Re: [Flightgear-devel] Weather issues for 2.6

2011-12-15 Thread thorsten . i . renk

I've just placed a patch into the forum fixing the altitudes, providing a
new GUI which makes Local Weather Config obsolete and ports Cb towers also
to the new rendering system. I haven't tested it excessively yesterday,
but most of it was written and tested before my computer died, so it
should be fine.


> You should be able to set the render bin for the effect if you are using
> one.
> Alternatively, it may be that we can get more performance from the clouds
> such that we won't need to put them in a separate render-bin.

Hm, this seems to be more subtle then. I adapted rain-layer.eff from
cloud.eff and as a consequence I see that in both files

  
10
DepthSortedBin
   

occurs. So that is in fact not the problem?! But then what it - why are
the rain layers always sorted in front of the clouds?

* Thorsten


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Re: [Flightgear-devel] Trying to get more performance out of the 3Dclouds!

2011-12-15 Thread Stuart Buchanan
2011/12/15 Mathias Fröhlich wrote:
> On Wednesday, December 14, 2011 15:49:22 Stuart Buchanan wrote:
>> 2011/12/14 Mathias Fröhlich wrote:
>> > But, the question is how many cloud drawables do we have? The render Bin
>> > sorting bottleneck - if we run into this - is O(log(n)*n) with the n=
>> > number depth sorted drawables. Which means we need to have a huge amount
>> > of cloud drawables that this effect dominates.
>>
>> As you've seen from the code, at present, we have a cloud drawable per
>> sprite, where there are multiple sprites per cloud, and >1000 clouds in a
>> typical Cu layer.
>
> Than I assume 10 to 500 sprites in one cloud?
> Which makes about 1 > draws for the clouds.
> That could explain the observations.

For the global weather 3D clouds it is typically between 5 and 15
sprites per cloud. We perform some sprite-culling to avoid creating
sprites that are too close together.

For Local weather it's sometimes as low as 1 sprite per cloud.

>> > Ok, looking into the Cloud drawable implementation, I believe that your
>> > almost first response is probably the easiest. Just without point
>> > sprites, just improoving what is currently done:
>> > Try to put that multiple draws into a single draw using array objects.
>> > Make sure that you still get a 'fast drawable'. YOu can verify this by
>> > asking the geometry if osg::Geometry::areFastPathsUsed() returns true.
>> > That is mostly: do not use any index arrays. The only indices which may
>> > be worthwhile are the indexed primitives sets.
>> > Sorting inside the drawable is then done by either redoing the arrays or
>> > probably better by using an indexed primitive set and reordering the
>> > indices.
>>
>> I will try this tonight. Thanks again for looking into this and
>> helping to point me
>> in the right direction.

I made the changes you suggested last night so that there is a single
geometry per cloud instead of one per sprite. That should have reduced
the number of draws by a factor of 10.

The code isn't ready to be checked in (I've still got to sort the geometry),
but so far it hasn't made a significant difference to
the frame-rate on my system. However, I've got a fairly big graphics
card and get fairly high frame-rates, so it may help more for other people.

It certainly doesn't make things any worse, and the code changes are
smaller than I had feared, so I expect to get this change checked in for
2.6.0.

>> (BTW - I think I've managed to get Impostors working though I've still to
>> see any performance gain)
> Ok, if this helps this is fine.
> So the granularity is one cloud per imposter?

No. At that level my machine ran out of memory. I've got an Impostor
for each top level LoD node, which typically contains the clouds in a
10kmx10km area, so we end up with ~18 Impostors.

Still no performance gain from this either. I've made it configurable
using properties, so once it's checked in people can experiment to
see if varying the LoD size, and hence number of impostors, helps.

Again, the code changes were remarkably small, so I expect to have
this ready in time for 2.6.0

> For this approach, you need to know that setting up a new fbo for draw is not
> exactly cheap. It's not catastropic, but again don't do too often.
> Also each cloud probably uses one texture of some size which will occupy
> memory. Having >1000 of them is probably significant.
> Also drawing a cloud is than not only the draw, but also the texture change
> state change that needs to happen on every draw.
> This could still be a net win. But that's what I think is good to know to
> balance the orders of magnitude.
>
> May be it helps to have less individual clouds where each of them is drawn
> with a single draw?
>
> An idea that I had yesterday. Just a dumb question:
> Is it possible that we have some problem so that we have more clouds in the
> visible scene than we really expect there? That is is there a bug that makes
> some of them being drawn techically but not appear on the screen where they
> should be? Which could make draw so expensive by drawing more than we can see?
> So, just because experience shows that problems have often very simple reasons
> compared to the first ideas what could happen ...

Very good point. So we might not be culling the clouds properly?

I can easily put in some code to check this. I _think_ I've got the
bounding boxes
set up correctly and a sensible LoD tree, but this is something I should check.

> I hope that I really guide into the right direction.

Please keep suggesting ideas.  I'm a bit time-limited right now, so it may take
me some time to write the code to test them, but I'm "all ears" :)

-Stuart

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[Flightgear-devel] New scenery webtool.

2011-12-15 Thread Olivier
Hello,

A small announce to let you know a new scenery webtool is out: 
http://scenemodels.flightgear.org/submission/shared/

The goal of this tool is to ease the insertion of shared models 
position within the FG scenery database for both  the submitters and the 
scenery maintainer(s). Hope this will make the number of positions 
increase!

The steps are very easy to follow :

1. Place the object within FG.
2.
 Take the data and copy/paste it within the form (please double check 
the content of what you're inserting!). Once clicked on submit, the 
request is done!
3. Add a small kind comment for Martin, telling him what you're doing.
4. Give the captcha what it wants (sorry for this, but it's to avoid unwanted 
automated robots)
5. Click submit.

The request is then automatically sent to Martin, he just has to check your 
request and do one action to commit it into the DB.

More improvements are to come (short term to long term), so check the forum for 
the to-do list & more: 
http://www.flightgear.org/forums/viewtopic.php?f=5&t=14671

Hope you like it.

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Re: [Flightgear-devel] Weather issues for 2.6

2011-12-15 Thread Vivian Meazza
Thorsten,

... snip ...
> 
> 9) Water shader (very impressive!!!) doesn't react to wind/overcast in
> Local Weather. Vivian, Emilian - at some point we discussed an interface
> of how to pass the situation to the shader. Technically it's really easy
> for me to write in any form you like - just tell me where you want to pick
> up that info.

We are still looking into this one. At first glance there doesn't seem to be
any good reason for the wind not being honoured. The overcast is a problem
of interpreting different implementations between Global and Local weather.
Now you are back operational we will try to come up with a suggestion in the
next couple of days
 
> 10) Skydome scattering shader - is now basically broken in overcast
> situations when visibility is low, because the clouds fade rapidly but the
> shader doesn't react, so more blue sky is seen when visibility goes down.
> In October, I had a near-seamless solution to that involving the ground
> haze shader, a modified skydome shader, and modified cloud distance fading
> behaviour which did the trick both for local and global weather (which was
> also posted in the forum as very experimental feature). Is anyone (Vivian,
> Emilian?) still working on that - or should this better go into the next
> release?

We had some problems with adapting the ground haze shader to the new,
universal fog scheme. At the moment, our results are unacceptable for
release. We are not clear at this stage if we can do it at all, and we are
unlikely to come up with a tested and tuned solution by the 17th. We will
continue to work on it in the next few days to come up with a better
informed decision on the way ahead. 

> 
> All in all, the performance requirements of the current version are weird.
> I took my Carrier-Ops flight from Vinson to Nimitz in the F-14b which used
> to have good framerate (no terrain) and I ended up with 14 fps. Not really
> improved a lot by switching water shader off... I then wanted to know how
> far down it'd go in really detailed scenery and used the Lightning to
> blast around Hawaii to Maui - with similar cloud coverage I ended up with
> twice the framerate and a comfortable 24-30 fps. With the Concorde on the
> runway in Seattle, I had a whopping 3 fps (never seen anything this
> low...), but the AAr with the F-16 around Las Vegas gave me 34-40 fps
> (again in similar clouds). Doesn't agree at all with my previous
> experience.
> 

Some "improvements" to the wake of Vinson are likely to have cost some
framerate. These can be reverted by selecting a lower quality setting so it
should be possible to compare like-with-like. 

Vivian 



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Re: [Flightgear-devel] New scenery webtool.

2011-12-15 Thread Martin Spott
Just a quick note from my end:

While Olivier mentioned only myself as a reviewer of Scenemodels
commits, I consider this new system not only as an aid to reduce the
overall workload for reviewers/committers but also as a tool which
later allows to un-tie the process of submitting object positions (and
more) from just a few individuals.

Cheers - and many thanks to Olivier !

Martin.
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[Flightgear-devel] Arresting Type Devices

2011-12-15 Thread HB-GRAL
Hi all

Is someone modelling/implementing Arresting Devices for runways ?

Cheers, Yves

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[Flightgear-devel] Re : Arresting Type Devices

2011-12-15 Thread Olivier
Hello Yves,

Arresting cables for runways do already exist in FG: see them in action at LFRJ 
Naval Base for instance.


Olivier
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Re: [Flightgear-devel] Re : Arresting Type Devices

2011-12-15 Thread HB-GRAL
Am 15.12.11 18:26, schrieb Olivier:
> Hello Yves,
>
> Arresting cables for runways do already exist in FG: see them in action at 
> LFRJ Naval Base for instance.
>
>
> Olivier
>

Errm, Is this BAK12/14 or MA1A, ES or E28/B ? ;-)

Cheers, Yves

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Re: [Flightgear-devel] Re : Arresting Type Devices

2011-12-15 Thread Vivian Meazza
HB-GRAL

> -Original Message-
> From: [mailto:flightg...@sablonier.ch]
> Sent: 15 December 2011 17:37
> To: Olivier; FlightGear developers discussions
> Subject: Re: [Flightgear-devel] Re : Arresting Type Devices
> 
> Am 15.12.11 18:26, schrieb Olivier:
> > Hello Yves,
> >
> > Arresting cables for runways do already exist in FG: see them in action
> at LFRJ Naval Base for instance.
> >
> >
> > Olivier
> >
> 
> Errm, Is this BAK12/14 or MA1A, ES or E28/B ? ;-)
> 

The ones I did in fgdata are BAK12. You can see them at Miramar (KNKX) 

Vivian



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Re: [Flightgear-devel] Re : Arresting Type Devices

2011-12-15 Thread Martin Spott
"Vivian Meazza" wrote:

> The ones I did in fgdata are BAK12.

Just for the record, the original BAK-12 was provided by David Culp:

  http://scenemodels.flightgear.org/modeledit.php?id=918

We're having two models of a BAK-12 in the Base Package because some
people here are incapable to comprehend the world beyond their own
nose  ;-)

Cheers,
Martin.
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Re: [Flightgear-devel] Re : Arresting Type Devices

2011-12-15 Thread HB-GRAL
Am 15.12.11 20:39, schrieb Martin Spott:
> "Vivian Meazza" wrote:
>
>> The ones I did in fgdata are BAK12.
>
> Just for the record, the original BAK-12 was provided by David Culp:
>
>http://scenemodels.flightgear.org/modeledit.php?id=918
>
> We're having two models of a BAK-12 in the Base Package because some
> people here are incapable to comprehend the world beyond their own
> nose  ;-)
>
> Cheers,
>   Martin.

And close to my nose I see here some mystic FAA data output:

EDF 06  BAK12   61.248633   -149.844258333
EDF 16  BAK12   61.262069   -149.793475
BIG 19  BAK12   64.0077345  -145.707352861
EIL 14  BAK12   64.684208   -147.117919444
AKN 12  BAK12   58.68394-156.6647265
SYA 10  BAK12   52.716433   174.092125
MGM 10  BAK12   32.3023991944   -86.4099770278
FSM 07  BAK14   35.3336058056   -94.3814535556
LUF 03L BAK12   33.522975   -112.398563889
LUF 03R BAK12   33.526822   -112.38989
.
.
.

Is this something that could/should come to the scenery database somehow ?

Cheers, Yves





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Re: [Flightgear-devel] Re : Arresting Type Devices

2011-12-15 Thread Vivian Meazza
Martin

> "Vivian Meazza" wrote:
> 
> > The ones I did in fgdata are BAK12.
> 
> Just for the record, the original BAK-12 was provided by David Culp:
> 
>   http://scenemodels.flightgear.org/modeledit.php?id=918
> 
> We're having two models of a BAK-12 in the Base Package because some
> people here are incapable to comprehend the world beyond their own
> nose  ;-)
> 

Look under your own - one is non-op - the other functioning. You can pick
whichever you prefer

Vivian 



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Re: [Flightgear-devel] Re : Arresting Type Devices

2011-12-15 Thread Martin Spott
HB-GRAL wrote:

> And close to my nose I see here some mystic FAA data output:
[...]
> Is this something that could/should come to the scenery database somehow ?

Generally I'd say: Great !   but I'd feel best if I knew that these
positions really match the touchdown areas of 'our' runways.  How many
items are at disposal ?

Cheers,
Martin.
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Re: [Flightgear-devel] Re : Arresting Type Devices

2011-12-15 Thread Vivian Meazza


> -Original Message-
> From: Martin Spott [mailto:martin.sp...@mgras.net]
> Sent: 15 December 2011 19:39
> To: flightgear-devel@lists.sourceforge.net
> Subject: Re: [Flightgear-devel] Re : Arresting Type Devices
> 
> "Vivian Meazza" wrote:
> 
> > The ones I did in fgdata are BAK12.
> 
> Just for the record, the original BAK-12 was provided by David Culp:
> 
>   http://scenemodels.flightgear.org/modeledit.php?id=918
> 
> We're having two models of a BAK-12 in the Base Package because some
> people here are incapable to comprehend the world beyond their own
> nose  ;-)
> 
No, I'm wrong. The one I did which says this:

* Add runway arrester gear type BAK-12. Based on Dave Culp's original work.

is operational. 

The other one, which used to be non-op, seems to have gained operational
capability along the way. It was the original intention to have 2 - a
simpler, non-op one and a more complex functional one. The distinction seems
to have become blurred along the way 

Vivian 



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Re: [Flightgear-devel] Re : Arresting Type Devices

2011-12-15 Thread HB-GRAL

Am 15.12.11 22:37, schrieb Martin Spott:

HB-GRAL wrote:


And close to my nose I see here some mystic FAA data output:

[...]

Is this something that could/should come to the scenery database somehow ?


Generally I'd say: Great !   but I'd feel best if I knew that these
positions really match the touchdown areas of 'our' runways.  How many
items are at disposal ?

Cheers,
Martin.


Attached you find the list. There are 55 "BAK12" and 23 "BAK14" devices, 
156 items total, all in the US and found in recent FAA runway data.


The coordinates comes from column base/reciprocal ends of runways, 
published by FAA, assuming myself this is the point where the device is 
installed ;-)


Cheers, Yves
EDF 06  BAK12   61.248633   -149.844258333
EDF 16  BAK12   61.262069   -149.793475
BIG 19  BAK12   64.0077345  -145.707352861
EIL 14  BAK12   64.684208   -147.117919444
AKN 12  BAK12   58.68394-156.6647265
SYA 10  BAK12   52.716433   174.092125
MGM 10  BAK12   32.3023991944   -86.4099770278
FSM 07  BAK14   35.3336058056   -94.3814535556
LUF 03L BAK12   33.522975   -112.398563889
LUF 03R BAK12   33.526822   -112.38989
IWA 12C MA1A33.317611   -111.66592325
IWA 12L MA1A33.3175886389   -111.661311556
IWA 12R MA1A33.3176702778   -111.67286825
DMA 12  BAK12   32.1801661944   -110.898090139
TUS 03  E5  32.1171670556   -110.9590405
TUS 11L BAK14   32.1233695278   -110.947911944
NYL 03L E28 32.636783   -114.629393944
NYL 03R E5  32.64874-114.612527861
NID 03  E28B35.6756416667   -117.708389444
NID 14  E28B35.698758   -117.69319
EDW 04R BAK12   34.8945598056   -117.905011972
NJK 08  E28 32.829133   -115.687102778
NJK 12  E28 32.8297805556   -115.672102778
FAT 11L BAK12   36.7835047778   -119.72921
NTD 27  E28B34.11695-119.106325
RIV 14  BAK12   33.896428   -117.27063
NUC 05  E28 33.017812   -118.602484167
NKX 06L E28 32.864564   -117.164848056
NKX 06R E28 32.8654736111   -117.151668889
NKX 28  E28 32.8656980556   -117.12709
NZY 11  E28 32.7023291667   -117.221266944
NZY 18  E28 32.7100325  -117.211676667
VCV 17  BAK934.621652   -117.386785472
COS 13  MA1A38.8231551944   -104.715352944
AGR 05  BAK12   27.640811   -81.351061
EGI 18  BAK12   30.6613849722   -86.52268775
HST 05  E5  25.4787213889   -80.3964438889
JAX 08  BAK14   30.4962166389   -81.6999653611
NIP 10  E28B30.2316036111   -81.6897738889
NIP 32  E28 30.2310052778   -81.665369
NQX 03  E28 24.565717   -81.6959
NQX 07  E28B24.5724916667   -81.700078
NQX 13  E28 24.578978   -81.692233
HRT 18  MA1A-M  30.442083   -86.689872
NRB 05  E28B30.383319   -81.4331598333
PAM 13L BAK12   30.080043   -85.5844108333
PAM 13R BAK12   30.077445   -85.5882263889
NPA 01  E5  30.3420186111   -87.321569
NPA 07L E5  30.3507736111   -87.329109
NPA 07R E5  30.3489869444   -87.328289
MCF 04  MA1A27.8373916667   -82.532683
VPS 01  BAK12   30.472889   -86.517886
VPS 12  BAK12   30.488786   -86.5522027778
MGE 11  BAK12   33.919118   -84.5321747222
SAV 10  BAK14   32.1287536944   -81.2187920278
VAD 18L BAK12   30.981822   -83.1908027778
VAD 18R E5  30.979297   -83.195219
WRB 33  BAK14   32.626822   -83.580478
UAM 06L BAK12   13.580344   144.91562
UAM 06R BAK12   13.575319   144.916486111
HNL 04R BAK14   21.3139180278   -157.927134889
HNL 26L BAK14   21.3068010556   -157.910598472
NGF 04  E28 21.4438147222   -157.776901
JRF 04L E28B21.306836   -158.07206
BKH 16  BAK12   22.030915   -159.786599167
DSM 05  BAK14   41.5233680278   -93.6771125
DSM 13  BAK14   41.5456056944   -93.6744538611
SUX 13  BAK12   42.4091870278   -96.3977028889
BOI 10R BAK14   43.5700336944   -116.242615333
MUO 12  BAK12B  43.056711   -115.890258333
GUS 05  BAK12B  40.635825   -86.167869
IAB 01L BAK12B  37.607272   -97.2734805556
AEX 14  MA1A-M  31.3378769444   -92.5592268056
BAD 33  BAK12   32.487717   -93.653494
NBG 04  E28B29.823508   -90.037297
NBG 14  E28B29.823352   -90.033094
BAF 02  BAK14   42.1453001944   -72.7188199167
ADW 01R BAK14   38.7977364722   -76.86357625
NHK 06  E28B38.27

Re: [Flightgear-devel] Re : Arresting Type Devices

2011-12-15 Thread Martin Spott
"Vivian Meazza" wrote:

> The other one, which used to be non-op, seems to have gained operational
> capability along the way.

You see, in order to avoid confusion, having just one operational
arrestor would have been the clever solution.

We're trying to simulate real-world, don't we ?  Sure, we're not
perfect but I think we're doing our best within the limits of our
ressources.  Thus, intentionally leaving an inoperational arrestor in
place (instead of fixing it) sounds a bit odd 

Now, who would like to merge the best of both into one single model -
before the feature freeze ?

Cheers,
Martin.
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Re: [Flightgear-devel] Re : Arresting Type Devices

2011-12-15 Thread Martin Spott
HB-GRAL wrote:

> The coordinates comes from column base/reciprocal ends of runways, 

  is your definition supposed to be identical to "runway centerline
at threshold" ?

Cheers,
Martin.
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Re: [Flightgear-devel] Re : Arresting Type Devices

2011-12-15 Thread HB-GRAL
Am 15.12.11 23:21, schrieb Martin Spott:
> HB-GRAL wrote:
>
>> The coordinates comes from column base/reciprocal ends of runways,
>
>   is your definition supposed to be identical to "runway centerline
> at threshold" ?
>
> Cheers,
>   Martin.

It is "Latitude/Longitude of physical runway base/reciprocal end" as 
defined by FAA. I can also add the source and date of this point in the 
list, when it is useful. But I better do not add elevation of this point 
for fg scenery, right ?

EDF 06  BAK12   61.248633   -149.844258333  AVN 08.11.03
EDF 16  BAK12   61.262069   -149.793475 AVN 08.11.03
BIG 19  BAK12   64.0077345  -145.707352861  AVN 02/16/2007
EIL 14  BAK12   64.684208   -147.117919444  MILITARY 07/16/2007
AKN 12  BAK12   58.68394-156.6647265NGS 06/17/2005
SYA 10  BAK12   52.716433   174.092125  MILITARY 07/18/2007
MGM 10  BAK12   32.3023991944   -86.4099770278  NGS 01/29/2003

Cheers, Yves

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Re: [Flightgear-devel] Re : Arresting Type Devices

2011-12-15 Thread HB-GRAL
Am 15.12.11 23:49, schrieb HB-GRAL:

>
> EDF 06BAK12   61.248633   -149.844258333  AVN 08.11.03
> EDF 16BAK12   61.262069   -149.793475 AVN 08.11.03
> BIG 19BAK12   64.0077345  -145.707352861  AVN 02/16/2007
> EIL 14BAK12   64.684208   -147.117919444  MILITARY 07/16/2007
> AKN 12BAK12   58.68394-156.6647265NGS 06/17/2005
> SYA 10BAK12   52.716433   174.092125  MILITARY 07/18/2007
> MGM 10BAK12   32.3023991944   -86.4099770278  NGS 01/29/2003
>

Oh, can we have at least this one in the scenery ?

"EGI 18 BAK12   30.6613849722   -86.52268775MILITARY 09/29/2011"

My 2 Rappen (swiss cents) this will make fg the leading and most recent 
arresting device simulator on earth. :-)

Cheers, Yves

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