Re: [Flightgear-devel] Random object/vegetation terrain masking

2012-02-08 Thread Stuart Buchanan
On Tue, Feb 7, 2012 at 9:13 PM, Stuart Buchanan wrote:
> These have now been retired, so the format of materials.xml should now
> be easier to understand.

The format of materials.xml should be even easier to understand, as I've
just committed a new fgdata/Docs/README.materials.

-Stuart

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Re: [Flightgear-devel] Cmake equivalent to --with-osg=/some/path

2012-02-08 Thread Olaf Flebbe
Hi,

There is a shortcut if dependencies and results are all in the same directory 
prefix:

-DCMAKE_INSTALL_PREFIX=

This may not be suitable for jenkins.

Olaf Flebbe
o...@oflebbe.de



Am 08.02.2012 um 12:35 schrieb Jon Stockill:

> I'm currently updating some jenkins build scripts for cmake rather than 
> autoconf, and I'm having problems getting the build to link against 
> local copies of all the dependencies. Is there a simple way of 
> specifying where to look for these rather than having to specify the 
> path to each individual library file (which from the cmake output seems 
> like it might be the only way).
> -- 
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> li...@stockill.net
> 
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Re: [Flightgear-devel] Radio simulation of navigational aids

2012-02-08 Thread Adrian Musceac
On Tuesday, February 07, 2012 18:31:26 Eric van den Berg wrote:
> Hi Adrian,
> 
> Would go with 1. As you say signal strength does not have a major
> influence on the functionality itself. It works or you have a flag. Only
> of the very border of reception the respective indicator will wander
> out. But that also is a signal strength issue and can be modelled
> accordingly.
> 2. is not realistic as you say yourself. Has nothing to do with those
> systems functionality.
> 3. would be very interesting to model, but unless it is planned to model
> failures (90Hz sender out for instance), interference with other radio
> sources (EMI so to say) or some other radio propagation effects I would
> not bother.
> 
> Eric

Hi Eric,

I agree that for now option 1 is the best. If there will be any interest in 
the future for a more detailed simulation, I will consider #3.
Right now, I will use a generic directional antenna pattern for ILS systems, 
obtained with a 4nec2 generated plot for a yagi antenna.
This plot could be replaced easily if the same file format is kept.
I'm also willing to consider different file formats for antenna plots, as long 
as they are not obfuscated, if you or anyone else knows a better tool for 
electrical antenna analysis that I'm not yet familiar with.
I'm not yet sure what to use for aircraft antennas, so I'll leave them 
omnidirectional for now.

Cheers,
Adrian

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Re: [Flightgear-devel] Cmake equivalent to --with-osg=/some/path

2012-02-08 Thread Geoff McLane
On Wed, 2012-02-08 at 11:35 +, Jon Stockill wrote:
> I'm currently updating some jenkins build scripts for cmake rather than 
> autoconf, and I'm having problems getting the build to link against 
> local copies of all the dependencies. Is there a simple way of 
> specifying where to look for these rather than having to specify the 
> path to each individual library file (which from the cmake output seems 
> like it might be the only way).

Hi Jon,

A HOT extract from my current 1.3.8 'makefg' 
script ;=)) Not yet published as still testing 
some options like -
 FGCM_OPTS="$FGCM_OPTS -D JPEG_FACTORY:BOOL=ON"

But for the dependencies OSG, SG, and the recently 
added PLIB when only installed 'locally'...

ADDPLIBDIRS=0
# If PLIB is installed locally, then
ADDPLIBDIRS=1

FGCM_OPTS="$FGCM_OPTS -D CMAKE_VERBOSE_MAKEFILE=TRUE"
if [ "$ADDPLIBDIRS" = "1" ]; then
FGCM_OPTS="$FGCM_OPTS -D PLIB_LIBRARIES=$INSTALL_DIR_PLIB/lib"
FGCM_OPTS="$FGCM_OPTS -D PLIB_INCLUDE_DIR=
$INSTALL_DIR_PLIB/include"
fi
FGCM_OPTS="$FGCM_OPTS -D CMAKE_INSTALL_PREFIX=$INSTALL_DIR_FGFS"

For SG installed locally I use an export... like
makefg: Done 'export SIMGEAR_DIR=/media/Disk2/FG/fg20/install/simgear'

For OSG installed locally I use an export... like
makefg: Done 'export OSG_DIR=/media/Disk2/FG/fg20/install/OSGtrunk'

then...
echo2 "$BN: Will do 'cmake $FGCM_OPTS $FGFS_SOURCE_PATH'"
cmake $FGCM_OPTS $FGFS_SOURCE_PATH

The actual cmake command is quite simple -
makefg: Will do 'cmake  -D CMAKE_VERBOSE_MAKEFILE=TRUE \
-D CMAKE_INSTALL_PREFIX=/media/Disk2/FG/fg20/install/flightgear \
/media/Disk2/FG/fg20/flightgear'

I had tried setting SG LIBRARIES and INCLUDE, like PLIB, but 
this did not work for me -
if [ "$ADDSGDIRS" = "1" ]; then
FGCM_OPTS="$FGCM_OPTS -D SIMGEAR_LIBRARIES=
$INSTALL_DIR_SIMGEAR/lib"
FGCM_OPTS="$FGCM_OPTS -D SIMGEAR_INCLUDE_DIR=
$INSTALL_DIR_SIMGEAR/include"
fi
Not sure why this fails... maybe it should be like -
 SIMGEAR_LIBRARIES:PATH=$INSTALL_DIR_SIMGEAR/lib
or something...

And also had some success with -
FGCM_OPTS="$FGCM_OPTS -D CMAKE_PREFIX_PATH=$INSTALL_DIR_SIMGEAR"
but seemed unnecessary once I do the SIMGEAR_DIR 'export'...

And more or less the same for terragear-cs except no need for 
OSG stuff...

HTH, but maybe other with more cmake savvy can 
do better ;=))

Regards,
Geoff.



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Re: [Flightgear-devel] Version file check

2012-02-08 Thread HB-GRAL
Am 07.02.12 21:49, schrieb ThorstenB:
> Am 07.02.2012 21:34, schrieb Curtis Olson:
>> The main reason for a version check between the binary and the data is
>> that we often make parallel changes to both (similar reason why we do a
>> simgear minimum version check when compiling flightgear.)  If there are
>> version mismatches, things could break or act in weird or unexpected ways.
>>
>> A launcher might not be in the same category unless you use options that
>> change between versions (this is possible, but happens a lot less often
>> than other sorts of changes.)
>
> Right. Not sure what Yves' original intention were. I referred to the
> basic check if the "version" file is there _at all_ - such a check seems
> useful for a launcher. Restricting a launcher to a specific version
> number inside the file indeed wouldn't be a good idea. At least I'd like
> to keep using the same launcher for a variety of fgfs versions - 2.5.0,
> 2.6.0, 2.7.0 :).
>
> cheers,
> Thorsten

Thanks for your comments. I will do the "basic check" for the file. 
Maybe later I will try to do a check for fgfs version against fgdata 
version, to see if both is in line before fgfs process is started (and 
probably fails).

-Yves

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[Flightgear-devel] ..fgrun, was: Version file check

2012-02-08 Thread Arnt Karlsen
On Tue, 07 Feb 2012 21:49:59 +0100, ThorstenB wrote in message 
<4f318e77.7070...@gmail.com>:

> Am 07.02.2012 21:34, schrieb Curtis Olson:
> > The main reason for a version check between the binary and the data
> > is that we often make parallel changes to both (similar reason why
> > we do a simgear minimum version check when compiling flightgear.)
> > If there are version mismatches, things could break or act in weird
> > or unexpected ways.

..yes, but we should wave big red flags warning the user "this 
_should_ break!", not deny him finding new ways to find bugs.

> > A launcher might not be in the same category unless you use options
> > that change between versions (this is possible, but happens a lot
> > less often than other sorts of changes.)
> 
> Right. Not sure what Yves' original intention were. I referred to the 
> basic check if the "version" file is there _at all_ - such a check
> seems useful for a launcher. Restricting a launcher to a specific
> version number inside the file indeed wouldn't be a good idea. At
> least I'd like to keep using the same launcher for a variety of fgfs
> versions - 2.5.0, 2.6.0, 2.7.0 :).

..debian's fgrun 1.6.0-1 offer those options after you pick the
appropriate binaries etc, which is a nice feature.  It becomes 
a bug as it doesn't offer any distro installed fgfs as a default,
you _have_ to pick the distro's default 2.4.0-1 /usr/games/fgfs
binary to have Debian's fgrun-1.6.0-1 launch Debian's fgfs-2.4.0-1. 

..this wee config job should IMHO be done by the fgrun install 
script, _if_ it finds the distro's default fgfs. 

..thenafter we can have fgfs et al's install scripts call 
the fgrun install script.

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[Flightgear-devel] Cmake equivalent to --with-osg=/some/path

2012-02-08 Thread Jon Stockill
I'm currently updating some jenkins build scripts for cmake rather than 
autoconf, and I'm having problems getting the build to link against 
local copies of all the dependencies. Is there a simple way of 
specifying where to look for these rather than having to specify the 
path to each individual library file (which from the cmake output seems 
like it might be the only way).
-- 
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li...@stockill.net

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Re: [Flightgear-devel] Shader performance

2012-02-08 Thread thorsten . i . renk

After a few more tests, some more observations which seem to be right to
me listed here (if that is confirmed, we may perhaps gather these and
other statements to the Wiki to get some guidelines for efficient shader
coding):

* 'big' performance users seem to be the scientists's friends, i.e.
functions like exp(x), log(x), sqrt(x) which for me make a noticeable
impact :-(. I've made good experience by returning asymptotics explicitly,
for instance in a light function

f(x) = e / (1.0 + a * exp(-b * (x-c)) )**(1/d)

simply asking if x > threshold and returning e if the condition is true
before attempting to evaluate the function speeds things up quite a bit in
many cases while making a tiny error (in my case, 1e-4 or so).

I haven't tried it yet, but I suspect now that x*x*x*x would also evaluate
much faster than pow(x,4.0) since the first is just a multiplication while
the second utilizes a function which is even more general than sqrt().

* GLSL doesn't go for smartness, so it has to be coded in. In an
expression like

mix(cheapExp, expensiveExp, fraction)

even for fraction = 0 expensiveExp is computed. So again, an if (fraction
== 0) in front of this can reduce the load quite a bit to compute
expensiveExp only if it is really needed.

* in the shaders I have seen, usually a very physics-centered approach is
taken: We first take the color of an object from the texture, then apply
ambient, diffuse and specular light to see what color it takes, then go to
the eye and have a look at how much of it is fogged.

However, an eye-centered approach seems much better to me - the first
question to be asked is 'What can we see of the object?' and if the answer
is '99% fog' we don't really need to know the texture or compute specular
reflections.

Which is to say, in many situations I would perhaps compute the fog
function first (if possible) and base my decisions what else to compute
for the pixel/vertex dependent on the outcome of that. For instance, in
the cloud shader fog comes pretty much last - but we probably could
dispense with bottom and away side shading beyond a certain fog value,
because it's useless to first compute a darkening and then brighten it to
transparent/white again.

So far, this hasn't been too relevant because objects which are 99% fogged
are soon to be unloaded anyway, because the distance to which terrain is
laoded is set by the same parameter as the fog. But this may not be how to
continue. The terrain-haze shader already allows the two to be different,
and it has also a lot of merit to have terrain loaded even if you can't
see it - weather needs to know terrain to get cloud-terrain interactions
right, any terrain radar would need it (see for instance the very
interesting development 787 MFD Vertical Profile here:

http://flightgear.org/forums/viewtopic.php?f=30&t=15200

this simply won't work under true IFR conditions when it is needed most
because no terrain is loaded).

All in all, it seems to me that making shader code efficient is just a
very messy and ugly uphill battle in which lots of small effects sum up to
something noticeable in the end...

Cheers,

* Thorsten


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