Re: [Flightgear-devel] Iceland textures

2013-02-28 Thread Oliver Thurau
  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.
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Re: [Flightgear-devel] Iceland textures

2013-02-15 Thread Oliver Thurau
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.

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Re: [Flightgear-devel] Iceland textures

2012-12-31 Thread Oliver Thurau
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

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Re: [Flightgear-devel] Iceland textures

2012-12-22 Thread Oliver Thurau
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

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Re: [Flightgear-devel] Iceland textures

2012-12-14 Thread Oliver Thurau
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

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Re: [Flightgear-devel] Iceland textures

2012-12-13 Thread Oliver Thurau
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

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Re: [Flightgear-devel] FG performance on a modern GPU

2012-11-26 Thread Oliver Thurau
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
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Re: [Flightgear-devel] Enabled random buildings in preferences.xml

2012-06-11 Thread Oliver Thurau
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


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

2012-04-30 Thread Oliver Thurau
 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
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Re: [Flightgear-devel] Random Buildings

2012-04-25 Thread Oliver Thurau
 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
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Re: [Flightgear-devel] updates to nav.dat.gz

2012-04-11 Thread Oliver Thurau
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
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Re: [Flightgear-devel] Announcing Project Rembrandt

2011-12-17 Thread Oliver Thurau
Stunning and more then wonderful.
This picture relay makes my day :-D

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Re: [Flightgear-devel] More realistic videos

2011-07-25 Thread Oliver Thurau
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
 
 
 
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Re: [Flightgear-devel] Shaders

2011-03-21 Thread Oliver Thurau
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 can’t 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
 
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[Flightgear-devel] Question about use-custom-scenery-data type=booltrue/use-custom-scenery-data

2011-01-02 Thread Oliver Thurau
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
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Re: [Flightgear-devel] New Weather menu- bugs?

2010-09-21 Thread Oliver Thurau
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





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Re: [Flightgear-devel] dumb git question

2010-06-22 Thread Oliver Thurau
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.
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[Flightgear-devel] YASim question - move a fuselage part?

2010-04-13 Thread Oliver Thurau
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
 
 
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Re: [Flightgear-devel] CVS binary (fred) from 28.03.2010 - freeze without any log entry and freeze with a black screen

2010-03-30 Thread Oliver Thurau
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.


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Re: [Flightgear-devel] CVS binary (fred) from 28.03.2010 - freeze without any log entry and freeze with a black screen

2010-03-30 Thread Oliver Thurau
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



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Re: [Flightgear-devel] CVS binary (fred) from 28.03.2010 - freeze without any log entry and freeze with a black screen

2010-03-30 Thread Oliver Thurau
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

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 http://www.youtube.com/user/fgfred64   Videos



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[Flightgear-devel] CVS binary (fred) from 28.03.2010 - freeze without any log entry and freeze with a black screen

2010-03-29 Thread Oliver Thurau
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.
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