Re: [Flightgear-devel] Rendered geometry/scenery graphics messed up on

2007-01-29 Thread Rob Ratcliff
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.
  


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Re: [Flightgear-devel] Rendered geometry/scenery graphics messed

2007-01-29 Thread Martin Spott
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 !
--

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Re: [Flightgear-devel] Rendered geometry/scenery graphics messed

2007-01-29 Thread Rob Ratcliff
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

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Re: [Flightgear-devel] Rendered geometry/scenery graphics messed

2007-01-29 Thread Georg Vollnhals
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

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Re: [Flightgear-devel] Rendered geometry/scenery graphics messed up on my Fedora 6 system with NVidia GeForce 600 graphics card

2007-01-28 Thread Laurence Vanek
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