Re: [Flightgear-devel] Rendered geometry/scenery graphics messed up on
Thanks Martin for the heads up. I updated my FlightGear and SimGear sources and rebuilt and now the rendering is working very well. I noticed one artifact that might be related to the heads up display, shown here: http://www.futuretek.com/flight/fgfs-screen-005.jpg When I adjust the alpha or brightness controls for the heads up display, the crisscrossing polygons go away temporarily. (I'm not able to bring up the heads up display right now either, but at least now I can start experimenting!) Thanks, Rob Martin Spott wrote: Rob Ratcliff wrote: So now the programs run without core dumping, but I'm having trouble with the rendering as shown in this picture: http://www.futuretek.com/flight/flight1.jpg This should be fixed now - no, _I_ didn't participate in the effort to fix it, but my FlightGear setup suffered from the same problem and I can state that it's gone with current FG CVS, Martin. - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Rendered geometry/scenery graphics messed
Rob Ratcliff wrote: I noticed one artifact that might be related to the heads up display, shown here: http://www.futuretek.com/flight/fgfs-screen-005.jpg Looks like US DHS has erected hard limits for airspace borders ;-) Sorry, I have no idea. People often try to relate this do graphics driver trouble, so you'd probably post the type of graphics card and type/version of the respective driver on this list ? Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Rendered geometry/scenery graphics messed
FYI: I'm using the latest Linux driver from NVIDIA. The details are included below. Martin Spott wrote: Rob Ratcliff wrote: I noticed one artifact that might be related to the heads up display, shown here: http://www.futuretek.com/flight/fgfs-screen-005.jpg Looks like US DHS has erected hard limits for airspace borders ;-) Sorry, I have no idea. People often try to relate this do graphics driver trouble, so you'd probably post the type of graphics card and type/version of the respective driver on this list ? Martin. [EMAIL PROTECTED] bin]$ gl-info GL_VENDOR = NVIDIA Corporation GL_RENDERER = GeForce Go 6800 Ultra/PCI/SSE2 GL_VERSION = 2.1.0 NVIDIA 97.46 GL_EXTENSIONS = GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_timer_query GL_EXT_vertex_array GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_RED_BITS = 8 GL_GREEN_BITS = 8 GL_BLUE_BITS = 8 GL_ALPHA_BITS = 0 GL_DEPTH_BITS = 24 GL_INDEX_BITS = 0 GL_STENCIL_BITS = 0 GL_ACCUM_RED_BITS = 16 GL_ACCUM_GREEN_BITS = 16 GL_ACCUM_BLUE_BITS = 16 GL_ACCUM_ALPHA_BITS = 16 GL_AUX_BUFFERS = 4 GL_MAX_ATTRIB_STACK_DEPTH = 16 GL_MAX_NAME_STACK_DEPTH = 128 GL_MAX_TEXTURE_STACK_DEPTH = 10 GL_MAX_PROJECTION_STACK_DEPTH = 4 GL_MAX_MODELVIEW_STACK_DEPTH = 32 GL_MAX_CLIP_PLANES = 6 GL_MAX_EVAL_ORDER = 8 GL_MAX_LIGHTS = 8 GL_MAX_LIST_NESTING = 64 GL_MAX_TEXTURE_SIZE = 4096 GL_MAX_VIEWPORT_DIMS = 4096,4096 GL_POINT_SIZE_GRANULARITY = 0.125 GL_POINT_SIZE_RANGE = 1,63.375 Default values: GL_UNPACK_ALIGNMENT = 4 GL_UNPACK_ROW_LENGTH = 0 GL_UNPACK_SKIP_PIXELS = 0 GL_UNPACK_SKIP_ROWS = 0 GL_BLEND_SRC = 1 GL_BLEND_DST = 0 xwininfo: Window id: 0x123 Desktop Absolute upper-left X: 0 Absolute upper-left Y: 0 Relative upper-left X: 0 Relative upper-left Y: 0 Width: 1920 Height: 1200 Depth: 24 Visual Class: TrueColor Border width: 0 Class: InputOutput Colormap: 0x20 (installed) Bit Gravity State: NorthWestGravity Window Gravity State: NorthWestGravity Backing Store State: NotUseful Save Under State: no Map State: IsViewable Override Redirect State: no Corners: +0+0 -0+0 -0-0 +0-0 -geometry 1920x1200+0+0 - Take Surveys. Earn
Re: [Flightgear-devel] Rendered geometry/scenery graphics messed
Martin Spott schrieb: Rob Ratcliff wrote: I noticed one artifact that might be related to the heads up display, shown here: http://www.futuretek.com/flight/fgfs-screen-005.jpg Looks like US DHS has erected hard limits for airspace borders ;-) Sorry, I have no idea. People often try to relate this do graphics driver trouble, so you'd probably post the type of graphics card and type/version of the respective driver on this list ? Martin. You can get this feature reproducable with the OSG branch 1. Open Rendering Options Menue 2. Click on the up arrow behind Texture resolution 3. You'll see these artifacts 4. Closing the Menu gets them disappearing It is a very new CVS compile of the OSG branch, OpenSuse x86_64, NVidia driver. The cache in kByte and Texture resolution don't work here since some time, the values are alway 0 (zero) and not selectable. Screenshot: http://home.arcor.de/vollnhals-bremen/Bugs/fgfs-screen-032.jpg Regards Georg EDDW - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Rendered geometry/scenery graphics messed up on my Fedora 6 system with NVidia GeForce 600 graphics card
Rob Ratcliff wrote: Hi, I just started working with FlightGear. I checked out the latest (head of trunk) distribution of FlightGear, data and SimGear from CVS. After finding that fgfs and js_demo core dumped with the existing rpm versions of the dependent libraries, I grabbed the latest CVS/SVN sources for OpenThreads, OpenProducer, OpenSceneGraph, plib, freeglut and recompiled. (The .9.10 release also core dumped with the released rpms of these libraries as well on my box.) So now the programs run without core dumping, but I'm having trouble with the rendering as shown in this picture: http://www.futuretek.com/flight/flight1.jpg I can hear the sound and see the heads up display, the cockpit instruments, the runway lights and the sun, but the airplane and scenery geometry isn't being rendered correctly. Any ideas why this would be occurring and how to fix it? Thanks, Rob p.s. Here's some information about my system in case that helps: [EMAIL PROTECTED] bin]$ gl-info GL_VENDOR = NVIDIA Corporation GL_RENDERER = GeForce Go 6800 Ultra/PCI/SSE2 GL_VERSION = 2.1.0 NVIDIA 97.46 GL_EXTENSIONS = GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_timer_query GL_EXT_vertex_array GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_RED_BITS = 8 GL_GREEN_BITS = 8 GL_BLUE_BITS = 8 GL_ALPHA_BITS = 0 GL_DEPTH_BITS = 24 GL_INDEX_BITS = 0 GL_STENCIL_BITS = 0 GL_ACCUM_RED_BITS = 16 GL_ACCUM_GREEN_BITS = 16 GL_ACCUM_BLUE_BITS = 16 GL_ACCUM_ALPHA_BITS = 16 GL_AUX_BUFFERS = 4 GL_MAX_ATTRIB_STACK_DEPTH = 16 GL_MAX_NAME_STACK_DEPTH = 128 GL_MAX_TEXTURE_STACK_DEPTH = 10 GL_MAX_PROJECTION_STACK_DEPTH = 4 GL_MAX_MODELVIEW_STACK_DEPTH = 32 GL_MAX_CLIP_PLANES = 6 GL_MAX_EVAL_ORDER = 8 GL_MAX_LIGHTS = 8 GL_MAX_LIST_NESTING = 64 GL_MAX_TEXTURE_SIZE = 4096 GL_MAX_VIEWPORT_DIMS = 4096,4096 GL_POINT_SIZE_GRANULARITY = 0.125 GL_POINT_SIZE_RANGE = 1,63.375 Default values: GL_UNPACK_ALIGNMENT = 4 GL_UNPACK_ROW_LENGTH = 0 GL_UNPACK_SKIP_PIXELS = 0 GL_UNPACK_SKIP_ROWS = 0 GL_BLEND_SRC = 1 GL_BLEND_DST = 0 xwininfo: Window id: 0x123 Desktop Absolute upper-left X: 0 Absolute upper-left Y: 0