[Flightgear-devel] Interesting read on hosting huge git repos

2012-01-01 Thread Stefan Seifert
FG seems not to be the only project which has problems with multi GB git 
repos. The Linux kernel and Android are in the same league and they have 
experiences of their own.

This might be an interesting read:
https://plus.google.com/112413860260589530492/posts/EJCsVq6o1vF

Stefan

--
Ridiculously easy VDI. With Citrix VDI-in-a-Box, you don't need a complex
infrastructure or vast IT resources to deliver seamless, secure access to
virtual desktops. With this all-in-one solution, easily deploy virtual 
desktops for less than the cost of PCs and save 60% on VDI infrastructure 
costs. Try it free! http://p.sf.net/sfu/Citrix-VDIinabox
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


[Flightgear-devel] ..build fixed, was: ..is only the "explicit data-dir" checked for udev??? FG builds now fail.

2012-01-01 Thread Arnt Karlsen
On Wed, 28 Dec 2011 12:32:58 +0100 (CET), Frederic wrote in message 
<9b5f9916-d282-4499-b940-37ba05a2c...@zimbra59-e10.priv.proxad.net>:

> Hi,
> 
> > De: James Turner
> > 
> > On 25 Dec 2011, at 23:58, Csaba Halász wrote:
> > 
> > > 
> > > As far as I can see, udev is not the reason for the failed build,

..I fixed my udev error with 'aptitude install libudev-dev '.

> > > X11_Xft_LIB and X11_Xinerama_LIB are.

..ditto with libxft-dev and libxinerama-dev, these pull in a few
dependencies too, builds nicely now, but segfaults now with:
 arnt@nb6:~/FG-git$ ./run_fgfs.sh  --enable-fullscreen \
--disable-ai-scenarios --disable-ai-traffic  & 
[1] 18852
arnt@nb6:~/FG-git$ Animated jetways ... initialized
KI266 dme indicator #0 initialized
Submodels: Unable to read AI submodel list
Segmentation fault

[1]+  Exit 139./run_fgfs.sh --enable-fullscreen
--disable-ai-scenarios --disable-ai-traffic 
arnt@nb6:~/FG-git$ 
arnt@nb6:~/FG-git$ ./run_fgfs.sh  --enable-fullscreen &
[1] 14021
arnt@nb6:~/FG-git$ Animated jetways ... initialized
KI266 dme indicator #0 initialized
loading scenario 'nimitz_demo'
Segmentation fault

[1]+  Exit 139./run_fgfs.sh --enable-fullscreen


-- 
..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.

--
Ridiculously easy VDI. With Citrix VDI-in-a-Box, you don't need a complex
infrastructure or vast IT resources to deliver seamless, secure access to
virtual desktops. With this all-in-one solution, easily deploy virtual 
desktops for less than the cost of PCs and save 60% on VDI infrastructure 
costs. Try it free! http://p.sf.net/sfu/Citrix-VDIinabox
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


[Flightgear-devel] ..the USPTO MO, was: DDS texures (Was: Improving random trees & buildings)

2012-01-01 Thread Arnt Karlsen
On Fri, 30 Dec 2011 11:13:43 -0800 (PST), Gene wrote in message 
:

> On Fri, 30 Dec 2011, Mathias Fröhlich wrote:
> 
> > blobs?
> > We could try to decompress the blobs? ---> No, patent
> > infringement!!!
> 
> I call shennanigans.  There's no way a process that obvious could be 
> patented 

..you never heard of the USPTO modus operandi? ;o)  
http://groklaw.net/ 's Patent overwiew page with sad etc stories:
http://groklaw.net/staticpages/index.php?page=20050402193202442

> and if some mouth breathing derp DID patent it, it needs to
> be ignored.

..nope, we need those troll patents reexamined and rejected by 
the USPTO or the courts.  The "ignored" idea simply and quickly 
invites US$ 3M lawsuits on any "ignorant" infringing party such 
as yourself from the patent trolls, Microsoft is just one such.

-- 
..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.

--
Ridiculously easy VDI. With Citrix VDI-in-a-Box, you don't need a complex
infrastructure or vast IT resources to deliver seamless, secure access to
virtual desktops. With this all-in-one solution, easily deploy virtual 
desktops for less than the cost of PCs and save 60% on VDI infrastructure 
costs. Try it free! http://p.sf.net/sfu/Citrix-VDIinabox
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Aircraft issues: Vostok-1, dc-3, dhc6, CRJ700, pa24-250-CIIB

2012-01-01 Thread syd adams
> * dhc6: Nice to see more details in the cockpit. Just, how the hell do I
> switch all the warning signs off? After starting the engines, the whole
> warning panel lit up (which I know from some other aircraft as a test
> mode), but the lights never went out. Plane was flying fine though.

I dont see that problem here, but it does have a warning light test
button , I'll take a look and see if i missed something in the commit.

--
Ridiculously easy VDI. With Citrix VDI-in-a-Box, you don't need a complex
infrastructure or vast IT resources to deliver seamless, secure access to
virtual desktops. With this all-in-one solution, easily deploy virtual 
desktops for less than the cost of PCs and save 60% on VDI infrastructure 
costs. Try it free! http://p.sf.net/sfu/Citrix-VDIinabox
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Aircraft issues: Vostok-1, dc-3, dhc6, CRJ700, pa24-250-CIIB

2012-01-01 Thread Anders Gidenstam
On Sun, 1 Jan 2012, thorsten.i.r...@jyu.fi wrote:

>
> An (incomplete) list of issues I have observed in flying various aircraft
> recently - maybe some of them can be fixed by maintainers before the
> release:
>
> * Vostok-1 is currenty a no-show - it crashes before doing anything, the
> log seems to point to a property as the cause. I guess it *may* be a
> JSBSim issue (?). Being one of the few people who has actually flown the
> beast into orbit, I think it's a model well worth maintaining (especially
> as I am now able to create a bit better environment up at 120 km altitude
> using the skydome shader). In the forum vitos (the original creator) has
> clearly announced his intention not to maintain the model any further
> since we haven't delivered a new rendering engine, so it's looking for a
> new maintainer. Maybe some JSBSim person can have a look?

Hi,

Vostok-1 seems to be missing a property. I forward-declared the missing 
property and then it loads. However, it seems the property in question
(ic/sea-level-radius-ft) is no longer provided by JSBSim so it will always 
read 0 now. This is likely to be a problem.

To try it get the vostok-1 branch from my fgdata clone:
git://gitorious.org/~andersg/fg/anders-fgdata.git

I also added a pile of missing var-keywords to make it run on the 
slightly pickier version of Nasal I use.. (each detected missing 
var-keyword problem is a potential future name-clash bug in FG).

No test flight, though - no time for the required training.

Cheers,

Anders
-- 
---
Anders Gidenstam
WWW: http://gitorious.org/anders-hangar
  http://www.gidenstam.org/FlightGear/

--
Ridiculously easy VDI. With Citrix VDI-in-a-Box, you don't need a complex
infrastructure or vast IT resources to deliver seamless, secure access to
virtual desktops. With this all-in-one solution, easily deploy virtual 
desktops for less than the cost of PCs and save 60% on VDI infrastructure 
costs. Try it free! http://p.sf.net/sfu/Citrix-VDIinabox
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] How to compile Terragear-cs ?

2012-01-01 Thread Jason Cox
How about this at the top of the script (in tried yet)

$0 2>$1  |tee $logfile &

Rediredt all script output and tee in background. Exit status should still stop 
the build and out put should be on screen as well as in the log file





Sent from Samsung tabletGeoff McLane  wrote:On Sun, 
2012-01-01 at 16:40 +0100, Clément de l'Hamaide wrote:
> Hi Pete, Geoff,
> 
> Now my script work perfectly.
> 

Hi Clément,

Glad to hear it is all now working fine...

Sorry my explanation was not clear...

1. I assume, like Francesco's script, and mine, 
you have the command in the early part of the 
script, like -

set -e

This command asks the script to EXIT, stop, when the 
last process returns other than 0 as a return value...

Without this the default action of a script 
is to continue even when the last process gives an 
error exit... non zero...

So if you do not do this set -e, or do not want this, 
then forget this...

2. Also as I understand it, the script can ONLY react 
to the LAST process in a chain of commands...

So if you have a chain of commands like 
cmake ... 2>$1 | tee -a $LOGFILE
then the LAST command in this process is the 'tee'

So even if there is a cmake error exit, then the 
script will continue, since the last action, the tee, 
does not return an error...

Is that clearer?

3. Now the situation is DIFFERENT with a simple 
redirection like -
cmake  2>&1 >>$LOGFILE
or
make ... 2>&1 >>$LOGFILE

In this case the script will STOP on an error, since 
redirection is established BEFORE starting cmake or make,
command, so in this case the LAST command is the cmake or 
make error...

But in doing this, as you point out, there is NO OUTPUT 
to the console...

Except as Jari pointed out, you can start the script 
as a background process, and use a repeated tail 
command to view the end of the LOG in a console...

Or even start the script in a terminal, and open 
another terminal to do the tail command, repeatedly...

This is what I tend to do, since I too redirect the 
SVN or git actions to a log file, and use tail in 
another terminal to 'see' what is happening... especially 
when it seems to be taking too long ;=()

BUT yes, I too LOVE the fact that 2>&1 | tee -a $LOGFILE 
sends ALL cmake or make output to BOTH the LOG 
file for later review, AND to the console...

So it is a compromise ;=((

You can either have ALL output put to the LOG file, 
AND to the console, BUT then the script will NOT 
stop on an ERROR...

Or you can remove this and the script will STOP on 
an error... but there is LESS information to the 
console if you use a redirection to a log...

So you must choose what ever you think best...

That is all... and I attach a simple example below...

Re: Building terragear-cs with 
"-DNO_OPENSCENEGRAPH_INTERFACE=1"

I am not sure if this is the SAME as -D SIMGEAR_HEADLESS=ON
but I am sure they are, in some ways at least, very 
'similar'...

Maybe others who know more about this can 
comment further, to clarify... 

I have only ever used "-DNO_OPENSCENEGRAPH_INTERFACE=1"... 
which I know works fine to keep OSG dependency out of the
terragear-cs tools...

Regards,
Geoff.

Example: testexit1
#!/bin/sh
BN=`basename $0`
LOGFILE="/tmp/templog.txt"
echo "$BN: Testing error exit conditions..." | tee -a $LOGFILE
make -f nofileexists
echo "$BN: 1: Last exit was $?, but the script is continuing..."
# set it to stop on error
set -e
make -f nofileexists 2>&1 | tee -a $LOGFILE
echo "$BN: 2: Now last exit is zero $?, so the script is continuing..."
make -f nofileexists 2>&1 >> $LOGFILE
echo "$BN: 3: Since the redirection is set up BEFORE"
echo "$BN: running make then this output will NOT be seen as the "
echo "$BN: script will have exited due to the 'make' error."

PS: And remember to try the very LATEST terragear-cs tools 
in development you need to clone and switch to the 
'newconstruct' branch...





--
Ridiculously easy VDI. With Citrix VDI-in-a-Box, you don't need a complex
infrastructure or vast IT resources to deliver seamless, secure access to
virtual desktops. With this all-in-one solution, easily deploy virtual 
desktops for less than the cost of PCs and save 60% on VDI infrastructure 
costs. Try it free! http://p.sf.net/sfu/Citrix-VDIinabox
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel
--
Ridiculously easy VDI. With Citrix VDI-in-a-Box, you don't need a complex
infrastructure or vast IT resources to deliver seamless, secure access to
virtual desktops. With this all-in-one solution, easily deploy virtual 
desktops for less than the cost of PCs and save 60% on VDI infrastructure 
costs. Try it free! http://p.sf.net/sfu/Citrix-VDIinabox___
Flightgear-devel mailing list
Fli

Re: [Flightgear-devel] How to compile Terragear-cs ?

2012-01-01 Thread Jari Häkkinen
On 2012-01-01 20.17, Geoff McLane wrote:
> But in doing this, as you point out, there is NO OUTPUT
> to the console...
>
> Except as Jari pointed out, you can start the script
> as a background process, and use a repeated tail
> command to view the end of the LOG in a console...
>
> Or even start the script in a terminal, and open
> another terminal to do the tail command, repeatedly...

The -f option to tail will make tail output everything added to the file 
by one single start of the tail command.


Jari

--
Ridiculously easy VDI. With Citrix VDI-in-a-Box, you don't need a complex
infrastructure or vast IT resources to deliver seamless, secure access to
virtual desktops. With this all-in-one solution, easily deploy virtual 
desktops for less than the cost of PCs and save 60% on VDI infrastructure 
costs. Try it free! http://p.sf.net/sfu/Citrix-VDIinabox
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] How to compile Terragear-cs ?

2012-01-01 Thread Geoff McLane
On Sun, 2012-01-01 at 16:40 +0100, Clément de l'Hamaide wrote:
> Hi Pete, Geoff,
> 
> Now my script work perfectly.
> 

Hi Clément,

Glad to hear it is all now working fine...

Sorry my explanation was not clear...

1. I assume, like Francesco's script, and mine, 
you have the command in the early part of the 
script, like -

set -e

This command asks the script to EXIT, stop, when the 
last process returns other than 0 as a return value...

Without this the default action of a script 
is to continue even when the last process gives an 
error exit... non zero...

So if you do not do this set -e, or do not want this, 
then forget this...

2. Also as I understand it, the script can ONLY react 
to the LAST process in a chain of commands...

So if you have a chain of commands like 
cmake ... 2>$1 | tee -a $LOGFILE
then the LAST command in this process is the 'tee'

So even if there is a cmake error exit, then the 
script will continue, since the last action, the tee, 
does not return an error...

Is that clearer?

3. Now the situation is DIFFERENT with a simple 
redirection like -
cmake  2>&1 >>$LOGFILE
or
make ... 2>&1 >>$LOGFILE

In this case the script will STOP on an error, since 
redirection is established BEFORE starting cmake or make,
command, so in this case the LAST command is the cmake or 
make error...

But in doing this, as you point out, there is NO OUTPUT 
to the console...

Except as Jari pointed out, you can start the script 
as a background process, and use a repeated tail 
command to view the end of the LOG in a console...

Or even start the script in a terminal, and open 
another terminal to do the tail command, repeatedly...

This is what I tend to do, since I too redirect the 
SVN or git actions to a log file, and use tail in 
another terminal to 'see' what is happening... especially 
when it seems to be taking too long ;=()

BUT yes, I too LOVE the fact that 2>&1 | tee -a $LOGFILE 
sends ALL cmake or make output to BOTH the LOG 
file for later review, AND to the console...

So it is a compromise ;=((

You can either have ALL output put to the LOG file, 
AND to the console, BUT then the script will NOT 
stop on an ERROR...

Or you can remove this and the script will STOP on 
an error... but there is LESS information to the 
console if you use a redirection to a log...

So you must choose what ever you think best...

That is all... and I attach a simple example below...

Re: Building terragear-cs with 
 "-DNO_OPENSCENEGRAPH_INTERFACE=1"

I am not sure if this is the SAME as -D SIMGEAR_HEADLESS=ON
but I am sure they are, in some ways at least, very 
'similar'...

Maybe others who know more about this can 
comment further, to clarify... 

I have only ever used "-DNO_OPENSCENEGRAPH_INTERFACE=1"... 
which I know works fine to keep OSG dependency out of the
terragear-cs tools...

Regards,
Geoff.

Example: testexit1
#!/bin/sh
BN=`basename $0`
LOGFILE="/tmp/templog.txt"
echo "$BN: Testing error exit conditions..." | tee -a $LOGFILE
make -f nofileexists
echo "$BN: 1: Last exit was $?, but the script is continuing..."
# set it to stop on error
set -e
make -f nofileexists 2>&1 | tee -a $LOGFILE
echo "$BN: 2: Now last exit is zero $?, so the script is continuing..."
make -f nofileexists 2>&1 >> $LOGFILE
echo "$BN: 3: Since the redirection is set up BEFORE"
echo "$BN: running make then this output will NOT be seen as the "
echo "$BN: script will have exited due to the 'make' error."

PS: And remember to try the very LATEST terragear-cs tools 
in development you need to clone and switch to the 
'newconstruct' branch...





--
Ridiculously easy VDI. With Citrix VDI-in-a-Box, you don't need a complex
infrastructure or vast IT resources to deliver seamless, secure access to
virtual desktops. With this all-in-one solution, easily deploy virtual 
desktops for less than the cost of PCs and save 60% on VDI infrastructure 
costs. Try it free! http://p.sf.net/sfu/Citrix-VDIinabox
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] How to compile Terragear-cs ?

2012-01-01 Thread Jari Häkkinen
On 2012-01-01 16.40, Clément de l'Hamaide wrote:
> When I remove all " 2>&1 | tee -a $LOGFILE" and I replace it by a
> simple ">>  $LOGFILE" I see many less information in terminal when
> script is running. It's very annoying to haven't information about
> step in terminal... For example, when the script downloading OSG from
> SVN there is nothing written in terminal... I wait during some minute
> without know if my script is running. Before, with " 2>&1 | tee -a
> $LOGFILE" I could see all downloading files in real time.
>
> (1) Have you an other solution about " 2>$1 | tee -a $LOGFILE" ? (Or
> may be re-explain me again with an example)

Start your script as a background process and then you can do 'tail -f 
logfile' to follow the progress on screen.


Jari


--
Ridiculously easy VDI. With Citrix VDI-in-a-Box, you don't need a complex
infrastructure or vast IT resources to deliver seamless, secure access to
virtual desktops. With this all-in-one solution, easily deploy virtual 
desktops for less than the cost of PCs and save 60% on VDI infrastructure 
costs. Try it free! http://p.sf.net/sfu/Citrix-VDIinabox
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] How to compile Terragear-cs ?

2012-01-01 Thread Clément de l'Hamaide

Hi Pete, Geoff,

Now my script work perfectly.

When I remove all " 2>&1 | tee -a $LOGFILE" and I replace it by a simple " >> 
$LOGFILE" I see many less information in terminal when script is running. It's 
very annoying to haven't information about step in terminal...
For example, when the script downloading OSG from SVN there is nothing written 
in terminal... I wait during some minute without know if my script is running. 
Before, with " 2>&1 | tee -a $LOGFILE" I could see all downloading files in 
real time.

(1) Have you an other solution about " 2>$1 | tee -a $LOGFILE" ? (Or may be 
re-explain me again with an example)

(2) Is it possible to use " 2>$1 | tee -a $LOGFILE" at least for write a simple 
text in terminal AND in Log File ? (For exemple : <> seem to be not 
dangerous and can't create fatal error)

About "-DNO_OPENSCENEGRAPH_INTERFACE=1", I saw in CMakeLists.txt (from SIMGEAR 
repository) the option "SIMGEAR_HEADLESS". I think it would be better to use 
this option to specify "without GUI". TerraGear already use this option in the 
CMakeLists.txt at line 114 (in TERRAGEAGR-CS repository)

I've added -D SIMGEAR_HEADLESS=ON and now I have a "-- headless mode" ;)

You can follow the thread on forum where I announce what I do : 
http://www.flightgear.org/forums/viewtopic.php?f=20&t=14849
I've added TerraGear GUI compilation and automatic fill of TerraGear Root field 
in TerraGear GUI.

If you find something unusual or strange your experience is welcome !

Cheers,
Clément
  --
Ridiculously easy VDI. With Citrix VDI-in-a-Box, you don't need a complex
infrastructure or vast IT resources to deliver seamless, secure access to
virtual desktops. With this all-in-one solution, easily deploy virtual 
desktops for less than the cost of PCs and save 60% on VDI infrastructure 
costs. Try it free! http://p.sf.net/sfu/Citrix-VDIinabox___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Announcing Project Rembrandt

2012-01-01 Thread Frederic Bouvier
Hi Mathias,

> De: Mathias Fröhlich
> 
> On Friday, December 30, 2011 11:45:21 Frederic Bouvier wrote:
> > The problem I have to solve currently is how to feed the G-Buffer
> > to the Effect system because the textures used to store it are
> > camera-dependent (in a multi screen context) but the pass (which
> > is a stateset) is built once for all.
>
> I do not exactly understand. I see that the effects collide in some
> sense with this kind of an approach. Partly effects do try to 
> achieve some similar results in the good old fixed function derived 
> world, than you get once your code is used, but as far as I see, 
> the intermediate screen sized textures should not be processed 
> anymore with the effects? Or at least how would you know which
> fragment to process with witch effect? Or I think that all the
> effects probably need to be changed to write their 
> color/reflection/whatever information into the appropriate render 
> target?
> 
> So, far how I understand the question. I am almost sure I miss your
> point.
> 
> Ahh, ok do you want to write the compositing step as a usual effect
> file? Then, I understand the problem. Well, If this is the problem, 
> I do also not see an easy solution. I would think that this final 
> compositing step is so different from the rest off the effect stuff, 
> that inserting these textures using non generic custom code for this 
> special purpose is fine.
> So, for this kind of problem currently no solution - may be one when
> I think about this for some time.
> Let me know If I am looking at the right problem ...

Exactly. I want to give access to every stage of the rendering to the
effect system. The geometry pass outputs to render target, but the fog, 
the lights, the bloom need to have access to the textures of the buffer, 
and there is a separate one for each camera associated to windows or 
sub windows. 

I have found a solution where I can make an association between the 
cull visitor and the G-buffer and then modify the pass of the effect 
on the fly. I hope some multi-threading model will not screw up 
this scheme.


> > Currently, the fog is computed using the depth buffer as a
> > post-process pass. Any smarter computation (like atmospheric 
> > scattering) is just a matter of writing a single shader that 
> > would replace the default fog computation.
>
> Exactly. And you are looking into the sky if you find a far clipping
> plane depth value.

Actually, it's a null normal. I could also use the stencil buffer but 
I already messed with combined depth/stencil shared between fbos 
without much success.

> > > So, may be just one question for what you have done already again
> > > without looking into any code:
> > > 
> > > You do not require float textures?
> > > As far as I can see, there is a patent issue on this extension
> > > and usually this is not strictly required.
> > > Using a fixed point representation that makes use of the usual
> > > depth buffer - one that scales differently than the usually
> > > perspective depth - could be used instead and I think we should
> > > use this in the end. In the end this really gives even better
> > > accuracy than a float representation since floats waste some
> > > bits for the exponent, where a fixed point representation could
> > > just use all the bits for accuracy.
> > 
> > I used Policarpo's tutorial on deferred shading so I don't store
> > absolute world position in a float texture. As described in the
> > tutorial, I used the view direction and the depth value to compute
> > the eye space position of the fragment.
>
> That's fine! That's what I had in mind also. The fragment position
> gives the view direction by the projection matrix and together with 
> the depth value fed through the inverse projection matrix yields the 
> right values.
> 
> > Nevertheless, I use float texture to store the normals. I tried
> > setting up a normal buffer with just luminance and alpha with
> > half-float while the color buffers were rgb8 but it was very slow.
> > Instead I used rgba16f for all textures (except the depth buffer).
> > As I use additive blending to collect the lights, I thought it
> > would be possible to have some kind of HDR without the risk of
> > saturating the 8bit color components. I can try to use 2 color
> > channels to store the x and y components of the normal and
> > reconstruct the z part with sqrt(1 - (x^2+y^2)) but that won't
> > solve the saturation issue. Some use LUV color space to store
> > higher intensity in RGB8 but afaik, it don't support additive
> > blending.
> 
> Ok, I have not thought at the normals yet. Lets first make this work
> and then care for a fallback or nice trick that does not need float 
> textures and looks fine performance wise.

Regards,
-Fred

--
Ridiculously easy VDI. With Citrix VDI-in-a-Box, you don't need a complex
infrastructure or vast IT resources to deliver seamless, secure acc

[Flightgear-devel] Aircraft issues: Vostok-1, dc-3, dhc6, CRJ700, pa24-250-CIIB

2012-01-01 Thread thorsten . i . renk

An (incomplete) list of issues I have observed in flying various aircraft
recently - maybe some of them can be fixed by maintainers before the
release:

* Vostok-1 is currenty a no-show - it crashes before doing anything, the
log seems to point to a property as the cause. I guess it *may* be a
JSBSim issue (?). Being one of the few people who has actually flown the
beast into orbit, I think it's a model well worth maintaining (especially
as I am now able to create a bit better environment up at 120 km altitude
using the skydome shader). In the forum vitos (the original creator) has
clearly announced his intention not to maintain the model any further
since we haven't delivered a new rendering engine, so it's looking for a
new maintainer. Maybe some JSBSim person can have a look?

* CRJ700: The altimeter on the main glass instrument is currently
unreadable or displays the wrong altitude - the band hundreds runs
correctly, but the numerals before can't be deciphered. Probably a simple
graphics issue, the AP holds correct altitude.

* dc-3: Very nice cockpit work - the manual needs an update though,
starting the engine seems to require at least one more step than
advertized (the selection of a fuel tank). Even then for some reason I got
only the left engine on - repeating symmetrically what I did never started
the right engine until I used the autostart function.

* dhc6: Nice to see more details in the cockpit. Just, how the hell do I
switch all the warning signs off? After starting the engines, the whole
warning panel lit up (which I know from some other aircraft as a test
mode), but the lights never went out. Plane was flying fine though.

* pa24-250-CIIB: I still suspect that there's something not working
correctly with the engine at high altitude. In 14.000 ft with mixture full
rich, I should be choking the engine, but I don't seem to, it just runs
fine and EGT drops to an abysmally low value.

* Thorsten


--
Ridiculously easy VDI. With Citrix VDI-in-a-Box, you don't need a complex
infrastructure or vast IT resources to deliver seamless, secure access to
virtual desktops. With this all-in-one solution, easily deploy virtual 
desktops for less than the cost of PCs and save 60% on VDI infrastructure 
costs. Try it free! http://p.sf.net/sfu/Citrix-VDIinabox
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Announcing Project Rembrandt

2012-01-01 Thread Mathias Fröhlich

Hi,

On Friday, December 30, 2011 11:45:21 Frederic Bouvier wrote:
> The problem I have to solve currently is how to feed the G-Buffer
> to the Effect system because the textures used to store it are
> camera-dependent (in a multi screen context) but the pass (which
> is a stateset) is built once for all.
I do not exactly understand. I see that the effects collide in some sense with 
this kind of an approach. Partly effects do try to achieve some similar results 
in the good old fixed function derived world, than you get once your code is 
used, but as far as I see, the intermediate screen sized textures sould not be 
processed anymore with the effects? Or at least how would you know which 
fragment to process with witch effect? Or I think that all the effects probaly 
need to be changed to write their color/reflection/whatever information into 
the appropriate render target?

So, far how I understand the question. I am almost sure I miss your point.

Ahh, ok do you want to write the compositing step as a usual effect file?
Then, I understand the problem. Well, If this is the problem, I do also not 
see an easy solution. I would think that this final compositing step is so 
different from the rest off the effect stuff, that inseriting these textures 
using 
non generic custom code for this special purpose is fine.
So, for this kind of problem currently no solution - may be one when I think 
about this for some time.
Let me know If I am looking at the right problem ...

> Currently, the fog is computed using the depth buffer as a post-process
> pass. Any smarter computation (like atmospheric scattering) is just
> a matter of writing a single shader that would replace the default
> fog computation.
Exactly. And you are looking into the sky if you find a far clipping plane 
depth value.

> > So, may be just one question for what you have done already again
> > without looking into any code:
> > 
> > You do not require float textures?
> > As far as I can see, there is a patent issue on this extension and
> > usually this is not strictly required.
> > Using a fixed point representation that makes use of the usual
> > depth buffer - one that scales differently than the usualy
> > perspective depth - could be used instead and I think we should
> > use this in the end. In the end this really gives even better
> > accuracy than a float representation since floats waste some
> > bits for the expontent, where a fixed point representation could
> > just use all the bits for accuracy.
> 
> I used Policarpo's tutorial on deferred shading so I don't store
> absolute world position in a float texture. As described in the
> tutorial, I used the view direction and the depth value to compute
> the eye space position of the fragment.
That's fine! That's what I had in mind also. The fragment position gives the 
vew direction by the projection matrix and together with the depth value fed 
through the inverse projection matrix yields the right values.

> Nevertheless, I use float texture to store the normals. I tried
> setting up a normal buffer with just luminance and alpha with
> half-float while the color buffers were rgb8 but it was very slow.
> Instead I used rgba16f for all textures (except the depth buffer).
> As I use additive blending to collect the lights, I thought it
> would be possible to have some kind of HDR without the risk of
> saturating the 8bit color components. I can try to use 2 color
> channels to store the x and y components of the normal and
> reconstruct the z part with sqrt(1 - (x^2+y^2)) but that won't
> solve the saturation issue. Some use LUV color space to store
> higher intensity in RGB8 but afaik, it don't support additive
> blending.

Ok, I have not thought at the normals yet. Lets first make this work and then 
care for a fallback or nice trick that does not need float textures and looks 
fine performance wise.

Greetings

Mathias

--
Ridiculously easy VDI. With Citrix VDI-in-a-Box, you don't need a complex
infrastructure or vast IT resources to deliver seamless, secure access to
virtual desktops. With this all-in-one solution, easily deploy virtual 
desktops for less than the cost of PCs and save 60% on VDI infrastructure 
costs. Try it free! http://p.sf.net/sfu/Citrix-VDIinabox
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


flightgear-devel@lists.sourceforge.net

2012-01-01 Thread Mathias Fröhlich

Hi Erik,

On Friday, December 30, 2011 11:39:37 Erik Hofman wrote:
> On Fri, 2011-12-30 at 10:42 +0100, Mathias Fröhlich wrote:
> > * If it's just the mipmaps. May be we can precompute the mipmaps using
> > the cpu in the database loader thread. This would help all textures not
> > only the ones that could be converted. May be this is the most generic
> > solution.
> Ok I'm quite convinced it's a mipmap problem.
> I tested uncompressed dds textures with pre generated mipmaps with
> different compression techniques but none of them improve the situation
> much. Switching to uncompressed DDS textures with mimaps however speeds
> things up roughly three times (just onder 3 sec. instead of around 10
> sec to switch).
Great to know! Thanks for testing.

I think then, computing mipmaps for any texture file on the CPU in the loader 
thread should globally improove the situation.
Also avoiding the compression already in the files should help every use case. 
Except that the on disk memory consumption is higher.
Well and except that the database loader has more work to do on the CPU.

Mathias

--
Ridiculously easy VDI. With Citrix VDI-in-a-Box, you don't need a complex
infrastructure or vast IT resources to deliver seamless, secure access to
virtual desktops. With this all-in-one solution, easily deploy virtual 
desktops for less than the cost of PCs and save 60% on VDI infrastructure 
costs. Try it free! http://p.sf.net/sfu/Citrix-VDIinabox
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] DDS texures (Was: Improving random trees & buildings)

2012-01-01 Thread Mathias Fröhlich

Hi,

On Friday, December 30, 2011 11:11:39 Frederic Bouvier wrote:
> > * If it's just the mipmaps. May be we can precompute the mipmaps using
> > the cpu in the database loader thread. This would help all textures not
> > only the ones that could be converted. May be this is the most generic
> > solution.
> I implemented a mipmap control and generation tool in effects when I last
> updated the urban shader. For the moment, it relies on hardware when the
> average operator is used for all texture channels but it could easily be
> modified to compute all mipmap on the CPU. look the  effect
> option and mipmap.[ch]xx in SG material lib
Thanks, I will look into that!

Greetings

Mathias

--
Ridiculously easy VDI. With Citrix VDI-in-a-Box, you don't need a complex
infrastructure or vast IT resources to deliver seamless, secure access to
virtual desktops. With this all-in-one solution, easily deploy virtual 
desktops for less than the cost of PCs and save 60% on VDI infrastructure 
costs. Try it free! http://p.sf.net/sfu/Citrix-VDIinabox
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Improving random trees & buildings

2012-01-01 Thread Mathias Fröhlich

Happy new year!

Vivian,

On Friday, December 30, 2011 10:48:40 Vivian Meazza wrote:
> The hangs are caused by mipmap generation on the fly by OSG?
The hangs are caused by mipmap generation by the driver which happens on forst 
use of a texture.

> The old texture files are static and I would expect them to work into the
> future, but the new dds textures will leave them further behind as work
> progresses. The only problem in htat is that some users will lose out on
> some eyecandy - it will not affect the basic operation of the sim.
Which is in this case sad I think.
If it's easy to fit both needs I think we should.

> > You do not experience any hangs?
> 
> None that I have seen so far
Ok. I have also seen one of the machines at the flightgear booth at the 
fsweekend which did not show any problems. But Thorstens huge machine really 
hangs in an unaccaptable way. I would really never tolerate this as a user ...

> > What is the motivation for you to use dds files?
> 
> It's a better way of storing cubemaps for reflections or other layered
> images. The built in mipmap OSG algorithm is a bit slow - using dds works
> around this (for some systems)
Ok, granted. Use it for that.

> > What do you gain by not using the usual image files?
> 
> Dds textures remain in video memory, so we get improved performance when
> switching textures. We expect that at least some people will see smoother
> performance when loading scenery textures. I haven't been able to measure
> any gain, but there are some have reported that they see a subjective
> improvement.
No, this really should not be a difference. Probably this is what I refer to as 
these hangs.
But the reason is not that dds is in video memory and other textures are not. 
These *are really all* in video memory. There is no difference between dds and 
png. The driver decides where to put which buffer objects so that it is 
accessible to the gpu. And depending on the memory pressure on GPU's memory of 
the whole system driver the driver might page something out or not. So, once 
you really reach these huge GPU boards memory limits you might see that using 
compression you start paging less. But our working set is way below.

The real reason appears to me like being the initial mipmap computation when 
allocating a texture in the driver. And an other post of Erik in this thread 
tells me that we should try to provide a mipmapping method that already runs 
in the database loader thread so that on initial allocation in the driver the 
mipmaps are already present.

Also according Eriks comment, compression on the fly on the upload path in the 
driver seems to work without delay. So, for drivers that announce the 
compresin extension we can still tell the driver to store the textures 
compressed on the gpu to minimize gpu memory paging.

So, still, since it is technically incorrect to provide these s3 patent 
precompressed textures to a driver that does not announce the apropriate 
extension and since we are not allowed to code something that deompresses 
this, I think we should avoid using this compression for all the provided 
models/textures.

I think of a warning that is issued from the image loader in flightgear that 
detects when these precompressed textures are seen. So even people using 
drivers that just offer this extension have a chance to see that the provided 
textures will not work for others.

> > The motivation behind this mentioned change is to sort out the best
> > compromise
> > so that the hangs hopefully disappear - which I hope to get with
> > precomputed
> > mipmaps - and being able to display fine with any driver/gpu.
> 
> Seems to work here - I have tried
> 
> --prop:sim/rendering/texture-compression="dxt5"
> 
> I hope that is the right syntax - no warning from fg anyway. I don't see any
> problems with running the F16 using that. I might be entirely wrong of
> course.
Yes, that is thought like that.
But since you do not see the hangs in any configuration you can just sit down 
and watch us testing :)

Thanks anyway!

Mathias

--
Ridiculously easy VDI. With Citrix VDI-in-a-Box, you don't need a complex
infrastructure or vast IT resources to deliver seamless, secure access to
virtual desktops. With this all-in-one solution, easily deploy virtual 
desktops for less than the cost of PCs and save 60% on VDI infrastructure 
costs. Try it free! http://p.sf.net/sfu/Citrix-VDIinabox
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Simgear

2012-01-01 Thread Tuomas Kuosmanen
If I am understanding you correctly, you want to get access to various
variables within flightgear. Isn't the Property Tree via telnet or http
something that might work for you? Should be easy to access it from a web
service even. Or define a generic protocol, the wiki had an example how to
make it talk json or similar format you can parse and generate easily.


/T


-- 

On 1.1.2012 6:50 Pedro Morgan wrote:
I'm looking at part of FG in various scenarious..

So Can I propose we "expand" the "scope" to the simgear code..

The intention would be to make available all the "maths" within simgear..
for all other langs//

Geoff has got the perl..
I got some python..
there's some java  in openradar
and indeed I got some php...
but expand it to other langs as well

So we got constants and "calcs" so Indeed having them under one banner
would be good... for all of us.. a Starting Point.. no need to have to
fiture other stuff out.. its there use as required..

The way to do it I think would be to have the current scenarios"...And then
have some "externals".. in git///

MAIN PROBLEM.. is to create the stable code.. and its in there and safe and
tested..

But it will save a lot of frustration..

Main COSNTANTS =
defined ***
conversions ***

Define and Consolidation would be a good "appraisal" of FG system... imho
in all scopes


Need to find the distance to DME marker from x.y..

Maybe we need to focus on context.. and the dead reckoner more..

pete

--
Ridiculously easy VDI. With Citrix VDI-in-a-Box, you don't need a complex
infrastructure or vast IT resources to deliver seamless, secure access to
virtual desktops. With this all-in-one solution, easily deploy virtual
desktops for less than the cost of PCs and save 60% on VDI infrastructure
costs. Try it free! http://p.sf.net/sfu/Citrix-VDIinabox
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel
--
Ridiculously easy VDI. With Citrix VDI-in-a-Box, you don't need a complex
infrastructure or vast IT resources to deliver seamless, secure access to
virtual desktops. With this all-in-one solution, easily deploy virtual 
desktops for less than the cost of PCs and save 60% on VDI infrastructure 
costs. Try it free! http://p.sf.net/sfu/Citrix-VDIinabox___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel