Re: [Flightgear-devel] A collection of issues

2011-10-07 Thread thorsten . i . renk
 Hmm - after double-checking, it looks good to me.

 Checked with running --prop:/environment/terrain/area[0]/enabled=1

That seems to be the key, thanks. Works fine if I set the property on
startup in the commandline, doesn't work if I don't. We used to have a
state where it wasn't necessary to set it in the command line any more -
so something there might have changed (?).

Cheers,

* Thorsten


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Re: [Flightgear-devel] Default 3d clouds in Local Weather

2011-10-07 Thread thorsten . i . renk
 Torsten has kindly committed my recent merge requests.

 So, not only should the curved field be fixed, but there are also many
 more shading parameters available for the top/middle/bottom/shaded
 part of the cloud. See README.3Dclouds for details.

Thanks, I'll pull this right away!

* Thorsten


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[Flightgear-devel] New environment properties (Was: A collection of issues)

2011-10-07 Thread thorsten . i . renk
 We would like surface-wind/speed-kt, /direction-from-deg,
 /velocity-from-east-fps, velocity-from-north-fps, (please not 'from
 heading'
  ), but use whatever is easiest, we can handle the conversions easily
 enough.

Torsten, does that sound viable to you? I'll be happy to write them from
Local Weather, but we should agree on a set of names to write.


 That would be great - we thought perhaps this is what the property
 overcast
 was intended to do, but it's different in Global and Local weather.

In my way of thinking:

/rendering/scene/overcast

The amount of haze color mixed to the sky color. Unless it's very close to
1, the effect is more like a thin haze layer at high altitude not really
blocking the sun, if it's close to 1 it can double as a credible but cheap
overcast layer from below (doesn't work from above obviously). Not really
a good proxy for cloud coverage

/rendering/scene/saturation

This directly dims the sunlight and is supposed to represent clouds
blocking the light. Unfortunately, in many situations it turns out to be
an overkill (it doesn't do to dim the whole sky when you're circling below
a cloud) so I only use it in low visibility situations such as inside
rough weather (heavy rain usually).

/rendering/scene/scattering

This is supposed to represent the (perception-weighted) light intensity
below the clouds, i.e. it selectively dims the terrain only without
touching the sky. Probably, this is more or less what you'd like to use.

 The  math
 can be done out in the GPU - there's plenty of scope to offload tasks
 from the CPU.

Not necessarily. I was a bit shocked yesterday when I flew the IAR-80 and
lost 1/3 of my framerate with the skydome scattering shader on - it has
never ever affected my framerate that much, but I suspect the IAR80 places
a high workload into the GPU to begin with, so suddenly this becomes the
bottleneck of the whole operation.

As for putting math to the GPU - from an algorithm point of view,
something doesn't seem right. Cloud cover is something we want to compute
once per minute or so - putting it into a vertex shader means it's
computed per frame per vertex, that seems a bit excessive.

Is there a way of putting things to the GPU such that they're only
computed once per frame? For instance, for every cloud vertex we compute
the eye position by multiplying zero with the inverse model view matrix -
although it doesn't change from vertex to vertex! That's a few thousand
matrix multiplications per frame which we actually don't really need to
do.

With rendering haze (and some people are thinking of rain already, some
asking for cloud shadows) I see us running rapidly out of GPU
performance...

Cheers,

* Thorsten


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Re: [Flightgear-devel] nasal and javascript..

2011-10-07 Thread Erik Hofman
On Fri, 2011-10-07 at 02:30 +0100, Peter Morgan wrote:
 How does nasal works within the sim.. ?

Excellent, it can handle weather simulation and rendering just well.

 why we can not use a ecma scripting engine ? 
 Can i Use javascript in FG, smells the smae almost...
 
 I can embed nasal within an xml tag??

No, javascript is unsupported, just like any of it's predecessors or
look-alikes. At one point I had javascrip[t working but Nasal is just
much better suited for FlightGear because of it's size, processing speed
and because a number of developers have a good idea what's going on.

 Why can we use V8 which is a fast scripting engine.. its rumoured..

In theory we could even use VBScript but Nasal has proven to be valuable
for almost 10 years, so no reason to change or add another scripting
language.

Besides, if you know JavaScript then learning Nasal would take little
effort.

Erik


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[Flightgear-devel] Cloud shadows

2011-10-07 Thread thorsten . i . renk
 We already adjust the greyness of the sea to reflect the overcast
 value. (It would also be nice if the visible weather in Global matched
 the
 description a bit better: we make the sea grey when it's overcast, but
 the sky is still mostly blue).

 This sounds all really nice and thank you very much for improving this
 shaders. But for visible weather we need shadows. Just dimming
 reflection by some general cloud density makes no sense for me.

It seems to me there's a difference between 'we need' and 'would be nice
to have'. What, precisely, do we really 'need' shadows for?

I'd very much like to have clouds cast real shadows, but: How? Clouds are
not 'real' 3d objects in models space, they are rotated stacks of texture
sheets. So you can't use any 'real' shadow-generating technique like for a
normal object.

Real time ray intersection with some ad-hoc light absorbing distribution
is out for performance reasons. So we'd somehow have to pre-calculate a
shadow distribution (I've worked out the math for that so far), pass it to
the shader and project that onto the ground (no idea how to do that in a
seamless way), and since it doesn't do to have bright sunny ships with
crisp sunlight reflections in a shadowy patch of water, the information
needs to go to every single object shader and used there to dim
reflections (no idea about the performance footprint of that). As far as I
understand, every reflection shader in the scene somehow needs to know if
its position is in shadow or not

What I really need is a framerate above 20, preferably 30. I'd rather have
that without cloud shadows than a framerate of 2-3 with cloud shadows. I
don't know about the rest of us... But if you know a fast way of rendering
the cloud shadows - please just let me know.

Sorry, I'm just getting a bit touchy about reading 'we need' - I've had
too much of that recently.

Cheers,

* Thorsten


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Re: [Flightgear-devel] autopilot frame rate

2011-10-07 Thread Anders Gidenstam
On Fri, 7 Oct 2011, Alan Teeder wrote:

 I am also having problems in this area.

 If you look at the time dependant filters they use a very simple code 
 which easily explains the problem.  It would be much better to use the 
 Tustin substitution which is practically guaranteed to be stable, and is 
 used in real life autopilots. However these run at fixed framerates.

That should be no problem as the autopilot in FG should be running at a 
fixed framrate (/sim/model-hz) these days. That is, fixed in simulated 
time, which is all that should matter.

(As an aside our time management is still pretty messy and lots of things 
that ought to use simulated time seems to be using real time instead - try 
increasing the simulation rate and see how many virtual things that do 
not speed up...)

Cheers,

Anders
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Re: [Flightgear-devel] Cloud shadows

2011-10-07 Thread Erik Hofman
On Fri, 2011-10-07 at 10:14 +0100, James Turner wrote:
 On 7 Oct 2011, at 09:47, thorsten.i.r...@jyu.fi wrote:
 
  Sorry, I'm just getting a bit touchy about reading 'we need' - I've had
  too much of that recently.
 
 In my experience, for a happy life in open-source development, work on what 
 *you* *enjoy*, not what 'we' 'need'. 

And sometimes it's not even clear if 'we' includes us..

Erik


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Re: [Flightgear-devel] New environment properties (Was: A collection of issues)

2011-10-07 Thread Torsten Dreyer
Am 07.10.2011 09:09, schrieb thorsten.i.r...@jyu.fi:
 We would like surface-wind/speed-kt, /direction-from-deg,
   /velocity-from-east-fps, velocity-from-north-fps, (please not 'from
   heading'
 ), but use whatever is easiest, we can handle the conversions easily
   enough.
 Torsten, does that sound viable to you? I'll be happy to write them from
 Local Weather, but we should agree on a set of names to write.



How about creating
/environment/wind/surface/speed-kt
/environment/wind/surface/from-deg
/environment/wind/surface/from-east-fps
/environment/wind/surface/from-north-fps

to be able to later add life or computed aloft wind data like

/environment/wind/aloft/pressure-level
/environment/wind/aloft/speed-kt
/environment/wind/aloft/from-deg
/environment/wind/aloft/from-east-fps
/environment/wind/aloft/from-north-fps

And even expandable to a three-dimensional wind model
/environment/wind[0]/foo (at present position)
/environment/wind[1]/foo (somewhere)
/environment/wind[2]/foo (somewhere else)
etc...


Torsten


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Re: [Flightgear-devel] Cloud shadows

2011-10-07 Thread Torsten Dreyer
Am 07.10.2011 11:20, schrieb Erik Hofman:
 In my experience, for a happy life in open-source development, work on 
 what*you*  *enjoy*, not what 'we' 'need'.
 And sometimes it's not even clear if 'we' includes us..

'we' should add these wise statements to our developer's guide ;-)

Torsten

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Re: [Flightgear-devel] Terragear and 2 Arc Second elevation data

2011-10-07 Thread HB-GRAL
I am asking because I am currently working on Alaska elevation data for 
the relief. I had to clip 6 px overlap and I converted the .flt data to 
DEM format. HGT can not handle 1800x1800 px, but there is also a demchop 
in terragear, right?

I like to share the data when it is useful for scenery building. NED is 
seamless and has a lot of more data included than SRTM. To complete, 
should I change resolution to 1200x1200 and provide it as HGT files for 
scenery creation ?

Cheers, Yves

Am 07.10.11 01:52, schrieb Curtis Olson:
 You might need to do some work with the tool that chops up the dem's into
 TerraGear tile sizes.  There are different terrain formats so you might need
 to adapt the code to read a different format as well.  This part sounds like
 it should be pretty straightforward if you have clear docs for the input
 format.

 On Thu, Oct 6, 2011 at 6:40 PM, HB-GRAL wrote:

 Hi all

 Can terragear handle 2 arc second elevation data ? I read only about 1
 arc and 3 arc data for the terragear toolchain.

 Cheers, Yves


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Re: [Flightgear-devel] Terragear and 2 Arc Second elevation data

2011-10-07 Thread HB-GRAL
When someone wants to run experiments with this data, you can find 
some test data in .dem format here:
http://maptest.fgx.ch/public/2arc-alaska-dem/n70w140.zip

Thanks a lot, Yves

Am 07.10.11 12:07, schrieb HB-GRAL:
 I am asking because I am currently working on Alaska elevation data for
 the relief. I had to clip 6 px overlap and I converted the .flt data to
 DEM format. HGT can not handle 1800x1800 px, but there is also a demchop
 in terragear, right?

 I like to share the data when it is useful for scenery building. NED is
 seamless and has a lot of more data included than SRTM. To complete,
 should I change resolution to 1200x1200 and provide it as HGT files for
 scenery creation ?

 Cheers, Yves

 Am 07.10.11 01:52, schrieb Curtis Olson:
 You might need to do some work with the tool that chops up the dem's into
 TerraGear tile sizes.  There are different terrain formats so you might need
 to adapt the code to read a different format as well.  This part sounds like
 it should be pretty straightforward if you have clear docs for the input
 format.

 On Thu, Oct 6, 2011 at 6:40 PM, HB-GRAL wrote:

 Hi all

 Can terragear handle 2 arc second elevation data ? I read only about 1
 arc and 3 arc data for the terragear toolchain.

 Cheers, Yves


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Re: [Flightgear-devel] nasal and javascript..

2011-10-07 Thread Arnt Karlsen
On Fri, 7 Oct 2011 02:30:38 +0100, Peter wrote in message 
cadt7pxnh3zdpxbevx1fqrvojwplcrzutsqnw9fpvhmczsco...@mail.gmail.com:

 How does nasal works within the sim.. ?
 why we can not use a ecma scripting engine ?
 Can i Use javascript in FG, smells the smae almost...
 
 I can embed nasal within an xml tag??
 
 Why can we use V8 which is a fast scripting engine.. its rumoured..
 
 pete

..years back I asked something similar on FG's choise of C++ 
rather than C. ;o)

..you basically need to prove ecma, V8, javascript is fast, 
stable, good etc enough to spank our ecma nasal with such 
authority everyone goes WTF didn't we do this before? etc.

..bottom line: Show us! ;o) 

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...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] autopilot frame rate

2011-10-07 Thread Arnt Karlsen
On Fri, 7 Oct 2011 02:46:22 +0100, Peter wrote in message 
CADt7PXMjc9znKOo5XStyyUt7BHYRAuJ9=qt+85smq-YsP=y...@mail.gmail.com:

 Would it be possible to make the autopilot work at a reliable freq..
 
 The autopilot atmo in my suspicion is bound to a frame rate.. this
 explains why it wobbles on my low frame rate machine.. ie laoder
 card..
 
 IMHO the autopilot.. should be set at a freq eg 10hz or less and
 fised inc calculation ..

..chk output of fgfs -v -h |less , should offer frame rate throttling
on recent and git versions of FG.


 Just a thought for comment..
 and a new idea website..
 https://sites.google.com/a/freeflightsim.org/flightgear-developers-guide/
 
 Pete


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Re: [Flightgear-devel] A collection of issues

2011-10-07 Thread Vivian Meazza


 -Original Message-
 From: Torsten Dreyer [mailto:tors...@t3r.de]
 Sent: 07 October 2011 10:49
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] A collection of issues
 
 Am 07.10.2011 08:55, schrieb thorsten.i.r...@jyu.fi:
  Hmm - after double-checking, it looks good to me.
 
  Checked with running --prop:/environment/terrain/area[0]/enabled=1
 
  That seems to be the key, thanks. Works fine if I set the property on
  startup in the commandline, doesn't work if I don't. We used to have a
  state where it wasn't necessary to set it in the command line any more -
  so something there might have changed (?).
 
 In the initialization sequence of the environment subsystem, a
 terrainsample instance is created for each area node under
 /environment/terrain (you can have as many areas sampled as you like).
 However, these nodes have to be there during subsystem-init. Maybe you
 create it from Nasal which probably initializes later?
 If that worked before - I have no idea what might have changed to break
 it for you. The last nontrivial update on the terrainsampler was in
 August 2010.
 

Well, thanks for all the help with tied properties etc. We've managed to
work around most of the problems so far and Phase II of the improvements to
the water shader are in git. The waves now align with the surface wind, and
we try to adjust wave height with the wind speed. Here are some examples:

http://imageshack.us/f/830/fgfsscreen070.jpg/
http://imageshack.us/f/571/fgfsscreen069.jpg/

We know the wake could now do with some improvement, and we have some ideas
that we will work on before embarking on our planned Phase III, which will
have improved integration with Global and Local weather.

This only works with materials-dds.xml

Vivian and Emilian 




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Re: [Flightgear-devel] autopilot frame rate

2011-10-07 Thread Alan Teeder


-Original Message- 
From: Arnt Karlsen
Sent: Friday, October 07, 2011 1:12 PM
To: flightgear-devel@lists.sourceforge.net

..chk output of fgfs -v -h |less , should offer frame rate throttling
on recent and git versions of FG.

Arnt

I assume you mean fgfs --model-hz=n

This will run the whole FDM at n iterations per second, not just the 
autopilot system.

Alan


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Re: [Flightgear-devel] autopilot frame rate

2011-10-07 Thread Curtis Olson
There is also a frame rate throttling option, but it's pretty buried

/sim/frame-rate-throttle-hz

Also consider setting your sync to vblank option in your video hardware.
 That can help limit FlightGear to run at your display's refresh rate.

Curt.


On Fri, Oct 7, 2011 at 8:48 AM, Alan Teeder wrote:



 -Original Message-
 From: Arnt Karlsen
 Sent: Friday, October 07, 2011 1:12 PM
 To: flightgear-devel@lists.sourceforge.net

 ..chk output of fgfs -v -h |less , should offer frame rate throttling
 on recent and git versions of FG.

 Arnt

 I assume you mean fgfs --model-hz=n

 This will run the whole FDM at n iterations per second, not just the
 autopilot system.

 Alan



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Re: [Flightgear-devel] Default 3d clouds in Local Weather

2011-10-07 Thread thorsten . i . renk
 So, not only should the curved field be fixed, but there are also many
 more shading parameters available for the top/middle/bottom/shaded
 part of the cloud. See README.3Dclouds for details.

Somehow, that didn't work out for me.

* clouds are now black

(see also
http://flightgear.org/forums/viewtopic.php?f=5t=7358start=435#p139537
in the Forum - I'm not the only one with that problem - the common theme
might be an NVIDIA GPU here (?)).

I've temporarily fixed that by setting top_factor and middle_factor to 1.0
- it seems the shader itself is working fine, it just doesn't get the
right values.

* cloud placement altitudes are offset to what they were previously. I had
measured out an offset value for each cloud type which places that cloud
at exactly the right altitude, that's now 3000 ft different from what it
was - something can't be right here...

* the problem that clouds move upward as I increase distance is still
there :-(

On my machine, currently the weather system only produces crap *sigh*  -
rain works randomly, rain and haze are offset from clouds, clouds appear
at unpredictable altitudes...

Maybe we should revert to the previous state till that is sorted out - or
am I a small minority experiencing such problems?

* Thorsten


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Re: [Flightgear-devel] Default 3d clouds in Local Weather

2011-10-07 Thread Curtis Olson
On Fri, Oct 7, 2011 at 11:33 AM, thorsten.i.r...@jyu.fi wrote:

 Somehow, that didn't work out for me.

 * clouds are now black

 (see also
 http://flightgear.org/forums/viewtopic.php?f=5t=7358start=435#p139537
 in the Forum - I'm not the only one with that problem - the common theme
 might be an NVIDIA GPU here (?)).

 I've temporarily fixed that by setting top_factor and middle_factor to 1.0
 - it seems the shader itself is working fine, it just doesn't get the
 right values.

 * cloud placement altitudes are offset to what they were previously. I had
 measured out an offset value for each cloud type which places that cloud
 at exactly the right altitude, that's now 3000 ft different from what it
 was - something can't be right here...

 * the problem that clouds move upward as I increase distance is still
 there :-(

 On my machine, currently the weather system only produces crap *sigh*  -
 rain works randomly, rain and haze are offset from clouds, clouds appear
 at unpredictable altitudes...

 Maybe we should revert to the previous state till that is sorted out - or
 am I a small minority experiencing such problems?

 * Thorsten


Me too on the black clouds now ...  nvidia graphics card + latest git.

Curt.
-- 
Curtis Olson:
http://www.atiak.com - http://aem.umn.edu/~uav/
http://www.flightgear.org - http://gallinazo.flightgear.org
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threats, fraudulent activity, and more. Splunk takes this data and makes
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Re: [Flightgear-devel] Default 3d clouds in Local Weather

2011-10-07 Thread Durk Talsma

On 07 Oct 2011, at 19:01, Frederic Bouvier wrote:

 
 Me too on the black clouds now ...  nvidia graphics card + latest git.
 
 It's the same for me
 
Me Too: (two Nvidia 9800GT cards + latest git).


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Re: [Flightgear-devel] Default 3d clouds in Local Weather

2011-10-07 Thread emilianh
On Friday 07 October 2011 19:38:54 Durk Talsma wrote:
 On 07 Oct 2011, at 19:01, Frederic Bouvier wrote:
  Me too on the black clouds now ...  nvidia graphics card + latest git.
  
  It's the same for me
 
 Me Too: (two Nvidia 9800GT cards + latest git).

Me (1, 2, 3 , 4.. ok that's 5)... Me5
Nvidia 8600 GT, linux, latest git
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Re: [Flightgear-devel] Default 3d clouds in Local Weather

2011-10-07 Thread syd adams
Me too , with ATIMobility Radeon HD 4250

On Fri, Oct 7, 2011 at 11:55 AM,  emili...@gmail.com wrote:
 On Friday 07 October 2011 19:38:54 Durk Talsma wrote:

 On 07 Oct 2011, at 19:01, Frederic Bouvier wrote:

  Me too on the black clouds now ... nvidia graphics card + latest git.

 

  It's the same for me



 Me Too: (two Nvidia 9800GT cards + latest git).



 Me (1, 2, 3 , 4.. ok that's 5)... Me5

 Nvidia 8600 GT, linux, latest git



 --
 All of the data generated in your IT infrastructure is seriously valuable.
 Why? It contains a definitive record of application performance, security
 threats, fraudulent activity, and more. Splunk takes this data and makes
 sense of it. IT sense. And common sense.
 http://p.sf.net/sfu/splunk-d2dcopy2
 ___
 Flightgear-devel mailing list
 Flightgear-devel@lists.sourceforge.net
 https://lists.sourceforge.net/lists/listinfo/flightgear-devel



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sense of it. IT sense. And common sense.
http://p.sf.net/sfu/splunk-d2dcopy2
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