[Flightgear-devel] Unified Weather GUI

2012-08-03 Thread Stuart Buchanan
Hi All,

Thorsten R. and I have been discussing off-list how we can bring the
global and local weather systems closer together.  While they have
very different implementations, it should be possible to unify at
least part of the UI and configuration models to provide a more
consistent end-user experience.

The aim is to have a single high level weather dialog that is used to
configure both global and local weather, with implementation-specific
dialogs accessible for tweaking particular settings.  Hopefully 90% of
users will only need this high level dialog, while the 10% wanting to
configure specific cloud layers etc. can still do so.

To do this, I'm planning to add an optional local weather tile name to
the existing global weather scenario entries defined in
data/Environment/environment.xml.  This means a weather scenario can
be used by both global and local weather.  Note that local weather can
already handle an arbitrary METAR string if no tile definition is
available so there's no compatibility issue for those adding
additional weather scenarios.

A work in progress UI can be seen here can be seen here:
http://www.nanjika.co.uk/flightgear/weather.png

Notes
- The Weather Conditions dropdown contains a full list of the weather
scenarios.  I anticipate some consolidation/renaming of the weather
scenarios.
- The radio buttons allow the user to select between global and local
weather.  I'm still working on the wording of the radio buttons.
- Pressing OK or Apply changes the weather mode and restarts local
weather as required. Local weather start-up performance is now good
enough that we can stop/start it implicitly rather than having
separate Start and End buttons.
- The Customize buttons will got to specific settings for global and
local weather settings as appropriate, and are disabled/enabled
depending on weather mode.  In the global weather case, this will
allow configuration of specific cloud layers and winds aloft, as per
the existing Weather dialog.  For local weather, this will allow
configuration of most of the existing settings in the Advanced Weather
dialog.
- It's not clear where environmental settings such as the snow level
should live.  There may be value in having an Environment Setting
dialog for these.

Comments are welcome as always.

-Stuart

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Re: [Flightgear-devel] Fwd: Windows Abort Retry Ignore dialog at startup

2012-08-03 Thread Arnt Karlsen
On Thu, 02 Aug 2012 21:14:29 +0200, Geoff wrote in message 
<1343934869.1844.7.camel@DELL02>:

> Hi,
> 
> Sorry to have to go on with this... but I do want 
> my built from source FG to work!
> 
> Anyway, I 'think' I have found a JSB 'bug', or at 
> least something I do not understand...

..what happens if you try your build in a freshly installed 
Wintendo, _without_ any recent updates, e.g. as a xen guest 
OS? 

..I ask because at least one commercial game has been proven 
faster on OpenGL graphics on Wintendo than on its native 
Direct3D graphics, 270fps on Direct3D, 303fps on OpenGL, 
315fps on OpenGL on GNU/Linux, all on the same hw: 32 GB RAM, 
Intel Core i7 3930k cpu and Nvidia Geforce GTX 680 gpu, and 
because Microsoft may be trying to evade further embarrasment 
in its usual ways: 
http://www.pressfire.no/nyheter/PC/5558/-left-4-dead-2-er-kjappere-p-linux
or a "close enough" understandable google translation: 
http://translate.google.no/translate?sl=auto&tl=en&js=n&prev=_t&hl=en&ie=UTF-8&layout=2&eotf=1&u=http%3A%2F%2Fwww.pressfire.no%2Fnyheter%2FPC%2F5558%2F-left-4-dead-2-er-kjappere-p-linux
and:
http://www.computerandvideogames.com/360383/blizzard-exec-echoes-windows-8-catastrophe-comments/

-- 
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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] Water reflection needs fix

2012-08-03 Thread Emilian Huminiuc
On Friday, August 03, 2012 15:43:45 Emilian Huminiuc wrote:
> On Friday, August 03, 2012 12:29:51 Renk Thorsten wrote:
> > Just stumbled across this one:
> > 
> > Effects/water.eff now declares png textures for reflection and nose to
> > avoid dds. The relevant commit changed the effect file and
> > water_sine.frag but didn't change the corresponding lines in
> > water_lightfield.frag which has pretty identical normal-generating lines.
> > 
> > dds seems to require to reverse normals (?) - in any case two lines marked
> > by 'dds fix' need to be removed in order to restore the expected
> > behaviour.
> > 
> > vNorm = -vNorm; //dds fix
> > (...)
> > N = -N; //dds fix
> > 
> > If anyone with GIT rights could take care of the change in devel and
> > release branch? Thanks!
> > 
> > * Thorsten
> 
> Are you sure you're using/looking at the correct fgdata? Looking at the
> files here they use the proper uniform to determine if the normalmap is
> dds, and reverse the normals only in that case:
> water-lightfield.frag
> 
> line 321:
> 
>   if (normalmap_dds > 0)
> vNorm = -vNorm; //dds fix
> 
> line 369:
> 
>   if (normalmap_dds > 0)
> N = -N; //dds fix
> 
> normalmap_dds is set to 1 only by water-dds.eff. It's set to 0 in water.eff,
> and used by the lightfield technique properly.
> 
> regards,
> Emilian

Also the shaders work/look properly when enabled.
At least in fgdata master

regards,
Emilian

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Re: [Flightgear-devel] Water reflection needs fix

2012-08-03 Thread Emilian Huminiuc
On Friday, August 03, 2012 12:29:51 Renk Thorsten wrote:
> Just stumbled across this one:
> 
> Effects/water.eff now declares png textures for reflection and nose to avoid
> dds. The relevant commit changed the effect file and water_sine.frag but
> didn't change the corresponding lines in water_lightfield.frag which has
> pretty identical normal-generating lines.
> 
> dds seems to require to reverse normals (?) - in any case two lines marked
> by 'dds fix' need to be removed in order to restore the expected behaviour.
> 
> vNorm = -vNorm; //dds fix
> (...)
> N = -N; //dds fix
> 
> If anyone with GIT rights could take care of the change in devel and release
> branch? Thanks!
> 
> * Thorsten

Are you sure you're using/looking at the correct fgdata? Looking at the files 
here they use the proper uniform to determine if the normalmap is dds, and 
reverse the normals only in that case:
water-lightfield.frag

line 321:

if (normalmap_dds > 0)
vNorm = -vNorm; //dds fix

line 369:

if (normalmap_dds > 0)
N = -N; //dds fix

normalmap_dds is set to 1 only by water-dds.eff. It's set to 0 in water.eff, 
and used by the lightfield technique properly.

regards,
Emilian

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[Flightgear-devel] Water reflection needs fix

2012-08-03 Thread Renk Thorsten

Just stumbled across this one: 

Effects/water.eff now declares png textures for reflection and nose to avoid 
dds. The relevant commit changed the effect file and water_sine.frag but didn't 
change the corresponding lines in water_lightfield.frag which has pretty 
identical normal-generating lines.

dds seems to require to reverse normals (?) - in any case two lines marked by 
'dds fix' need to be removed in order to restore the expected behaviour.

vNorm = -vNorm; //dds fix
(...)
N = -N; //dds fix

If anyone with GIT rights could take care of the change in devel and release 
branch? Thanks!

* Thorsten
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Re: [Flightgear-devel] Ideas for terrain shader structure in 3.0

2012-08-03 Thread Frederic Bouvier
> I don't know what is needed to launch it in Rembrandt.

A Rembrandt material shader (one that is bound to scene geometry) is structured
this way (Fragment shader) :

void encode_gbuffer(vec3 normal, vec3 color, int mId, float specular, float 
shininess, float emission, float depth);

main() {

   // Compute normal,
   // albedo (without light or fog or scene ambient), 
   // specular luminance (or luminance of specular color),
   // shininess,
   // emission luminance,
   // depth of fragment in eye space in range [0..1]
   // set a material Id (1 : default, 254: water, 255: model ubershader)
   // other values for material Id should be taken care in sunlight 
shader and light shaders

#ifdef REMBRANDT
   // call encode_gbuffer
   encode_gbuffer(normal, albedo, materialId, specular, shininess, emission, 
depth);

   // no light or fog computation
#else
   
   // compute gl_FragColor from material properties already computed
   //  and light sources
   gl_FragColor = ... ;

#endif
}

Effects should test /sim/rendering/rembrandt/enabled in their predicate

Regards,
-Fred

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Re: [Flightgear-devel] segfault by canvas

2012-08-03 Thread Erik Hofman
On 08/03/2012 09:45 AM, James Turner wrote:
>
>
>
>
> On 2 Aug 2012, at 20:32, Erik Hofman  wrote:
>
>> Hi,
>>
>> Seems like Canvas causes a reproducible segfault with the latest git
>> version (master). I'm using 32 bit Ubuntu 12.04
>
> Yep, this is my fault for causing a naming clash. Just comment out 
> initNasalCanvas in NasalSys.cxx for now, I'll push a real fix in an hour or 
> so.

Ah great, that saves me a ,lot of time searching for the problem.

Erik

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Re: [Flightgear-devel] Ideas for terrain shader structure in 3.0

2012-08-03 Thread Renk Thorsten
> I've just pushed a change that allows a material definition in  
> materials.xml
> to include a  section, which is merged with the 
> section of the effect.  So you can now define parameters in the  
> materials.xml
> file that can be used as uniforms in the effects file, and therefore  
> shader.

Cool!

I've gone through the crop shader yesterday, and I think I have an idea that 
just might work:

The crop shader doesn't actually solve the tiling problem, it just shifts it to 
an 8 km scale instead of a 2 km scale, which is much less obvious. We could do 
the same thing:

* use an 8 (10,12?)-km sized mask of black and white
* if the mask is white, display one agricultural texture, if it is black a 
different one or the same rotated by 30 deg - that shifts tiling from 2 to 8 km
-> this needs obviously some handcrafted mask to look good for a certain base 
texture set

* the same procedure can be applied for the object placement masks (can it?) - 
then tiling is more or less solved and object placement remains consistent

* the object placement mask in turn can be passed to the shader so that 
possible heightmaps/hires overlays can be used dependent on what the area is 
supposed to represent

* the 8 km size mask can be passed in the (otherwise unused) alpha channel of 
either base texture or placement mask, so we don't even need a new texture

I think I can come up with the code to do this, I am less certain about my 
ability to get the artistry (=a good mask to blend textures) right... Stuart, 
can object placement be evaluated this way at all? Is this something we might 
want to try?

* Thorsten
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Re: [Flightgear-devel] segfault by canvas

2012-08-03 Thread James Turner




On 2 Aug 2012, at 20:32, Erik Hofman  wrote:

> Hi,
> 
> Seems like Canvas causes a reproducible segfault with the latest git 
> version (master). I'm using 32 bit Ubuntu 12.04

Yep, this is my fault for causing a naming clash. Just comment out 
initNasalCanvas in NasalSys.cxx for now, I'll push a real fix in an hour or so. 

James

> 
> Program received signal SIGSEGV, Segmentation fault.
> 0x0884a935 in resize ()
> (gdb) bt
> #0  0x0884a935 in resize ()
> #1  0x0884b21d in naiHash_newsym ()
> #2  0x08843149 in setupArgs.isra.3 ()
> #3  0x088468e9 in naCall ()
> #4  0x084f0278 in FGNasalSys::callMethod (this=0x134af378, code=..., 
> self=...,
> argc=0, args=0x0, locals=...)
> at /home/erik/src/fgfs/flightgear/src/Scripting/NasalSys.cxx:121
> #5  0x084f0e40 in call (locals=..., args=0x0, argc=0, code=...,
> this=0x134af378)
> at /home/erik/src/fgfs/flightgear/src/Scripting/NasalSys.cxx:106
> #6  FGNasalSys::createModule (this=0x134af378, moduleName=0x134cf1b4 
> "canvas",
> fileName=0x15b0ffdc "/export/home/fgfs/fgdata/Nasal/canvas/svg.nas",
> src=0x15c0c990 "# Parse an xml file into a canvas group 
> element\n#\n# @param groupThe canvas.Group instance to append the 
> parsed elements to\n# @param path The path of the svg file (absolute 
> or relative to FG_RO"...,
> len=11459, cmdarg=0x0, argc=0, args=0x0)
> at /home/erik/src/fgfs/flightgear/src/Scripting/NasalSys.cxx:793
> #7  0x084f12fa in loadModule (module=, file=...,
> this=)
> at /home/erik/src/fgfs/flightgear/src/Scripting/NasalSys.cxx:764
> #8  FGNasalSys::loadPropertyScripts (this=0x134af378, n=0x134cf1c0)
> at /home/erik/src/fgfs/flightgear/src/Scripting/NasalSys.cxx:698
> 
> 
> -- 
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> for Windows and Linux
> 
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