Re: [Flightgear-devel] Rembrandt on old cards

2012-05-01 Thread Frederic Bouvier
 --enable-rembrandt
 --prop:/sim/rendering/shadows/enabled=true
 --prop:/sim/rendering/shadows/num-cascades=1
 --prop:/sim/rendering/shadows/cascade-far-m=50
 should be: --prop:/sim/rendering/shadows/cascade-far-m[0]=50
 --prop:/sim/rendering/shadows/map-size=2048
 --prop:/sim/rendering/shadows/filtering=2 (or 1 for no filtering)
 --prop:/sim/rendering/use-color-for-depth=true

-Fred

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Re: [Flightgear-devel] Rembrandt on old cards

2012-05-01 Thread Frederic Bouvier
 Voila, your weekly screenshot(s):
 
   http://foxtrot.mgras.net/bitmap/FGFS/fgfs-rembrandt_04.0.png
   http://foxtrot.mgras.net/bitmap/FGFS/fgfs-rembrandt_04.1.png

Looks like there is some progress, isn't it ?

 
 Debian Linux/AMD64, Nvidia GeForce 7950 GT, closed source driver
 version 295.40.  Omitting shaders/quality-level, shaders/skydome
 and random-vegetation doesn't make a visual difference.

These settings should have been recorded as user data, so are persistent 
from one run to another.

Regards,
-Fred

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Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-29 Thread Frederic Bouvier
Hi Heiko,

 What do I miss? Where am I wrong? Do we get something like back with
 the next release in less than 3 months?

In case you didn't notice, Thorsten screenshots are from altitude, not 
from the ground, with more clouds on screen, and at dusk or dawn.

Put yourself in the same conditions to do the comparison

Regards,
-Fred

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Re: [Flightgear-devel] using property values as indexes for other property references in a animation XML file.

2012-04-28 Thread Frederic Bouvier
Scott,

 I searched and can't find anything to do this, but just wanted to
 make sure it doesn't exist.
 
 I have a property /instruments/b/index let's say it has a int value
 of 1 In my animation XML file I need to access an array, with the above
 property being used as the index.
 
 something like;
 text
   property/instruments/b/a[ {/instruments/b/index}
   ]/value/property
 
 
 Is there anything in PropertyList text processing that allows me to
 reference another property inside referencing a property like the
 above?

The property path syntax only allow digits between square brackets.
You have to write a Nasal script that resolve the index first and
format a correct property path.

Regards,
-Fred

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Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread Frederic Bouvier
 Thorsten,
 
   One comment - to avoid any problems with merge requests being
   lost/ignored - who is this 'aimed' at? I.e who needs to review it
   and decide? I don't feel qualified, for example :)
   
   (But maybe I just merge it and see who complains ;)
   
   Not that you need to pick on any one person, but if everyone is
   busy,
   the ball gets dropped, and you (Thorsten) feel like work is being
   ignored, which is bad for everyone.
  
  I usually commit Thorsten's work. Will have a look in the next
  days.
  
  The direct link to the merge request is usually handy.
 
 Effects/terrain-default.eff has two techniques number 4. They seem
 similar
 
 Could you check ?

It also seems that some model are not lighted anymore :
http://frbouvi.free.fr/flightsim/fgfs-haze-1.3.gif

Regards
-Fred

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Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread Frederic Bouvier
  Thorsten,
  
One comment - to avoid any problems with merge requests being
lost/ignored - who is this 'aimed' at? I.e who needs to review
it
and decide? I don't feel qualified, for example :)

(But maybe I just merge it and see who complains ;)

Not that you need to pick on any one person, but if everyone is
busy,
the ball gets dropped, and you (Thorsten) feel like work is
being
ignored, which is bad for everyone.
   
   I usually commit Thorsten's work. Will have a look in the next
   days.
   
   The direct link to the merge request is usually handy.
  
  Effects/terrain-default.eff has two techniques number 4. They seem
  similar
  
  Could you check ?
 
 It also seems that some model are not lighted anymore :
 http://frbouvi.free.fr/flightsim/fgfs-haze-1.3.gif

That problem goes away if landmass shader is disabled. The strange thing
is that when set to some value, the problem appears but as soon as you 
click on the landmass slider, without changing the value, the problem 
goes away too.

Regards,
-Fred

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Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread Frederic Bouvier
  It also seems that some model are not lighted anymore :
  http://frbouvi.free.fr/flightsim/fgfs-haze-1.3.gif
 
 The only place models get the effect is if they go via
  Effects/model-default.eff if they're using their own effect file
 they are not in the scheme.

I was speaking about the terminal, not the random buildings.
But you already saw my previous message :)

-Fred

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Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread Frederic Bouvier
 Presumably all these effects could actually be done as one
 screenspace pass?

Please elaborate

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Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread Frederic Bouvier
 I usually commit Thorsten's work. Will have a look in the next days.

This is in git now, with the duplicated technique removed

-Fred

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Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread Frederic Bouvier
 
  That problem goes away if landmass shader is disabled. The strange
  thing is that when set to some value, the problem appears but as soon as
  you click on the landmass slider, without changing the value, the
  problem goes away too.
 
 Is this anything I could have caused? Because I have no idea where to
 look for a potential  fix.

I have no idea too. It looks like an uninitialized value that get one 
when we click on the slider. Do you reproduce the problem I see ?

What I did was :

1. open the shader custom configuration and put the landmass slider 
to the right.

2. stop FG with the quit menu to record my settings,

3. restart at KSFO and see the maintenance and terminal buildings
with weird lighting.

4. open the shader dialog and click on the landmass slider thumb: the
lighting comes back.

That doesn't happen if the slider in in the left position.

Regards,
-Fred

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Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread Frederic Bouvier
  I have no idea too. It looks like an uninitialized value that get
  one when we click on the slider. Do you reproduce the problem I see ?
 
 For some (yet to be determined) reason the shader settings are not
 archived on Flightgear exit in my local devel branch since my
 next-to-last update three weeks ago. That could explain why I never
 really saw the problem, because I start with landmass slider
 initialized to 3 and always shift it to 4 by hand - so I always
 touched it in my tests before the shader came on. I'll try later
 today to set the shader quality via commandline and see what happens
 then (I'm at the wrong computer to try at the moment...)

Maybe you already know that, but closing the window using the windows
manager close decoration bypass setting saving here.
The default value in preferences.xml is 1, so if you start at 3, either
you changes preferences.xml locally, or you have your private settings
loaded. Maybe they are now read-only.

Regards,
-Fred

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Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread Frederic Bouvier
  Do you reproduce the problem I see ?
 
 Okay, found the problem with userarchive and eliminated it Now I
 see the same thing you describe, the model shader doesn't start up
 correctly, but all goes well once one just clicks the slider. The
 model shader doesn't seem to be doing anything at all, I can't fog
 the buildings either.
 
 I wonder why the terrain shading starts up the right way though - if
 any parameters passed to the shader would not be ready, then the
 terrain should show the same problem, but that isn't happening.

This doesn't happen when you click on another slider or when we start 
at 1. Should be something specific to landmass.
 
 Btw - with the recent GIT, I now get Rembrandt working with
 --prop:/sim/rendering/no-16bit-buffer=true in the commandline and a
 shadow map no larger than 4096x4096. I'm getting ~9-10 fps out at
 KSFO, about 14 in low vertex count situations like TNCM or a carrier
 - is that in the expected range?

Yes. You can disable shadows and see what is the delta in fps. Usually
I get 5 more.

Regards,
-Fred

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Re: [Flightgear-devel] Random Buildings

2012-04-26 Thread Frederic Bouvier
Hi Stuart,

 On Wed, Apr 25, 2012 at 10:33 AM, Renk Thorsten wrote:
  Hm... I'm getting good performance, but the rendering of the random
  buildings do not seem to go via model-default.eff - they respond
  to the normal visibility, but not to the terrain haze layer, so
  they remain visible when I turn on heavy ground fog. Is there a
  conceptual problem, or can this be fixed?
 
 You are correct - they aren't using model-default.eff or indeed any
 part of the Effects system right now (which is why they don't work
 properly with Rembrandt either).
 
 There's no conceptual problem - I just haven't worked out how to
 integrate the Effects properly yet. I'm sure it's a five minute job
 for someone who knows more about the Effects C++ code than I do.

Is there a reason it could be different than for the trees ?
Look in TreeBin.cxx to see how it was done. This was my example to 
do light animations btw.

Regards
-Fred

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Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-26 Thread Frederic Bouvier
 One comment - to avoid any problems with merge requests being
 lost/ignored - who is this 'aimed' at? I.e who needs to review it
 and decide? I don't feel qualified, for example :)
 
 (But maybe I just merge it and see who complains ;)
 
 Not that you need to pick on any one person, but if everyone is busy,
 the ball gets dropped, and you (Thorsten) feel like work is being
 ignored, which is bad for everyone.

I usually commit Thorsten's work. Will have a look in the next days.

The direct link to the merge request is usually handy.

Regards,
-Fred

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Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-26 Thread Frederic Bouvier
Thorsten,

  One comment - to avoid any problems with merge requests being
  lost/ignored - who is this 'aimed' at? I.e who needs to review it
  and decide? I don't feel qualified, for example :)
  
  (But maybe I just merge it and see who complains ;)
  
  Not that you need to pick on any one person, but if everyone is
  busy,
  the ball gets dropped, and you (Thorsten) feel like work is being
  ignored, which is bad for everyone.
 
 I usually commit Thorsten's work. Will have a look in the next days.
 
 The direct link to the merge request is usually handy.

Effects/terrain-default.eff has two techniques number 4. They seem similar

Could you check ?

Regards,
-Fred

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Re: [Flightgear-devel] GIT as of today unstable

2012-04-24 Thread Frederic Bouvier
Hi Thorsten,

  Can you get a backtrace?
 
 I can try if you tell me what I need to do...
 
   I've made a change to the startup sequence,
  yesterday, but I would expect it to crash later (after scenery
  loading),
  ten seconds sounds too early.
 
 Misunderstanding: After scenery loading and I find myself in the
 cockpit, I have 10 seconds to look around, then comes the crash.

I had similar problem this weekend, and a full rebuild (simgear +
flightgear) solved the issue. I have the sentiment that changes 
to SGReferenced (in simgear) could have created this instability

Regards,
-Fred


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Re: [Flightgear-devel] GIT as of today unstable

2012-04-24 Thread Frederic Bouvier
Hi James,

just a guess here, but in the past, I had to fix issues brought when converting 
raw pointers to smart pointers and ending up deleting the pointer given by the 
smart pointer explicitly. For example :

SGSharedPtrMyClass myPtr = new MyClass;

then

delete myPtr;
or
delete myPtr.get();

afterward, the destructor of SGSharedPtrMyClass does another delete on the 
same memory and may crash, depending the system and the memory layout


Regards,
-Fred

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Re: [Flightgear-devel] GIT as of today unstable

2012-04-24 Thread Frederic Bouvier
James,

I wasn't affected by a crash until I realized that hashForAirport was never 
called. Then I enabled animated jetways and the segfault came, after few 
successful calls.
I am not able to tell why though

HTH
-Fred

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Re: [Flightgear-devel] Water shader issues

2012-04-23 Thread Frederic Bouvier
Emilian,

 All the sine stuff happens in the fragment shader, so performance is
 directly related to the amount of screen pixels covered by water, not on the
 amount of vertices. Maybe just testing the pixel depth against the fog 
 distance
 might bring some performance in fogged scenarios, where you won't compute
 the sine waves beyond visible range, for the few pixels that fall into that
 category.

You missed the point Thorsten is making. At distance, one pixel covers many 
wavelength and you only get aliases when spending all the computing power 
on that computation, when a simple random() call would have the same effect 
(and maybe that would remove aliasing). The fragment shader could stop 
computing waves when the eye coordinate distance if greater than a 
particular threshold. I think it's the strategy followed by Bruneton when 
he transitions from wave geometry to normal mapping to special BRDF in is 
ocean simulation.

The same thing should apply to the urban shader although the area covered 
is far less than ocean

Regards,
-Fred

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Re: [Flightgear-devel] [Rembrandt] the plan

2012-04-16 Thread Frederic Bouvier
 De: Martin Spott
 
 Frederic Bouvier wrote:
 
  This shader error affects shadow rendering and for now, I don't
  have a replacement. The only thing I can propose for this kind
  of card, is to disable shadow rendering :
  
  --prop:/sim/rendering/shadows/enabled=false
 
 Here's your weekly screenshot from 1 hour old GIT:
 
 jive: 11:14:57 ~ find .fgfs*
 find: No match.
 jive: 11:15:06 ~ env | grep \^FG
 FG_HOME=/opt/FlightGear
 FG_ROOT=/home/martin/SCM/FlightGear/fgdata
 jive: 11:15:10 ~ fgfs --timeofday=noon --enable-rembrandt
 --prop:/sim/rendering/shaders/quality-level=0
 --prop:/sim/rendering/shaders/skydome=false
 --prop:/sim/rendering/random-vegetation=0
 --prop:/sim/rendering/no-16bit-buffer=true
 --prop:/sim/rendering/shadows/enabled=false|tee
 fgfs-rembrandt_03.txt
 
   http://foxtrot.mgras.net/bitmap/FGFS/fgfs-rembrandt_03.png
 
   http://foxtrot.mgras.net/bitmap/FGFS/fgfs-rembrandt_03.txt
 
 Reminder, this is on stable Debian Linux/AMD64, Nvidia GeForce 7950
 GT, closed source driver version 295.40.

Although the shadows are disabled, the shadow map is allocated in case 
you want to see them in flight. To save memory, add 
--prop:/sim/rendering/shadows/map-size=2 to your list of starting options
(instead of 4096 by default).

I also updated base effects, so you can try with an updated fgdata.
I have crash on my 7600GT that seem related to VASI (and point sprite).
I also have the rather harsh fog that seem to improve by increasing 
visibility (z key).

Regards,
-Fred

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Re: [Flightgear-devel] Now Rembrandt here...

2012-04-14 Thread Frederic Bouvier
 Gene Buckle
 
 On Thu, 12 Apr 2012, Frederic Bouvier wrote:
 
 
  Here is a video with a steady view to see shadow stability.
 
  http://youtu.be/JtEXIn2yL94
 
  I also added 3 different sequences with different levels of
  filtering.
  Filtering is not yet configurable but is selectable in the
  sunlight shader with simple code modification.
 
 Fred, is there a reason the shadows on the instrument faces are so
 jumpy?

Probably :) one reason is the moving sun that few other games have
(not speaking of flight simulators, of course)

-Fred

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Re: [Flightgear-devel] Now Rembrandt here...

2012-04-13 Thread Frederic Bouvier
 Will try. In any case, the information that some fallback code is
 probably be running is helpful already, I should be able to check
 this easily by setting gl_FragColor to blue in the shader that ought
 to be running and investigate from there.

If you can post a screenshot with the buffers displayed, that might 
help to locate the problem.

Regards,
-Fred

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Re: [Flightgear-devel] Shader - Environment interfacing issues

2012-04-13 Thread Frederic Bouvier
 De: Renk Thorsten
 
  To be safe you need to limit yourself to 32 float varyings.
  Note: a vec3 counts as 3 float varyings, a vec4 as 4 etc.
 
 Okay thanks, then I am safe. Btw (spotted this while checking) - is
 there any particular reason to compute a normal from gl_Normal in
 the vertex shader, use a full varying vec3 to pass it to the
 fragment shader and add noise there? I mean, this is a water
 surface, it ought to be flat up to tiny corrections before adding
 noise...

Apart that the earth is a sphere and ocean tiles are large pieces 
of terrain where the curvature is quite apparent, how whould you 
define flat ? In which reference frame ? The simplest way is to 
think that before applying normal mapping and noise perturbation,
the surface of things is perpendicular to its the normal.

Emilian can testify that the current water shader is extremely 
difficult to convert to Rembrandt because it doesn't have a 
clear reference frame. It seems to work in object space but 
with assumptions on the object-to-world transformation.
My gut feeling is that it was originally a demo from another 
project and added to FG without much thought, and a lot of 
trials and errors. As the writer of the urban shader, I am 
thinking of rewriting the Rembrandt version of the water shader
in the same spirit.

Regards,
-Fred

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Re: [Flightgear-devel] Shader - Environment interfacing issues

2012-04-13 Thread Frederic Bouvier
 Actualy it makes assumptions about the lighting scheme used, and it
 boosts the visible reflection of the sun using a texture instead 
 of the light's specular in the specular pass.
 That gets to be less aparent in the Rembrandt specular pass.(That
 would be easily converted by using the sun position, but we don't 
 have that in the geometry pass :( )
 One other issue that needs to be investigated is the changing
 specular position related to camera direction in Rembrandt (the 
 leads to the ugly black banding in other objects too). It's 
 visible on any object at certain surface to camera angle.

I pushed a different way to encode normals, with a shader to 
collect utility functions (see normal_encode and normal_decode in
gbuffer-functions.frag). That may improve the banding.

Regards,
-Fred

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Re: [Flightgear-devel] Now Rembrandt here...

2012-04-12 Thread Frederic Bouvier
 De: James Turner
 
 On 12 Apr 2012, at 08:24, Renk Thorsten wrote:
 
  3) On my box, all three panels in the screen edges show the same
  image - not so on Fred's videos - is this the intended behaviour?
 
 This is the important one - it means the multiple render targets
 isn't working, so you have no chance of seeing anything sensible
 with Rembrandt. (As I understand it)

Glad to see someone else if able to make the correct diagnosis :)
If the internal buffer are not correct, lighting equations done 
in the ambient, sunlight and fog pass will work on bogus inputs.

I'll add that you get that either if an effect not converted to 
Rembrandt is used, or if the default shader has a build error and 
OSG fallback to fixed functions. So if the lightfield or the skydome
is not enabled, check the console for a shader build error.

Regards,
-Fred

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Re: [Flightgear-devel] Now Rembrandt here...

2012-04-12 Thread Frederic Bouvier
 De: Erik Hofman e...@ehofman.com
 
 On Thu, 2012-04-12 at 10:35 +0200, Erik Hofman wrote:
  On Thu, 2012-04-12 at 10:29 +0200, Erik Hofman wrote:
   On Thu, 2012-04-12 at 09:01 +0100, James Turner wrote:
On 12 Apr 2012, at 08:24, Renk Thorsten wrote:

 3) On my box, all three panels in the screen edges show the
 same image - not so on Fred's videos - is this the intended
 behaviour?

This is the important one - it means the multiple render
targets isn't working, so you have no chance of seeing
anything sensible with Rembrandt. (As I understand it)
   
   Also I see that --prop:/sim/rendering/no-16bit-buffer=true falls
   back to
   8-but normal buffers. That might be just a bit to low for normal
   buffers.
  
  And it looks that way, Replacing GL_RGBA8 with GL_RGBA16 removes
  the flickering and still got me a working system.
 
 even GL_RGB16 works.

For all the buffers or only the normal buffer ?

You're not supposed to have multiple render target of different element
size. RGBA8 = 32bits, as well as RG16. What is your card brand and model ?

I came across a blog post that compares multiple ways to compress the 
normals in an 8bit texture and I will try that shortly.

Regards,
-Fred

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Re: [Flightgear-devel] Now Rembrandt here...

2012-04-12 Thread Frederic Bouvier
 De: Erik Hofman e...@ehofman.com
 On Thu, 2012-04-12 at 11:02 +0200, Frederic Bouvier wrote:
 
  What is your card brand and model ?
 
 It's a NVidia GeForce 9600GT

I think Emilian has the same card and I don't think he had these
problems. Maybe it's a good idea to collect user experience with
Rembrandt on a Wiki page ?

Regards,
-Fred

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Re: [Flightgear-devel] Now Rembrandt here...

2012-04-12 Thread Frederic Bouvier
 The driver is somewhat older - as with anything which works fine on
 my computer, I'm reluctant to fiddle with it because on past
 occasions I have found myself struggling for a few days just to
 restore the previous state of the system when an update went wrong,
 and I simply don't have the time.

I don't think it will change anything as NVidia is not making driver 
updates for this model of GPU for a long time.

Regards,
-Fred

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Re: [Flightgear-devel] Now Rembrandt here...

2012-04-12 Thread Frederic Bouvier
 De: Erik Hofman
 
 On Thu, 2012-04-12 at 11:24 +0200, Frederic Bouvier wrote:
   De: Erik Hofman e...@ehofman.com
   On Thu, 2012-04-12 at 11:02 +0200, Frederic Bouvier wrote:
   
What is your card brand and model ?
   
   It's a NVidia GeForce 9600GT
  
  I think Emilian has the same card and I don't think he had these
  problems. Maybe it's a good idea to collect user experience with
  Rembrandt on a Wiki page ?
 
 I'm using Linux, maybe that's the difference?
 BTW today there was a driver update but that didn't change anything
 regarding this 'problem'.

Updates are now for newer cards

-Fred

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Re: [Flightgear-devel] Now Rembrandt here...

2012-04-12 Thread Frederic Bouvier
  I came across a blog post that compares multiple ways to compress
  the normals in an 8bit texture and I will try that shortly.
 
 That might be a good idea, at least to save texture memory.

This blog entry is now cited as reference in the Rembrandt wiki page.

-Fred

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Re: [Flightgear-devel] Now Rembrandt here...

2012-04-12 Thread Frederic Bouvier
Thorsten,

 I'll add that you get that either if an effect not converted to
 Rembrandt is used, or if the default shader has a build error and
 OSG fallback to fixed functions. So if the lightfield or the skydome
 is not enabled, check the console for a shader build error.

Another possibility is that an extension check fails for you :

   extension-supportedGL_ARB_texture_rg/extension-supported

Try to locate that line in Effects/model-default.eff and 
Effects/terrain-default.eff and remove it or comment it out

Regards,
-Fred

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Re: [Flightgear-devel] Now Rembrandt here...

2012-04-12 Thread Frederic Bouvier
 1) The shadows around the aircraft have a ragged egde. That I
 understand is a function of the shadow map size. I can't go beyond
 4096, I get an error on the console trying to go higher - but 4096
 works fine with acceptable framerates, the edge is just a limit of
 my GPU and that is okay.
 
 2) I see shadows flickering (I tried the Cub cockpit for comparison)
 when I'm in level flight where they shouldn't move - the effect is a
 bit like a shadow cast by a candle flickering in the wind. In
 Heiko's video that is sometimes visible (he doesn't fly straight
 much, and when the shadows actually move the effect is masked). I've
 never seen it in Fred's videos - is it not there, or just not in the
 video? Personally, I find that flickering maddening - I've ended my
 test flight after 5 minutes because I was starting to get a
 headache.

Here is a video with a steady view to see shadow stability.

http://youtu.be/JtEXIn2yL94

I also added 3 different sequences with different levels of filtering. 
Filtering is not yet configurable but is selectable in the 
sunlight shader with simple code modification.

Regards,
-Fred

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Re: [Flightgear-devel] No Rembrandt here...

2012-04-11 Thread Frederic Bouvier
 De: Erik Hofman
 
 On Wed, 2012-04-11 at 06:25 +, Renk Thorsten wrote:
   The first line says it all.
  
  Okay... so what does it mean?

It means that a required Framebuffer Object failed to 
setup and the fallback isn't OK for Rembrandt.

  
   I'd first try to reduce the size of the shadow map :
   --prop:/sim/rendering/shadows/map-size=1024
  
  No success, problem persists.
  
   or reduce the window size : --geometry=800x600
   to reduce the memory footprint.
  
  Same as above, problem persists. Also when I use small shadow map
  in addition to 800x600 window no success (leaving aside the fact
  that Flightgear running in a window of less than a quarter of my
  screen isn't really thrilling...) .
 
 Maybe this may help developers, it's about the same message:
 http://forum.openscenegraph.org/viewtopic.php?t=8905

This issue is related to iOS and OGL ES, that is a bit different.

There is the concept of implicit attachment in OSG, so 
INCOMPLETE_ATTACHMENT shouldn't occur if an attachment was 
missing in the first place. I am thinking of an explicit 
attachment that failed silently.
There is a way to increase the OSG log level, but I don't remember 
it for the moment.

I have to make guess as I don't have a card that exhibit that issue.
You can try to edit fg/src/Main/renderer.cxx and change 
GL_DEPTH_COMPONENT32 to GL_DEPTH_COMPONENT24. You may also try to add
the --bpp=32 option to the fgfs command line.

Last, make sure that you didn't enable multithreading in preferences.xml
(AutomaticSelection or something else)

 Plus, so far with one exception (landmass effect at high quality) 
 pretty much everything so far ran just fine out of the box with very 
 acceptable framerates. So, I have a feeling that Rembrandt might be 
 going to leave a lot of folks with blank screens at this point. I 
 don't want to be negative here, maybe it is a trivial problem, but 
 this isn't really a shader which I don't really need to see, this 
 gives me an unusuable Flightgear.

Be sure I value your feedback, but we are exploring new lands here. 
There is not so much OSG deferred rendering example or real 
application around, so please be forgiving.
And I don't think Flightgear is unusable for anybody. The Rembrandt 
renderer is optional and the classical/2.6 renderer should work for 
everybody. 

Regards,
-Fred

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Re: [Flightgear-devel] No Rembrandt here...

2012-04-11 Thread Frederic Bouvier
Hi Erik,

 De: Erik Hofman
 
 On Wed, 2012-04-11 at 10:18 +0200, Frederic Bouvier wrote:
 
  I have to make guess as I don't have a card that exhibit that
  issue.
  You can try to edit fg/src/Main/renderer.cxx and change
  GL_DEPTH_COMPONENT32 to GL_DEPTH_COMPONENT24. You may also try to
  add the --bpp=32 option to the fgfs command line.
  
  Last, make sure that you didn't enable multithreading in
  preferences.xml
  (AutomaticSelection or something else)
 
 None of these seems to help but when I apply the attached patch (as
 suggested by http://markmail.org/message/yfuz7je43bdzt6h2) at least
 the warnings are gone and I see the scenery (but not yet perfect).

With this patch you are trading a bug for a bug. Assigning the 
same attachment to three buffers as the same effect than assigning
three different values to the same variable.

Regards,
-Fred

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Re: [Flightgear-devel] No Rembrandt here...

2012-04-11 Thread Frederic Bouvier
 On Wed, 2012-04-11 at 13:35 +0200, Frederic Bouvier wrote:
  Hi Erik,
  With this patch you are trading a bug for a bug. Assigning the
  same attachment to three buffers as the same effect than assigning
  three different values to the same variable.
 
 I was already afraid something like that was happening.

Try --prop:/sim/rendering/no-16bit-buffer=true

although the symptoms were a bit different

Regards,
-Fred

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Re: [Flightgear-devel] FGbuild for MS Windows

2012-04-10 Thread Frederic Bouvier
I presume you need to start cmake in the correct VS2010 environment. If you try 
to enter cl in the command line and it replies Command not found, you need 
to locate vsvars32.bat and run it in your command line session. 

Jenkins build log, available here (for build 216) : 

http://flightgear.simpits.org:8080/job/SimGear-Win-Cmake/216/console 

says : 

call C:\Program Files (x86)\Microsoft Visual Studio 
10.0\Common7\Tools\vsvars32.bat 
Otherwise, the Wiki page suggest to use the Cmake GUI. 

VC2010 express is only able to generate 32bit programs 

Regards, 
-Fred 

- Mail original -

 De: castle 64 castle...@comcast.net
 À: FlightGear developers discussions
 flightgear-devel@lists.sourceforge.net
 Envoyé: Mardi 10 Avril 2012 19:24:11
 Objet: Re: [Flightgear-devel] FGbuild for MS Windows

 OK, think I see the problem.

 running a bare cmake shows there is no generator install on this
 laptop for Visual studio 10, versions 6 through 9 and Win64 are
 avalable
 to generate project files but no 10.

 Loaded VC10c++ express, but guess the generator is a different
 animal.

 John

 - Mail original -

 From: castle 64 castle...@comcast.net
 To: FlightGear developers discussions
 flightgear-devel@lists.sourceforge.net
 Sent: Tuesday, April 10, 2012 11:12:38 AM
 Subject: Re: [Flightgear-devel] FGbuild for MS Windows

 Thanks to all,

 getting closer, started to build simgear, did not get very far with
 following error

 c:\fgbuild\projects\msvc100\SimGearcmake C:\fgbuild\simgear -G
 Visual Studio
 10 -DMSVC_3RDPARTY_ROOT=C:\fgbuild\dependencies
 -DCMAKE_INSTALL_PREFIX:PATH=
 C:\fgbuild\dependencies\install\msvc100\SimGear
 CMake Error: Could not create named generator Visual Studio 10

 Tried to follow all the instructions precisely, but something is
 amiss. name or path problem?? syntax?? directory structure??
 delete the quotation marks??

 John

 - Mail original -

 From: Gijs de Rooy gijsr...@hotmail.com
 To: FlightGear Development list
 flightgear-devel@lists.sourceforge.net
 Sent: Tuesday, April 10, 2012 9:22:28 AM
 Subject: Re: [Flightgear-devel] FGbuild for MS Windows

 http://wiki.flightgear.org/Building_using_CMake_-_Windows in
 combination with
 https://gitorious.org/fg/flightgear/blobs/next/docs-mini/README.MSVC
 did it for me.
 Together with some help on IRC ;-)

 I'll see if I can improve the wiki a bit more.

 Gijs
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Re: [Flightgear-devel] No Rembrandt here...

2012-04-10 Thread Frederic Bouvier
Hi Thorsten,

The first line says it all.

I'd first try to reduce the size of the shadow map : 
--prop:/sim/rendering/shadows/map-size=1024

or reduce the window size : --geometry=800x600
to reduce the memory footprint.

You have a laptop right ? Maybe you have shared memory between the 
CPU and the GPU (NVidia calls that TurboCache) and you didn't 
reserve enough memory for the GPU. This is a BIOS setting. 
Allocate the more you can to the GPU and retry.

Regards,
-Fred

- Mail original -
 De: Renk Thorsten
 
 Just freshly pulled and compiled GIT, fresh FGData master, trying to
 start with --enable-rembrandt results in garbage on the screen and
 an impressive list of errors - (I've omitted messages with meaning
 known to me in the following as well as repetitions). Running
 without Rembrandt looks fine to me on first glenace.
 
 Graphics card is an NVIDIA GeForce 8600M running under Linux with the
 nvidia driver.
 
 Cheers,
 
 * Thorsten
 
 
 
 RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cd6
 Warning: RenderStage::runCameraSetUp(State) Pbuffer does not support
 multiple
 olor outputs.
 Warning: RenderStage::runCameraSetUp(State) Pbuffer does not support
 multiple
 olor outputs.
 Warning: RenderStage::runCameraSetUp(State) Pbuffer does not support
 multiple
 olor outputs.
 Failed to create beacon for unknown runway 'KONT 26L OM'.
 Failed to create beacon for unknown runway 'KONT 26R OM'.
 Failed to create beacon for unknown runway 'KSAV 01  OM'.
 Failed to create beacon for unknown runway 'KSAV 10  OM'.
 Failed to create beacon for unknown runway 'PAYA 11  OM'.
 Failed to create beacon for unknown runway 'WARQ 26  OM'.
 Failed to create beacon for unknown runway 'WARR 10  OM'.
 Failed to create beacon for unknown runway 'ZULS 27R OM'.
 Failed to create beacon for unknown runway 'EDDB 07  MM'.
 Failed to create beacon for unknown runway 'EDDB 25  MM'.
 Failed to create beacon for unknown runway 'KIAD 01C MM'.
 Failed to create beacon for unknown runway 'KONT 08L MM'.
 Failed to create beacon for unknown runway 'KONT 26L MM'.
 Failed to create beacon for unknown runway 'KONT 26R MM'.
 Failed to create beacon for unknown runway 'KSAV 01  MM'.
 Failed to create beacon for unknown runway 'KSAV 10  MM'.
 Failed to create beacon for unknown runway 'PAED 06  MM'.
 Failed to create beacon for unknown runway 'PAYA 11  MM'.
 Failed to create beacon for unknown runway 'WADD 27  MM'.
 Failed to create beacon for unknown runway 'WALL 25  MM'.
 Failed to create beacon for unknown runway 'WAOO 10  MM'.
 Failed to create beacon for unknown runway 'WAOP 34  MM'.
 Failed to create beacon for unknown runway 'WARJ 09  MM'.
 Failed to create beacon for unknown runway 'WARQ 26  MM'.
 Failed to create beacon for unknown runway 'WARR 10  MM'.
 Failed to create beacon for unknown runway 'WIDD 04  MM'.
 Failed to create beacon for unknown runway 'WIHH 24  MM'.
 Failed to create beacon for unknown runway 'KIAD 19C IM'.
 Failed to create beacon for unknown runway 'KONT 26L IM'.
 RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cd6
 Warning: detected OpenGL error 'invalid enumerant' at end of
 SceneView::draw()
 Loading local weather routines...
 Animated jetways ... initialized
 loading scenario 'nimitz_demo'
 Image /home/fgfs/FGData/fgdata/Textures/Water/waves-ver10-nm.dds
 uses compressed textures which cannot be supported on some systems.
 Please decompress this texture for improved portability.
 (...)
 RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cd6
 Warning: detected OpenGL error 'invalid enumerant' at start of
 State::apply()
 (...)
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Re: [Flightgear-devel] FGbuild for MS Windows

2012-04-10 Thread Frederic Bouvier
Hi Olaf,

 De: Olaf Flebbe f...@oflebbe.de
  
  VC2010 express is only able to generate 32bit programs
  
  Regards,
  -Fred
 
 Hi,
 
 One can use the Windows SDK
 http://www.microsoft.com/download/en/details.aspx?displaylang=enid=8442
  GRMSDKX_EN_DVD.iso  to generate 64 Bit Windows Executables. This
  integrates with VS2010 Express as well.

Really ? Do you manage to build 64bit executables with VS Express ?
Does it come with a 64bit compiler ?

Regards,
-Fred

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Re: [Flightgear-devel] Apologies to Fred - more feedback

2012-04-05 Thread Frederic Bouvier
 I won't get the chance to fix this until after the weekend, but in
 the meantime at least the Rembrandt performance problems with
 random vegetation should be resolved.

Already fixed ;)

Regards,
-Fred

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[Flightgear-devel] Rembrandt aircraft and fgrun

2012-04-05 Thread Frederic Bouvier
I should raise the point now before things get too complicated to change.

In case you didn't notice, aircraft with Rembrandt lights now exhibit big grey 
blobs in the 3d preview of fgrun.

So we should think of a way to identify these objects and remove them in fgrun. 
The simplest way is a naming convention, because fgrun doesn't use the fg 
animation system, and can't find the cull mask of objects set in animations.

What do you think ?

Regards,
-Fred
http://wiki.flightgear.org/Project_Rembrandt


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Re: [Flightgear-devel] Rembrandt aircraft and fgrun

2012-04-05 Thread Frederic Bouvier
That's a possibility (I forgot that one) but it only apply to submodels, right 
? 

-Fred 

- Mail original -

 De: Clement de l'Hamaide clem...@hotmail.fr
 À: flightgear-devel@lists.sourceforge.net
 Envoyé: Jeudi 5 Avril 2012 15:59:18
 Objet: [Flightgear-devel] Rembrandt aircraft and fgrun

 Hi Fred,

 In order to disable the big grey blobs in the 3d preview of fgrun,
 just need to add /nopreview in XML file of the object.
 You can test it with the last version of Tecnam P92 for Rembrandt
 here : http://clemaez.fr/flightgear/Tecnam-P92-rembrandt.tar.gz

 For exemple :
 ?xml version=1.0 encoding=UTF-8?
 PropertyList
 pathlight.ac/path
 nopreview/
 /PropertyList

 Cheers,
 Clément

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Re: [Flightgear-devel] Rembrandt aircraft and fgrun

2012-04-05 Thread Frederic Bouvier
I don't remember every thing I did 5 years ago. 

Thank you for refreshing my memory 

So please, aircraft developers (Vivian, Gijs, Emilian, ...), use the 
nopreview/ tag 

Regards, 
-Fred 

- Mail original -

 De: Clement de l'Hamaide clem...@hotmail.fr
 À: flightgear-devel@lists.sourceforge.net
 Envoyé: Jeudi 5 Avril 2012 18:58:10
 Objet: [Flightgear-devel] Rembrandt aircraft and fgrun

 Do you have really forgot that one? because you are the author of
 this feature :P
 http://comments.gmane.org/gmane.games.flightgear.general/17849
 You are a joker developers ;)

 Your implementation takes effect with animation and model. Thus you
 can use it like :

 animation
 object-nameailes/object-name
 nopreview/
 /animation

 But since you are the author of this feature I think I don't need to
 explain you how to use your feature ;)

 Cheers,
 Clément

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Re: [Flightgear-devel] More Rembrandt Feedback

2012-04-04 Thread Frederic Bouvier

 - Scenery-terrain seems to cast shadows. Visible especially shortly
 before dawn or shortly after dusk. Great feature if so, but seems
 also need a lot of perfomance. Maybe it can be made switchable?
 
 - Comparing different aircraft-models showed me, that not the general
 number of vertices or even faces is the limiting factor, but the
 number of objects. Especially instruments which makes use of many
 objects, so using non-shadow animation would be very recommended for
 instruments.
 
 -I do like when scenery objects cast shadows. But Do we need that in
 a far distance?
 Maybe we can have a distance limitation additional to Stuarts
 proposal?


The cost of shadows is the difference in fps between night and day, as 
shadow rendering is disabled at night. The scene is rendered in the 
shadow map with front face culling on, so the terrain is only draw 
in the shadow map when the sun is near the horizon.

Regards,
-Fred

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Re: [Flightgear-devel] More Rembrandt Feedback

2012-04-04 Thread Frederic Bouvier
  - Scenery-terrain seems to cast shadows. Visible especially shortly
  before dawn or shortly after dusk. Great feature if so, but seems
  also need a lot of perfomance. Maybe it can be made switchable?
  
  - Comparing different aircraft-models showed me, that not the
  general number of vertices or even faces is the limiting factor, 
  but the number of objects. Especially instruments which makes use 
  of many objects, so using non-shadow animation would be very 
  recommended for instruments.
  
  -I do like when scenery objects cast shadows. But Do we need that
  in a far distance?
  Maybe we can have a distance limitation additional to Stuarts
  proposal?
 
 
 The cost of shadows is the difference in fps between night and day,
 as shadow rendering is disabled at night. The scene is rendered in 
 the shadow map with front face culling on, so the terrain is only 
 draw in the shadow map when the sun is near the horizon.

I should add that the shadow map is rendered 4 times to preserve 
details in the near range while seeing shadows in a reasonable 
distance. Ranges are :
 - 0.2 - 5m, intended for the cockpit
 - 5 - 50m, for the outside view,
 - 50 - 500m
 - 500 - 5000m for buildings surrounding the viewer

We could imagine to reduce the number of cascade. Increasing the 
individual ranges would result in more blocky shadows, but a 
small control on distances may be considered.

Regards,
-Fred

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Re: [Flightgear-devel] Apologies to Fred - more feedback

2012-04-04 Thread Frederic Bouvier
Hi James,

a quick reply, to say that most likely, the shader with a problem is 
sunlight.frag

Regards,
-Fred


- Mail original -
 De: James Turner zakal...@mac.com
 À: FlightGear developers discussions 
 flightgear-devel@lists.sourceforge.net
 Envoyé: Mercredi 4 Avril 2012 15:49:33
 Objet: [Flightgear-devel] Apologies to Fred - more feedback
 
 Before I say anything else, please know this work is hugely
 appreciated, and if there's any more I can do to help, just ask.
 
 With latest everything, as of a few minutes ago, something odd has
 happened:
 
   http://files.goneabitbursar.com/fg/rembrandt-ati-mac-040412.png
 
 Note
   - the normal and specular buffers seem to have gone 'wrong'
   - but the actual shadow is being drawn without the previous
   Z-fighting issues (especially if I go for a drive)
   - the general lighting has gone weird - especially runway surfaces
   are very bright, and if I rotate the camera around the aircraft, at
   more than 180) degrees of views, the shadow is invisible.
 
 In the log I'm getting:
   can't find Effects/ambient.eff = Using default, builtin,
   Effects/ambient
 
 And (much) later on:
 
   GPS: someone accessed a deprecated
   property:/instrumentation/gps/wp/wp[1]/altitude-ft
 GPS: someone accessed a deprecated
 property:/instrumentation/gps/wp/wp[1]/altitude-ft
  Initializing Nasal Electrical System
 Loading tile 2892906.stg
 Loading stg file /Users/jmt/Library/Application
 Support/FlightGear/TerraSync/Objects/w010n50/w004n55/2892906.stg
 
 FRAGMENT glCompileShader  FAILED FRAGMENT Shader  infolog: ERROR:
 0:18: Left-hand-side of assignment must not be read-only
 glLinkProgram  FAILED Program  infolog: ERROR: One or more
 attached shaders not successfully compiled
 
 ... we really need to fix something to include the shader code or
 file name or something :)
 
 James
 
 
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Re: [Flightgear-devel] Apologies to Fred - more feedback

2012-04-04 Thread Frederic Bouvier
Too quick. If the 3 buffers show the same image, it's because Multi Render 
Target (MRT) is not in action. The cause may be that technique 10 of 
model-default or terrain-default is not chosen. If technique 11 or 12 are
used, because of a failed predicate. You get that.

The shadow is rendered in the image in sunlight.frag so this is not the 
problem but the inputs are weird, so is the lighting.

You disabled *all* shaders, right ?

Regards,
-Fred


- Mail original -
 De: Frederic Bouvier fredfgf...@free.fr
 À: FlightGear developers discussions 
 flightgear-devel@lists.sourceforge.net
 Envoyé: Mercredi 4 Avril 2012 16:31:02
 Objet: Re: [Flightgear-devel] Apologies to Fred - more feedback
 
 Hi James,
 
 a quick reply, to say that most likely, the shader with a problem is
 sunlight.frag
 
 Regards,
 -Fred
 
 
 - Mail original -
  De: James Turner zakal...@mac.com
  À: FlightGear developers discussions
  flightgear-devel@lists.sourceforge.net
  Envoyé: Mercredi 4 Avril 2012 15:49:33
  Objet: [Flightgear-devel] Apologies to Fred - more feedback
  
  Before I say anything else, please know this work is hugely
  appreciated, and if there's any more I can do to help, just ask.
  
  With latest everything, as of a few minutes ago, something odd has
  happened:
  
  http://files.goneabitbursar.com/fg/rembrandt-ati-mac-040412.png
  
  Note
  - the normal and specular buffers seem to have gone 'wrong'
  - but the actual shadow is being drawn without the previous
  Z-fighting issues (especially if I go for a drive)
  - the general lighting has gone weird - especially runway surfaces
  are very bright, and if I rotate the camera around the aircraft,
  at
  more than 180) degrees of views, the shadow is invisible.
  
  In the log I'm getting:
  can't find Effects/ambient.eff = Using default, builtin,
  Effects/ambient
  
  And (much) later on:
  
  GPS: someone accessed a deprecated
  property:/instrumentation/gps/wp/wp[1]/altitude-ft
  GPS: someone accessed a deprecated
  property:/instrumentation/gps/wp/wp[1]/altitude-ft
   Initializing Nasal Electrical System
  Loading tile 2892906.stg
  Loading stg file /Users/jmt/Library/Application
  Support/FlightGear/TerraSync/Objects/w010n50/w004n55/2892906.stg
  
  FRAGMENT glCompileShader  FAILED FRAGMENT Shader  infolog:
  ERROR:
  0:18: Left-hand-side of assignment must not be read-only
  glLinkProgram  FAILED Program  infolog: ERROR: One or more
  attached shaders not successfully compiled
  
  ... we really need to fix something to include the shader code or
  file name or something :)
  
  James
  
  
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Re: [Flightgear-devel] Apologies to Fred - more feedback

2012-04-04 Thread Frederic Bouvier
Thank you James,

Can you push that to gitorious ?

Regards,
-Fred

- Mail original -
 De: James Turner zakal...@mac.com
 À: FlightGear developers discussions 
 flightgear-devel@lists.sourceforge.net
 Envoyé: Mercredi 4 Avril 2012 17:51:13
 Objet: Re: [Flightgear-devel] Apologies to Fred - more feedback
 
 
 On 4 Apr 2012, at 15:56, Frederic Bouvier wrote:
 
  The shadow is rendered in the image in sunlight.frag so this is not
  the
  problem but the inputs are weird, so is the lighting.
  
  You disabled *all* shaders, right ?
 
 Just made (and pushed) a Simgear tweak to identify the shader names
 :)
 
 FRAGMENT glCompileShader
 /Users/Shared/FGFS/data/Shaders/deferred-gbuffer.frag FAILED
 FRAGMENT Shader
 /Users/Shared/FGFS/data/Shaders/deferred-gbuffer.frag infolog:
 ERROR: 0:18: Left-hand-side of assignment must not be read-only
 
 Which apparently is:
 
   ecNormal = (2.0 * gl_Color.a - 1.0) * ecNormal;
 
 Guessing that writing to a 'varying' might be the issue, I made a
 temporary:
 
vec3 normal2 = (2.0 * gl_Color.a - 1.0) * ecNormal;
gl_FragData[0] = vec4( (normal2.xy + vec2(1.0,1.0)) * 0.5,
0.0, 1.0 );
 
 And now everything looks good! The intermediate buffers, the shadows,
 yes.
 
 Regards,
 James
 
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Re: [Flightgear-devel] Apologies to Fred - more feedback

2012-04-04 Thread Frederic Bouvier
You may also want to disable vegetation for better performance : 
--prop:/sim/rendering/random-vegetation=0 

Regards, 
-Fred 

- Mail original -

 De: Gijs de Rooy gijsr...@hotmail.com
 À: flightgear-devel@lists.sourceforge.net
 Envoyé: Mercredi 4 Avril 2012 17:53:31
 Objet: Re: [Flightgear-devel] Apologies to Fred - more feedback

 No FG at hand, but from memory: that doesn't disable the skydome
 shader. You can use --prop:/sim/rendering/shaders/skydome=false
 (IIRC) for that.

  From: zakal...@mac.com
  Date: Wed, 4 Apr 2012 16:04:11 +0100
  To: flightgear-devel@lists.sourceforge.net
  Subject: Re: [Flightgear-devel] Apologies to Fred - more feedback
 
 
  On 4 Apr 2012, at 15:56, Frederic Bouvier wrote:
 
   You disabled *all* shaders, right ?
 
  --prop:/sim/rendering/shaders/quality-level=0
 
  In my fgfsrc.
 
  James
 
 
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Re: [Flightgear-devel] Apologies to Fred - more feedback

2012-04-04 Thread Frederic Bouvier
 On 4 Apr 2012, at 17:00, Frederic Bouvier wrote:
 
  Thank you James,
  
  Can you push that to gitorious ?
 
 Done.
 
 Looking at the language docs, 'varying' in a fragment shader really
 is a synonym for 'in', and hence, it makes sense (to me) that
 assignment to an input is disallowed.
 
 But I'm curious, if *no one* else saw this issue, how tolerant most
 drivers are. So far I have the impression my drivers (that's Ati /
 Apple) are:
 
   - strict about the language compared to nVidia (or fglrx? or Ati
   Windows?)
   - have lower limits than other people's hardware / platforms
   - aren't very up to date! (in terms of supported GLSL version)
 
 Taken together, this does *not* make me happy - but so long as we can
 find a solution to each problem

It was part of a fix I pushed late yesterday night. My NVidia driver 
didn't protest though.

Thank you for finding this and for the debugging help.

Regards,
-Fred

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Re: [Flightgear-devel] Apologies to Fred - more feedback

2012-04-04 Thread Frederic Bouvier
Hi Stuart,

 
 On Wed, Apr 4, 2012 at 5:05 PM, Frederic Bouvier wrote:
  You may also want to disable vegetation for better performance :
  --prop:/sim/rendering/random-vegetation=0
 
  Regards,
  -Fred
 
 Fred,
 
 I'd like to help out fixing bugs/limitations in Rembrandt. Given
 I wrote the random vegetation code, is this somewhere where
 I could lend a hand?
 
 I had a look at the code last night, and tried just setting the
 shadow camera to cull the vegetation nodes, but it didn't improve
 performance in any significant way.  Have you any thoughts
 about how this should be fixed?
 
 BTW - very much appreciate the top quality puns from the last
 couple of days!

The first thing to do it to convert the tree shader in a way it 
outputs correctly normals and colors to the 3 buffers. As long 
as you can see identically shaded objects in all three buffers, 
it's not good.

You may want to look into deferred-gbuffer[.vert/.frag] shaders
to see how to use gl_FragData instead of gl_FragColor. It's 
important to leave out all kind of shading. If you want the 
trees look cylindrical (put a better word here) and not flat,
you may bake a normal that is not strictly toward the viewer, 
as it is really a flat billboard, but you can leave that for 
later.

I updated the wiki page to describe the new buffer layout.

As for the performance, I have a vague recollection that you 
say that the trees are first drawn alpha-tested and then 
alpha-blended. Can you elaborate on this if it's true ?

Don't hesitate to ask if something is not clear or incomplete.

Regards,
-Fred

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Re: [Flightgear-devel] Apologies to Fred - more feedback

2012-04-04 Thread Frederic Bouvier
 On 4 Apr 2012, at 17:22, Frederic Bouvier wrote:
 
  It was part of a fix I pushed late yesterday night. My NVidia
  driver
  didn't protest though.
  
  Thank you for finding this and for the debugging help.
 
 No problem, delighted to help any way I can.
 
 I wasn't complaining at you, more at the state of GLSL where it seems
 the combination of 'what works' varies for each person who tries -
 but everything seems to work on nVidia ;)

NV 7xxx and below have a broken opengl (at least in glsl) that 
impedes shadows for the moment. I have to admit they improve 
lately ;-)

-Fred

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Re: [Flightgear-devel] [SPAM] Re: Apologies to Fred - more feedback

2012-04-04 Thread Frederic Bouvier
 De: Anders Gidenstam
 
 On Wed, 4 Apr 2012, James Turner wrote:
 
  Guessing that writing to a 'varying' might be the issue, I made a
  temporary:
 
vec3 normal2 = (2.0 * gl_Color.a - 1.0) * ecNormal;
gl_FragData[0] = vec4( (normal2.xy + vec2(1.0,1.0)) * 0.5,
0.0, 1.0 );
 
  And now everything looks good! The intermediate buffers, the
  shadows, yes.
 
 One thing: I think ecNormal should be normalized before use - IIRC
 the interpolation between the vertex shader output and the input to
 individual fragments might change the length of the normal (since it typically
 is linear in each dimension).

Good point Anders. Can push that fix ?

Thank you
-Fred

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Re: [Flightgear-devel] [Rembrandt] the plan

2012-04-04 Thread Frederic Bouvier
De: Martin Spott
 
 Frederic Bouvier wrote:
 
  You can try the last code with
  --prop:/sim/rendering/no-16bit-buffer=true
 
 jive: 12:18:06 ~ find .fgfs*
 find: No match.
 jive: 12:18:17 ~ env | grep \^FG
 FG_HOME=/opt/FlightGear
 FG_ROOT=/home/martin/SCM/FlightGear/fgdata
 jive: 12:18:19 ~ fgfs --prop:/sim/rendering/shaders/quality-level=0
 --timeofday=noon --enable-rembrandt
 --prop:/sim/rendering/no-16bit-buffer=true
 
 
 Starts with a funnily flickerling splash screen and results in this
 image - still not perfect, but a lot better now:
 
   http://foxtrot.mgras.net/bitmap/FGFS/fgfs-rembrandt_02.png
 
 Log:
 
   http://foxtrot.mgras.net/bitmap/FGFS/fgfs-rembrandt_02.txt

This shader error affects shadow rendering and for now, I don't 
have a replacement. The only thing I can propose for this kind 
of card, is to disable shadow rendering :

 --prop:/sim/rendering/shadows/enabled=false

this property is settable at run time. It can also help people 
with performance problems.

Regards,
-Fred

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Re: [Flightgear-devel] Apologies to Fred - more feedback

2012-04-04 Thread Frederic Bouvier
 De: Stuart Buchanan stuar...@gmail.com
 
 On Wed, Apr 4, 2012 at 5:40 PM, Frederic Bouvier wrote:
  As for the performance, I have a vague recollection that you
  say that the trees are first drawn alpha-tested and then
  alpha-blended. Can you elaborate on this if it's true ?
 
 Yes.  There's some documentation describing how it works
 in Effects/tree.eff:
 
 
  Trees are drawn in two passes. The first draws the opaque parts
  with z writes enabled. The second draws the the transparent bits
  with z testing enabled and z writes disabled. The transparent
  tree silhouettes will blend correctly against the opaque
  geometry. They may cause artifacts when blending against other
  edges, but the overall forest is supposed to be nice and
  fuzzy. There might also be artifacts when blending over other
  transparent objects, but that's mostly unavoidable.
 
  Note: no sorting needed!
 
 Tim Moore was responsible for it, so I don't have any further
 insight.

By toggling the /sim/rendering/shadows/enabled, we can see that 
the performance problem is with rendering into the shadow maps.
It is significant when the density is high

Regards,
-Fred

PS: is there a volunteer to restore shadow settings in the GUI ?
For the moment, there is the map size and the global toggle. 
There are properties in the preferences that we can try to 
reimplement later. There are also new parameters like the number
of cascades (1 to 4) and the ranges for each cascade that would 
be interesting to have.

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Re: [Flightgear-devel] More Rembrandt Feedback

2012-04-03 Thread Frederic Bouvier
Hi, 

We have a comics here where the main character is named Lucky Luke. He is a 
cowboy who run after the evil Dalton brothers and is famous to fire faster than 
his shadow. 

Do we want objects ahead of their shadows and play Lucky Luke in fg ? 
Rendering half the scene in the shadow map is not possible. Once the shadow map 
is cleared to render moving objects, you have to render everything again or it 
will not cast shadows. 

Regards, 
-Fred 

- Mail original -

 De: TDO Brandano tdo_brand...@hotmail.com
 À: Flightgear Devel List flightgear-devel@lists.sourceforge.net
 Envoyé: Mardi 3 Avril 2012 17:41:24
 Objet: Re: [Flightgear-devel] More Rembrandt Feedback

 Actually, what I wonder is, do we need the scenery cast shadows to be
 calculated on each frame? Is there a way that they can be stored
 and just updated every few minutes for static objects?

  Date: Tue, 3 Apr 2012 13:53:08 +0100
  From: aeitsch...@yahoo.de
  To: flightgear-devel@lists.sourceforge.net
  Subject: Re: [Flightgear-devel] More Rembrandt Feedback
 
  Hello,
 
   Does anyone know whether FG is unique amongst desktop simulators
   in
   offering this? I have no experience of X-Plane nor FS-X.
 
  Yes, X-Plane 10 also makes use of deferred shading. They just named
  it Global Lighting/HDR. Framerates aren't better there as in FGFS
  as now.
  The difference is only that landinglights there looks much smoother
  (no hard edges), the same for the shadows.
  But we have a really good start as a non-commercial product. Very
  promising, especially as an OpenSource-project. Thanks Fred for
  your great work!
 
  Can't tell about FS-X, but I guess it is a similar technic.
 
   I've noticed significant slowdown on my computer in the following
   circumstances:
   - Forests (e.g. KHAF). Having not looked at the code, my guess is
   that
   some NodeVisitor for the rending is delving too deeply into the
   OSG
   tree for the random vegetation.
   - Urban areas. My guess here is that is purely due to the number
   of
   models being rendered, each of which is casting a shadow. I know
   that
   there are still optimisations to be made, but could I suggest a
   property switch to limit shadowing to the user's aircraft? IMO
   the
   self-shadowing in the aircraft cockpit is the most impressive
   part of
   Rembrandt, and the combination of that plus shadowing on the
   ground
   might be an acceptable frame-rate compromise for many users.
 
  Agree to Stuart.
  - Forest seems to need much more perfomance than before.
 
  Other things I noticed:
  - Scenery-terrain seems to cast shadows. Visible especially shortly
  before dawn or shortly after dusk. Great feature if so, but seems
  also need a lot of perfomance. Maybe it can be made switchable?
 
  - Comparing different aircraft-models showed me, that not the
  general number of vertices or even faces is the limiting factor,
  but the number of objects. Especially instruments which makes use
  of many objects, so using non-shadow animation would be very
  recommended for instruments.
 
  -I do like when scenery objects cast shadows. But Do we need that
  in a far distance?
  Maybe we can have a distance limitation additional to Stuarts
  proposal?
 
  To my surprise it isn't very difficult to make aircraft
  rembrandt-compatible. The combined-shader is already converted and
  especially the IAR80 looks really cool with shadows.
 
  Cheers
  Heiko
  still in work: http://www.hoerbird.net/galerie.html
  But already done: http://www.hoerbird.net/reisen.html
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Re: [Flightgear-devel] More Rembrandt Feedback

2012-04-03 Thread Frederic Bouvier
 Each aircraft in the inventory needs checking for 2 sided faces, 
 panel lights need converting, and nice to have are nav. lights and 
 landing lights. Much of the shared and scenery models need similar 
 checking: the windsock is an obvious one.
 Can you imagine the task for USS Vinson?

Hopefully two sided issue is fixed. I don't think it was rocket 
science though.

Regards,
-Fred

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Re: [Flightgear-devel] More Rembrandt Feedback

2012-04-03 Thread Frederic Bouvier
 Yes, X-Plane 10 also makes use of deferred shading. They just named
 it Global Lighting/HDR. Framerates aren't better there as in FGFS as
 now.
 The difference is only that landinglights there looks much smoother
 (no hard edges)

This is just designers' art. The light poles don't have hard edges.
With a carefully designed light volume and well tune attenuation 
parameters, the hard edges will disappear after some iterations.

Regards,
-Fred

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Re: [Flightgear-devel] [Rembrandt] the plan

2012-04-02 Thread Frederic Bouvier
 De: Martin Spott
 
 Frederic Bouvier wrote:
 
  You can try the last code with
  --prop:/sim/rendering/no-16bit-buffer=true
 
 jive: 12:18:06 ~ find .fgfs*
 find: No match.
 jive: 12:18:17 ~ env | grep \^FG
 FG_HOME=/opt/FlightGear
 FG_ROOT=/home/martin/SCM/FlightGear/fgdata
 jive: 12:18:19 ~ fgfs --prop:/sim/rendering/shaders/quality-level=0
 --timeofday=noon --enable-rembrandt
 --prop:/sim/rendering/no-16bit-buffer=true
 
 
 Starts with a funnily flickerling splash screen and results in this
 image - still not perfect, but a lot better now:
 
   http://foxtrot.mgras.net/bitmap/FGFS/fgfs-rembrandt_02.png
 
 Log:
 
   http://foxtrot.mgras.net/bitmap/FGFS/fgfs-rembrandt_02.txt

There is still a problem with the lighting shader, but the fbo problem
went away

Regards,
-Fred

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Re: [Flightgear-devel] Rembrandt - Some Feedback

2012-04-01 Thread Frederic Bouvier
 With Rembrandt, brightness of the scenery seems to depend on the
 view's pitch angle a lot. So, when you fly along and pitch up/down 
 heavily (take the ufo), you see the ground becoming brighter and 
 darker. It mainly seems to affect the bright (non-shadow) areas.

I believe it was fixed by these commits :
https://gitorious.org/fg/flightgear/commit/8a382cd536743e4cef5b16b37a11fa1282441c5b
https://gitorious.org/fg/fgdata/commit/e5d226b26ff4390cdbc1a47706ff735eb3ad6df9

Nevertheless, I am not able to reproduce this behavior here now.

Regards,
-Fred

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Re: [Flightgear-devel] [Rembrandt] the plan

2012-03-31 Thread Frederic Bouvier
 P.S.: If you'd like me to test on the Nvidia 7950 GT again, please
   yell at me.

You can try the last code with --prop:/sim/rendering/no-16bit-buffer=true

Regards,
-Fred

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Re: [Flightgear-devel] [Rembrandt] the plan

2012-03-31 Thread Frederic Bouvier
The light animation is now functional. As an example, the airport 
light pole has been converted, and is visible near the maintenance
building at KSFO.

A new option: /sim/rendering/no-16bit-buffer=true is available for 
GPU that emit 0x8cda at FBO setup. It should produce ugly specular
though.

Regards,
-Fred


 The lighting problem has been fixed and the shadows are in since
 this morning. Shadow resolution is configurable in the preferences
 by changing /sim/rendering/shadows/map-size before starting fgfs.
 
 I'll try to add a listener to make it settable at run-time.
 
 Next step will be to add lighting example in the repository.
 
 Martin: I know you prefer to handle shared model modification
 but I would like to commit a quick example : the apt-light model.
 So please forgive me :)
 
  
  The first batch of sources has been pushed to gitorious. These
  commits are intended mainly to check that the classical (forward)
  renderer is not broken and works as usual. They will also permit
  one to challenge his GPU and see how it behaves in front of the
  beast.
  
  In the plan exposed previously (see below), I skipped step 3.
  (define an XML format for a configurable renderer) as it appears 
  to be more involved than expected. So what you have is a buggy 
  step 5. :) Buggy because for some reason, sun light depends on 
  the orientation of the camera. But you should get an image.
  
  The Rembrandt renderer is enabled with the --enable-rembrandt
  option.
  *ALL SHADERS SHOULD BE SET TO OFF* unless someone want to begin to
  convert other shaders.
 
 
  
   Now that the introduction of Rembrandt next, provided that the
   current operation is retained, has been accepted, it is time to
   outline the plan that I intend to apply:
   
   1. update SimGear with additions made on the effects and
   animations (done). The changes include the creation of 
   positioned uniforms, ie on which applies a MODELVIEW matrix 
   transformation, which serve to indicate the position of light 
   sources in the shaders, and light animations (spot and point).
   
   2. modify the Renderer class to separate from the scenegraph,
   terrain and models on one hand, the skydome and stars on the 
   other, and finally the clouds. These three elements are passed 
   to the CameraGroup class in order to be treated separately in 
   the new rendering engine (and put together in the current one).
   
   3. define an XML format for describing the two possible rendering
   pipelines (the current and new). The format will introduce
   optional elements (such as shadows, ambient occlusion, glow).
   
   4. modify the base effects for defining the techniques that apply
   to one or the other renderers (a request for assistance has already
   been sent to prepare the work and ensure that existing effects
   does not apply to new rendering mode).
   
   5. implement in the new rendering engine the basic lighting
   equation (ambient + diffuse + specular)
   
   6. add the shadows
   
   7. add light management
   
   8. with the help of Thorsten, add atmospheric scattering, haze
   and the light field
   
   9. add the ancillary effects (ambient occlusion and glow)
   
   10. help migrate models and effects
   
   I certainly forgot something. Let the discussion plug the holes

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Re: [Flightgear-devel] [Rembrandt] the plan

2012-03-30 Thread Frederic Bouvier
The lighting problem has been fixed and the shadows are in since 
this morning. Shadow resolution is configurable in the preferences
by changing /sim/rendering/shadows/map-size before starting fgfs.

I'll try to add a listener to make it settable at run-time.

Next step will be to add lighting example in the repository.

Martin: I know you prefer to handle shared model modification 
but I would like to commit a quick example : the apt-light model.
So please forgive me :)

Regards,
-Fred


 
 The first batch of sources has been pushed to gitorious. These
 commits are intended mainly to check that the classical (forward) 
 renderer is not broken and works as usual. They will also permit 
 one to challenge his GPU and see how it behaves in front of the 
 beast.
 
 In the plan exposed previously (see below), I skipped step 3. (define
 an XML format for a configurable renderer) as it appears to be more
 involved than expected. So what you have is a buggy step 5. :) 
 Buggy because for some reason, sun light depends on the orientation 
 of the camera. But you should get an image.
 
 The Rembrandt renderer is enabled with the --enable-rembrandt option.
 *ALL SHADERS SHOULD BE SET TO OFF* unless someone want to begin to
 convert other shaders.


 
  Now that the introduction of Rembrandt next, provided that the
  current operation is retained, has been accepted, it is time to
  outline the plan that I intend to apply:
  
  1. update SimGear with additions made on the effects and animations
  (done). The changes include the creation of positioned uniforms,
  ie on which applies a MODELVIEW matrix transformation, which serve
  to indicate the position of light sources in the shaders, and
  light animations (spot and point).
  
  2. modify the Renderer class to separate from the scenegraph,
  terrain
  and models on one hand, the skydome and stars on the other, and
  finally the clouds. These three elements are passed to the
  CameraGroup class in order to be treated separately in the new
  rendering engine (and put together in the current one).
  
  3. define an XML format for describing the two possible rendering
  pipelines (the current and new). The format will introduce optional
  elements (such as shadows, ambient occlusion, glow).
  
  4. modify the base effects for defining the techniques that apply
  to
  one or the other renderers (a request for assistance has already
  been sent to prepare the work and ensure that existing effects does
  not apply to new rendering mode).
  
  5. implement in the new rendering engine the basic lighting
  equation
  (ambient + diffuse + specular)
  
  6. add the shadows
  
  7. add light management
  
  8. with the help of Thorsten, add atmospheric scattering, haze and
  the light field
  
  9. add the ancillary effects (ambient occlusion and glow)
  
  10. help migrate models and effects
  
  I certainly forgot something. Let the discussion plug the holes
  
  Regards,
  -Fred
  http://wiki.flightgear.org/Project_Rembrandt
  
  
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Re: [Flightgear-devel] [Rembrandt] the plan

2012-03-28 Thread Frederic Bouvier
Hi Martin,

- Mail original -
 De: Martin Spott
 
 Martin Spott wrote:
 
   http://foxtrot.mgras.net/bitmap/FGFS/fgfs-rembrandt_01.png
 
 Default console output is here - nothing particularly exciting:
 
   http://foxtrot.mgras.net/bitmap/FGFS/fgfs-rembrandt_01.txt

The interesting part is here :

 RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cda
 Warning: RenderStage::runCameraSetUp(State) Pbuffer does not support 
 multiple color outputs.
 Warning: RenderStage::runCameraSetUp(State) Pbuffer does not support 
 multiple color outputs.
 Warning: RenderStage::runCameraSetUp(State) Pbuffer does not support 
 multiple color outputs.

0x8cda is FRAMEBUFFER_INCOMPLETE_FORMATS_EXT

Can you check that your card support extension ARB_texture_rg ( glxinfo | grep 
ARB_texture_rg ) ?
What kind of NVidia card is it ?

Regards,
-Fred

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Re: [Flightgear-devel] [Rembrandt] the plan

2012-03-28 Thread Frederic Bouvier
 What is the exact g-buffer format rembrandt tries to set up?
 NV4x/NV5x have some serious restrictions.

1 attachment is RG16 (normals.xy)
2 attachments are RGBA8 (diffuse color, and monochrome specular, emissive and 
shininess)
1 GL_DEPTH_COMPONENT32 (depth)

Regards,
-Fred

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Re: [Flightgear-devel] [Rembrandt] the plan

2012-03-25 Thread Frederic Bouvier
The first batch of sources has been pushed to gitorious. These commits are 
intended mainly to check that the classical (forward) renderer is not broken
and works as usual. They will also permit one to challenge his GPU and see 
how it behaves in front of the beast.

In the plan exposed previously (see below), I skipped step 3. (define an 
XML format for a configurable renderer) as it appears to be more involved 
than expected. So what you have is a buggy step 5. :) Buggy because for 
some reason, sun light depends on the orientation of the camera. But
you should get an image.

The Rembrandt renderer is enabled with the --enable-rembrandt option.
*ALL SHADERS SHOULD BE SET TO OFF* unless someone want to begin to 
convert other shaders.

Regards,
-Fred



 Now that the introduction of Rembrandt next, provided that the
 current operation is retained, has been accepted, it is time to
 outline the plan that I intend to apply:
 
 1. update SimGear with additions made on the effects and animations
 (done). The changes include the creation of positioned uniforms,
 ie on which applies a MODELVIEW matrix transformation, which serve
 to indicate the position of light sources in the shaders, and
 light animations (spot and point).
 
 2. modify the Renderer class to separate from the scenegraph, terrain
 and models on one hand, the skydome and stars on the other, and
 finally the clouds. These three elements are passed to the
 CameraGroup class in order to be treated separately in the new
 rendering engine (and put together in the current one).
 
 3. define an XML format for describing the two possible rendering
 pipelines (the current and new). The format will introduce optional
 elements (such as shadows, ambient occlusion, glow).
 
 4. modify the base effects for defining the techniques that apply to
 one or the other renderers (a request for assistance has already
 been sent to prepare the work and ensure that existing effects does
 not apply to new rendering mode).
 
 5. implement in the new rendering engine the basic lighting equation
 (ambient + diffuse + specular)
 
 6. add the shadows
 
 7. add light management
 
 8. with the help of Thorsten, add atmospheric scattering, haze and
 the light field
 
 9. add the ancillary effects (ambient occlusion and glow)
 
 10. help migrate models and effects
 
 I certainly forgot something. Let the discussion plug the holes
 
 Regards,
 -Fred
 http://wiki.flightgear.org/Project_Rembrandt
 
 
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Re: [Flightgear-devel] [Rembrandt] the plan

2012-03-25 Thread Frederic Bouvier
 De: James Turner
 
 On 25 Mar 2012, at 18:49, Frederic Bouvier wrote:
 
  The Rembrandt renderer is enabled with the --enable-rembrandt
  option.
  *ALL SHADERS SHOULD BE SET TO OFF* unless someone want to begin to
  convert other shaders.
 
 On Ati 5770 / Mac / OSG 3.0.1, this is basically alive.
 
 Getting the following at startup which worries me: (the version not
 supported error):
 
 =
 End of harmless warning messages on effects not found
 Initializing splash screen
 FRAGMENT glCompileShader  FAILED
 FRAGMENT Shader  infolog:
 ERROR: 0:1: '' :  version '130' is not supported
 
 glLinkProgram  FAILED
 Program  infolog:
 ERROR: One or more attached shaders not successfully compiled
 
 Warning: detected OpenGL error 'invalid operation' at After
 Renderer::compile
 

It means that the driver doesn't support version 1.30 of glsl. I'll 
try to simplify the shader

Regards,
-Fred

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Re: [Flightgear-devel] [Rembrandt] the plan

2012-03-25 Thread Frederic Bouvier
- Mail original -

 De: James Turner zakal...@mac.com
 À: FlightGear developers discussions
 flightgear-devel@lists.sourceforge.net
 Envoyé: Dimanche 25 Mars 2012 21:51:19
 Objet: Re: [Flightgear-devel] [Rembrandt] the plan

 On 25 Mar 2012, at 20:39, Frederic Bouvier wrote:

  It means that the driver doesn't support version 1.30 of glsl. I'll
 
  try to simplify the shader
 
 Given that it's latest Mac OS-X, with a card purchased three months
 ago, that's worrying :)

 In other news, the Intel 3000-HD actually seems to work, with
 --enable-rembrandt - not what I expected at all!

Wait the shadows ;) 

-Fred 
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Re: [Flightgear-devel] Rembrandt feedback (was: Project Rembrandt - next steps)

2012-03-09 Thread Frederic Bouvier
Thanks, I prefer that one ;-)

-Fred

- Mail original -
 De: Olaf Flebbe f...@oflebbe.de
 À: FlightGear developers discussions 
 flightgear-devel@lists.sourceforge.net
 Envoyé: Vendredi 9 Mars 2012 23:00:47
 Objet: Re: [Flightgear-devel] Rembrandt feedback (was: Project Rembrandt -
 next steps)
 
 Hi Fred,
 
 I found the correct extension for unsigned uniforms:
 
 --- a/src/Main/CameraGroup.cxx
 +++ b/src/Main/CameraGroup.cxx
 @@ -906,6 +906,7 @@ const char *ssao_vert_src = 
  
  const char *ssao_frag_src = 
  #version 120\n
 +#extension GL_EXT_gpu_shader4 : enable\n
  #line  TOSTRING(__LINE__)  2\n
  uniform sampler2D normal_tex;\n
  uniform sampler2D depth_tex;\n
 
 Greetings,
 Olaf
 
 

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Re: [Flightgear-devel] [Flightgear-commitlogs] SimGear branch, next,

2012-03-07 Thread Frederic Bouvier
 De: Erik Hofman
 
 On Wed, 2012-03-07 at 11:54 +0100, Gijs de Rooy wrote:
   Martin wrote:
  
   On my (my wife's) system (Linux Nvidia proprietary driver) this
  change
   turns PAPI/VASI lights into huge, illuminated baloons. Therefore
   I
   strongly propose to just revert this change.
  
  Same here on Nvidia Geforce GT 540M, see screenshot at:
  https://lh3.googleusercontent.com/-YGfvue1R00s/T1c-OMTX83I/CdQ/nnik0ZI1_Wk/s1024/fgfs-screen-055.png
 
 I believe their size used to be distance dependent in the past.

The change is mine, and is not specific to Rembrandt. Maybe the size should be 
tweaked again, and maybe some shared size should be segregated. But my opinion 
is that their size was ridiculously small on the runway.

Just wanted to break the statu quo

Regards,
-Fred

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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-07 Thread Frederic Bouvier
 De: thorsten i renk
 
  I think that you have to add new techniques (an XML element) to
  existing effect file. You leave the current technique intact and
  copy/paste it in the same file, add or change what is needed and
  Modify its predicate.
 
  Look at model-default.eff that implements 2 techniques.
 
  Techniques can have a predicate that can test a property.
  Yesterday,
  I implemented the not operator that was creating syntax errors
  until then. Techniques (with their predicate) are tested in
  ascending order of their index (the n attribute), so you can
  create a new technique with a lower index than the one for the
  current technique and add a predicate that test (for example)
  /sim/rendering/lightfield.
 
 Okay, that looks sort of doable - I'll have a try.
 
 How does the parameter section at the beginning of the file change
 then?
 Simply declare all parameters which any of the techniques listed
 later might use?
 
 And what do the different passes do?

You don't have to create a parameter for the properties you want to test
in the predicate. But you're right, all the parameters of all pass of 
all techniques of an effect need to be declared in a single section.

A pass is a state set: all the OpenGl attribute of the geometry. When 
you declare multiple pass, it's because you want the same geometry be 
drawn several times. You may want to initialize the stencil buffer 
in one pass (you don't need material properties then) and then draw
the object with the stencil test enabled. If you play with the 
render bins and the draw order that are settable in each pass you 
can achieve effect such as the light cone (pre - Rembrandt)

Regards,
-Fred

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Re: [Flightgear-devel] Lightfields to GIT - some more advice?

2012-03-07 Thread Frederic Bouvier
  Techniques (with their predicate) are tested in
  ascending order of their index (the n attribute), so you can
  create a new technique with a lower index than the one for the
  current technique and add a predicate that test (for example)
  /sim/rendering/lightfield.
 
 Thanks Frederic - this seems to be (sort of) working.
 
 I can only get it to work properly if I throw the new technique at
 index 7 (or lower) though. Otherwise all terrain types which have a special
 shader do not accept lightfield shading even if that special shader is off,
 and only by dragging down the index to 7 does this problem go away. No
 wonder I couldn't make it work before...

Techniques are tested in ascending index order. The first technique with 
a predicate that succeed is used for the effect. If you want your technique
be the first tested, you have to use the lowest number possible. But
beware, there is an inheritance scheme (with the keyword inherits-from)
where, for example, the urban effect inherits from the terrain-default
effect. If terrain-default use 10 and 11 for technique index, urban has to 
use 9 at most. And someone can create an effect that inherits from the 
urban effect. It would have to use an index lower than the one used by 
the urban effect. If you use 0, you leave no room for inheritance.

Regards,
-Fred

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Re: [Flightgear-devel] [Rembrandt] the plan

2012-03-07 Thread Frederic Bouvier
Hi Lauri,

 
 Hi all.
 
  3. define an XML format for describing the two possible rendering
  pipelines (the current and new). The format will introduce
  optional elements (such as shadows, ambient occlusion, glow).
 
 I want to point out my work on my newcameras branch:
 https://gitorious.org/~zan/fg/zans-flightgear/commits/newcameras
 which
 allows user to define the rendering pipeline in preferences.xml. It
 does not (yet?) have everything Rembrandt's pipeline needs, but most
 likely is easily enhanced to support those things.
 
 Basically this version adds support for multiple camera passes,
 texture targets, texture formats, passing textures from one pass to
 another etc, while preserving the standard rendering line if user
 wants that.
 
 I wish this work could be extended (or maybe even I can extend it ;)
 to handle the Rembrandt camera system. This will not solve all
 problems in the merge, but some of them.

I would like to extend the format to avoid duplicating the stages when
you have more than one viewport. What I see is to specify a pipeline
as a template, with conditions like in effects, and have the current
camera layout refer the pipeline that would be duplicated, resized and
positioned for each declared viewport

Regards,
-Fred

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[Flightgear-devel] [Rembrandt] the plan

2012-03-06 Thread Frederic Bouvier
Now that the introduction of Rembrandt next, provided that the current 
operation is retained, has been accepted, it is time to outline the plan that I 
intend to apply:

1. update SimGear with additions made on the effects and animations (done). The 
changes include the creation of positioned uniforms, ie on which applies a 
MODELVIEW matrix transformation, which serve to indicate the position of light 
sources in the shaders, and light animations (spot and point).

2. modify the Renderer class to separate from the scenegraph, terrain and 
models on one hand, the skydome and stars on the other, and finally the clouds. 
These three elements are passed to the CameraGroup class in order to be treated 
separately in the new rendering engine (and put together in the current one).

3. define an XML format for describing the two possible rendering pipelines 
(the current and new). The format will introduce optional elements (such as 
shadows, ambient occlusion, glow).

4. modify the base effects for defining the techniques that apply to one or the 
other renderers (a request for assistance has already been sent to prepare the 
work and ensure that existing effects does not apply to new rendering mode).

5. implement in the new rendering engine the basic lighting equation (ambient + 
diffuse + specular)

6. add the shadows

7. add light management

8. with the help of Thorsten, add atmospheric scattering, haze and the light 
field

9. add the ancillary effects (ambient occlusion and glow)

10. help migrate models and effects

I certainly forgot something. Let the discussion plug the holes

Regards,
-Fred
http://wiki.flightgear.org/Project_Rembrandt


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Re: [Flightgear-devel] [Rembrandt] Help request

2012-03-06 Thread Frederic Bouvier
 So may I ask a kind soul with write access to the data repository, or
 capable of submitting a merge request, to review all effect files
 and add the test of the new property to every technique of every
 effect, and add a new predicate to technique not having one for the
 moment. The code snippet to add to an existing predicate is :

Please discard and forget that request. I was finally hit by the light
and understood the purpose of not providing the not operator

-Fred

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Re: [Flightgear-devel] Rembrandt feedback (was: Project Rembrandt - next steps)

2012-03-06 Thread Frederic Bouvier
Hi Olaf,

not all shader are converted, so you'd better disable all of them (Hinted by 
the error in GEOMETRY that is not used in Rembrandt)
The 'unsigned' error shows that the driver is lacking, or maybe a declaration 
is missing. OSG defines an uniform of type 'unsigned int'

The error on image file is harmless. Please ignore it for the moment

Thanks for the feedback

Regards,
-Fred

- Mail original -
 De: Olaf Flebbe f...@oflebbe.de
 À: FlightGear developers discussions 
 flightgear-devel@lists.sourceforge.net
 Envoyé: Mardi 6 Mars 2012 23:09:20
 Objet: Re: [Flightgear-devel] Rembrandt feedback (was: Project Rembrandt  
 -   next steps)
 
 Hi Fred,
 
 I tried Rembrandt on my Macbook Pro 2011 (13):
 
 it created a view and than parts of the screen got white. Th kernel
 log told me that some internal buffer had an overrun.
 
 I changed the Property /sim/rendering/shadows/map-size in
 preferences.xml  to 128 and now Rembrandt seems to work (!), at
 first sight.
 
 However I get lots of errors/warnings. Here some of the unusual ones:
 
 FRAGMENT glCompileShader  FAILED
 FRAGMENT Shader  infolog:
 ERROR: 2:922: 'unsigned' : Reserved word.
 ERROR: 2:922: 'unsigned' : syntax error syntax error
 
 glLinkProgram  FAILED
 Program  infolog:
 ERROR: One or more attached shaders not successfully compiled
 
 Warning: detected OpenGL error 'invalid operation' at After
 Renderer::compile
 RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
 PixelBufferCocoa :: realizeImplementation not implemented yet
 RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
 PixelBufferCocoa :: realizeImplementation not implemented yet
 RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
 PixelBufferCocoa :: realizeImplementation not implemented yet
 no image file, maybe the reader did not set the filename attribute,
 using white for type '2d' on '', in
 /technique[11]/pass[0]/texture-unit[0]
 
 FRAGMENT glCompileShader  FAILED
 FRAGMENT Shader  infolog:
 ERROR: 0:18: No operator '-' exists taking 'int' and 'float' (and no
 implicit type conversion allowed in GLSL 1.10)
 ERROR: 0:20: Use of undeclared identifier 'texel'
 ERROR: 0:25: Use of undeclared identifier 'texel'
 
 glLinkProgram  FAILED
 Program  infolog:
 ERROR: One or more attached shaders not successfully compiled
 
 Initializing Nasal Electrical System
 GEOMETRY glCompileShader  FAILED
 GEOMETRY Shader  infolog:
 ERROR: 0:43: Indirect index into implicitly-sized array
 ERROR: 0:44: Indirect index into implicitly-sized array
 ERROR: 0:48: Indirect index into implicitly-sized array
 ERROR: 0:82: Indirect index into implicitly-sized array
 ERROR: 0:83: Indirect index into implicitly-sized array
 
 glLinkProgram  FAILED
 Program  infolog:
 ERROR: One or more attached shaders not successfully compiled
 
 no image file, maybe the reader did not set the filename attribute,
 using w
 
 Greetings,
 Olaf
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Re: [Flightgear-devel] Rembrandt feedback (was: Project Rembrandt - next steps)

2012-03-06 Thread Frederic Bouvier
 Am 06.03.12 23:09, schrieb Olaf Flebbe:
  PixelBufferCocoa :: realizeImplementation not implemented yet
 
 Hi Fred
 
 Just curious about this line, do you think recent osg cocoa windowing
 under OSX will be supported by rembrandt?

Sorry Yves, I have no idea. This error message seems to imply that not all of 
OSG has been implemented by the Cocoa adapter. But I don't think Rembrandt 
would work with a Pixel Buffer. Rembrandt relies on Framebuffer Objects (fbo) 
and if the driver is not able to provide them, there will be no Rembrandt on 
that platform.

But from the full log message :

 Warning: detected OpenGL error 'invalid operation' at After Renderer::compile
 RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
 PixelBufferCocoa :: realizeImplementation not implemented yet

the fbo setup error message may disappear if I lower my requirement (float 
textures, number of attachment). But no promises

( status= 0x8cdd means FRAMEBUFFER_UNSUPPORTED_EXT )

Regards,
-Fred

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Re: [Flightgear-devel] Rembrandt feedback (was: Project Rembrandt - next steps)

2012-03-06 Thread Frederic Bouvier
Hi Olaf,

maybe I can tell you from a screenshot. From memory, we need at least 
GL_ARB_framebuffer_object and float_texture

I don't know what extension or declaration is required to have unsigned int 
uniforms (osg_FrameNumber in src/Main/CameraGroup.cxx)

Regards,
-Fred


- Mail original -
 De: Olaf Flebbe
 
 Hi Fred,
 
 I did see a composited view in the window (with different views at
 the edges of the window). Isn't the FBO necessary for this? May the
 allocation of just one of the FBO's fail?
 
 Do you know which Extension has to be present? My system announces to
 have:
 
 GL_EXT_framebuffer_blit
 GL_EXT_framebuffer_multisample
 GL_EXT_framebuffer_object
 GL_EXT_framebuffer_sRGB
 
   GL_ARB_framebuffer_object
 GL_ARB_framebuffer_sRGB
 
 Olaf
 
  
  
  Sorry Yves, I have no idea. This error message seems to imply that
  not all of OSG has been implemented by the Cocoa adapter. But I
  don't think Rembrandt would work with a Pixel Buffer. Rembrandt
  relies on Framebuffer Objects (fbo) and if the driver is not able
  to provide them, there will be no Rembrandt on that platform.
  
  But from the full log message :
  
  Warning: detected OpenGL error 'invalid operation' at After
  Renderer::compile
  RenderStage::runCameraSetUp(), FBO setup failed, FBO status=
  0x8cdd
  PixelBufferCocoa :: realizeImplementation not implemented yet
  
  the fbo setup error message may disappear if I lower my requirement
  (float textures, number of attachment). But no promises
  
  ( status= 0x8cdd means FRAMEBUFFER_UNSUPPORTED_EXT )
  
 
 
 
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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-05 Thread Frederic Bouvier
Hi Thorsten,

 De: thorsten i renk 
 
  I agree that we should merge the project rembrandt work sooner
  rather than later.  However, we should also take some time and 
  effort to make sure Thorsten's sky/haze/horizon effects are 
  accounted for as well.  I don't know what issues we will find 
  when trying to merge these two efforts, but they both need to 
  be considered together.
 
 Yes please.
 
 Or if someone could just help in creating an effect structure 
 thatone can switch these things on and off so that installing 
 the lightfields doesn't have to overwrite everything and that 
 it would be on GIT? Then we can worry about how to merge later? 
 Lightfields would work optionally, there's no fundamental 
 obstacle here.
 
 I know there's the idea to get everything perfectly merged in an
 elegant way by factoring out light and haze functions, but I'd 
 be happy with a simple optional structure now and the rest later.

Be sure that I am extremely interested in merging your work into 
Rembrandt. It is just too early for me, and as the discussion 
raised the point of the compatibility with older hardware, the 
mockup (from by clone) can't be merged as is. So, in order to 
have the less disturbing migration path as possible, things will
take even more time.

But i will come back to you to see how decoupling light and haze
can be done in the future framework.

 It's getting somewhat frustrating... Not so much for myself, but 
 for others who want to try it, and it's starting to look silly 
 when I have to tell everyone who is interested 'Sorry, it's 
 ready since a month ago, but we haven't been able to put it 
 on GIT yet, so you still need to go through a tricky manual 
 installation process'.

Do you mean that v1.1 as posted on the forum can't be committed
as is to git ?

Regards,
-Fred

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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-05 Thread Frederic Bouvier
  Do you mean that v1.1 as posted on the forum can't be committed
  as is to git ?
 
 Technically it could, but at the expense of forcing everyone to use
 lightfield shaders. It overwrites for instance the default terrain
 and model shaders.
 
 The reason why this is implemented in that way is that I have no clue
 how an effect file should be properly structured. I can change an
 existing effect file to insert new property-to-unifrom mappings, I 
 can change the filename of the shader to be used, but my attempts 
 to do more have so far gone terribly wrong and broken the effect.
 
 So what needs to be done for a clean commit is:
 
 * rename the special shader files where they overlap with default
   files
 * add conditionals to the effect files that if skydome scattering
   shader is on the lightfield files should be used, otherwise the 
   defaults as they are (* not essential, but currently true camera 
   altitude above MSL is obtained from Nasal and written into the 
   tree - I'm fairly sure we have it somewhere better, I just don't 
   know where)
 
 It's not much work, but it requires some better knowledge of how
 effect files work. Which is the point where I need help.

I think that you have to add new techniques (an XML element) to 
existing effect file. You leave the current technique intact and
copy/paste it in the same file, add or change what is needed and
Modify its predicate.

Look at model-default.eff that implements 2 techniques. 

Techniques can have a predicate that can test a property. Yesterday, 
I implemented the not operator that was creating syntax errors 
until then. Techniques (with their predicate) are tested in 
ascending order of their index (the n attribute), so you can 
create a new technique with a lower index than the one for the 
current technique and add a predicate that test (for example) 
/sim/rendering/lightfield.

Regards,
-Fred

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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-04 Thread Frederic Bouvier
 As a migration path, I verified that my changes to simgear are
 compatible with the current next branch. If there is no objection,
 I will commit these changes to gitorious and begin to prepare
 the flightgear code in a way that would allow to keep the current
 renderer.

As I received no objections, I will commit my addition to simgear later in the 
day. You'll be warn ;-)

Regards,
-Fred

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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-04 Thread Frederic Bouvier
Hi Curt,

 De: Curtis Olson

 On Sun, Mar 4, 2012 at 9:25 AM, Frederic Bouvier wrote:

   As a migration path, I verified that my changes to simgear are
   compatible with the current next branch. If there is no
   objection,
   I will commit these changes to gitorious and begin to prepare
   the flightgear code in a way that would allow to keep the current
   renderer.

  As I received no objections, I will commit my addition to simgear
  later in the day. You'll be warn ;-)
 
 Speaking not-as-a-git-guru, would it make sense to push the rembrandt
 changes into a separate rebrandt branch initially and keep that
 merged with the next branch? It would make it easier for
 developers to check out that branch and build it and if things look
 pretty reasonable we could merge things into next? Just trying to
 be helpful here, and not make things any more complicated.


... and keep that merged with the next branch

I don't understand what you mean. Do you want me to commit the work to 
a new Rembrandt branch and then merge it to the next branch ?

I am only speaking of enhancement to the effect system and the new 
light animations that will be useless until the right code is 
committed in flightgear. The only noticeable thing will be the 
point sprite size increase for runway lighting that I find way 
more realistic.

Regards,
-Fred

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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-04 Thread Frederic Bouvier
  But whenever talking about git rebase one should mention that THOU
  SHALT NOT rebase a branch which you've ever pushed. Because if 
  someone ever pulled your
 
 What I always do, before pushing an update for the next branch is:

As stated previously, a code that is not run is unlikely to be debugged.
To avoid branch glitches and given the estimated risk of these changes, 
I decided to commit them to next.

People are requested *not* to use the features introduced until noticed
because there is no Rembrandt code in the flightgear repository.

Regards,
-Fred

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[Flightgear-devel] [Rembrandt] Help request

2012-03-04 Thread Frederic Bouvier
Hi,

in preparation to the introduction of Rembrandt in the main branch, we should 
ensure that effect will be compatible with the current renderer. For that, I 
added a new property to preferences.xml and modified Effects/model-default.eff 
to test this new property. It will be also available to animations to, for 
example, conditionally select the fake shadow when the current renderer is in 
action.

So may I ask a kind soul with write access to the data repository, or capable 
of submitting a merge request, to review all effect files and add the test of 
the new property to every technique of every effect, and add a new predicate to 
technique not having one for the moment. The code snippet to add to an existing 
predicate is :

 predicate
   and
+not
+  property/sim/rendering/rembrandt/property
+/not
 property/sim/rendering/shaders/generic/property
 or

The code snippet to add a new predicate is :

   /technique
 technique n=11
 + predicate
 +   not
 + property/sim/rendering/rembrandt/property
 +   /not
 + /predicate
   pass
 lightingtrue/lighting

As an example, I modified Effects/model-default.eff : 
https://gitorious.org/fg/fgdata/commit/e9fbd620bb71e94d6589a15be1448511f21bacb6

Thank you

-Fred
http://wiki.flightgear.org/Project_Rembrandt


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Re: [Flightgear-devel] Rembrandt feedback (was: Project Rembrandt - next steps)

2012-03-04 Thread Frederic Bouvier
 De: Torsten Dreyer
 
 Hi Fred,
 
 today, I tried Rembrandt on two Linux machines, both running 64bit
 openSUSE 12.1 (this is Linux) with nvidia'd driver 295.20.
 FlightGear ist started in windows mode.
 
 1.) My Notebook having a Intel dual core@1.6GHz, 4GB RAM and a
 GeForce Go 7400 with 256MB RAM.
 FlightGear starts, after some time, I see the four corners rendering
 the stages and the main scene but with strange colors. After just a 
 few seconds seconds, my kernel panics and I have to reboot.
 
 2.) Our big, fat presentation machine with 2 CPU, 24 cores, 8GB RAM,
 currently one nvidia GTX460 with 1GB RAM.
 FlightGear starts without an issue and without any noticable frame
 rate impact (limited to 60fps due to sync-to-vblank). I can see the
 aircraft shadow and the shadow of some scenery objects (not all, though). 
 The aircraft shadow seems to be disapearing depending on the view angle.

The rendering stages can be hidden with the new item in the debug menu.

Can you produce screenshots that exhibit the glitches you see on your
second machine ?

For your 1st machine, you can try to lower the value of 
/sim/rendering/shadows/map-size in preferences.xml *before* you start 
fgfs (changing in the property browser has no effect)

Regards,
-Fred

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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-03 Thread Frederic Bouvier
 De: Torsten Dreyer
 
 Am 02.03.2012 19:03, schrieb Frederic Bouvier:
  Now that release 2.6 is out, perhaps it is time to discuss further
  developments concerning project Rembrandt.
  Although it may already produce pretty images when used by a
  talented designer (see for example the P92), it is however, not
  usable by most people.
 
  The Wiki page summarizes the list of things to do. For wider use,
  we must first convert the shaders to 'Rembrandt' rules. It also
  seems there are problems with shadows in multi-threaded modes.
  Finally, the multi screen should be reviewed (I'll leave spherical
  projection and stereo for another time). The other points are are
  less important and can be treated in the next branch.
 
  Remains the problem of conversion of aircraft models. One of the
  constraints of Rembrandt is that each model should be modified, or
  at least reviewed:
 * Remove the fake shadow
 * Remove ambient occlusion from textures
 * Register all transparent surfaces
 * Review the use of emissive colors
 
  Maybe we need to create a label Works with Rembrandt and report
  models that do not comply.
 
  thoughts ?
 
 The best time for adding such a huge change is at the beginning of a
 release cycle - which is now. Adding a tag marking the initial commit
 might be a good idea, though.
 
 If Rembrandt breaks nearly all aircraft, maybe we should also split
 off aircraft from FGDATA before/not later than the start of Rembrandt?
 
 The aircraft rating system can hold a Rembrandt-ready label.
 
 Is there any chance to make Rembrandt switchable (on/off) at startup?

That should be doable, but not done for the moment. Changes are located 
in CameraGroup.[ch]xx and Renderer.cxx for the flightgear side, in 
sgmaterial.lib for the simgear side and in Effects/ and Shaders/ for the 
data side, not speaking of any model converted or enhanced with lights.

The main problem to solve would be the duplication of resources. How 
a plane or another model would be compatible to both renderer ?

But just curious : how many of you reviewed the current code ?

Regards,
-Fred

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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-03 Thread Frederic Bouvier


- Mail original -
 De: Torsten Dreyer tors...@t3r.de
 
 Am 03.03.2012 12:33, schrieb Frederic Bouvier:
  But just curious : how many of you reviewed the current code ?
 
 n+1
 
 Just checked out your project/rembrandt branches. Code compiles fine
 on
 64bit openSUSE 12.1 with OSG from trunk.
 
 Running fgfs spits out many messages, most prominent are:
 can't find Effects/ssao.eff
 can't find Effects/blur.eff
 can't find Effects/blur.eff
 can't find Effects/sunlight.eff
 can't find Effects/blur.eff
 can't find Effects/blur.eff
 
 and dozens of
 
 no image file, maybe the reader did not set the filename attribute,
 using white for type '2d' on '', in
 /technique[11]/pass[0]/texture-unit[0]
 
 The screen stays white with three black corners (top right, bottom
 right
 and bottom left). No splash screen. I can exit after some time with
 (Esc)-(Enter).
 
 GPU is GeForce Go 7400 with latest driver.
 
 Anything I can do to help debugging?


Nothing wrong with all of that (or at least it is expected). Did I mentionned
I wrecked the splashscreen that doesn't appear in windowed mode and badly flash
in fullscreen. Otherwise, the messages are expected for the moment. 

Ensure you checked out project/rembrandt in simgear, flightgear and fgdata, and 
be patient until the scene appears. It doesn't support multi-threading 
mode (in preferences.xml) but that don't prevent to have an image

Regards,
-Fred

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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-03 Thread Frederic Bouvier
 De: ThorstenB

 Also, the project is quite good in finding issues, once new stuff is
 in git. But, generally we are not so good in fixing problems then.
 Notoriously, everyone has just too little spare time ;-), so a lot of
 issues just starve in the tracker. And with hard-core OSG stuff,
 there's even fewer people than usual who could help anyway.
 
 So, make an honest estimate of how much work is really left,
 including fixing reported issues, and whether you have the time to 
 complete this in the next months. Or whether you maybe need to bail 
 out in a few weeks for personal reasons, and we might be getting 
 stuck (your wife/girlfriend isn't pregnant or something? :-D ).
 
 If we are certain that everything will be well and stable within
 reasonable amount of time, then it should go into next.
 Otherwise, we should think about maintaining separate branches 
 (one of the main advantages of git anyway). Indeed, the latter 
 would probably mean it would not be part of the August release. 
 The key question is: would it be ready?

As I said in my first post, I don't consider the code as fully ready
for prime time. I made shortcuts to demonstrate the feasibility of 
the renderer and many things no longer works or at least should 
be reviewed again.

I can't promise I won't be hit by the proverbial bus, but as long 
as the project is endorsed by the community, there is no reason 
I bail out in the next months.

As a migration path, I verified that my changes to simgear are 
compatible with the current next branch. If there is no objection,
I will commit these changes to gitorious and begin to prepare 
the flightgear code in a way that would allow to keep the current
renderer. That may take time though. Enough time to split the 
aircraft repository ;-)

Regards,
-Fred

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Re: [Flightgear-devel] terragear not building and installing genapts

2012-03-03 Thread Frederic Bouvier
Maybe there is a missing dependency that silently discard genapt from the build

Regards,
-Fred

- Mail original -
 De: Jason Cox 
 À: flightgear-devel@lists.sourceforge.net
 Envoyé: Samedi 3 Mars 2012 23:41:41
 Objet: [Flightgear-devel] terragear not building and installing genapts
 
 Hi all,
 just checking out the lattest code as of 15min ago and found that
 genapts is not being built/installed.
 
 I checked my build process and found no errors and the program was
 missing
 
 can anyone help?
 
 localhost terragear-cs # make install
 [  3%] Built target poly2tri
 [ 10%] Built target Geometry
 [ 15%] Built target Polygon
 [ 16%] Built target Output
 [ 18%] Built target gshhs
 [ 19%] Built target gshhs_debug
 [ 20%] Built target DEM
 [ 21%] Built target demchop
 [ 21%] Built target Array
 [ 22%] Built target fillvoids
 [ 24%] Built target HGT
 [ 25%] Built target hgtchop
 [ 26%] Built target srtmchop
 [ 27%] Built target testassem
 [ 28%] Built target deminfo
 [ 30%] Built target raw2ascii
 [ 44%] Built target vpf
 [ 46%] Built target TriangleJRS
 [ 47%] Built target e00
 [ 48%] Built target e00lines
 [ 49%] Built target findcorners
 [ 50%] Built target photo
 [ 51%] Built target wgs84offset
 [ 53%] Built target shape
 [ 54%] Built target noaa-decode
 [ 55%] Built target shape-decode
 [ 56%] Built target tgvpf
 [ 62%] Built target Terra
 [ 65%] Built target terra_bin
 [ 66%] Built target terrafit
 [ 67%] Built target tguserdef
 [ 68%] Built target test_array
 [ 69%] Built target test_hgt
 [ 70%] Built target Optimize
 [ 71%] Built target teste00
 [ 72%] Built target landcover
 [ 73%] Built target test_landcover
 [ 74%] Built target dbfadd
 [ 75%] Built target dbfcreate
 [ 76%] Built target dbfdump
 [ 77%] Built target shpadd
 [ 78%] Built target shpcreate
 [ 79%] Built target shpdump
 [ 80%] Built target shptest
 [ 81%] Built target shputils
 [ 82%] Built target vpf-dump
 [ 83%] Built target vpf-summary
 [ 84%] Built target vpf-topology
 [ 87%] Built target Osgb36
 [ 88%] Built target testosgb36
 [ 89%] Built target fgfs-tools-client
 [ 90%] Built target fgfs-tools-server
 [ 92%] Built target Triangulate
 [ 94%] Built target Clipper
 [ 95%] Built target testclipper
 [ 96%] Built target GenOutput
 [ 97%] Built target Match
 [ 99%] Built target fgfs-construct
 [100%] Built target fgfs-master
 Install the project...
 -- Install configuration:
 Release
 -- Up-to-date: /usr/local/bin/gshhs
 -- Up-to-date: /usr/local/bin/gshhs_debug
 -- Up-to-date: /usr/local/bin/demchop
 -- Up-to-date: /usr/local/bin/hgtchop
 -- Up-to-date: /usr/local/bin/srtmchop
 -- Up-to-date: /usr/local/bin/fillvoids
 -- Up-to-date: /usr/local/bin/testassem
 -- Up-to-date: /usr/local/bin/deminfo
 -- Up-to-date: /usr/local/bin/raw2ascii
 -- Up-to-date: /usr/local/bin/e00lines
 -- Up-to-date: /usr/local/bin/photo
 -- Up-to-date: /usr/local/bin/wgs84offset
 -- Up-to-date: /usr/local/bin/findcorners
 -- Up-to-date: /usr/local/bin/shape-decode
 -- Up-to-date: /usr/local/bin/noaa-decode
 -- Up-to-date: /usr/local/bin/tgvpf
 -- Up-to-date: /usr/local/bin/terrafit
 -- Up-to-date: /usr/local/bin/tguserdef
 -- Up-to-date: /usr/local/bin/test_array
 -- Up-to-date: /usr/local/bin/fgfs-tools-server
 -- Up-to-date: /usr/local/bin/fgfs-tools-client
 -- Up-to-date: /usr/local/share/TerraGear/default_priorities.txt
 -- Up-to-date: /usr/local/bin/fgfs-construct
 -- Up-to-date: /usr/local/share/TerraGear/usgsmap.txt
 -- Up-to-date: /usr/local/bin/fgfs-master
 localhost terragear-cs #
 
 
 
 Jason Cox
 
 
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[Flightgear-devel] Project Rembrandt - next steps

2012-03-02 Thread Frederic Bouvier
Now that release 2.6 is out, perhaps it is time to discuss further developments 
concerning project Rembrandt.
Although it may already produce pretty images when used by a talented designer 
(see for example the P92), it is however, not usable by most people.

The Wiki page summarizes the list of things to do. For wider use, we must first 
convert the shaders to 'Rembrandt' rules. It also seems there are problems with 
shadows in multi-threaded modes. Finally, the multi screen should be reviewed 
(I'll leave spherical projection and stereo for another time). The other points 
are are less important and can be treated in the next branch.

Remains the problem of conversion of aircraft models. One of the constraints of 
Rembrandt is that each model should be modified, or at least reviewed:
  * Remove the fake shadow
  * Remove ambient occlusion from textures
  * Register all transparent surfaces
  * Review the use of emissive colors

Maybe we need to create a label Works with Rembrandt and report models that 
do not comply.

thoughts ?

Regards,
-Fred
http://wiki.flightgear.org/Project_Rembrandt


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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-02 Thread Frederic Bouvier
 De: Anders Gidenstam
 
 On Fri, 2 Mar 2012, Frederic Bouvier wrote:
 
   * Register all transparent surfaces
 
 Just a quick question: Doesn't OSG already detect translucent meshes
 and treat them differently from the rest during rendering? Hence,
 couldn't this classification be done more or less automatically and 
 only require manual intervention in special cases?
 
 (Maybe I misunderstood what you meant above but to me it does seem
 like you are suggesting that all all such objects should be enumerated 
 in the model XML file - something that IMO seems both error-prone and
 inconvenient. There must be a better way.)
 
 Do I look forward to implement cockpit lighting with real lights.

OSG doesn't detect transparent surfaces. It offers Render Bins that 
allow to control rendering order. Primitives put in RenderBin are 
sorted by their OpenGL state only and are for opaque objects.
Primitives put in DepthSortedBin are sorted back to front and are 
used for transparent objects. If you put opaque objects in a 
transparent bin, it has only a performance impact, but has no effect 
on the rendered scene. The inverse is not true.

Now something has to put primitives in the right bins. This is done 
by the loader. It use material color and texture to do that : if 
an alpha channel is found and has values less than 1.0, the object
goes to the transparent bin.

But usually you use few texture images to map the entire model. You 
can have the windshield in the same texture than the wings. With the 
loader strategy, the windshield is put in the transparent bin, which 
is good, and also the wings, which is not so good in the context of 
Rembrandt.

Rembrandt use deferred rendering and the technique only apply to 
opaque surfaces. For transparent objects, it fallbacks to traditional
rendering. If all objects are flagged as transparent, it defeats the
purpose of Rembrandt. Transparent objects are detected by their 
membership to the transparent bins, so it is important to have the 
right classification. To override the selection made by the loader,
Rembrandt use effect declaration to set the bin. Effects for opaque
objects use alpha testing, and effects for transparent objects will
use alpha blending after all lights are rendered. Transparent objects
don't cast shadows and are not lit by additional lights.

So registering all transparent surfaces means setting a effect for 
transparency to those surfaces, regardless of the presence of an 
alpha channel in the texture of the object.

Regards,
-Fred

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Re: [Flightgear-devel] Stuart and Curt, live on FSBreak!

2012-02-29 Thread Frederic Bouvier
  Curt and Stuart are promoting FligthGear live right now!
 
 Do they have a recording available for download ?

Try :
http://fr.twitch.tv/fsbreak/b/309747803

-Fred

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Re: [Flightgear-devel] Jenkins thrashing...

2012-02-27 Thread Frederic Bouvier
Hi Gene,

 
 It appears that the windows-release target rebuilds _everything_
 regardless of whether or not it's necessary.  This build gets
 triggered multiple times for some reason and due to disk 
 thrashing, renders the machine basically unusable until it's done.  
 Since this machine also hosts the VM that runs my mail server, 
 you can imagine how annoyed I get. :)
 
 I've disabled the MSVC build host until this can be resolved.
  (Fred?)

I see you disabled the Windows-release task that is fine until 
we start a new release cycle. The MSVC machine is also disconnected.
Is it intended ?

I think the problem is that a build is redone every time fgrun is
changed because there is no release branch, and it rebuilds 
everything because Jenkins touch files when it copies artifacts.

One solution could be to split the task : one for building binaries,
one for packaging.

Regards,
-Fred


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[Flightgear-devel] RE : Looking at a nice project from outside

2012-02-24 Thread Frederic Bouvier
I just don't understand why these submissions are not just refused with a baked 
reply. You all are burning yourself and then will blame the community as a 
whole in anger. 

Please enforce the rules !

Regards,
-Fred

Gijs de Rooy gijsr...@hotmail.com a écrit :

  Oliver wrote:
 Goind to post it again on the newsletter and on the forums.

Made it a Forum announcement, so it shows up on top :)

Anyway, as RTFM (Read The FlightGear Manual) is clearly not the strongest part 
of our community,
I doubt it will help much. I've got exactly the same problem with the livery 
database: made a nice list
of criteria/rules, and what do I get? Packages without thumbnails, 
non-realistic liveries etc. 

It's just the way it is I guess...
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[Flightgear-devel] RE : Did anyone test the 2.6.0 release on Windows 7 64 Bit?

2012-02-21 Thread Frederic Bouvier
Hi,

I am away from my computer so I can comment specifically any point, but I have 
few questions : 

1. did these problem occurs in the release candidates or are specific to the 
final version ?

2. We know that you didn't install in Program Files but we don't know where 
exactly. Could there be a special german character in the path, or any non 
purely ascii character ?

3. what happen if you install in Program Files as suggested by the installer ?

4. Did you install the 64bit binaries or have forced the 32bit install ?

5. Can you find the flightgear.org directory in \Users and check that 
fgrun.prefs has write privileges ? The save button is only there to save 
another set of options and it's normal that a file name is requested. For the 
current set of options, it goes to flightgear.org\fgrun.prefs but this file 
should be writable. It is created at install and contains the default path that 
you shouldn't have to set by hand.

Regards,
-Fred


kreuzritter2000 kreuzritter2...@gmx.de a écrit :

Yesterday i tried to run the new FlightGear version on Windows 7 64 Bit
Prof and it run awful.


There are several fatal major bugs in this release i never had before,
though i used WinXP 32 Bit in the time of the older releases before and
not Win7 64 Bit, so i am not sure if this is win7 related.


I installed FlightGear in another folder than C:\Programs files as
admin and run FlightGear with normal user privileges. 
This might be an important information to reproduce some of the bugs.




I am here on a linux system now, so i can't test it again, but here is a
small listing of some of the bugs and usability issues i can remember
from yesterday:

1. FGRun can't find the progamm, scenery and data folders, i have to set
them manually at the first start. That shouldn't be the case,  FGRun
should know where to search for the files after FlightGear has been
installed. An inexperienced computer user would give up here and
uninstall FlightGear.  

2. It is impossible to set the Terrasync folder in FGRun, the button to
set the terrasync folder has no function. The terrasync mode can't be
used when there is no directory set.
BTW, terrasync should use the user directory by default, it's evil to
use the progamm folder for that when a user has limited privileges on
that directory. Usability hint: When there is a default directory set
there is no need to annoy the user with asking the user for a directory
location. I suggest to use %APPDATA%/Roaming/flightgear.org/terrasync as
default location. If users don't like that, they should be able to
change it after installation. But setting a default location is a must
in my opinion to improve usability.

3. FGRun doesn't use the user folder to save the settings, instead it
asks me where to place it. That's bad usability.

3. Several 3d Models (777-200, F-14b and others) aren't displayed.
They're missing in the sim and in FGRun.

4. In flightGear the 3d cockpit controls do not work. For example in the
b1900d clicking on them has no effect. In the past on earlier releases
that worked.

5. Worst Bug. The sim has strange flickering effects, the result is that
the clouds are not displayed. They flicker sometimes up, but only in 1-4
of 60 frames. (My system: Geforce GTX 550 Ti + driver version 280.26)
The console shows some error message about OpenGL and a function, but
the text is cut, so there's no real info about it.

6. BTW this is only a minor usability issue, but i'll mention it here
for for the sake of completeness. FGRun has long loading times to
display the 3d aircraft models. In my opinion that is too long for a
selection list like that.


In my opinion bugs 3, 4 and 5 are the worst in that list and 1 and 2 are
serious usability issues all of them harm the reputation of FlightGear
more than a new release version with new features do good to it.
I can't recommend to offer FlightGear in that condition for download for
windows users.
Why where there no release candidates or beta releases? Bad release
candidates or beta releases do not harm a project so badly like a real
release with fatal bugs does.


Best Regards,
Oliver C.






































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Re: [Flightgear-devel] Shader performance

2012-02-06 Thread Frederic Bouvier
  Pushing most of the haze shader computation from the vertex to the
  fragment level would seem to suggest an approximately constant cost
  for the haze for the same view regardless of scenery complexity since
  the number of hazy fragments remain about the same.
 
 Thanks for the explanations - that was *really* helpful to understand
 what is going on.

FWIW, I saw with gDebugger that the sky dome is made of more than 23000
vertices, even if a small amount of them are really displayed on screen.

In Rembrandt, several pass are done on 1/16th of the size of the screen 
(1/4th of each dimension), relying on the mag filter to cover the whole
screen. This is the case of the blur pass in the AO or Bloom effects.

Regards,
-Fred

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Re: [Flightgear-devel] Shader performance

2012-02-06 Thread Frederic Bouvier
   Pushing most of the haze shader computation from the vertex to
   the fragment level would seem to suggest an approximately constant
   cost for the haze for the same view regardless of scenery complexity
   since the number of hazy fragments remain about the same.
  
  Thanks for the explanations - that was *really* helpful to
  understand what is going on.
 
 FWIW, I saw with gDebugger that the sky dome is made of more than
 23000 vertices, even if a small amount of them are really displayed on
 screen.
 
 In Rembrandt, several pass are done on 1/16th of the size of the
 screen (1/4th of each dimension), relying on the mag filter to cover the
 whole screen. This is the case of the blur pass in the AO or Bloom effects.

BTW, in my other terrain engine project, the sky is drawn with a quad 
(4 vertices at the corners of the screen). The view direction is 
computed in the vertex shader and then interpolated in a varying and
renormalized in the fragment shader.
That way there is no wasted computation (except the region overdrawn by
the terrain, but that could be optimized with a stencil buffer)

-Fred


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Re: [Flightgear-devel] FG scam resurfaces...

2012-02-06 Thread Frederic Bouvier
And they even have an old screenshot of FGSD showing LFPX (the airfield where I 
used to fly in RL)
ROFL

-Fred

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Re: [Flightgear-devel] fgdata version in master branch

2012-02-05 Thread Frederic Bouvier
Hi Robert,

 De: Robert

 Hi everybody,

 since one or two weeks I have the following problem:
 When I start fgfs it tells me that it needs version 2.7.0 of fgdata
 and quits immediately.
 I am using SimGear/Flightgear next branch, and fgdata master
 branch.
 After maually changing the version-file in fgdata from 2.5.0 to 2.7.0
 everything is okay.
 It would be nice if someone could change the version number to 2.7.0
 in the master branch.

Already done for awhile. See yourself :
https://gitorious.org/fg/fgdata/blobs/master/version
https://gitorious.org/fg/fgdata/commit/49283115c5042d42c68939b2942eeda7760df5fc

Regards,
-Fred

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Re: [Flightgear-devel] LaRCsim broken?

2012-01-31 Thread Frederic Bouvier
You can try to switch on ENABLE_UIUC_MODEL too as one of the undefined relates 
to uiuc

-Fred

- Mail original -
 De: D-NXKT 
 Objet: [Flightgear-devel] LaRCsim broken?
 
 Hello Fred,
 
 thanks for your reply. I wasn't aware of this option.
 
 I assume  configuring fg with Cmake means setting
 ENABLE_LARCSIM:BOOL=ON in
 CMakeCache.txt. After doing this LaRCsim is compiled with some
 warnings but during linking I get the following errors:
 
 Linking CXX executable fgfs
 ../FDM/libfgFDM.a(LaRCsim.cxx.o): In function
 `FGLaRCsim::copy_from_LaRCsim()':
 LaRCsim.cxx:(.text+0xad0): undefined reference to `aircraft_'
 LaRCsim.cxx:(.text+0xb91): undefined reference to `aircraft_'
 LaRCsim.cxx:(.text+0xbe7): undefined reference to `aircraft_'
 LaRCsim.cxx:(.text+0xc19): undefined reference to `aircraft_'
 ../FDM/libfgFDM.a(LaRCsim.cxx.o): In function
 `FGLaRCsim::update(double)':
 LaRCsim.cxx:(.text+0xf03): undefined reference to `aircraft_'
 ../FDM/libfgFDM.a(LaRCsim.cxx.o):LaRCsim.cxx:(.text+0x1660): more
 undefined
 references to `aircraft_' follow
 ../FDM/libfgFDM.a(ls_step.c.o): In function `uiuc_init_vars':
 ls_step.c:(.text+0x1b): undefined reference to `uiuc_init_aeromodel'
 ls_step.c:(.text+0x26): undefined reference to `uiuc_initial_init'
 ...
 ...
 ...
 
 Is there something else I should know?
 
 Will LaRCsim be on or off in the upcoming release?
 
 (And how do I reply to messages correctly? I'm not familiar with
 mailing-
 lists. Just found your message in Flightgear-devel Archives.)
 
 
 Thanks for your effort
 
 D-NXKT
 
 
 
 --
 
 Make sure that LaRCsim is selected when configuring fg with Cmake
 
 Regards,
 -Fred
 
 - Mail original -
  De: D-NXKT D_NXKT@...
  À: flightgear-devel@...
  Envoyé: Mardi 31 Janvier 2012 01:02:27
  Objet: [Flightgear-devel] LaRCsim broken?
  
  Hello,
  
  could it be that LaRCsim is broken or switched off?
  
  I noticed that the LaRCsim planes don't work since a while (for
  me).
  Following message appears during the start procedure:
  Fatal error: Unrecognized flight model 'larcsim', cannot init
  flight
  dynamics
  model.
  
  Tested with ASW20, wrightFlyer and airwaveXtreme150.
  FlighGear, SimGear and fgdata are up to date (next-branch).
 
 
 
 
 
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Re: [Flightgear-devel] LaRCsim broken?

2012-01-30 Thread Frederic Bouvier
Make sure that LaRCsim is selected when configuring fg with Cmake

Regards,
-Fred

- Mail original -
 De: D-NXKT d_n...@yahoo.de
 À: flightgear-devel@lists.sourceforge.net
 Envoyé: Mardi 31 Janvier 2012 01:02:27
 Objet: [Flightgear-devel] LaRCsim broken?
 
 Hello,
 
 could it be that LaRCsim is broken or switched off?
 
 I noticed that the LaRCsim planes don't work since a while (for me).
 Following message appears during the start procedure:
 Fatal error: Unrecognized flight model 'larcsim', cannot init flight
 dynamics
 model.
 
 Tested with ASW20, wrightFlyer and airwaveXtreme150.
 FlighGear, SimGear and fgdata are up to date (next-branch).

--
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is just $99.99! Visual Studio, SharePoint, SQL - plus HTML5, CSS3, MVC3,
Metro Style Apps, more. Free future releases when you subscribe now!
http://p.sf.net/sfu/learndevnow-d2d
___
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Flightgear-devel@lists.sourceforge.net
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