Re: [Flightgear-devel] Further 3D Clouds updates

2008-11-26 Thread Stuart Buchanan
Frederic Bouvier wrote:

 I cheched your patch in but I still have the checkerboard :
 http://frbouvi.free.fr/flightsim/fgfs_clouds_checker.jpg
 but only when the weather scenario is set to none.
 
 -Fred

Thanks for checking in all my patches. 

I'm aware that there are still checkerboard issues. That's next on my list :)

-Stuart



  

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Re: [Flightgear-devel] Further 3D Clouds updates

2008-11-26 Thread Markus Zojer
Well, just tested, very nice, I withnessed an improvement in performance.

My specs: Athlon XP2000, 768MB ram, NVidia FX 5900 @ 1680x1050 (system: 
linux with nvidia drivers), no AA

Using: sg + fg cvs, OSG 2.7.5; everything enabled, custom settings, 
using metar, no ai/mp planes around


Startup:  30fps 2D/ 20fps 3D (clouds at 6000ft, scattered, thickness 600ft)

Flying 400ft/440knots: 26fps 2D/ 19fps 3D (clouds at 6000ft, scattered, 
thickness 600ft)

Flying 6300ft/440knots: 35fps 2d/ 11-22fps (clouds at 6000ft, scattered, 
thickness 600ft)
Note: Flying within the clouds resulted in 22fps, getting very close or 
through clouds 11fps


Changing conditions:

Low vis (7000m), clouds at 8000ft(broken) and 4000ft(broken), thickness 
600ft

Flying @ 8000ft/440knots: 14fps 2D/ 6fps 3D

 Low vis being also a frame rate killer?


Changing conditions:

Vis (25000m), clouds at 5500ft(broken), thickness 600ft

Flying @ 8000ft/440knots: 25fps 2D/ 16fps 3D

Flying @ 6000ft/440knots: 20fps 2D/ 12fps 3D

Hope this helps a bit,
Markus


Stuart Buchanan wrote:
 Stuart Buchanan wrote:
   
 Vivian Meazza wrote:

 
 And I have yet to see any 3d clouds. Any clues on where I should be looking
 (yes the box is checked :-))
   
 Something has changed in the environment manager which means that clouds 
 generateion is now inconsistent. I'm still tracking it down, as my recent 
 changes shouldn't have affected this. 
 

 Well, the cause was a bug in my code, but it didn't expose itself until we 
 moved
 to multiple cameras. The attached patch fixes the problem.

 I've also put in a new heuristic to improve the frame-rate. Clouds that are 
 already sorted
 are likely to still be sorted in subsequent frames. Therefore I've put in a 
 back-off
 mechanism for the bubble-sort pass. This should mean that if you stay 
 completely 
 stationary, once the clouds become sorted they will eventually only perform a
 bubble sort pass every 128 frames.

 It would be good to get a feel for how bad performance is with 3D clouds. At 
 the moment
 I don't have a handle on whether performance is almost good enough, or 
 completely 
 unacceptable. I'd appreciate it if people would post their observations, 
 providing 
 details of their machine spec, graphics options and the frame-rate with and 
 without 3D clouds - ideally with a description of the general load on the 
 machine.

 Thanks,

 -Stuart


   
 

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Re: [Flightgear-devel] Further 3D Clouds updates

2008-11-26 Thread Matthew Tippett
I haven't applied the patch yet, so I can't give full specs.  With CVS
as of a few days ago, I did notice that OSG attributed almost double
the 'update' time with 3D clouds on.

I assume that Tim can comment on what The 'update' time is.  I assume
this means that (at least prior to your patch) the 3D clouds is
current CPU limited.

I can't comment on the 'draw' time difference, although it does appear
that there are now extra 'cameras' in the last few weeks.  On my
multi-GPU system I used to have num-displays+1, now I seem to have
num-displays*2.  Is this expected?  For multi-display, this would have
an impac on framerate (particular with the serialized mode that is
default.  I'll discuss more fully in a different email - I just wanted
to touch this here in case it is clouds related.

Regards... Matthew


On 11/26/08, Markus Zojer [EMAIL PROTECTED] wrote:
 Well, just tested, very nice, I withnessed an improvement in performance.

 My specs: Athlon XP2000, 768MB ram, NVidia FX 5900 @ 1680x1050 (system:
 linux with nvidia drivers), no AA

 Using: sg + fg cvs, OSG 2.7.5; everything enabled, custom settings,
 using metar, no ai/mp planes around


 Startup:  30fps 2D/ 20fps 3D (clouds at 6000ft, scattered, thickness 600ft)

 Flying 400ft/440knots: 26fps 2D/ 19fps 3D (clouds at 6000ft, scattered,
 thickness 600ft)

 Flying 6300ft/440knots: 35fps 2d/ 11-22fps (clouds at 6000ft, scattered,
 thickness 600ft)
 Note: Flying within the clouds resulted in 22fps, getting very close or
 through clouds 11fps


 Changing conditions:

 Low vis (7000m), clouds at 8000ft(broken) and 4000ft(broken), thickness
 600ft

 Flying @ 8000ft/440knots: 14fps 2D/ 6fps 3D

  Low vis being also a frame rate killer?


 Changing conditions:

 Vis (25000m), clouds at 5500ft(broken), thickness 600ft

 Flying @ 8000ft/440knots: 25fps 2D/ 16fps 3D

 Flying @ 6000ft/440knots: 20fps 2D/ 12fps 3D

 Hope this helps a bit,
 Markus


 Stuart Buchanan wrote:
 Stuart Buchanan wrote:

 Vivian Meazza wrote:


 And I have yet to see any 3d clouds. Any clues on where I should be
 looking
 (yes the box is checked :-))

 Something has changed in the environment manager which means that clouds
 generateion is now inconsistent. I'm still tracking it down, as my recent

 changes shouldn't have affected this.


 Well, the cause was a bug in my code, but it didn't expose itself until we
 moved
 to multiple cameras. The attached patch fixes the problem.

 I've also put in a new heuristic to improve the frame-rate. Clouds that
 are already sorted
 are likely to still be sorted in subsequent frames. Therefore I've put in
 a back-off
 mechanism for the bubble-sort pass. This should mean that if you stay
 completely
 stationary, once the clouds become sorted they will eventually only
 perform a
 bubble sort pass every 128 frames.

 It would be good to get a feel for how bad performance is with 3D clouds.
 At the moment
 I don't have a handle on whether performance is almost good enough, or
 completely
 unacceptable. I'd appreciate it if people would post their observations,
 providing
 details of their machine spec, graphics options and the frame-rate with
 and
 without 3D clouds - ideally with a description of the general load on the
 machine.

 Thanks,

 -Stuart



 

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Re: [Flightgear-devel] Further 3D Clouds updates

2008-11-26 Thread Heiko Schulz
Hi,


 Well, just tested, very nice, I withnessed an improvement in
 performance.
 
 My specs: Athlon XP2000, 768MB ram, NVidia FX 5900 @
 1680x1050 (system: 
 linux with nvidia drivers), no AA
 
 Using: sg + fg cvs, OSG 2.7.5; everything enabled, custom
 settings, 
 using metar, no ai/mp planes around
 
 
 Startup:  30fps 2D/ 20fps 3D (clouds at 6000ft, scattered,
 thickness 600ft)
 
 Flying 400ft/440knots: 26fps 2D/ 19fps 3D (clouds at
 6000ft, scattered, 
 thickness 600ft)
 
 Flying 6300ft/440knots: 35fps 2d/ 11-22fps (clouds at
 6000ft, scattered, 
 thickness 600ft)
 Note: Flying within the clouds resulted in 22fps, getting
 very close or 
 through clouds 11fps
 
 
 Changing conditions:
 
 Low vis (7000m), clouds at 8000ft(broken) and
 4000ft(broken), thickness 
 600ft
 
 Flying @ 8000ft/440knots: 14fps 2D/ 6fps 3D
 
  Low vis being also a frame rate killer?
 
 
 Changing conditions:
 
 Vis (25000m), clouds at 5500ft(broken), thickness 600ft
 
 Flying @ 8000ft/440knots: 25fps 2D/ 16fps 3D
 
 Flying @ 6000ft/440knots: 20fps 2D/ 12fps 3D
 
 Hope this helps a bit,
 Markus
 
 
Here comes my test:
Intel DualCore E6750 2.66 Ghz 3,6 GB RAM Nvidia 8800GT @1280x768 full AA

FGFS-OSG win32 built by Fred from 11/26/2008 everything enabled  Real wether 
fetch, framerate-throttle at 60fps

Startup on TNCM:  60fps 2D/ 49fps 3D (fair weather, visibility: 25000m )

Flying 400ft/440knots: 60fps 2D/ 53fps 3D (fair weather, visibility: 25000m)

Flying 6300ft/440knots: 60ps 2d/ 60fps (fair weather, visibility: 25000m)

Note: Flying within the clouds no reducing of fps visible

No with METAR enabled:
LSZH startup cloud base at 1304ft thickness 600ft
38fps 2D/ 21fps 3d (visibility: 8000m)

LSZH heading 160 8500ft altitude cloud base 1304ft thickness 600ft
48fps 2d/ 20fps 3d (visibility: 8000m)

The same for beeing in the air about 2400-6500 ft altitude

scattered cloudlayer seems to be a framerate-killer


So I noticed the same like Markus: increasing visibility increases the fps! 


Regarding the ugly-borders: together with increasing visibility (decreasing 
fog) and better texture (third version in developement here on my pc) the 
ugly-borders nearly disappear and the clouds looks much better (fewer ugly 
edges in the clouds- sorting looks much better; much softer shading!)

Is there a way to exclude the 3d-clouds by overdrawn from the fog? (like it is 
possible with the terrain?)
http://www.flightgear.org/forums/download/file.php?id=382

Regards
HHS







  

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Re: [Flightgear-devel] Further 3D Clouds updates

2008-11-25 Thread Stuart Buchanan
Stuart Buchanan wrote:
 Vivian Meazza wrote:
 
  And I have yet to see any 3d clouds. Any clues on where I should be looking
  (yes the box is checked :-))
 
 Something has changed in the environment manager which means that clouds 
 generateion is now inconsistent. I'm still tracking it down, as my recent 
 changes shouldn't have affected this. 

Well, the cause was a bug in my code, but it didn't expose itself until we moved
to multiple cameras. The attached patch fixes the problem.

I've also put in a new heuristic to improve the frame-rate. Clouds that are 
already sorted
are likely to still be sorted in subsequent frames. Therefore I've put in a 
back-off
mechanism for the bubble-sort pass. This should mean that if you stay 
completely 
stationary, once the clouds become sorted they will eventually only perform a
bubble sort pass every 128 frames.

It would be good to get a feel for how bad performance is with 3D clouds. At 
the moment
I don't have a handle on whether performance is almost good enough, or 
completely 
unacceptable. I'd appreciate it if people would post their observations, 
providing 
details of their machine spec, graphics options and the frame-rate with and 
without 3D clouds - ideally with a description of the general load on the 
machine.

Thanks,

-Stuart


  

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Re: [Flightgear-devel] Further 3D Clouds updates

2008-11-24 Thread Vivian Meazza
Frederic Bouvier wrote

 
  Attached is a small patch for 3D clouds.
 
  It provide the following:
  1) Proper spherical distribution of sprites (previously they were
 distributed cylindrically - whoops)
  2) Better shading, so the bottom of the cloud is darker than the top.
  3) Fixed a couple of texture sizing bugs.
 
  I don't think any of these are controversial, so if someone would commit
 it, I'd be grateful.
 
 
 I applied your patch. I noticed this message being repeated endlessly
 when clouds are activated :
 
 Warning: detected OpenGL error 'valeur non valide' after
 RenderBin::draw(,)
 
 I also noticed that even in the Thunderstorm scenario, the cloud
 coverage is very sparse. Maybe the message tells us it doesn't draw
 every cloud instance. In fair weather, I have no clouds ( my cloud
 density is set at 100% in the rendering options )
 

I've just applied he latest Sg patch on Win XP/msvc9; builds without error.
I still get: 

Warning: detected OpenGL error 'invalid value' after RenderBin::draw(,)
RenderStage::drawInner(,) FBO status= 0x8cd5


And I have yet to see any 3d clouds. Any clues on where I should be looking
(yes the box is checked :-))


Vivian 



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Re: [Flightgear-devel] Further 3D Clouds updates

2008-11-24 Thread Sébastien MARQUE
Hi,

just to say that the detected OpenGL error is not new for me and is 
here from much more than one year (always built from cvs sources), I 
also remember that about one year later someone said to use grep -v to 
avoid the ugly output on the terminal, which I currently do with a 
launch bash script from this time (I think it was on IRC channel).

best regards
seb.

Vivian Meazza wrote :
 Frederic Bouvier wrote
 

 I applied your patch. I noticed this message being repeated endlessly
 when clouds are activated :

 Warning: detected OpenGL error 'valeur non valide' after
 RenderBin::draw(,)

 I also noticed that even in the Thunderstorm scenario, the cloud
 coverage is very sparse. Maybe the message tells us it doesn't draw
 every cloud instance. In fair weather, I have no clouds ( my cloud
 density is set at 100% in the rendering options )

 
 I've just applied he latest Sg patch on Win XP/msvc9; builds without error.
 I still get: 
 
 Warning: detected OpenGL error 'invalid value' after RenderBin::draw(,)
 RenderStage::drawInner(,) FBO status= 0x8cd5
 
 
 And I have yet to see any 3d clouds. Any clues on where I should be looking
 (yes the box is checked :-))
 
 
 Vivian 
 
 
 
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Re: [Flightgear-devel] Further 3D Clouds updates

2008-11-23 Thread Frederic Bouvier
Hi Stuart,

Stuart Buchanan a écrit :
 Hi All,

 Attached is a small patch for 3D clouds.

 It provide the following:
 1) Proper spherical distribution of sprites (previously they were distributed 
 cylindrically - whoops)
 2) Better shading, so the bottom of the cloud is darker than the top.
 3) Fixed a couple of texture sizing bugs.

 I don't think any of these are controversial, so if someone would commit it, 
 I'd be grateful.
   

I applied your patch. I noticed this message being repeated endlessly
when clouds are activated :

Warning: detected OpenGL error 'valeur non valide' after RenderBin::draw(,)

I also noticed that even in the Thunderstorm scenario, the cloud
coverage is very sparse. Maybe the message tells us it doesn't draw
every cloud instance. In fair weather, I have no clouds ( my cloud
density is set at 100% in the rendering options )

-Fred

-- 
Frédéric Bouvier
http://my.fotolia.com/frfoto/   Photo gallery
http://fgsd.sourceforge.net/FlightGear Scenery Designer


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Re: [Flightgear-devel] Further 3D Clouds updates

2008-11-23 Thread Stuart Buchanan
Frederic Bouvier wrote:
 I applied your patch. I noticed this message being repeated endlessly
 when clouds are activated :
 
 Warning: detected OpenGL error 'valeur non valide' after RenderBin::draw(,)

I'm not sure what is going on here. I'm seeing the same warning, but I haven't 
yet
managed to track it down.

 I also noticed that even in the Thunderstorm scenario, the cloud
 coverage is very sparse. Maybe the message tells us it doesn't draw
 every cloud instance. 

Possibly, though there is an existing bug that not all cloud tiles are being 
drawn.

 In fair weather, I have no clouds ( my cloud
 density is set at 100% in the rendering options )

This is a new bug, but I don't think it has been introduced by the patch.

Still working on it :)

-Stuart



  

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Re: [Flightgear-devel] Further 3D Clouds updates

2008-11-23 Thread Stuart Buchanan
Frederic Bouvier wrote:
 Stuart Buchanan a écrit :
  Hi All,
 
  Attached is a small patch for 3D clouds.
 
  It provide the following:
  1) Proper spherical distribution of sprites (previously they were 
  distributed 
 cylindrically - whoops)
  2) Better shading, so the bottom of the cloud is darker than the top.
  3) Fixed a couple of texture sizing bugs.
 
  I don't think any of these are controversial, so if someone would commit 
  it, 
 I'd be grateful.
   
 
 I applied your patch. I noticed this message being repeated endlessly
 when clouds are activated :
 
 Warning: detected OpenGL error 'valeur non valide' after RenderBin::draw(,)

Fixed in the patch below. For some reason the shader didn't like index 16 being 
used...

The patch also fixes the chequer-board effect that was causing very sparse 
cloud cover.

I've still to work out why the Fair Weather scenario isn't displaying clouds 
consistently. 

-Stuart

Index: CloudShaderGeometry.hxx
===
RCS file: 
/var/cvs/SimGear-0.3/source/simgear/scene/sky/CloudShaderGeometry.hxx,v
retrieving revision 1.3
diff -u -p -r1.3 CloudShaderGeometry.hxx
--- CloudShaderGeometry.hxx23 Nov 2008 12:14:57 -1.3
+++ CloudShaderGeometry.hxx24 Nov 2008 01:19:56 -
@@ -42,12 +42,12 @@ class CloudShaderGeometry : public osg::
 {
 public:
 
+const static unsigned int CLOUD_HEIGHT = 10;
 const static unsigned int TEXTURE_INDEX_X = 11;
 const static unsigned int TEXTURE_INDEX_Y = 12;
 const static unsigned int WIDTH = 13;
 const static unsigned int HEIGHT = 14;
 const static unsigned int SHADE = 15;
-const static unsigned int CLOUD_HEIGHT = 16;
 
 CloudShaderGeometry()
 { 
Index: cloudfield.cxx
===
RCS file: /var/cvs/SimGear-0.3/source/simgear/scene/sky/cloudfield.cxx,v
retrieving revision 1.22
diff -u -p -r1.22 cloudfield.cxx
--- cloudfield.cxx23 Nov 2008 12:14:56 -1.22
+++ cloudfield.cxx24 Nov 2008 01:19:56 -
@@ -157,14 +157,16 @@ SGCloudField::SGCloudField() :
 }
 }
 
+int leafs = QUADTREE_SIZE / BRANCH_SIZE;
+
 for (int x = 0; x  QUADTREE_SIZE; x++) {
 for (int y = 0; y  QUADTREE_SIZE; y++) {
 field_group[x][y]= new osg::Switch;
 field_group[x][y]-setName(3D cloud group);
 
 // Work out where to put this node in the quad tree
-int i = (int) (BRANCH_SIZE * ((float) x) / ((float) 
QUADTREE_SIZE));
-int j = (int) (BRANCH_SIZE * ((float) y) / ((float) 
QUADTREE_SIZE));
+int i = x / leafs;
+int j = y / leafs;
 quad[i][j]-addChild(field_group[x][y].get(), 0.0f, 2.0f);
 }
 }


  

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[Flightgear-devel] Further 3D Clouds updates

2008-11-22 Thread Stuart Buchanan
Hi All,

Attached is a small patch for 3D clouds.

It provide the following:
1) Proper spherical distribution of sprites (previously they were distributed 
cylindrically - whoops)
2) Better shading, so the bottom of the cloud is darker than the top.
3) Fixed a couple of texture sizing bugs.

I don't think any of these are controversial, so if someone would commit it, 
I'd be grateful.

Thanks,

-Stuart



  

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Description: GNU Zip compressed data
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