Re: [Flightgear-devel] Iceland textures
Did you test your airfield grass with some of the newer generated terrain (LOWI in my case)? No, I didn't. Shouldn't make a difference for rendering purposes how you created it, at this stage it's all vertices and pixels and the shaders don't care where they come from or how they connect. Not sure about the airfield grass, but at least the concrete and tar surfaces for taxiways and apron use a different mapping. If i remember correctly 1 x 1 meter in the new scenery builds. -- Everyone hates slow websites. So do we. Make your web apps faster with AppDynamics Download AppDynamics Lite for free today: http://p.sf.net/sfu/appdyn_d2d_feb___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Iceland textures
Hi Thorsten Since work has eaten up most of my free time, i did not update fgdata since today and want to report that the flickering in the airfield are is gone. Looks great now and transition and landmass works up to level 5 with atmospheric light scattering enabled. (without atmospheric light scattering enabled the landmass slider kills / crash the ati driver at levels 4 / 5) Did you test your airfield grass with some of the newer generated terrain (LOWI in my case)? Noticed that despite the surrounding area got some light snow cover the airfield are had no snow cover. But i will test that a little more. Beside that i noticed some small transparency issues with 8.5 markings / lines. All the 8.5 lines have a small white boarder that is not visible without the atmospheric light scattering enabled. Thanks for the great work. Oliver Transition shader works now on the mountain areas like rock, but only the airfield are / grass is still flickering like before. That's a different shader - the normal terrain is done in a top-down approach in which the large scale structures are (as in the default scheme) mainly encoded in the landclass specific texture and the details as one gets closer are generated by the shader. The airfield grass is a bottom-up approach where the close range visuals are generated by the basic texture sheet. This would lead to severe tiling problems when seen from a bit farther away, so the shader in this case generates the pattern variation which is seen from the distance and does suitable de-tiling. As for the flickering, making the assumption that this landclass will almost always be nearly flat, I have yesterday implemented a fast and efficient scheme to remove it. I think this qualifies as a bugfix, so I will push it as soon as I am back at a fast internet connection. -- The Go Parallel Website, sponsored by Intel - in partnership with Geeknet, is your hub for all things parallel software development, from weekly thought leadership blogs to news, videos, case studies, tutorials, tech docs, whitepapers, evaluation guides, and opinion stories. Check out the most recent posts - join the conversation now. http://goparallel.sourceforge.net/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Iceland textures
Hi Thorsten After updating my fgdata today i noticed some changes... The landmass shader looks like you fixed something :) Flickering is gone in all settings and i have only some small artifacts visible in the distance while having snow cover and fog. Looks great overall. Transition shader works now on the mountain areas like rock, but only the airfield are / grass is still flickering like before. All the best and a happy new year, Oliver 2012/12/22 Oliver Thurau oli.thu...@googlemail.com Sorry for the late reply. I missed your answer, while i was traveling. I habe no problem with editing code and help finding the ati bug, but it will have to wait until i am back from family x-mas. Oliver Am 15.12.2012 08:53 schrieb Renk Thorsten thorsten.i.r...@jyu.fi: - no errors on the console - latest drivers for the ati card (tested with all ati drivers from 2012 for win7 64bit) - the artifacts show up if the landmass shader is over 3 (counting from left / starting with 0) - the artefacts show up if the transition shader is over 1 / at 2 only the airport grass is showing the artefacts - the Atmospheric Scattering seems to work as far i can tell and shows no artefacts, water looks good too. - did not try change the shaders while using Atmospheric Scattering before the iceland commit, only used the default values. Hope that helps. Not really. Your card/driver doesn't like *something* of the procedural texturing although the shader compiles fine (you don't get the artefacts when you're running terrain-haze.vert/frag, you do get them whenever you run terrain-haze-detailed.vert/frag). It may be the overlay textures, it may be that the noise function generates values outside the [0..1] range by some weird numerical problem... Does it happen for all landclasses (for instance, agriculture doesn't have overlay textures or bump-mapping) - so in theory some landclasses would never see overlay texture or noise function issues. Does it depend on the values of the dust, snow, vegetation or wetness sliders in any way? Otherwise... if it doesn't throw an error, and if I can't reproduce it and we don't see any dependencies, I am a bit at a loss how to debug it. You could either see if there's any previous version which runs fine (in which case we can debug based on what has changed) or we can try to disable all procedural blocks, and then you have to uncomment them one by one and see when the problem occurs. Let me know if you're interested in the latter option (but it means you have to start editing around in the shader code yourself). * Thorsten -- LogMeIn Rescue: Anywhere, Anytime Remote support for IT. Free Trial Remotely access PCs and mobile devices and provide instant support Improve your efficiency, and focus on delivering more value-add services Discover what IT Professionals Know. Rescue delivers http://p.sf.net/sfu/logmein_12329d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Master Visual Studio, SharePoint, SQL, ASP.NET, C# 2012, HTML5, CSS, MVC, Windows 8 Apps, JavaScript and much more. Keep your skills current with LearnDevNow - 3,200 step-by-step video tutorials by Microsoft MVPs and experts. SALE $99.99 this month only -- learn more at: http://p.sf.net/sfu/learnmore_122412___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Iceland textures
Sorry for the late reply. I missed your answer, while i was traveling. I habe no problem with editing code and help finding the ati bug, but it will have to wait until i am back from family x-mas. Oliver Am 15.12.2012 08:53 schrieb Renk Thorsten thorsten.i.r...@jyu.fi: - no errors on the console - latest drivers for the ati card (tested with all ati drivers from 2012 for win7 64bit) - the artifacts show up if the landmass shader is over 3 (counting from left / starting with 0) - the artefacts show up if the transition shader is over 1 / at 2 only the airport grass is showing the artefacts - the Atmospheric Scattering seems to work as far i can tell and shows no artefacts, water looks good too. - did not try change the shaders while using Atmospheric Scattering before the iceland commit, only used the default values. Hope that helps. Not really. Your card/driver doesn't like *something* of the procedural texturing although the shader compiles fine (you don't get the artefacts when you're running terrain-haze.vert/frag, you do get them whenever you run terrain-haze-detailed.vert/frag). It may be the overlay textures, it may be that the noise function generates values outside the [0..1] range by some weird numerical problem... Does it happen for all landclasses (for instance, agriculture doesn't have overlay textures or bump-mapping) - so in theory some landclasses would never see overlay texture or noise function issues. Does it depend on the values of the dust, snow, vegetation or wetness sliders in any way? Otherwise... if it doesn't throw an error, and if I can't reproduce it and we don't see any dependencies, I am a bit at a loss how to debug it. You could either see if there's any previous version which runs fine (in which case we can debug based on what has changed) or we can try to disable all procedural blocks, and then you have to uncomment them one by one and see when the problem occurs. Let me know if you're interested in the latter option (but it means you have to start editing around in the shader code yourself). * Thorsten -- LogMeIn Rescue: Anywhere, Anytime Remote support for IT. Free Trial Remotely access PCs and mobile devices and provide instant support Improve your efficiency, and focus on delivering more value-add services Discover what IT Professionals Know. Rescue delivers http://p.sf.net/sfu/logmein_12329d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- LogMeIn Rescue: Anywhere, Anytime Remote support for IT. Free Trial Remotely access PCs and mobile devices and provide instant support Improve your efficiency, and focus on delivering more value-add services Discover what IT Professionals Know. Rescue delivers http://p.sf.net/sfu/logmein_12329d2d___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Iceland textures
Hi Thorsten - no errors on the console - latest drivers for the ati card (tested with all ati drivers from 2012 for win7 64bit) - the artifacts show up if the landmass shader is over 3 (counting from left / starting with 0) - the artefacts show up if the transition shader is over 1 / at 2 only the airport grass is showing the artefacts - the Atmospheric Scattering seems to work as far i can tell and shows no artefacts, water looks good too. - did not try change the shaders while using Atmospheric Scattering before the iceland commit, only used the default values. Hope that helps. Oliver small video: http://www.youtube.com/watch?v=NOdLtReF4Pk 2012/12/14 Renk Thorsten thorsten.i.r...@jyu.fi This may be too much to be asked, but: * any errors thrown to the console? * do the artefacts go away if you select different quality values for the transition and landmass effects? If yes, at what values does this happen? * are other effects (urban, water,...) in the Atmospheric Scattering framework working correctly? * do you know when the problem appeared - was it specifically after the Iceland commit, or since procedural texturing was introduced in summer? * are there terrain types which do not show flickering, if so which ones? * Thorsten -- LogMeIn Rescue: Anywhere, Anytime Remote support for IT. Free Trial Remotely access PCs and mobile devices and provide instant support Improve your efficiency, and focus on delivering more value-add services Discover what IT Professionals Know. Rescue delivers http://p.sf.net/sfu/logmein_12329d2d___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Iceland textures
Hi Thorsten With an ati 5870 on win7 64bit the transition effect is not working as expected. I get what is best described as fast flickering artifacts... but have a look at the screen shoots yourself. http://i217.photobucket.com/albums/cc283/oliunterderbruecke/flightgear/fgfs%20bugs/fgfs2012-12-1323-40-34-02.jpg http://i217.photobucket.com/albums/cc283/oliunterderbruecke/flightgear/fgfs%20bugs/fgfs2012-12-1323-40-37-19.jpg http://i217.photobucket.com/albums/cc283/oliunterderbruecke/flightgear/fgfs%20bugs/fgfs2012-12-1323-41-10-13.jpg This is with latest git from today. Oliver 2012/12/13 Renk Thorsten thorsten.i.r...@jyu.fi If anyone likes flying in Iceland - the current state of Iceland regional texturing is now on GIT with the region-specific materials file - use with Atmospheric Light Scattering, Transition Effects to max. for best effect - otherwise the endless lava fields and glaciers have very strong tiling artefacts - and procedural texturing helps a lot suppressing those. * Thorsten -- LogMeIn Rescue: Anywhere, Anytime Remote support for IT. Free Trial Remotely access PCs and mobile devices and provide instant support Improve your efficiency, and focus on delivering more value-add services Discover what IT Professionals Know. Rescue delivers http://p.sf.net/sfu/logmein_12329d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- LogMeIn Rescue: Anywhere, Anytime Remote support for IT. Free Trial Remotely access PCs and mobile devices and provide instant support Improve your efficiency, and focus on delivering more value-add services Discover what IT Professionals Know. Rescue delivers http://p.sf.net/sfu/logmein_12329d2d___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FG performance on a modern GPU
2012/11/26 Renk Thorsten thorsten.i.r...@jyu.fi So, some of my impressions of how FG runs on the GeForce 670M (Windows). * in default terrain (I did Nevada, going with the F-16 from KNID to KLSV), all procedural effects in atmospheric light scattering on, some snow on the Sierra Nevada, 120 km max. visibility range, some Cirrus cloud development I got most of the time the framerate indicator locked at 60 fps with dead-constant frame spacing even at 30.000 ft with full visibility range. Occasionally it drops to 30 fps and stays locked there for 10 seconds or so, then jumps up. I don't know if the card needs a cooling break now and then or if it's something else, but it's not affecting the experience at all. I see the same on a hd5870, and the card is rather cold :) But i see the fps drops too. The short fps drops are rather annoying if you fly a helicopter over some detailed scenery that gives you nice flyable 30 - 40 fps and then you get a very short drop to lets say 15fps. * Restarting Advanced Weather seems to have a timing issue for really high framerates. The problem is that Nasal storage arrays are removed with a time delay as to allow loops in the current frame to terminate properly, but then you can't restart the system before the arrays are removed, otherwise it creates arrays in the restart which are removed on cleanup later, so there's a time delay in restarting the system which should allow the system to clean before restart. Works fine with 20 fps, apparently doesn't with 60, no idea why. Anyone else seeing this? Restarting the weather in pause mode does the trick, but I'll have to adjust the time constant I guess. I noticed that after starting up fgfs with metar activated, the normal weather comes up. Now if the normal weather shows rain and i then open the weather menu and switch the advanced weather on with OK the weather is changing, but if advanced weather shows now rain the the wet runways stay wet. If i press the apply button instead the runways change from wet to dry instantly. If i press OK after that all clouds get redrawn again. How is this menu supposed to be operated :) Oliver -- Monitor your physical, virtual and cloud infrastructure from a single web console. Get in-depth insight into apps, servers, databases, vmware, SAP, cloud infrastructure, etc. Download 30-day Free Trial. Pricing starts from $795 for 25 servers or applications! http://p.sf.net/sfu/zoho_dev2dev_nov___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Enabled random buildings in preferences.xml
That error is not exclusive for the random buildings (at least with the win 32bit fgfs). Just try to fly over detailed scenery long enough. With trees enabled the problem shows up sooner. And if you use a heavy airplane like the 787-8 from Omega95, fgfs will run out of memory on startup if you have a detailed scenery. The current win fgfs 32bit makes it impossible to fly a distance without running in this error. Oliver Am 09.06.2012 23:29, schrieb Heiko Schulz: Stuart, I got following error message: Warning: detected OpenGL error 'out of memory' at after RenderBin::draw(..) Heiko -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Terrain Haze v1.3
Actually, no. All that needs to be on is the skydome shader button, no matter altitude or shader settings. When you move water or landmass above 4, the detailed version of the shaders come on. It is possible that the non-detailed version of the shader doesn't run for you either (Emilian told me yesterday of some implementation-specific things which my nVidia unfortunately tolerates without complaint). So my second guess is that you don't have an nVidia card. I tested last night with win7 and xp using ATI cards (winXP - hd3850, win7 64bit hd5870 tested with all ATI drivers since 11.4 beside the latest) and the skydome shader is crashing fgfs. The crash looks like the crash that occours if i enable the generic shader. No console output. Besides that the fps are better then with the standard weather. This is even more noticeable with bad weater (standard 20fps / advanced 55fps). Oliver -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Random Buildings
Emilian suggested I check random vegetation (which generates many more quads), at LOWI with vegetation off/onthe difference is from 50 fps down to 30ish, and quad count goes from 100k to 200k - but nothing like what happens for buildings with draw / GPU time. Interesting to note that vegetation takes the vertex count from 500k to 6 *million*, without anything dying. So I think my card can handle the geometry submission. Did you try that with the LOWI custom scenery? I have the same card and run out of memory (opengl) if i use the trees and a heavy plane like the new 787-8 This never happens with the trees switched off. Oliver -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] updates to nav.dat.gz
The same applies to shipping modified apt.dat files with the Base Package as long as use-custom-scenery-data flag wasn't established as default. Noticed yesterday that the preferences.xml in fgdata does not contain the use-custom-scenery-data part anymore? Is that intentional? Shared models get now loaded from fgdata again (with current git). Oliver -- Better than sec? Nothing is better than sec when it comes to monitoring Big Data applications. Try Boundary one-second resolution app monitoring today. Free. http://p.sf.net/sfu/Boundary-dev2dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Announcing Project Rembrandt
Stunning and more then wonderful. This picture relay makes my day :-D -- Learn Windows Azure Live! Tuesday, Dec 13, 2011 Microsoft is holding a special Learn Windows Azure training event for developers. It will provide a great way to learn Windows Azure and what it provides. You can attend the event by watching it streamed LIVE online. Learn more at http://p.sf.net/sfu/ms-windowsazure ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] More realistic videos
I remember this video showing a nice camera feature. http://www.youtube.com/watch?v=skCsUxFEVukfeature=mfu_in_orderlist=UL Something like this would indeed be nice. Oliver -Ursprüngliche Nachricht- Von: Jon S. Berndt [mailto:jonsber...@comcast.net] Gesendet: Freitag, 22. Juli 2011 14:55 An: 'FlightGear developers discussions' Betreff: [Flightgear-devel] More realistic videos I've noticed sometimes that the videos produced by the flightgear community have some characteristics that make them seem unrealistic - not that they aren't still enjoyable to watch. I look for new ones regularly. I think they could be better, though. There are some things that could be done that might make them appear more realistic, but I have no time or idea how to implement the features. One of the things I think would help is to allow the object being looked at by the camera (ostensibly the target aircraft) to drift from the exact center of the view. Looking at the exact center of the aircraft and keeping it in the center of the view looks artificial. There should be some force pulling the camera aim point back to center on the aircraft, but allowing the camera some delay and slop in exactly tracking the aircraft center would help, I think. And turbulence should be turned on. :-) My $0.02. Jon -- 10 Tips for Better Web Security Learn 10 ways to better secure your business today. Topics covered include: Web security, SSL, hacker attacks Denial of Service (DoS), private keys, security Microsoft Exchange, secure Instant Messaging, and much more. http://www.accelacomm.com/jaw/sfnl/114/51426210/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Storage Efficiency Calculator This modeling tool is based on patent-pending intellectual property that has been used successfully in hundreds of IBM storage optimization engage- ments, worldwide. Store less, Store more with what you own, Move data to the right place. Try It Now! http://www.accelacomm.com/jaw/sfnl/114/51427378/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Shaders
I am running fgfs git a hd5850 on win7... Did a quick check since I did not fly ksfo for a long time. With all shaders applied I get around 38 to 60 fps depending on how much mp players are there. (fair weather) Enabling or disabling the shaders gives a gain of 3fps. Oliver -Ursprüngliche Nachricht- Von: HB-GRAL [mailto:flightg...@sablonier.ch] Gesendet: Montag, 21. März 2011 08:51 An: FlightGear developers discussions Betreff: [Flightgear-devel] Shaders Hi all Can someone point me to the history of latest changes to the default shaders? I am running a ATI 5750 now with 1 GB VRAM and get = 20 fps at default KSFO, like the last three years with much older ATI. What happened, I cant believe. Coming back after some months and looking to the development in the shaders I am a bit disappointed, I spent a lot of work last year to get the shaders working for ATI/OSX. The quality level takes no effect to the framerate, 3d clouds are superb and takes no effect, there must be something wrong again with default shaders. What changes have been introduced here ? And can someone point me a git header where fundamental changes were (re-)made, so I dont have to go thru the whole file history ? Thanks a lot, Yves -- Colocation vs. Managed Hosting A question and answer guide to determining the best fit for your organization - today and in the future. http://p.sf.net/sfu/internap-sfd2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Enable your software for Intel(R) Active Management Technology to meet the growing manageability and security demands of your customers. Businesses are taking advantage of Intel(R) vPro (TM) technology - will your software be a part of the solution? Download the Intel(R) Manageability Checker today! http://p.sf.net/sfu/intel-dev2devmar ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Question about use-custom-scenery-data type=booltrue/use-custom-scenery-data
Using latest git (2011.01.01) on win7/64bit I created a new folder in Models/Airport to store some shared models I develop. I try to reference a .ac file in there Models//Airport/AP_Lights/ runway_light_white.ac from a custom scenery folder / stg file using: OBJECT_SHARED Models/Airport/AP_Lights/runway_light_white.ac I get a unexpected result if use-custom-scenery-data type=booltrue/use-custom-scenery-data is set to true. The model is not loading without a error message. If the file is referenced from a xml file from within the custom scenery folder the model is loaded. If I relocate the .ac file to Models/Airport and use OBJECT_SHARED Models/Airport/runway_light_white.ac the model loads too. If use-custom-scenery-data type=boolfalse/use-custom-scenery-data is set, the file loads as expected without any changes. Is this behaviour a bug or am I doing something wrong? Best regards, Oliver -- Learn how Oracle Real Application Clusters (RAC) One Node allows customers to consolidate database storage, standardize their database environment, and, should the need arise, upgrade to a full multi-node Oracle RAC database without downtime or disruption http://p.sf.net/sfu/oracle-sfdevnl___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] New Weather menu- bugs?
Updated yesterday too… and observed the same. I noticed the setting for the Transition effect seems to be not saved for next fgfs start-up and the LOD Range does not have any effect at all. (at least not on the trees) Since I did not update since august I figured the crop shader is producing a way to white(ish) green. It really used to look like nice crop, but now it looks like someone put a milk cover over it. (I figured there was some discussion at the end of august over the crop been to dark, but that was never the case on my system.) (Using latest binaries from fred on win7 64bit) Best regards, Oliver 2010/9/21 Fred Henry Jr. fbhe...@gmail.com On Tue, Sep 21, 2010 at 6:48 AM, Heiko Schulz aeitsch...@yahoo.de wrote: Hi, Updated my datas and binary just yesterday and noticed that the weather menu isn't maybe not working as expected. For me it is impossible to change the view distance by Z/z-key even when METAR disabled. It isn't possible for me to insert a METAR with manual input- it doesn't react and sets it immediately back. Do I anything wrong, or is this a bug? GIT 09/19/2010, win32 I'm using Git (compiled 4 days ago) on Mac OS X 10.6.4 and observed the same behavior yesterday when attempting to set a crosswind manually with METAR disabled: the values I entered reverted immediately and would not stick. Cheers, Fred H -- Start uncovering the many advantages of virtual appliances and start using them to simplify application deployment and accelerate your shift to cloud computing. http://p.sf.net/sfu/novell-sfdev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Start uncovering the many advantages of virtual appliances and start using them to simplify application deployment and accelerate your shift to cloud computing. http://p.sf.net/sfu/novell-sfdev2dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] dumb git question
I figured to not delete the file and use the revert option. (using tortoisegit on win7) Not sure if there is a better way to do this. Cheers, Oliver _ Von: Curtis Olson [mailto:curtol...@gmail.com] Gesendet: Dienstag, 22. Juni 2010 22:21 An: FlightGear developers discussions Betreff: [Flightgear-devel] dumb git question Here's a dumb git question. Previously with cvs or svn, if I inadvertently removed a file, or screwed up a file really badly and just wanted to start clean with the repository version, I could just remove the file and run cvs/svn update and the missing file would be noticed, and the system would pull the correct version back from the repository. Is there an equivalent or similar way to do this in git? git pull says already up to date. git update says 'update' is not a git command. Thanks, Curt. -- Curtis Olson: http://baron.flightgear.org/~curt/ -- ThinkGeek and WIRED's GeekDad team up for the Ultimate GeekDad Father's Day Giveaway. ONE MASSIVE PRIZE to the lucky parental unit. See the prize list and enter to win: http://p.sf.net/sfu/thinkgeek-promo___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] YASim question - move a fuselage part?
Hi all I am currently working on a update to the v22 ( http://www.flightgear.org/forums/viewtopic.php?f=4 http://www.flightgear.org/forums/viewtopic.php?f=4t=7205 t=7205 ) and run into a question about YASim. I want to implement the engine nacelles fuselage to the YASim fdm, but since it is a tilt rotor aircraft I want to move them according to the tilt position of the rotors. Is this possible in yasim? I already asked this question at the FGFS forum http://www.flightgear.org/forums/viewtopic.php?f=4 http://www.flightgear.org/forums/viewtopic.php?f=4t=7562 t=7562 and a idea for a workaround was suggested, but I thought asking if there is a nicer solution could not hurt. Best regards and thanks for any help, Oliver -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] CVS binary (fred) from 28.03.2010 - freeze without any log entry and freeze with a black screen
Hello Fred Thanks for the quick response and sorry for the unspecified error report... figured today I send that mail instead of saving it. for options shaders: - CVS data matches the binary data (28th) - Shaders are all active (no urban shader), - Options: automatic trees, ai-models, time-noon, horizont-effect, Glanz (whaterver that is), 3d-clouds, terrasync, spectecular reflections, particles, bumpmaped clouds, random vegetation, shadows and i always kill every AppData FGFS folder before changing the version.. why 32bit instead of 64bit: I always try the 32bit version before i try the 64bit version (as far as i understand the 64bit version usses parts of the 32bit versions package) and this time there was no point to do since the 32bit was freezing every 10 - 120 sec. I will disabel the shaders (and every other option one by one) and report back after work... the version from 14th everything was running smothly, no problems running the 32bit or 64bit version (as far as i know the only difference 32 / 64 bit is the capebilety to use more RAM) Thanks for all your great FGFS work and BIG thanks for making those CVS binarys aviable, Oliver 2010/3/30 Frederic Bouvier fredfgf...@free.fr What about shaders and other rendering options ? Are the data in sync with the program ? Is there a rendering option where the problem doesn't arise ? (try to disable shaders one by one) -Fred - Oliver Thurau a écrit : What steps will reproduce the problem? 1. loading FG with any plane at KSFO or Moffet 2. after plane loading switch to outside view and look around 3. FG crashes after a couple of seconds without any log entry and freeze with a black screen. cpu load 100%. terragear seems to still work. What is the expected output? What do you see instead? black screen - need to kill FG to get back to fgrun What version of the product are you using? On what operating system? CVS 32bit with binaries(fred) from 28.03.2010 (matching) / win7 64bit ATI3870 driver ccc10.3 Please provide any additional information below. The CVS binaries version from 14.03.2010 runs good. -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] CVS binary (fred) from 28.03.2010 - freeze without any log entry and freeze with a black screen
Hello Fred After trying the settings i figured the landmass shader causes the crash. After reading the post of the topping I was trying to check out 29 th and 27 and figured I was always getting the same files. It seems my version of tortoise cvs when set to German has issues with the Date. It uses the “Mär” instead of “Mar” and fails and loaded the latest version of the file instead. Grabbed the stable release 1.10.10 from tortoisecvs and I only run into a date error instead of wrong update with the german settings. Changing to English language settings gets me a working update without date error. So sorry for all the fuzz… with the actual version of the CVS data your version works very nice. BIG TIME SORRY. what means no cube map? Best regards and thanks, Oliver 2010/3/30 Frederic Bouvier fredfgf...@free.fr The 20100328 version has the geometry shader code. You should try the landmass shader of marsh 28th that doesn't use it, and then the one of the 29th that use it. And of course try to disable the landmass shader and only that one. Oliver, the relevant options for rendering are those shown by fgfs itself, not those set by fgrun. BTW: There is no cube map inside that build, CVS only. -Fred -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] CVS binary (fred) from 28.03.2010 - freeze without any log entry and freeze with a black screen
Hello Fred Yes the latest data version (30.03.2010) crashes FG. With the data from 28 th and 29 th FGFS runs nice. With the version from 29 th I can see the landmass effect with the price of a huge drop of frame rate (45 fps down to 20 fps). With the version from 30 th the screen goes black as soon as I enable the landmass shader. GPU fan spins up for a moment and goes idle. FGFS seems to still run (sound and terrasync works). I have to kill the program to go back to desktop. This happens on the 32bit and 64bit version. My setup: e8200 at 3.2 GHz / 8 GB Ram / ati hd3870 with driver ccc 10.3 (latest and best from ATI for openGL so far) / win7 64bit / FGFS as mentioned… Thanks, Oliver 2010/3/30 Frederic Bouvier fredfgf...@free.fr I am not sure I understand the situation. Do you mean the last version of the shader crash fgfs ? If it's the case, what is your hardware setup ? what means no cube map? I was replying to a side question earlier in this thread about a patch Vivian mentioned to make the new Lightning F1 work ftp://ftp.abbeytheatre2.org.uk/fgfs/Shader/LightningF1-1.png -Fred - Oliver Thurau a écrit : Hello Fred After trying the settings i figured the landmass shader causes the crash. After reading the post of the topping I was trying to check out 29 th and 27 and figured I was always getting the same files. It seems my version of tortoise cvs when set to German has issues with the Date. It uses the “Mär” instead of “Mar” and fails and loaded the latest version of the file instead. Grabbed the stable release 1.10.10 from tortoisecvs and I only run into a date error instead of wrong update with the german settings. Changing to English language settings gets me a working update without date error. So sorry for all the fuzz… with the actual version of the CVS data your version works very nice. BIG TIME SORRY. what means no cube map? Best regards and thanks, Oliver 2010/3/30 Frederic Bouvier fredfgf...@free.fr The 20100328 version has the geometry shader code. You should try the landmass shader of marsh 28th that doesn't use it, and then the one of the 29th that use it. And of course try to disable the landmass shader and only that one. Oliver, the relevant options for rendering are those shown by fgfs itself, not those set by fgrun. BTW: There is no cube map inside that build, CVS only. -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] CVS binary (fred) from 28.03.2010 - freeze without any log entry and freeze with a black screen
What steps will reproduce the problem? 1. loading FG with any plane at KSFO or Moffet 2. after plane loading switch to outside view and look around 3. FG crashes after a couple of seconds without any log entry and freeze with a black screen. cpu load 100%. terragear seems to still work. What is the expected output? What do you see instead? black screen - need to kill FG to get back to fgrun What version of the product are you using? On what operating system? CVS 32bit with binaries(fred) from 28.03.2010 (matching) / win7 64bit ATI3870 driver ccc10.3 Please provide any additional information below. The CVS binaries version from 14.03.2010 runs good. -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel