Re: [Flightgear-devel] Tree issues

2013-05-16 Thread Vivian Meazza
Stuart

 Sent: 14 May 2013 09:34
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Tree issues
 
 Hi Vivian,
 
 On Sat, May 11, 2013 at 9:57 AM, Vivian Meazza wrote:
   That works - the hat artefact is gone. If I look very carefully I can
  see a vertical artefact emanating from the centre top of some trees.
 
  I hadn't realised that the high res texture was going to be quite so
big.
  Texture sizes  4096 px are not so well supported.
 
  I wonder if you wouldn't be better disabling mipmapping for trees - it
  seems to be the source of all the problems? In particular, the
  different grazing angle on the crossing panels means that different
 mipmaps will be used.
 
 I can't disable mipmapping AFAIK, but I spent some time looking at the
 effects source code and found an undocumented (well, not in
 README.effects) option to control how the mipmaps are generated for each
 of the RGB and alpha
 channels.*
 
 So, it would appear that I can generate a mipmap where the alpha value is
 taken as the minimum of the surrounding pixels while the RGB values are
 created normally.
 
 I need to experiment some more with it later in the week, but I may have
 found a way to use a more square texture without artifacts.  It should
also
 resolve the artifact you mention above.
 
 In passing I noticed that both your and some of Thorsten's screenshots
show
 a nasty black outline around some of the trees.  I don't see that myself
 except, but I've also got a fix for that issue.  As mentioned on the
forum, the
 problem is that the completely transparent pixels have an RGB value of
0,0,0,
 so mipmaps and interpolations cause this to bleed into the surrounding
 edges.

I'm rather surprised that you can't see the black outline around the trees.
It's around all of them, but is more or less visible according to the range
and angle of incidence. It is also the cause of the spike arising from the
centre of the trees.

The proximate cause of the black outline is
alpha-to-coveragetrue/alpha-to-coverage. Commenting out techniques 4 and
9 in the tree effect removes all black artefacts. While alpha-to-coverage is
intended for dense foliage or grass, I'm not sure that it is appropriate for
our trees as presently drawn and textured. I think you are right to try to
go back to the square texture. I hope that you can find a fix for this - I
know how difficult it is to fix a bug that you can't yourself see. In the
meantime should we consider reverting to the previous scheme in fgdata while
you come up with a fix? Here. I've adjusted the bleed margins and commented
out the relevant techniques, which produces nice trees.

HTH

Vivian



--
AlienVault Unified Security Management (USM) platform delivers complete
security visibility with the essential security capabilities. Easily and
efficiently configure, manage, and operate all of your security controls
from a single console and one unified framework. Download a free trial.
http://p.sf.net/sfu/alienvault_d2d
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Tree issues

2013-05-16 Thread Stuart Buchanan
On Thu, May 16, 2013 at 8:58 AM, Vivian Meazza wrote:
 I'm rather surprised that you can't see the black outline around the trees.
 It's around all of them, but is more or less visible according to the range
 and angle of incidence. It is also the cause of the spike arising from the
 centre of the trees.

 The proximate cause of the black outline is
 alpha-to-coveragetrue/alpha-to-coverage. Commenting out techniques 4 and
 9 in the tree effect removes all black artefacts.

There's a bug in the predicate for technique 4.  It should only be enabled if
you have ARB_multisample, but is incorrectly being enabled if you have
shader language 2.  I've got a fix for this that I've still to push.
However, I think this issue
predates my recent tree changes, though they may have exacerbated
them.  Were you
seeing black borders around the trees before I started messing around
with them recently?

My system supports ARB_multisample, and IMO it provides quite a good effect at
normal tree viewing distances.  I'm slightly surprised that Thorsten's
new system doesn't
support this, as evidenced from his screenshots.

Interestingly, when I disable technique 4, I start seeing the black
outlines. Evidently there
some very GPU-specific things going on here.  On the plus side, I can
at least reproduce
the issue!

I _do_ have a good fix for the black outlines in general, and I've
modified the current
textures to use it.  I just need to push it - hopefully tonight.

 While alpha-to-coverage is
 intended for dense foliage or grass, I'm not sure that it is appropriate for
 our trees as presently drawn and textured. I think you are right to try to
 go back to the square texture. I hope that you can find a fix for this -

Unfortunately modifying the mipmap didn't help.  Partially disabling mipmaps
by setting nearest meant that trees in the medium-far distance look
very pixelated and
artificial, and I've been unable to get the mipmap alpha channel to work.

 know how difficult it is to fix a bug that you can't yourself see. In the
 meantime should we consider reverting to the previous scheme in fgdata while
 you come up with a fix? Here. I've adjusted the bleed margins and commented
 out the relevant techniques, which produces nice trees.

Let me check in the stuff I've done so far once I run a couple more
tests this evening.
That should fix the issues you are seeing.

However, that still leaves us with very long, thin, textures as I
can't see a way to go
back to the square textures without causing the black hats.

If we want to stay within a total texture size of 4096, the long, thin
texture limits us to
a maximum individual tree texture of 128x256, as there are now 32
textures in a typical
sheet (8 trees, each in summer, summer+snow, winter, winter+snow variants).

I think that a 128x256 texture for an individual tree isn't quite
enough.  While we don't need
to go bird-spotting, it's not unreasonable to expect the tree to look
good if it fills the screen.

So, I think we have the following options:

1) Forget the whole thing.  Revert back to the previous model of
having one texture
for summer and one for winter, no support for snow-covered trees.  I'd
still commit
changes to fix the black outlines and technique=4, so the effort won't
have been completely
wasted. With a 4096 texture sheet limit we'd be able to have 512x1024
individual trees.

2) Support dynamic changing of snow-cover on trees, but not season
changes.  This means
that to see a winter deciduous tree one would need to change the
season and reload the scenery,
loading in the winter material definitions which would include both
the tree texture and general
ground textures.  Thorsten R. - what are your plans for ALS support
for winter?  I
think you currently use the summer materials, correct?  This would
allow 256x512 individual trees.

3) Support dynamic changes of season, but have no support for
snow-cover on trees in the texture
itself.  This is my probably my preferred option. While having
snow-covered trees is nice, the
actual circumstances when it occurs are fairly minimal as the snow is
blown off the trees by the wind.
This would allow 256x512 individual trees.

4) Accept the limitation of 128x256 individual tree textures.

Let me know what you think.

-Stuart

--
AlienVault Unified Security Management (USM) platform delivers complete
security visibility with the essential security capabilities. Easily and
efficiently configure, manage, and operate all of your security controls
from a single console and one unified framework. Download a free trial.
http://p.sf.net/sfu/alienvault_d2d
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Tree issues

2013-05-16 Thread Renk Thorsten

Hi Stuart,

sorry for the silence from my side, I haven't been able to start FG up for the 
last week or so, I am a bit swamped in work and family issues at the moment...

 I'm slightly surprised that Thorsten's
 new system doesn't
 support this, as evidenced from his screenshots.

glxinfo claims that it does - I get several instances of GL_ARB_multisample or 
GLX_ARB_multisample shown in the resulting  list (at least under Linux, maybe 
it's a bug in the Windows driver of the card only??? - I'll check next time I 
boot up Windows).

 1) Forget the whole thing.  Revert back to the previous model of
 having one texture
 for summer and one for winter, no support for snow-covered trees.  I'd
 still commit
 changes to fix the black outlines and technique=4, so the effort won't
 have been completely
 wasted. With a 4096 texture sheet limit we'd be able to have 512x1024
 individual trees.

What about 1a) - reverting back to the previous model at low quality, but 
introduce a composite tree model (where bare tree and foliage and snow are 
separately read and rendered on top of each other) at high quality setting? I 
have yet to test how bad a second texture call is in the tree fragment shader, 
but if it works we could have the pre-selected season model (winter and summer) 
for the slower systems and a completely dynamical shader-generated season model 
for the faster systems.

This would allow to color leaves in fall, and even partially shed foliage in 
late fall. And have 512x1024 maximal tree size which is really quite generous.


 2) Support dynamic changing of snow-cover on trees, but not season
 changes.  This means
 that to see a winter deciduous tree one would need to change the
 season and reload the scenery,
 loading in the winter material definitions which would include both
 the tree texture and general
 ground textures.  Thorsten R. - what are your plans for ALS support
 for winter?  I
 think you currently use the summer materials, correct?  This would
 allow 256x512 individual trees.

ALS doesn't _depend_ in any sense on what materials definition you use, it runs 
fine with dds textures last time I've checked. Only the procedural terrain 
definitions reside in the summer definitions, but imo it wouldn't make too much 
sense to have them in the winter materials as well, because the terrain is 
snow-covered anyway, so it doesn't really matter so much what procedural 
details you generate because you wouldn't seem them.

2) obviously doesn't mesh with any continuous season model for the terrain or 
the idea of snow as a shader effect.



 3) Support dynamic changes of season, but have no support for
 snow-cover on trees in the texture
 itself.  This is my probably my preferred option. While having
 snow-covered trees is nice, the
 actual circumstances when it occurs are fairly minimal as the snow is
 blown off the trees by the wind.
 This would allow 256x512 individual trees.


I woud prefer this over 2), if only for the simple reason that it's no issue at 
all to add some white color sprinkles to the tree textures procedurally - snow 
is, after all, a pretty simple texture, white does the job remarkably well :-)

 4) Accept the limitation of 128x256 individual tree textures.

I'm not too happy about that limitation - I would prefer to have a novel scheme 
which is an investment into the future and which can easily be adapted to yet 
more powerful graphics cards 5 years from now.

Hope that helps.

* Thorsten
--
AlienVault Unified Security Management (USM) platform delivers complete
security visibility with the essential security capabilities. Easily and
efficiently configure, manage, and operate all of your security controls
from a single console and one unified framework. Download a free trial.
http://p.sf.net/sfu/alienvault_d2d
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] osm2city.py

2013-05-16 Thread Stuart Buchanan
On Mon, May 13, 2013 at 9:29 PM, Thomas Albrecht wrote:
 If I had a limited number of complex (as in  8 vertices per model) shared
 models, and place a total of 5 instances in a scene, could this be made to
 occupy significantly less RAM than 5 individual models?

In theory yes - that's what the SHARED verb on the .stg file is for.
The idea was to
only have one model loaded, and then place it multiple times in the scenegraph.

However, IIRC there was an issue with memory management in OSG which meant
that when a tile containing SHARED entries was unloaded, it caused
FG to churn for a while updating various pointer counters.  I don't
think this was
ever resolved, so currently each SHARED instance is loaded individually.

While this approach would reduce RAM usage, it would be at the expense of
frame-rate, as the 5 models would still each require OSG state change.

Sadly, nothing is for free :(.


-Stuart

--
AlienVault Unified Security Management (USM) platform delivers complete
security visibility with the essential security capabilities. Easily and
efficiently configure, manage, and operate all of your security controls
from a single console and one unified framework. Download a free trial.
http://p.sf.net/sfu/alienvault_d2d
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


[Flightgear-devel] Crash in latest FGFS even with default options (no .fgfsrc or any call parameters)

2013-05-16 Thread Roland Haeder
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hello James,
hello Thomas,

as you may know I'm running latest master of SG/FG and OSG (3.1.7 now)
and I got a crash on bootstrap with no .fgfsrc and no call parameters:

http://pastie.org/7916877

I kindly ask you to investigate this bug because I have found you both
in git log. :)

Best regards,
Roland
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.12 (GNU/Linux)
Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/

iEYEARECAAYFAlGVFW4ACgkQty+BhcbHvXhnhgCgjypF0m4nU4cM3kAZrR7dgXFC
IFoAn0WhW9x5NZgNE9XvK9xXRD6FDxrc
=v9oh
-END PGP SIGNATURE-

--
AlienVault Unified Security Management (USM) platform delivers complete
security visibility with the essential security capabilities. Easily and
efficiently configure, manage, and operate all of your security controls
from a single console and one unified framework. Download a free trial.
http://p.sf.net/sfu/alienvault_d2d
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Crash in latest FGFS even with default options (no .fgfsrc or any call parameters)

2013-05-16 Thread Thomas Geymayer
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hi Roland,

Am 2013-05-16 19:20, schrieb Roland Haeder:
 as you may know I'm running latest master of SG/FG and OSG (3.1.7
 now) and I got a crash on bootstrap with no .fgfsrc and no call
 parameters:
 
 http://pastie.org/7916877
 
 I kindly ask you to investigate this bug because I have found you
 both in git log. :)

Can you identify the last working commits? I have pushed something
which should fix the problem, although I do not really know how it can
happen in the first place. The reason for the crash is that you
somehow receive a key event (for you left alt key) without a graphics
context set.

I have now also installed the latest (svn) OpenSceneGraph but was not
able to reproduce this problem. What exact OS are you using?

Tom

- -- 
Thomas Geymayer  www.tomprogs.at / C-Forum und Tutorial: www.proggen.org
- 
  Student of Computer Science @ Graz University of Technology
- --- Austria 
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.12 (GNU/Linux)
Comment: Using GnuPG with undefined - http://www.enigmail.net/

iEYEARECAAYFAlGVTBEACgkQpBPMEK46x5frEgCfaWQCtxB9CdtKZhpDx41WHJOk
4roAoIzG1TACiTVpOm42e167t5E1WYHn
=p3Uc
-END PGP SIGNATURE-

--
AlienVault Unified Security Management (USM) platform delivers complete
security visibility with the essential security capabilities. Easily and
efficiently configure, manage, and operate all of your security controls
from a single console and one unified framework. Download a free trial.
http://p.sf.net/sfu/alienvault_d2d
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Tree issues

2013-05-16 Thread Stuart Buchanan
On Thu, May 16, 2013 at 10:28 AM, Renk Thorsten wrote:
 I'm slightly surprised that Thorsten's
 new system doesn't
 support this, as evidenced from his screenshots.

 glxinfo claims that it does - I get several instances of GL_ARB_multisample 
 or GLX_ARB_multisample shown in the resulting  list (at least under Linux, 
 maybe it's a bug in the Windows driver of the card only??? - I'll check next 
 time I
boot up Windows).

Someone pointed out to me off-list that there are other control
properties for multisampling, which I had set in my .fgfsrc file and
had forgotten about completely.  I've updated the effects file to
check for these.

I'd highly recommend setting them as I think they improve the visuals
on the vegetation significantly:

/sim/rendering/multi-sample-buffers=true
/sim/rendering/multi-samples=2

I've just checked in something that should fix both issues, along with
.xcf source files for the existing trees that shows how they should be
created, and a little perl script to generate .dds and low resolution
.pngs from a source .png file.

I'm going to have one more attempt to fix the black hat in a square
texture before looking into reducing the number of variations.

-Stuart

--
AlienVault Unified Security Management (USM) platform delivers complete
security visibility with the essential security capabilities. Easily and
efficiently configure, manage, and operate all of your security controls
from a single console and one unified framework. Download a free trial.
http://p.sf.net/sfu/alienvault_d2d
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Tree issues

2013-05-16 Thread Vivian Meazza
: Stuart

 Sent: 16 May 2013 22:46
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Tree issues
 
 On Thu, May 16, 2013 at 10:28 AM, Renk Thorsten wrote:
  I'm slightly surprised that Thorsten's new system doesn't support
  this, as evidenced from his screenshots.
 
  glxinfo claims that it does - I get several instances of
  GL_ARB_multisample or GLX_ARB_multisample shown in the resulting  list
  (at least under Linux, maybe it's a bug in the Windows driver of the
  card only??? - I'll check next time I
 boot up Windows).
 
 Someone pointed out to me off-list that there are other control properties
 for multisampling, which I had set in my .fgfsrc file and had forgotten
about
 completely.  I've updated the effects file to check for these.
 
 I'd highly recommend setting them as I think they improve the visuals on
the
 vegetation significantly:
 
 /sim/rendering/multi-sample-buffers=true
 /sim/rendering/multi-samples=2
 
 I've just checked in something that should fix both issues, along with
.xcf
 source files for the existing trees that shows how they should be created,
 and a little perl script to generate .dds and low resolution .pngs from a
source
 .png file.
 
 I'm going to have one more attempt to fix the black hat in a square
texture
 before looking into reducing the number of variations.

Yup, works nicely here, there's definitely an improvement. I've also
modified the predicates for techniques 4 and 9 take that into account

I've also fixed the black hat by increasing the bleed margins in treebin.cxx
a tad:

t-push_back(Vec2(variety + 1.0f, 0.234f));
t-push_back(Vec2(variety, 0.234f));

I'm using the old square texture - that would need adjusting because those
margins clip the top of the higher trees.

All looking really good here now.

Vivian





--
AlienVault Unified Security Management (USM) platform delivers complete
security visibility with the essential security capabilities. Easily and
efficiently configure, manage, and operate all of your security controls
from a single console and one unified framework. Download a free trial.
http://p.sf.net/sfu/alienvault_d2d
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Linux nightly builds

2013-05-16 Thread Pedro Morgan
Are these the current ones...
Strange problem is I think its outta sync

with

deb http://ppa.launchpad.net/saiarcot895/flightgear-edge/ubuntu raring main
deb-src http://ppa.launchpad.net/saiarcot895/flightgear-edge/ubuntu raring
main

and I get..
mash@z:~$ /usr/games/fgfs --aircraft=777-200ER
--fg-root=/usr/share/games/flightgear

Base package check failed:
  Version 2.10.0 found at: /usr/share/games/flightgear
  Version 2.11.0 is required.
Please upgrade/downgrade base package and set the path to your fgdata
with --fg-root=path_to_your_fgdata


Pete


On Thu, Apr 18, 2013 at 12:57 AM, Saikrishna Arcot saiarcot...@gmail.comwrote:


 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1

 Hi,

 I'm working in a local version of Jenkins to set up a nightly build for
 Linux Ubuntu and allow them to be uploaded to a PPA, so that
 non-developers can test the nightly builds. Since Launchpad doesn't
 allow pre-built debs, I'm planning on doing a test build to make sure it
 compiles in the first place and then uploading the source code to
 Launchpad for it to compile. Eventually, I'm hoping that the official
 releases can be prepared and uploaded to Launchpad from Jenkins itself.

 - --
 Saikrishna Arcot
 -BEGIN PGP SIGNATURE-
 Version: GnuPG v1.4.11 (GNU/Linux)
 Comment: Using GnuPG with Thunderbird - http://www.enigmail.net/

 iQIcBAEBAgAGBQJRbzbfAAoJEDg9nXyl50AFaEEP/RAqcJPDajBjMYGqxuy0hmbc
 WozarvSYyK/3C0FicOGVmHECkTPcmqV0a74HOQWMOHvQuhU7P3Ku+2ILl/J1WFrJ
 tbAwjzOEdnCmxa+IgDMwpM2yzeTnDZiQfrUYbAKhopsE/+s8XkyiLgIJ99fy4sTW
 q62kMEyW2FklhSWQm6uW6vs42xITOxeW0W1XoG95+qYh/XTUEtqxoBSktiMQMbGK
 x0/eqHoMDK7zOTWm/1Hf2pxOOm69f63hHg5PZRi4UlpYtCNxhMJuI2qNX2Jlk9+7
 4qeWvyHXWp/SDtlSvcSd+o0XnEPaLcJGdBg6wjGN3DLYOeraB33EKWmuuV4crC5S
 OMWk+nzgFckOw717uaPdP0UxB116k+EJ8DfADE09/borTv+WS3ZXwgjBMNIGnMc3
 S8TcSU8Z4pIn5a5fo3DZtaf8Wf+2Om5GW13cpSg0LeEoghE31mtIvH6RV3Cu710x
 YW9RglbUgeIKeWt5CFp/iEKwfFEzAY6W2eaAuuJzJxjpaAltsBzroUzej6lWXSeg
 doVEw+PrYt4Ej46TIIXxt2SZV2J8NFAvleZJYJvprQpvqAOZwzBc57i3ti0V13Sp
 /V3p6KO0LyNjrxnZBjJgbhGWKh9qjxOKYhcrkEW60yOHj+/rrNq961oW390Sd3uq
 OpUb0zWBz5UMRshdEq+k
 =qKP/
 -END PGP SIGNATURE-



 --
 Precog is a next-generation analytics platform capable of advanced
 analytics on semi-structured data. The platform includes APIs for building
 apps and a phenomenal toolset for data science. Developers can use
 our toolset for easy data analysis  visualization. Get a free account!
 http://www2.precog.com/precogplatform/slashdotnewsletter
 ___
 Flightgear-devel mailing list
 Flightgear-devel@lists.sourceforge.net
 https://lists.sourceforge.net/lists/listinfo/flightgear-devel

--
AlienVault Unified Security Management (USM) platform delivers complete
security visibility with the essential security capabilities. Easily and
efficiently configure, manage, and operate all of your security controls
from a single console and one unified framework. Download a free trial.
http://p.sf.net/sfu/alienvault_d2d___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel