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...

2012-04-14 Thread Gene Buckle
On Sat, 14 Apr 2012, Frederic Bouvier wrote:


 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)

Ok. :)  I noticed the Anteworld demo of Outerra has the same issue when I 
was fiddling with it yesterday.  The heavy filtering does help quite a 
bit, but there should be some way to eliminate that jitter.  It's a shame 
we can't just slow the planet down. :D

g.


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

2012-04-13 Thread Renk Thorsten


 I have the same bug when the skydome scattering shader is enable.
 Are you sure you have disable skydome scattering shader ?

Look, I literally wrote the part of the effect file that controls what shaders 
run when the skydome shader is enabled and what shaders don't, I did a fair 
share of the skydome shader code, and I know very well how it looks like when 
it's on. So may we assume for the purpose of the discussion that when I say the 
skydome shader is off, it is actually off? Otherwise I feel we'll not get 
anywhere. 

 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

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.

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

Okay, thanks, that's helpful. My flickering is a bit worse than in the first 
case in this video, but not much. The filtering seems to improve things a lot - 
what's the downside of it?

Cheers,

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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] Now Rembrandt here...

2012-04-13 Thread Arnt Karlsen
On Fri, 13 Apr 2012 06:23:23 +, Renk wrote in message 
e495a106ff5f31448739e79d34138c190ec04...@mbs3.ad.jyu.fi:

  Here is a video with a steady view to see shadow stability.
 
 Okay, thanks, that's helpful. My flickering is a bit worse than in
 the first case in this video, but not much. 

..what happens if you run your video card at a slower frame rate?


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

2012-04-13 Thread 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?

g.

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

2012-04-12 Thread Renk Thorsten
 I think that is what we have for now.  You can do better by increasing  
 your shadow map size to 8192 or 16384, but at the 16384 resolution my
 performance goes into the tank, and at 8192, there are still many shadow
 artifacts due to lack of resolution.  (clearly blocky/xelated/aliasing
 edges, something that looks like z-buffer fighting for objects further  
 way, etc.)  Hopefully this will improve with future tuning. 

Okay, just to be sure, I've now also compared what I see to the IAR-80 on 
Vinson video by Fred and to the Cub flying around Kufstein video by HHS. I'm 
seeing a number of issues:

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.

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?

4) Fred's IAR-80 video has the camera circling around an IAR-80 parked on the 
Vinson. I tried to do this as well, but for me the effect comes out very 
differently. The amount of shadow I see depends on the angle of the view axis 
with the sunlight direction - under some angles I see dark shadows, under some 
angles I see no shadows at all whereas in the video the shadows behave as 
expected, i.e. they stay the same independent of view angle. Under some angles 
(sun in my back) I also get a whiteout of bright textures. I haven't seen this 
issue in any of the videos, but it likewise looks very unrealistic - I watch an 
object, and as I overfly it, the shadow goes away... 

(Needless to say, I've switched any lightfield rendering scheme which would 
interfere off... Also, most tests I've done with FGData master rather than my 
customized branch)

As I said earlier, I respect the amount of work which has gone into that very 
much and I'm also aware that this is brand new technology with some quirks to 
be sorted out. But at least I can't really work with it or fly the state which 
is on my system. So - since it's not working here - can I help in any way to 
pin down the issues and so help you fixing them?

Cheers,

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

2012-04-12 Thread 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)

James


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

2012-04-12 Thread Vivian Meazza
Thorsten wrote:

  I think that is what we have for now.  You can do better by increasing
  your shadow map size to 8192 or 16384, but at the 16384 resolution my
  performance goes into the tank, and at 8192, there are still many
  shadow artifacts due to lack of resolution.  (clearly
  blocky/xelated/aliasing edges, something that looks like z-buffer
  fighting for objects further way, etc.)  Hopefully this will improve
with
 future tuning.
 
 Okay, just to be sure, I've now also compared what I see to the IAR-80 on
 Vinson video by Fred and to the Cub flying around Kufstein video by HHS.
I'm
 seeing a number of issues:
 
 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.
 
 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?
 
 4) Fred's IAR-80 video has the camera circling around an IAR-80 parked on
the
 Vinson. I tried to do this as well, but for me the effect comes out very
 differently. The amount of shadow I see depends on the angle of the view
 axis with the sunlight direction - under some angles I see dark shadows,
 under some angles I see no shadows at all whereas in the video the shadows
 behave as expected, i.e. they stay the same independent of view angle.
 Under some angles (sun in my back) I also get a whiteout of bright
textures. I
 haven't seen this issue in any of the videos, but it likewise looks very
 unrealistic - I watch an object, and as I overfly it, the shadow goes
away...
 

The disappearing shadow was caused by the sun camera and range animation and
was fixed a while back - can you confirm that you are using the very latest
fg/sg/fgdata? And it's probably worth checking that you have the very latest
nVidia drivers. It looks to me as if you are pushing the very limits of your
GPU; I think you might have to accept that you are not going to be able to
use the added facilities provided by Rembrandt.


Vivian

Vivian



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

2012-04-12 Thread Erik Hofman
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.

Erik


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

2012-04-12 Thread Erik Hofman
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.

Erik


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

2012-04-12 Thread Renk Thorsten
 The disappearing shadow was caused by the sun camera and range animation  
 and was fixed a while back - can you confirm that you are using the very  
 latest fg/sg/fgdata? And it's probably worth checking that you have the very  
 latest nVidia drivers. 

FG, SG and FGData are pulled and compiled as of yesterday noon, should be 
recent enough.

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.

 It looks to me as if you are pushing the very limits of  
 your GPU; I think you might have to accept that you are not going to be able  
 to use the added facilities provided by Rembrandt.

I have no problem with that (modulo the concerns I expressed yesterday) - I'm 
just trying to determine how my time is best spent. If there's a consensus that 
my GPU isn't up to the job, then I'll extend my atmosphere rendering framework 
for non-Rembrandt rendering and if anyone wants it in Rembrandt someone else 
has to port it because I can't develop something when I can't see the results.  
If Rembrandt can be made to work on my machine, then I can write stuff within 
the Rembrandt framework at some point. That's all there is to it.

Cheers,

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

2012-04-12 Thread Erik Hofman
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.

Erik


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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 Erik Hofman
On Thu, 2012-04-12 at 10:43 +0200, Erik Hofman wrote:
 even GL_RGB16 works.

And therefore I propose this patch.

Erik
diff --git a/src/Main/renderer.cxx b/src/Main/renderer.cxx
index 1c6e77b..1c5ea0a 100644
--- a/src/Main/renderer.cxx
+++ b/src/Main/renderer.cxx
@@ -65,6 +65,7 @@
 #include osgViewer/Renderer
 
 #include simgear/math/SGMath.hxx
+#include simgear/screen/extensions.hxx
 #include simgear/scene/material/matlib.hxx
 #include simgear/scene/material/EffectCullVisitor.hxx
 #include simgear/scene/material/Effect.hxx
@@ -735,7 +736,7 @@ void buildDeferredBuffers( flightgear::CameraInfo* info, int shadowMapSize, bool
 if (normal16)
 info-addBuffer(flightgear::RenderBufferInfo::NORMAL_BUFFER, buildDeferredBuffer( 0x822C /*GL_RG16*/, 0x8227 /*GL_RG*/, GL_UNSIGNED_SHORT, osg::Texture::CLAMP_TO_BORDER) );
 else
-info-addBuffer(flightgear::RenderBufferInfo::NORMAL_BUFFER, buildDeferredBuffer( GL_RGBA8, GL_RGBA, GL_UNSIGNED_SHORT, osg::Texture::CLAMP_TO_BORDER) );
+info-addBuffer(flightgear::RenderBufferInfo::NORMAL_BUFFER, buildDeferredBuffer( GL_RGB16, GL_RGB, GL_UNSIGNED_SHORT, osg::Texture::CLAMP_TO_BORDER) );
 
 info-addBuffer(flightgear::RenderBufferInfo::DIFFUSE_BUFFER, buildDeferredBuffer( GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, osg::Texture::CLAMP_TO_BORDER) );
 info-addBuffer(flightgear::RenderBufferInfo::SPEC_EMIS_BUFFER, buildDeferredBuffer( GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, osg::Texture::CLAMP_TO_BORDER) );
@@ -1356,7 +1357,10 @@ FGRenderer::buildDeferredPipeline(flightgear::CameraGroup* cgroup, unsigned flag
 osg::GraphicsContext* gc)
 {
 CameraInfo* info = new CameraInfo(flags);
-	buildDeferredBuffers( info, _shadowMapSize, !fgGetBool(/sim/rendering/no-16bit-buffer, false ) );
+
+bool gl_ext_texture_rg = SGIsOpenGLExtensionSupported(GL_ARB_texture_rg) 
+   !fgGetBool(/sim/rendering/no-16bit-buffer, false );
+	buildDeferredBuffers( info, _shadowMapSize, gl_ext_texture_rg );
 
 osg::Camera* geometryCamera = buildDeferredGeometryCamera( info, gc );
 cgroup-getViewer()-addSlave(geometryCamera, false);
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Re: [Flightgear-devel] Now Rembrandt here...

2012-04-12 Thread Erik Hofman
On Thu, 2012-04-12 at 11:02 +0200, Frederic Bouvier wrote:
  De: Erik Hofman e...@ehofman.com
  even GL_RGB16 works.
 
 For all the buffers or only the normal buffer ?

I only tested 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 ?

It's a NVidia GeForce 9600GT

 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.

Erik


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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 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'.

Erik


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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 Erik Hofman
On Thu, 2012-04-12 at 11:35 +0200, Frederic Bouvier wrote:
  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

 Updates are now for newer cards

Hm, according to this site the 195.36.24 driver does support
GL_ARB_texture_rg for Linux:
http://feedback.wildfiregames.com/report/opengl/device/GeForce%209600%
20GT

But I still have version 173.14.22

Erik


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

2012-04-12 Thread Erik Hofman
On Thu, 2012-04-12 at 11:31 +0200, Erik Hofman wrote:
 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?

Ah the 32-bit drivers don't support this extension while the 64-bit
drivers do.

Erik


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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 Emilian Huminiuc
On Thursday 12 April 2012 11:24:23 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 ?
 
 Regards,
 -Fred
 
 
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I've got an 8600GT non mobile, and it works just fine(minus the perf hit with 
shadows on, due to the huge vertex number in the suncamera scene). I'm using 
the latest driver 253.40 as of yesterday. Might be a good idea to update the 
drivers.
On Linux they support any cards from the 6xxx series up with this branch of 
drivers, while fx and older are supposed to use the older driver series.

HTH,
Emilian

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[Flightgear-devel] Now Rembrandt here...

2012-04-12 Thread Clement de l'Hamaide

 The amount of shadow I see depends on the angle of the view axis 

 with the sunlight direction - under some angles I see dark 
 shadows, under some 
angles I see no shadows at all

Hi Thorsten,
I have the same bug when the skydome scattering shader is enable.
Are you sure you have disable skydome scattering shader ?

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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 Renk Thorsten
 The first line says it all.

Okay... so what does it mean?

 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...) .

 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.

Can't do - this is a SONY VAIO laptop, which means you don't get to set 
anything relevant  in the BIOS unless you start hacking it. :-(

Somehow I have the feeling that this isn't a memory problem though. 
Experimenting with Earthview, I can load a sphere textured with 5 4096x4096 and 
11 2048x2048 texture sheets allright without bothering with any smart texture 
management in addition to a normal Flightgear scenery and it works just fine - 
going through the numbers, that's quite a lot of raw data to be stored 
somewhere.

My GPU isn't exactly new, but given what cloud and weather I can run and what 
others get as framerates out of the same scene, it is still rather competitive 
and probably better than what most people in the forum run (i.e. those who 
don't invest in a dedicated high-end GPU).

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.

Cheers,

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

2012-04-11 Thread 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?
 
  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...) .

In fact I have the same problem with a AMD-X2/3Ghz with 2Gb memory and a
GeForce 9600GT:

fgfs --enable-rembrandt --prop:/sim/rendering/shadows/map-size=1024
--geometry=800x60
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cd6
Warning: RenderStage::runCameraSetUp(State) Pbuffer does not support
multiple color outputs.

Erik


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

2012-04-11 Thread 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?
 
  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

Erik


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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 Renk Thorsten
 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.

Sorry if that came across the wrong way. I am well aware of this - I am 
probably more worried about aircraft and/or scenery being converted and 
committed at this stage than about project Rembrandt as such, since the default 
renderer is working just fine. What also bothers me is the attitude I've come 
across with other people (not you!) which goes like 'Don't bother writing 
something for the 2.6 renderer because Rembrandt will be there.' - which sounds 
more like replacement than optional. I'm also observing statements being made 
in the forum by various people - some are rather cautious, others raise 
expectations for a release which may backfire badly if there turn out to be 
issues with many cards. So I'm not writing this out of the blue.

Personally, I can live without shadows if my GPU turns out not to support this 
at all in the end - but I can't really if all aircraft at night use Rembrandt 
in a non-optional way and all I get to see with default rendering is darkness. 
And so on.

I'll explore your suggestions and let you know what happens.

Cheers,

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

2012-04-11 Thread 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).

Erik
diff --git a/src/Main/renderer.cxx b/src/Main/renderer.cxx
index a4848d3..9f4ed10 100644
--- a/src/Main/renderer.cxx
+++ b/src/Main/renderer.cxx
@@ -761,9 +761,9 @@ osg::Camera* FGRenderer::buildDeferredGeometryCamera( flightgear::CameraInfo* in
 camera-setRenderTargetImplementation( osg::Camera::FRAME_BUFFER_OBJECT );
 camera-setViewport( new osg::Viewport );
 attachBufferToCamera( info, camera, osg::Camera::DEPTH_BUFFER, flightgear::GEOMETRY_CAMERA, flightgear::RenderBufferInfo::DEPTH_BUFFER );
-attachBufferToCamera( info, camera, osg::Camera::COLOR_BUFFER0, flightgear::GEOMETRY_CAMERA, flightgear::RenderBufferInfo::NORMAL_BUFFER );
-attachBufferToCamera( info, camera, osg::Camera::COLOR_BUFFER1, flightgear::GEOMETRY_CAMERA, flightgear::RenderBufferInfo::DIFFUSE_BUFFER );
-attachBufferToCamera( info, camera, osg::Camera::COLOR_BUFFER2, flightgear::GEOMETRY_CAMERA, flightgear::RenderBufferInfo::SPEC_EMIS_BUFFER );
+attachBufferToCamera( info, camera, osg::Camera::COLOR_BUFFER, flightgear::GEOMETRY_CAMERA, flightgear::RenderBufferInfo::NORMAL_BUFFER );
+attachBufferToCamera( info, camera, osg::Camera::COLOR_BUFFER, flightgear::GEOMETRY_CAMERA, flightgear::RenderBufferInfo::DIFFUSE_BUFFER );
+attachBufferToCamera( info, camera, osg::Camera::COLOR_BUFFER, flightgear::GEOMETRY_CAMERA, flightgear::RenderBufferInfo::SPEC_EMIS_BUFFER );
 camera-setDrawBuffer(GL_FRONT);
 camera-setReadBuffer(GL_FRONT);
 
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Re: [Flightgear-devel] No Rembrandt here...

2012-04-11 Thread Vivian Meazza
Thorsten wrote:

 -Original Message-
 From: Renk [mailto:thorsten.i.r...@jyu.fi]
 Sent: 11 April 2012 09:33
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] No Rembrandt here...
 
  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.
 
 Sorry if that came across the wrong way. I am well aware of this - I am
 probably more worried about aircraft and/or scenery being converted and
 committed at this stage than about project Rembrandt as such, since the
 default renderer is working just fine. What also bothers me is the
attitude
 I've come across with other people (not you!) which goes like 'Don't
bother
 writing something for the 2.6 renderer because Rembrandt will be there.' -
 which sounds more like replacement than optional. I'm also observing
 statements being made in the forum by various people - some are rather
 cautious, others raise expectations for a release which may backfire badly
if
 there turn out to be issues with many cards. So I'm not writing this out
of the
 blue.
 
 Personally, I can live without shadows if my GPU turns out not to support
this
 at all in the end - but I can't really if all aircraft at night use
Rembrandt in a
 non-optional way and all I get to see with default rendering is darkness.
And
 so on.
 
 I'll explore your suggestions and let you know what happens.
 

Ah the dangers of forums! Whether or not an aircraft is converted to
Rembrandt depends on the aircraft developer. Personally, I have taken the
route of adding a Rembrandt version to the inventory and leaving a version
still fully compatible with 2.6.0. This is by way of being a test-bed for
Rembrandt. So far it has taken several weeks, and most of it is just
eye-candy. This is partly my learning curve, partly bugs, and not least the
sheer size of the task.

I think that you are quite right to express your concerns. I suppose in the
future there might be aircraft or scenery developed purely for Rembrandt
(and that would be a poor decision by the developer), but at the moment I
cannot see why your fears would be realised while Rembrandt remains
optional.


Vivian







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

2012-04-11 Thread Gijs de Rooy

Vivian, or anyone else with optional-Rembrandt experience, feel free to add 
some instructions on how to 
make an aircraft support both renderers to 
http://wiki.flightgear.org/Project_Rembrandt#Porting_aircraft 

So we can forward aircraft devs to that (once Rembrandt is stable/complete).

Cheers,
Gijs
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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 Erik Hofman
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.

Erik


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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] No Rembrandt here...

2012-04-11 Thread Erik Hofman
On Wed, 2012-04-11 at 14:15 +0200, Frederic Bouvier wrote:
  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

Yes! that works.

Erik


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

2012-04-11 Thread Curtis Olson
Hi Thorsten,

I think that is what we have for now.  You can do better by increasing your
shadow map size to 8192 or 16384, but at the 16384 resolution my
performance goes into the tank, and at 8192, there are still many shadow
artifacts due to lack of resolution.  (clearly blocky/xelated/aliasing
edges, something that looks like z-buffer fighting for objects further way,
etc.)  Hopefully this will improve with future tuning.  I'd love to be able
to overfly the SFO terminal at 1000' for instance and have solid shadows on
the AI aircraft, solid shadows on the light poles, solid shadows from the
terminal building, etc.  I'm hoping that will ultimately be possible.
 Otherwise, just getting one good clear shadow of our own aircraft onto the
ground and onto ourselves would be a good 90% solution.

Curt.


On Wed, Apr 11, 2012 at 7:52 AM, Renk Thorsten thorsten.i.r...@jyu.fiwrote:

  Try --prop:/sim/rendering/no-16bit-buffer=true
 
  although the symptoms were a bit different

 Same here, this sort of works up to the 4096 map size. I do see shadows
 and lights at night at KSFO, but the shadows are very... restless - they
 seem to flicker quite a bit, and all in all the light I get to see depends
 very much on the view angle - is that normal? The grainy shadow edge seems
 to be a function of the map size, it gets a lot worse when I go to 1024...

 Thanks for the fix in any case!

 Cheers,

 * Thorsten



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[Flightgear-devel] No Rembrandt here...

2012-04-10 Thread 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] 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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