Re: [Flightgear-devel] Weather issues for 2.6

2011-12-16 Thread thorsten . i . renk
 We are still looking into this one. At first glance there doesn't seem
 to be
 any good reason for the wind not being honoured. The overcast is a
 problem
 of interpreting different implementations between Global and Local
 weather.
 Now you are back operational we will try to come up with a suggestion in
 the
 next couple of days

Seems you are currently referencing /environment/sea/wind-from-east-fps
for the actual shader work(?) which seem to be tied to the global weather
boundary layer. Problem is, I can't set that directly, but I wrote a hack
yesterday to write into
/environment/config/boundary/entry[0]/wind-from-heading-deg , and that
does the trick quite nicely

(see
http://www.flightgear.org/forums/viewtopic.php?f=19t=9446p=144955#p144955
for screenshots)

But I'd much prefer a different interface - writing into global weather
config isn't something I should be doing - so this was just a test for me
to see how it looks like.

A couple of observations:

* I've been unable to work out what triggers the color of the water. In
some cases I had overcast and reduced lighting set and got green water, in
others it went grey (I haven't looked into the shader code though).

* I have an implementation of gusty winds which I tried. My code actually
provided the mean wind (i.e. before the gust correction) to
/environment/config/boundary/entry[0]/ , but set the actual wind felt by
the aircraft after gusts. Nevertheless, each gust triggered a redraw of
the wave pattern, so that's something we'd perhaps rather avoid. It seems
a change in wind triggers new parameters being passed to the shader and a
redrawing, but it doesn't actually take the wind parameters (?) -
something is confusing me. Anyway, an interface should be robust against
gusts and ask for an average rather than the actual per-frame winds.

* The wake effect of the carrier is also something that is drawn before
the cloud - you can see it through an overcast layer, which makes the
carrier unusually easy to find in bad weather.

 We had some problems with adapting the ground haze shader to the new,
 universal fog scheme. At the moment, our results are unacceptable for
 release. We are not clear at this stage if we can do it at all, and we
 are
 unlikely to come up with a tested and tuned solution by the 17th. We will
 continue to work on it in the next few days to come up with a better
 informed decision on the way ahead.

Okay. Is there something I should still be doing? I'll try to rebase my
haze shader branch with the recent developments to see if I can keep it
alive. Maybe it's better to try to insert this into the 2.8 release, as it
is quite a substantial and capricious piece of work...

 Some improvements to the wake of Vinson are likely to have cost some
 framerate. These can be reverted by selecting a lower quality setting so
 it
 should be possible to compare like-with-like.

Yes, I did that. Switching all water shaders off got me from 15 up to 20
fps - it used to be around 35, so there's still a chunk missing. Could AI
traffic cost that much?

* Thorsten


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Re: [Flightgear-devel] Weather issues for 2.6

2011-12-15 Thread thorsten . i . renk

I've just placed a patch into the forum fixing the altitudes, providing a
new GUI which makes Local Weather Config obsolete and ports Cb towers also
to the new rendering system. I haven't tested it excessively yesterday,
but most of it was written and tested before my computer died, so it
should be fine.


 You should be able to set the render bin for the effect if you are using
 one.
 Alternatively, it may be that we can get more performance from the clouds
 such that we won't need to put them in a separate render-bin.

Hm, this seems to be more subtle then. I adapted rain-layer.eff from
cloud.eff and as a consequence I see that in both files

  render-bin
bin-number10/bin-number
bin-nameDepthSortedBin/bin-name
   /render-bin

occurs. So that is in fact not the problem?! But then what it - why are
the rain layers always sorted in front of the clouds?

* Thorsten


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Re: [Flightgear-devel] Weather issues for 2.6

2011-12-15 Thread Vivian Meazza
Thorsten,

... snip ...
 
 9) Water shader (very impressive!!!) doesn't react to wind/overcast in
 Local Weather. Vivian, Emilian - at some point we discussed an interface
 of how to pass the situation to the shader. Technically it's really easy
 for me to write in any form you like - just tell me where you want to pick
 up that info.

We are still looking into this one. At first glance there doesn't seem to be
any good reason for the wind not being honoured. The overcast is a problem
of interpreting different implementations between Global and Local weather.
Now you are back operational we will try to come up with a suggestion in the
next couple of days
 
 10) Skydome scattering shader - is now basically broken in overcast
 situations when visibility is low, because the clouds fade rapidly but the
 shader doesn't react, so more blue sky is seen when visibility goes down.
 In October, I had a near-seamless solution to that involving the ground
 haze shader, a modified skydome shader, and modified cloud distance fading
 behaviour which did the trick both for local and global weather (which was
 also posted in the forum as very experimental feature). Is anyone (Vivian,
 Emilian?) still working on that - or should this better go into the next
 release?

We had some problems with adapting the ground haze shader to the new,
universal fog scheme. At the moment, our results are unacceptable for
release. We are not clear at this stage if we can do it at all, and we are
unlikely to come up with a tested and tuned solution by the 17th. We will
continue to work on it in the next few days to come up with a better
informed decision on the way ahead. 

 
 All in all, the performance requirements of the current version are weird.
 I took my Carrier-Ops flight from Vinson to Nimitz in the F-14b which used
 to have good framerate (no terrain) and I ended up with 14 fps. Not really
 improved a lot by switching water shader off... I then wanted to know how
 far down it'd go in really detailed scenery and used the Lightning to
 blast around Hawaii to Maui - with similar cloud coverage I ended up with
 twice the framerate and a comfortable 24-30 fps. With the Concorde on the
 runway in Seattle, I had a whopping 3 fps (never seen anything this
 low...), but the AAr with the F-16 around Las Vegas gave me 34-40 fps
 (again in similar clouds). Doesn't agree at all with my previous
 experience.
 

Some improvements to the wake of Vinson are likely to have cost some
framerate. These can be reverted by selecting a lower quality setting so it
should be possible to compare like-with-like. 

Vivian 



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[Flightgear-devel] Weather issues for 2.6

2011-12-14 Thread thorsten . i . renk
Thanks to Hooray who helped me setting up the CMake environment and the
guys at Infocare who finally managed to fix heat management of my
computer, I am now back on the devel tree. I've done a few tests yesterday
and identified a list of weather-related issues which I think should be
addressed (unfortunately, I can't do all myself).

(all refers to GIT as pulled yesterday afternoon and FG, SG and FGData in
sync)

1) Local Weather places clouds at the wrong altitude. (I will fix that).

2) The GUI is not consistent with the system (I will fix that)

3) High-altitude single-layer non-rotated clouds get shaded when the
ground gets shaded (I verified that they are subject to
/rendering/scene/saturation, but I believe I can undo this dependency in
the model xml wrapper - I'll try to deal with it)

4) Clouds now appear to be loaded in discrete lumps when they come into
visual range rather than gradually be faded in via transparency which
looks a bit ugly from high altitude - Stuart, is this intentional and a
performance-related issue? I have verified that the corresponding tile is
already loaded, so it's not something my part of the system does.

5) Changing the cloud density slider with LW clouds in the scene still
erases all clouds for me. Imho, would be a net option to have. Stuart,
what are your plans?

6) External rain textures are visible through clouds from above, looking
very silly. As far as I understand, since rain textures are true models
with 2d billboard animation whereas clouds are sprites with shader
rotation, the issue here is the render-bin again (?). I see three
possibilities - either we write a 2d rotation shader like the cloud shader
and use it for the rain textures and the infrastructure to go with it,
then rain is just like clouds and it should be fine. Or there is a way to
assign a render-bin somehow to the model as it is loaded. Or external rain
textures go away for the moment.

7) Similar problem with non-rotated high-altitude clouds - they are always
drawn in front of any other clouds, which looks silly when you see them
through a low overcast layer. Most of the time it's not so bad though,
since clouds on clouds is low contrast. So again, either they get a
non-rotating cloud shader and the infrastructure (difficult, since they're
really on curved sheets modelled to follow the cloud structure) or they
can be assigned to a bin which does the sorting right. Or they stay as
they are.

8) Local Weather has no precipitation rendering. This is due to the fact
that the system uses its own layer altitude definition and a 3d definition
of where rain is falling, whereas the precipitation rendering system uses
a lowest altitude criterion. Since lowest layer altitude is always zero
when local weather is running (it uses its own cloud altitude management
and since clouds need to be placed with offset to the layer, it's easiest
to make that layer zero) Local Weather has never rain unless you fly to
the dead sea (not much chance of rain there either...).

Could someone please provide a dumb rain and snow flag which always
renders rain when that flag is set and leave it to the weather system to
set/unset that flag as it sees fit?

9) Water shader (very impressive!!!) doesn't react to wind/overcast in
Local Weather. Vivian, Emilian - at some point we discussed an interface
of how to pass the situation to the shader. Technically it's really easy
for me to write in any form you like - just tell me where you want to pick
up that info.

10) Skydome scattering shader - is now basically broken in overcast
situations when visibility is low, because the clouds fade rapidly but the
shader doesn't react, so more blue sky is seen when visibility goes down.
In October, I had a near-seamless solution to that involving the ground
haze shader, a modified skydome shader, and modified cloud distance fading
behaviour which did the trick both for local and global weather (which was
also posted in the forum as very experimental feature). Is anyone (Vivian,
Emilian?) still working on that - or should this better go into the next
release?

All in all, the performance requirements of the current version are weird.
I took my Carrier-Ops flight from Vinson to Nimitz in the F-14b which used
to have good framerate (no terrain) and I ended up with 14 fps. Not really
improved a lot by switching water shader off... I then wanted to know how
far down it'd go in really detailed scenery and used the Lightning to
blast around Hawaii to Maui - with similar cloud coverage I ended up with
twice the framerate and a comfortable 24-30 fps. With the Concorde on the
runway in Seattle, I had a whopping 3 fps (never seen anything this
low...), but the AAr with the F-16 around Las Vegas gave me 34-40 fps
(again in similar clouds). Doesn't agree at all with my previous
experience.

Cheers,

* Thorsten


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Re: [Flightgear-devel] Weather issues for 2.6

2011-12-14 Thread Stuart Buchanan
On Wed, Dec 14, 2011 at 10:35 AM,  Thorsten R. wrote:
 Thanks to Hooray who helped me setting up the CMake environment and the
 guys at Infocare who finally managed to fix heat management of my
 computer, I am now back on the devel tree. I've done a few tests yesterday
 and identified a list of weather-related issues which I think should be
 addressed (unfortunately, I can't do all myself).

Glad you're computer has been sorted.

 4) Clouds now appear to be loaded in discrete lumps when they come into
 visual range rather than gradually be faded in via transparency which
 looks a bit ugly from high altitude - Stuart, is this intentional and a
 performance-related issue?
Neither. I think it's a bug due to the way in which LoD is handled - basically
the LoD is cutting in before the transparency fading. The LoD is static,
while the transparency can be set by the user. I need to make the LoD
dynamic,

 5) Changing the cloud density slider with LW clouds in the scene still
 erases all clouds for me. Imho, would be a net option to have. Stuart,
 what are your plans?
No plans to fix this at present, The underlying problem is that changing
the cloud density causes the clouds to be regenerated from the weather
conditions. Unfortunately changing that will require quite some
re-architecting. I'll bear it in mind in my performance work to see if I
can make it easier.

 6) External rain textures are visible through clouds from above, looking
 very silly. As far as I understand, since rain textures are true models
 with 2d billboard animation whereas clouds are sprites with shader
 rotation, the issue here is the render-bin again (?). I see three
 possibilities - either we write a 2d rotation shader like the cloud shader
 and use it for the rain textures and the infrastructure to go with it,
 then rain is just like clouds and it should be fine. Or there is a way to
 assign a render-bin somehow to the model as it is loaded. Or external rain
 textures go away for the moment.
You should be able to set the render bin for the effect if you are using one.
Alternatively, it may be that we can get more performance from the clouds
such that we won't need to put them in a separate render-bin.

-Stuart

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