the time
 to actually work out how to fly it :-)  Really impressive work though.
 --
 
 
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Re: [Flightgear-devel] YASim issues

2011-04-18 Thread Adrian Musceac
On Monday, April 18, 2011 01:09:56 Heiko Schulz wrote:

 
 I had a fix locally but with the patch fixing the YASim issue I have now to
 begin again. I see the problem in the airfoil, but a change to this means
 that I have to change a lot of other parameters as well to keep the
 behavior 100% correct. Means a lot of tuning
 

Hi,
I took a quick look inside the FDM file. Unless your version is significantly 
different than mine, this patch should not affect the behaviour. There is no 
mention of cruise glide angle or approach and cruise fuel levels inside the 
file.
The defaults provided inside FGFDM.cpp are the same as those that were 
previously hardcoded in Airplane.cpp. Maybe the problem is not at all related 
to this change?

Adrian

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Re: [Flightgear-devel] Vostok-1

2011-04-18 Thread Gene Buckle
On Mon, 18 Apr 2011, AJ MacLeod wrote:

 On Sun, 17 Apr 2011 00:39:52 +0200
 Torsten Dreyer wrote:

 156MB!? Isn't that a bit - huge?

 Maybe... but it looks like a fantastic model.  If only I had the time to 
 actually work out how to fly it :-)  Really impressive work though.

Fly it?  I thought you just lit a match and then did your best to hang on 
until the big noisy thing at the other end runs out of gas. :)

g.

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Re: [Flightgear-devel] terragear-cs segfault

2011-04-18 Thread Csaba Halász
On Mon, Apr 18, 2011 at 1:38 PM, Christian Schmitt ch...@ilovelinux.de wrote:
 Csaba Halász wrote:

 Info registers, and something like x/10i $eip   (or $rip on 64 bit)


 Here you go (still on Atom), Phenom this evening.

 (gdb) info registers
 eax            0x0      0

 (gdb) x/10i $eip
 = 0xb7fb8fdd merge_left+9:   mov    0x14(%eax),%eax

Hm, ok, that doesn't seem to be SSE related, it's just your everyday
NULL pointer.
Have to check source code to see how that can happen.

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Re: [Flightgear-devel] Vostok-1

2011-04-18 Thread Arnt Karlsen
On Mon, 18 Apr 2011 06:31:09 -0700 (PDT), Gene wrote in message 
alpine.lfd.2.00.1104180630330.13...@grumble.deltasoft.com:

 On Mon, 18 Apr 2011, AJ MacLeod wrote:
 
  On Sun, 17 Apr 2011 00:39:52 +0200
  Torsten Dreyer wrote:
 
  156MB!? Isn't that a bit - huge?
 
  Maybe... but it looks like a fantastic model.  If only I had the
  time to actually work out how to fly it :-)  Really impressive work
  though.
 
 Fly it?  I thought you just lit a match and then did your best to
 hang on until the big noisy thing at the other end runs out of gas. :)
 
 g.
 

..fly it, means control it well enough to do 
e.g. touch-n-go's at will, not by accident. ;o)

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  best case, worst case, and just in case.

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Re: [Flightgear-devel] Vostok-1

2011-04-18 Thread Curtis Olson
I've never looked into it, but I've always wondered how (or how much)
control they have over those giant rockets.  I know the space shuttle flies
a very precise profile and rolls over at a particular point, so they must
have some good control.  But I have never thought about how that control is
implemented.  Do they have secondary thrusters?  Can they vector or deflect
their thrust?  Can they throttle?  I know that some smaller rockets will
spin along their longitudinal axis to help average out any built in
imbalances and keep a stable course (probably the same idea as a rifle
bullet.)

Curt.


On Mon, Apr 18, 2011 at 9:29 AM, Arnt Karlsen a...@c2i.net wrote:

 On Mon, 18 Apr 2011 06:31:09 -0700 (PDT), Gene wrote in message
 alpine.lfd.2.00.1104180630330.13...@grumble.deltasoft.com:

  On Mon, 18 Apr 2011, AJ MacLeod wrote:
 
   On Sun, 17 Apr 2011 00:39:52 +0200
   Torsten Dreyer wrote:
  
   156MB!? Isn't that a bit - huge?
  
   Maybe... but it looks like a fantastic model.  If only I had the
   time to actually work out how to fly it :-)  Really impressive work
   though.
 
  Fly it?  I thought you just lit a match and then did your best to
  hang on until the big noisy thing at the other end runs out of gas. :)
 
  g.
 

 ..fly it, means control it well enough to do
 e.g. touch-n-go's at will, not by accident. ;o)

 --
 ..med vennlig hilsen = with Kind Regards from Arnt Karlsen
 ...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three:
  best case, worst case, and just in case.


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Re: [Flightgear-devel] Vostok-1

2011-04-18 Thread Durk Talsma
Hi Curt,

As far as I know, some of the early rocket models either had secondary attitude 
thrusters or deflector plates placed inside the main rocket exhaust. Modern 
types (i.e. anything from the 1950s onward) have used gimbaling main engines. 
If you watch prelaunch space shuttle footage, you can usually see the 3 SSMEs 
do a full motion cycle just before ignition. Additionally, some rockets, 
including the Saturn 5 first stage, used airfoils for improved stability.  
Also, the more sophisticated engines can throttle. IIRC, the Space Shuttle can 
throttle between  approx 65% and 104% of its rated thrust. Typically it 
throttles back to 65 during a period of max dynamic pressure, just around the 
time of solid booster separation. At this time, it's already picked up quite a 
bit of velocity, but is still going through a relatively thick atmosphere. 

Interestingly, another challenge is to restart a rocket engine in orbit, 
because the liquid fuels are just floating around. The Saturn 5 third stage, 
needing to reignite for lunar trajectory insertion, had a separate set of solid 
fuel engines, which only served the purpose of pushing the fuels down in order 
to enable a restart. Rather fascinating if you think about what kind of 
extraordinary challenges space poses for things we take for granted

Cheers,
Durk 

On 18 Apr 2011, at 16:41, Curtis Olson wrote:

 I've never looked into it, but I've always wondered how (or how much) control 
 they have over those giant rockets.  I know the space shuttle flies a very 
 precise profile and rolls over at a particular point, so they must have some 
 good control.  But I have never thought about how that control is 
 implemented.  Do they have secondary thrusters?  Can they vector or deflect 
 their thrust?  Can they throttle?  I know that some smaller rockets will spin 
 along their longitudinal axis to help average out any built in imbalances and 
 keep a stable course (probably the same idea as a rifle bullet.)
 
 Curt.
 
 
 On Mon, Apr 18, 2011 at 9:29 AM, Arnt Karlsen a...@c2i.net wrote:
 On Mon, 18 Apr 2011 06:31:09 -0700 (PDT), Gene wrote in message
 alpine.lfd.2.00.1104180630330.13...@grumble.deltasoft.com:
 
  On Mon, 18 Apr 2011, AJ MacLeod wrote:
 
   On Sun, 17 Apr 2011 00:39:52 +0200
   Torsten Dreyer wrote:
  
   156MB!? Isn't that a bit - huge?
  
   Maybe... but it looks like a fantastic model.  If only I had the
   time to actually work out how to fly it :-)  Really impressive work
   though.
 
  Fly it?  I thought you just lit a match and then did your best to
  hang on until the big noisy thing at the other end runs out of gas. :)
 
  g.
 
 
 ..fly it, means control it well enough to do
 e.g. touch-n-go's at will, not by accident. ;o)
 
 --
 ..med vennlig hilsen = with Kind Regards from Arnt Karlsen
 ...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three:
  best case, worst case, and just in case.
 
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Re: [Flightgear-devel] terragear-cs segfault

2011-04-18 Thread Christian Schmitt
Christian Schmitt wrote:
 Here you go (still on Atom), Phenom this evening.

Phenom:

(gdb) bt
#0  0x77bd4504 in merge_left (p=0x7c4f00, q=0x0, list=0x7c4f30) at 
gpc.c:785
#1  0x77bd6861 in gpc_polygon_clip (op=GPC_UNION, subj=0x747fb0, 
clip=0x770120, result=0x74edc0) at gpc.c:1383
#2  0x0045a3cb in polygon_clip (poly_op=POLY_UNION, subject=..., 
clip=...) at polygon.cxx:385
#3  0x0045a613 in tgPolygonUnion (subject=..., clip=...) at 
polygon.cxx:441
#4  0x0045337c in gen_taxiway (rwy_info=..., 
alt_m=25.29840087890625, material=..., rwy_polys=0x7fffb0b0, 
texparams=0x7fffb090, accum=0x7fffa180) at taxiway.cxx:103
#5  0x0040d61d in build_runway (rwy_info=..., 
alt_m=25.29840087890625, rwy_polys=0x7fffb0b0, 
texparams=0x7fffb090, accum=0x7fffa180, apt_base=0x7fffa220, 
apt_clearing=0x7fffa1d0) at build.cxx:300
#6  0x0040fbde in build_airport (airport_id=..., alt_m=25.2984009, 
runways_raw=..., beacons_raw=..., 
towers_raw=..., windsocks_raw=..., root=..., elev_src=...) at 
build.cxx:614
#7  0x00444623 in main (argc=4, argv=0x7fffda68) at main.cxx:340
(gdb) info registers
rax0x0  0
rbx0x3  3
rcx0x0  0
rdx0x7c4f30 8146736
rsi0x0  0
rdi0x7c4f00 8146688
rbp0x7fff8430   0x7fff8430
rsp0x7fff8430   0x7fff8430
r8 0x7506b0 7669424
r9 0x3  3
r100x7720def0   140737339514608
r110x206518
---Type return to continue, or q return to quit---
r120x405540 4216128
r130x7fffda60   140737488345696
r140x0  0
r150x0  0
rip0x77bd4504   0x77bd4504 merge_left+20
eflags 0x10206  [ PF IF RF ]
cs 0x33 51
ss 0x2b 43
ds 0x0  0
es 0x0  0
fs 0x0  0
gs 0x0  0



(gdb) x/10i $rip
= 0x77bd4504 merge_left+20:  mov0x20(%rax),%rax
   0x77bd4508 merge_left+24:  movl   $0x1,0x4(%rax)
   0x77bd450f merge_left+31:  mov-0x18(%rbp),%rax
   0x77bd4513 merge_left+35:  mov0x20(%rax),%rdx
   0x77bd4517 merge_left+39:  mov-0x20(%rbp),%rax
   0x77bd451b merge_left+43:  mov0x20(%rax),%rax
   0x77bd451f merge_left+47:  cmp%rax,%rdx
   0x77bd4522 merge_left+50:  je 0x77bd45a1 
merge_left+177
   0x77bd4524 merge_left+52:  mov-0x18(%rbp),%rax
   0x77bd4528 merge_left+56:  mov0x20(%rax),%rax

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Re: [Flightgear-devel] terragear-cs segfault

2011-04-18 Thread Curtis Olson
Right, as said before, you crashed inside the gpc code.  Have you tried
regenerating this airport using the --nudge option (increasing the value in
small increments until you find a value that allows the airport to be
successfully built.)

Regards,

Curt.


On Mon, Apr 18, 2011 at 11:59 AM, Christian Schmitt ch...@ilovelinux.dewrote:

 Christian Schmitt wrote:
  Here you go (still on Atom), Phenom this evening.

 Phenom:

 (gdb) bt
 #0  0x77bd4504 in merge_left (p=0x7c4f00, q=0x0, list=0x7c4f30) at
 gpc.c:785
 #1  0x77bd6861 in gpc_polygon_clip (op=GPC_UNION, subj=0x747fb0,
 clip=0x770120, result=0x74edc0) at gpc.c:1383
 #2  0x0045a3cb in polygon_clip (poly_op=POLY_UNION, subject=...,
 clip=...) at polygon.cxx:385
 #3  0x0045a613 in tgPolygonUnion (subject=..., clip=...) at
 polygon.cxx:441
 #4  0x0045337c in gen_taxiway (rwy_info=...,
 alt_m=25.29840087890625, material=..., rwy_polys=0x7fffb0b0,
texparams=0x7fffb090, accum=0x7fffa180) at taxiway.cxx:103
 #5  0x0040d61d in build_runway (rwy_info=...,
 alt_m=25.29840087890625, rwy_polys=0x7fffb0b0,
texparams=0x7fffb090, accum=0x7fffa180, apt_base=0x7fffa220,
 apt_clearing=0x7fffa1d0) at build.cxx:300
 #6  0x0040fbde in build_airport (airport_id=..., alt_m=25.2984009,
 runways_raw=..., beacons_raw=...,
towers_raw=..., windsocks_raw=..., root=..., elev_src=...) at
 build.cxx:614
 #7  0x00444623 in main (argc=4, argv=0x7fffda68) at
 main.cxx:340
 (gdb) info registers
 rax0x0  0
 rbx0x3  3
 rcx0x0  0
 rdx0x7c4f30 8146736
 rsi0x0  0
 rdi0x7c4f00 8146688
 rbp0x7fff8430   0x7fff8430
 rsp0x7fff8430   0x7fff8430
 r8 0x7506b0 7669424
 r9 0x3  3
 r100x7720def0   140737339514608
 r110x206518
 ---Type return to continue, or q return to quit---
 r120x405540 4216128
 r130x7fffda60   140737488345696
 r140x0  0
 r150x0  0
 rip0x77bd4504   0x77bd4504 merge_left+20
 eflags 0x10206  [ PF IF RF ]
 cs 0x33 51
 ss 0x2b 43
 ds 0x0  0
 es 0x0  0
 fs 0x0  0
 gs 0x0  0



 (gdb) x/10i $rip
 = 0x77bd4504 merge_left+20:  mov0x20(%rax),%rax
   0x77bd4508 merge_left+24:  movl   $0x1,0x4(%rax)
   0x77bd450f merge_left+31:  mov-0x18(%rbp),%rax
   0x77bd4513 merge_left+35:  mov0x20(%rax),%rdx
   0x77bd4517 merge_left+39:  mov-0x20(%rbp),%rax
   0x77bd451b merge_left+43:  mov0x20(%rax),%rax
   0x77bd451f merge_left+47:  cmp%rax,%rdx
   0x77bd4522 merge_left+50:  je 0x77bd45a1
 merge_left+177
   0x77bd4524 merge_left+52:  mov-0x18(%rbp),%rax
   0x77bd4528 merge_left+56:  mov0x20(%rax),%rax


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Re: [Flightgear-devel] terragear-cs segfault

2011-04-18 Thread Christian Schmitt
Curtis Olson wrote:

 Right, as said before, you crashed inside the gpc code.  Have you tried
 regenerating this airport using the --nudge option (increasing the value
 in small increments until you find a value that allows the airport to be
 successfully built.)
 
 Regards,
 
 Curt.

Curt, it's not a question of finishing this build, it's a fact that 
something is broken and I'd like to do my best to help get it fixed.

FYI: I found another, different segfault with EGKK:

Starting program: /usr/bin/genapts --input=./EGKK.dat --work=./test
Input file = ./EGKK.dat
Terrain sources = 
  ./test/SRTM2-Africa-3
  ./test/SRTM2-Australia-3
  ./test/SRTM2-Eurasia-3
  ./test/SRTM2-Islands-3
  ./test/SRTM2-North_America-3
  ./test/SRTM2-South_America-3
  ./test/DEM-USGS-3
  ./test/SRTM-1
  ./test/SRTM-3
  ./test/SRTM-30
Work directory = ./test
Nudge = 10
Longitude = -180:180
Latitude = -90:90
Data version = 810
Next airport = EGKK 196
End of file reached
last_apt_id.length() = 4
Building EGKK
Runway count = 0
Taxiway count = 1
w010n50/w001n51/2941771

Program received signal SIGSEGV, Segmentation fault.
0x0040fc55 in build_airport (airport_id=..., alt_m=0, 
runways_raw=..., beacons_raw=..., towers_raw=..., 
windsocks_raw=..., root=..., elev_src=...) at build.cxx:621
621 taxiways[i].generated = true;
(gdb) bt
#0  0x0040fc55 in build_airport (airport_id=..., alt_m=0, 
runways_raw=..., beacons_raw=..., towers_raw=..., 
windsocks_raw=..., root=..., elev_src=...) at build.cxx:621
#1  0x00444e15 in main (argc=3, argv=0x7fffda68) at main.cxx:442



Chris

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Re: [Flightgear-devel] YASim issues

2011-04-18 Thread ThorstenB
On 18.04.2011 14:51, Adrian Musceac wrote:
 On Monday, April 18, 2011 01:09:56 Heiko Schulz wrote:
 I had a fix locally but with the patch fixing the YASim issue I have now to
 begin again. I see the problem in the airfoil, but a change to this means
 that I have to change a lot of other parameters as well to keep the
 behavior 100% correct. Means a lot of tuning
 I took a quick look inside the FDM file. Unless your version is significantly
 different than mine, this patch should not affect the behaviour. There is no
 mention of cruise glide angle or approach and cruise fuel levels inside the
 file.
 The defaults provided inside FGFDM.cpp are the same as those that were
 previously hardcoded in Airplane.cpp. Maybe the problem is not at all related
 to this change?

And you also checked that approach glide angle isn't used? Otherwise, 
the new default cruise angle (0.0) might not match the original approach 
angle setting...

Anyway, we've committed the patch since it was assumed to not cause 
major differences. These bugs have been there since the beginning of 
YASim - so for 10+ years.
If it's confirmed that the patch actually caused major differences, then 
we should improve the patch. We could restore the old buggy 
behaviour by default and only use the new correct FDM configuration 
behaviour for new FDMs, e.g. add a switch, such as a new FDM parameter 
or YASim FDM version number in the xml file to enable the bugfix.

Heiko, and anyone else: if you think there is a major change, then 
directly compare the FDM behaviour with and without the patch - and let 
us know if there was trouble.

And that's the relevant patch:
http://www.gitorious.org/fg/flightgear/commit/7f5a0e35184677c21f1eafdfbe6438eb644cdbff

cheers,
Thorsten

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[Flightgear-devel] Shaders flicker

2011-04-18 Thread David Glowsky
Hi developers,

I have a new computer, installed FG on it and have a problem with the graphics.

The problem (beside missing runway lights) is that surfaces generated
by a shader will flicker. This applies to terrain and aircraft
instruments, trees and the Crop texture however do not flicker. The
flicker disapears when I switch off Material shaders in the
Rendering menu. It seems not to appear everywhere, but only if
custom scenery is near. When I tested today, it didn't happen at
airports which do not have any buildings.

You find screenshots here:
http://www.flightgear.org/forums/viewtopic.php?f=37t=11686.

I would appreciate any help.

Cheers
David

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Re: [Flightgear-devel] terragear-cs segfault

2011-04-18 Thread Curtis Olson
The first fault is inside the gpc code.  As I said before, by my best
estimation, gpc is algorithmically correct, but when we throw arbitrary real
world numerical data at it, we can encounter some numerical degeneracies and
that can blow up the gpc routines.

I have no complaints if someone wants to dive into gpc and make it more
numerically stable, but that's beyond what I've ever wanted to tackle
myself.

I'm sure there are a few dumb bugs in the code, but at least for this
particular issue, if you are hoping that the fix is a one or two line patch
that fixes a dumb programming typo, I afraid that's not the case.

You have to dive deep into the underworld of polygon clipping and numerical
representation.  You need to get down to the level where flipping one
trailing bit in a floating point number is the difference between the
algorithm being numerically stable, or things going degenerate.

Because of the way things work with computer floating point numbers, after
clipping one region against another, you can end up with artifacts like a
zero area triangle or a boundary that goes out to a point, returns to the
previous point, and then continues on.  Things happen that you can't see
with the naked eye until you zoom in with an electron microscope.

The basic process is that terragear/genapts is creating a jigsaw puzzle out
of a collection of almost arbitrary polygon data.  The source data could
overlap in any variety of ways (even by just a very very very tiny bit.)
 There could be cracks and gaps in the input data.  We have to resolve
questions like: what if a road, airport runway, and ocean area all want to
occupy the same physical space (due to different data sets assembled with
different standards of precision.)  The end result can't have any slivers
that are too small, and can't have any gaps or cracks.  It needs to be
topologically consistent.  However, given the nature of the input data and
the nature of ieee floating point numbers, this is not always possible to
do.  And as the input data gets more detailed, these problems are magnified.

So my suggestion is to focus on how to maintain a topologically consistent
numerical representation of arbitrary polygon data while performing
arbitrary clipping and union functions to the pieces.  That is where the
problems will get cured.

Hunting for a stray null pointer that some programmer inadvertently screwed
up, or digging into gcc optimization routines might all be interesting, and
you may just find some real problems that have been lurking, but you won't
have addressed the core underlying issues that cause most of the problems
with terragear.

One possible solution would be to create a fine grid and map all the input
data to our grid --- but there are some challenges with properly mapping an
arbitrary polygon (out of some gis database) to our underlying grid.  That
can't be done perfectly so all kinds of special cases will need to be
discovered the hard way and dealt with.

Maybe we could create really fine mesh, and then paint each grid section
based on the highest ranking polygon type that covers that grid.  Maybe this
could even be done in the form of a raster image?  There are probably ways
this could be done to avoid the polygon clipper problems, but none of these
approaches would be trivial to implement and would bring their own unique
challenges and problems that we'd have to discover the hard way through
trial and error.

And with all of this, I'd love for anyone to advance the discussion by
jumping in with code that fixes the problems or new ways to do things that
are better than the way we were doing things before ... or even evidence
that proves me entirely wrong.  I'm stating the way I understand things and
the observations and evidence I have ... and my hope is that it lights a
fire under someone to advance the discussion by proving me wrong or coming
up with something better ... while simultaneously saving people from hunting
for problems in fruitless areas.

Best regards,

Curt.


On Mon, Apr 18, 2011 at 12:20 PM, Christian Schmitt wrote:

 Curtis Olson wrote:

  Right, as said before, you crashed inside the gpc code.  Have you tried
  regenerating this airport using the --nudge option (increasing the value
  in small increments until you find a value that allows the airport to be
  successfully built.)
 
  Regards,
 
  Curt.

 Curt, it's not a question of finishing this build, it's a fact that
 something is broken and I'd like to do my best to help get it fixed.

 FYI: I found another, different segfault with EGKK:

 Starting program: /usr/bin/genapts --input=./EGKK.dat --work=./test
 Input file = ./EGKK.dat
 Terrain sources =
  ./test/SRTM2-Africa-3
  ./test/SRTM2-Australia-3
  ./test/SRTM2-Eurasia-3
  ./test/SRTM2-Islands-3
  ./test/SRTM2-North_America-3
  ./test/SRTM2-South_America-3
  ./test/DEM-USGS-3
  ./test/SRTM-1
  ./test/SRTM-3
  ./test/SRTM-30
 Work directory = ./test
 Nudge = 10
 Longitude = -180:180
 Latitude = -90:90
 Data 

Re: [Flightgear-devel] Shaders flicker

2011-04-18 Thread Christian Schmitt
David Glowsky wrote:

 Hi developers,
 
 I have a new computer, installed FG on it and have a problem with the
 graphics.
 
 The problem (beside missing runway lights) is that surfaces generated
 by a shader will flicker. This applies to terrain and aircraft

Moin David,

while I have no solution for the main problem, the following patch (kudos to 
Jester) helps here on my ATI to let runway lights shine as expected:
http://git.overlays.gentoo.org/gitweb/?p=proj/gamerlay.git;a=blob;f=dev-
games/simgear/files/simgear-radeon-fix-runway-
lights.patch;h=a48c4bf62cd52ffe7f1c2c71dbb8f95ac41fbb09;hb=HEAD

Chris

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Re: [Flightgear-devel] Shaders flicker

2011-04-18 Thread Arnt Karlsen
On Mon, 18 Apr 2011 19:56:38 +0200, David wrote in message 
banlktimbxl03ofww5qsvqoygszwybhs...@mail.gmail.com:

 Hi developers,
 
 I have a new computer, installed FG on it and have a problem with the
 graphics.
 
 The problem (beside missing runway lights) is that surfaces generated
 by a shader will flicker. This applies to terrain and aircraft
 instruments, trees and the Crop texture however do not flicker. The
 flicker disapears when I switch off Material shaders in the
 Rendering menu. It seems not to appear everywhere, but only if
 custom scenery is near. When I tested today, it didn't happen at
 airports which do not have any buildings.
 
 You find screenshots here:
 http://www.flightgear.org/forums/viewtopic.php?f=37t=11686.

..first, try take the same screenshots with today's fg-git, 
the shaders _may_ have been fixed since you shot your shots.

 I would appreciate any help.

..I suspect FG shader bugs not properly supporting ATI hardware, 
most if not all FG developers have Nvidea graphics on closed 
source nvidea drivers and noton GPL nouveau, a quick test can 
be done with Knoppix: http://nouveau.freedesktop.org/wiki/ 
http://knopper.net/knoppix/knoppix64-en.html


..I'd like to see what happen when you do exactly the same things 
in FG as you did here, but running your box on Knoppix and installing
the same FG in your Knoppix session.
http://knopper.net/knoppix/index-en.html
http://knopper.net/knoppix/knoppix64-en.html

..if you don't wanna touch your disks, run Knoppix in ramdisk and
install the same version FG into your ramdisk session and then try 
take the same screenshots as you did on Wintendo and ATI's drivers.
(Usb sticks and SD etc flash cards are other possible options.)

..boot it with 'knoppix toram ' and see what happens, if that 
fails to do what we want, try e.g. 'knoppix toram xmodule=ati ',
more ideas to try append to the boot command: 
ftp://ftp.uni-kl.de/pub/linux/knoppix/knoppix-cheatcodes.txt

..xmodule's I'd like to see compared, is radeon, radeonhd,
and ATI's own fglrx, and on Nvidea's, nvidea and nouveau.

..note that you _may_ have to use knoppix64 to boot a 64bit
kernel on a 64bit cpu, and knoppix32 or somesuch to boot a 
32bit kernel on 32bit cpus, I'm not up to date on current
knoppix boot cheatcodes.  _Play_around_. ;o)

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Re: [Flightgear-devel] terragear-cs segfault

2011-04-18 Thread Arnt Karlsen
On Mon, 18 Apr 2011 19:20:59 +0200, Christian wrote in message 
20110418172059.cd1fe1318...@mail.sigmos.de:

 Curtis Olson wrote:
 
  Right, as said before, you crashed inside the gpc code.  Have you
  tried regenerating this airport using the --nudge option
  (increasing the value in small increments until you find a value
  that allows the airport to be successfully built.)
  
  Regards,
  
  Curt.
 
 Curt, it's not a question of finishing this build, it's a fact that 
 something is broken and I'd like to do my best to help get it fixed.

..heeding Curt's hint on ' --nudge ', helps find a new way 
to crash it, which again means we get a little closer to a 
viable diagnosis on gpc.  Without that, expect no fix.

 FYI: I found another, different segfault with EGKK:

..this will help, once we understand the bug, we can fix it.

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  best case, worst case, and just in case.

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Re: [Flightgear-devel] YASim issues

2011-04-18 Thread Adrian Musceac
On Monday, April 18, 2011 20:51:17 ThorstenB wrote:

 And you also checked that approach glide angle isn't used? Otherwise,
 the new default cruise angle (0.0) might not match the original approach
 angle setting...
 

No mention of approach glide angle either. I have no idea how this applies to 
rotorcraft since I only dug into the traditional winged code. A quick search 
through fgdata/Aircraft revealed the following aircraft to have different 
glide angles specified for approach and cruise:
- ASK13
- ASK21
- ASK21-MI
- IAR80 (fixed by Emilian I believe)
- PaperAirplane
ASK13 and PaperAirplane have the biggest difference between the two numbers 
(23 vs 2).
The fuel is a different matter, a very large number of aircraft have numbers 
other than default.
As far as the solver is concerned, the glide angle has a very large influence 
on the coefficients, while the fuel has a relatively small relevance in the 
final numbers.
Adding a tag which would be used on the new models could retain compatibility 
for older aircraft which are no longer developed. On the other hand, it would 
be a pity to have the very clean code of YASim cluttered by special cases for 
bugs. It's a tough choice, your call I guess.

Adrian


 Anyway, we've committed the patch since it was assumed to not cause
 major differences. These bugs have been there since the beginning of
 YASim - so for 10+ years.
 If it's confirmed that the patch actually caused major differences, then
 we should improve the patch. We could restore the old buggy
 behaviour by default and only use the new correct FDM configuration
 behaviour for new FDMs, e.g. add a switch, such as a new FDM parameter
 or YASim FDM version number in the xml file to enable the bugfix.
 
 Heiko, and anyone else: if you think there is a major change, then
 directly compare the FDM behaviour with and without the patch - and let
 us know if there was trouble.
 
 And that's the relevant patch:
 http://www.gitorious.org/fg/flightgear/commit/7f5a0e35184677c21f1eafdfbe643
 8eb644cdbff
 
 cheers,
 Thorsten
 
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Re: [Flightgear-devel] YASim issues

2011-04-18 Thread Maik Justus
Hello Heiko,

does your local FDM still uses default approach fuel etc? But even if 
not, there should be no difference in the flight behavior. The only 
effect of the approach fuel level is (for a rotorcraft) within the gear 
solver.

By the way: I would prefer to use the old default values for the gear 
solver. The spring constants of a gear should not be a function of the 
approach fuel settings. Maybe some gears would need some tuning with the 
patch otherwise. The
_approachWeight = _emptyWeight + totalFuel*_approachFuel;
should be moved behind the gear solver call.

Maik

  Am 17.04.2011 22:37 schrieb Heiko Schulz:
 Hi,


 Well, I'm glad it helps. The patch should not affect the
 solution
 too much in most cases, I've checked this myself.
 I have tested it, and well, at least for helicopters there seems a  
 difference. No idea how long we have this bug now- but I guess a very long 
 time.

 I was working on the bo105 to get to a more realistic climb rate by keeping 
 the flight behavior matching to the known detailed datas.
 The bo105 doesn't have a realistic climbrate, but while reaction time, rate 
 and control sensibility matches exactly the real one.

 I can now see a difference between before and after this patch, and now it 
 seems the climb rate is even less than before.


 Heiko



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Re: [Flightgear-devel] Shaders flicker

2011-04-18 Thread Robert
I also have the flickering issue with shaders on. (ATI/AMD, Debian, fglrx)
On my system the problem occurs at low framerates (30-35 fps) caused by the
scenery.
On lighter airports I get 60-75 fps and the problem seems to be gone.

David, maybe someone of us should file a bug report here:
http://code.google.com/p/flightgear-bugs/issues/list
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Re: [Flightgear-devel] YASim issues

2011-04-18 Thread Heiko Schulz
Hi,


 Hello Heiko,
 
 does your local FDM still uses default approach fuel etc?
 But even if 
 not, there should be no difference in the flight behavior.
 The only 
 effect of the approach fuel level is (for a rotorcraft)
 within the gear 
 solver.

 Heiko, and anyone else: if you think there is a major change, then 
 directly compare the FDM behaviour with and without the patch - and let 
 us know if there was trouble.

I was already aware of that, and used the approach settings to improve the 
behaviour of the gear on the EC130 B4.

I wanted compare before and aft patch-version anyway to see if I'm wrong here 
and mixed something up, but unfortunately real life came with night shift 
working and having a damaged car by an arson attack the last night before one. 
A lot of things to manage, so I'll have to wait for the easter-weekend for some 
free time.  

I hope I'm not doing too much noise here, especially when I'm wrong.

Kind Regards
Heiko





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