Hi all
Can someone point me to the history of latest changes to the default
shaders? I am running a ATI 5750 now with 1 GB VRAM and get = 20 fps at
default KSFO, like the last three years with much older ATI. What
happened, I can’t believe.
Coming back after some months and looking to the
On Mon, 2011-03-21 at 08:50 +0100, HB-GRAL wrote:
Hi all
Can someone point me to the history of latest changes to the default
shaders? I am running a ATI 5750 now with 1 GB VRAM and get = 20 fps at
default KSFO, like the last three years with much older ATI. What
happened, I can’t
Hi all
There is a nice new feature now with hiding the cursor. Ok, it is hard
for new users to get the cursor back, I think it is wrong to set the
hiding after 10 seconds to default. Maybe there are other ways to show
this nice new feature ;-) Anyway I have to throw the mouse to the wall
here
Am 21.03.11 09:13, schrieb HB-GRAL:
Hi all
There is a nice new feature now with hiding the cursor. Ok, it is hard
for new users to get the cursor back, I think it is wrong to set the
hiding after 10 seconds to default. Maybe there are other ways to show
this nice new feature ;-) Anyway I
On 3/20/2011 1:02 PM, HB-GRAL wrote:
Hi all
I made a small launcher based on qt4 for FlightGear 2.2 on OSX. There is
a FlightGear GIT version included for testing. The bundle contains
todays master of simgear/flightgear and todays fgdata, reduced to a
small and distributable selection of
A while ago I posed the question:
What I have been wondering is the following: Currently I am using *.rgb
textures. I have noticed that the filesize can be reduced by a factor 2 or
so by going to *.png textures. However, what is the format which would
most efficiently into the scenery? If *.png
Am 21.03.11 11:54, schrieb Reagan Thomas:
I like the idea of using Qt for a launcher as I understand that it is
cross-platform and should work just as well with Windows. I got your
source and will try it out on Linux, which has been my only Qt target so
far.
Hi Thomas
At the moment it is
On Mon, 2011-03-21 at 13:15 +0200, thorsten.i.r...@jyu.fi wrote:
... and the winner is: The rgb format.
To be honest I was expecting this but didn't have proof for it. Remember
that the RGB format was developed by Silicon Graphics to be used for
OpenGL and it probably resembled at least the
On 21 Mar 2011, at 11:15, thorsten.i.r...@jyu.fi wrote:
rgb: filesize 1.7 MB, time to appear 12 s, framerate for rendering 32 fps
png: filesize 0.8 MB, time to appear 135 s (!), framerate for rendering 21
fps
dds: filesize 1.1 MB, time to appear 13 s, framerate for rendering 20 fps
I have
Hi,
Git version:
when playing with the Local weather menu, i get the following message
Nasal runtime error: setprop() value is not string or number
at /../data/Nasal/weather_tile_management.nas, line
189
called from:
I've been doing some tests with dds textures too, only in the airplane models,
and there's an increase in both performance and quality.
Take the IAR-80 for example, changing liveries with .png textures takes ~6
seconds, while with the dds texture it takes ~2seconds.
The increase in file size is
woops sorry, link was to the last post instead of the right one:
http://flightgear.org/forums/viewtopic.php?p=118547#p118547
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I wonder if it might be OSX specific. The cursor hides just fine for me
here, and reappears at the touch of the mouse. Also, I get the correct
cursor shape changes when right clicking. It could also be OSG version
related? I'm running OSG-2.9.7 here on this machine and haven't upgraded in
a
Maybe you already did this, but this needs a 'average of 3' (or 5)
tests, because I would be very surprised if the input file format
changes the final frame-rate after loading - it's all uncompressed to
the same format in GPU memory, as far as I know.
Yes, I checked it (I couldn't believe
Hi all,
sorry - a little bit off-topic (in fact not so much as you might think,
it's for a third-party software for FG):
Has anyone some hints/websites/programs for debugging C -based multi
threaded programs (exactly: glib based C code)? Currently I am
developing with vi and a little bit gdb
Here is one thing to consider when dealing with texture files, OpenGL, and
scene graphs (like OSG or PLIB.)
OpenGL has a concept called mip-mapping. When a texture is loaded,
successively smaller versions are generated automatically using a simple box
filter. So if you start with a 256x256
Hi Holger,
This is a very interesting question. I don't have any good answers, so I am
looking forward to seeing if anyone else on the list has any good
methodologies or even small hints and tips they can suggest.
I could stand up on my soap box here and give my long speech on threading
Reagan Thomas wrote:
Did you get enough donations to buy the new equipment?
Not yet. We're currently at 285,68 Euros of donated money and the
absolute minimum for a 24 inch screen is slightly above 150 Euros (at
least in our country), the 1920x1200 screens (of which we already have
six) are
Hello,
Where this can lead to problems is with textures that have transparency
(i.e. an alpha channel.) The box filter scheme of generating successively
smaller versions of the texture doesn't work well with the alpha layer. The
transition from fully opaque to fully transparent gets wider
Am 21.03.11 14:17, schrieb Curtis Olson:
I wonder if it might be OSX specific. The cursor hides just fine for me
here, and reappears at the touch of the mouse. Also, I get the correct
cursor shape changes when right clicking. It could also be OSG version
related? I'm running OSG-2.9.7 here
On Mon, Mar 21, 2011 at 9:52 AM, Heiko Schulz wrote:
So this is the explanantion of decreasing fps with textures with
transparency?
Comparing with other games/sims I'm surprised that it is so much noticeable
in FGFS.
No, this is another issue I believe. When the opengl system draws a
Just to add to the fun, .dds has an added benefit that I didn't see
mentioned here-- unlike other formats, .dds has the ability to store
textures compressed in memory, not just on disk. This can result in a
considerable savings of graphic card RAM. Most .dds formats are lossy
though, which
Regarding mipmaps, all the pictures in the post on the forum are done without
mipmaps in the dds (-nomips option in nvcompress).
Just done a couple more tests, this time with pregenerated mipmaps, and
texture loading time when switching liveries is 1s, with instant swithcing in
subsequent runs
Hi,
So much of the texture loading time is in
fact spent by the gpu
(or cpu?) in genertaing mipmaps from the texture.. time we
can spend just once
when creating the texture.
(This is done with a big 4096x4096 texture ;) )
Yep, texture size is higher at the end, but perfomance is better.
Hi Yves,
Yves wrote:
At the moment it is not cross-platform, unfortunately. I didn’t get QProcess
to work here so I write to
bash scripts and start this scripts via system() and terminal appplication
on OSX. This works for OSX,
but the whole part for starting fgfs with args should be
With the clouds issue, I have this feeling that something is amiss with
the
way clouds are generated, but i can't put my finger on it.. :(.
Thorsten, have you done the same test with individual textures instead
of a
big one ?
Huh? Not sure what you mean, I don't think I have a single
when playing with the Local weather menu, i get the following message
Nasal runtime error: setprop() value is not string or number
at /../data/Nasal/weather_tile_management.nas, line
189
called from:
/../data/Nasal/local_weather.nas,
line
On Monday 21 March 2011 19:53:36 thorsten.i.r...@jyu.fi wrote:
With the clouds issue, I have this feeling that something is amiss with
the
way clouds are generated, but i can't put my finger on it.. :(.
Thorsten, have you done the same test with individual textures instead
of a
big one
Hello,
I don't know what that has to do with xml - it seems
generic that if I
increase the number of objects to render, the framerate
drops. I can see
the same thing with trees (which to my knowledge are not
xml-wrapped
models) - if I increase tree density by a factor 10, I see
my
Hmm... I did not have found time for a detailed table of fps
comparement, but it seems to me that some of your clouds are decreasing
fps more than the default 3d-clouds. It looked different to me at the
beginning, but making some videos showed me this.
If you use default settings, you're
Hi,
not sure if anyone else had a chance to test the instant replay with
JSBSim aircraft - but it indeed seems like a general issue to me. It's
triggered by JSBSim doing a trim operation once playback has
finished - which produces an output like this (with the F16 in this
case):
Trim Results:
Quiet?? Who said quiet? :-)
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http://p.sf.net/sfu/internap-sfd2d
Just to report: It’s a OSG 2.9.9 issue on OSX, was going back to 2.9.7
and all works fine. Also the keyboard input.
(I am a victim of the wiki too now :-P , I wrote myself months ago 2.9.7
is needed and someone changed requirement for OSX 10.6 to OSG 2.9.9.
Don’t know the reason for this, but
Heiko wrote,
I don't know what that has to do with xml - it seems
generic that if I
increase the number of objects to render, the framerate
drops. I can see
the same thing with trees (which to my knowledge are not
xml-wrapped
models) - if I increase tree density by a factor
Vivian,
I'm right in the middle of texturing a new model. .dds is
not an option
because it looks as if the loader has some co-ordinate
issues. It looks OK
in AC3D, but when loaded in FG it's wrong. Should I revert
to .rgb rather
than use .png?
Vivian
You have to flip the .dds-texture
Heiko,
-Original Message-
From: Schulz [mailto:aeitsch...@yahoo.de]
Sent: 21 March 2011 20:35
To: vivian.mea...@lineone.net; FlightGear developers discussions
Subject: Re: [Flightgear-devel] Adventures in dds
Vivian,
I'm right in the middle of texturing a new model. .dds is
Hi.
Inspired by the talk in the dds thread about cloud performance and other
things, I did some quick grepping through the source about textures. I
found out FG/SG has at least 5 different way of storing textures:
1. FGTextureManager in FG's Cockpit/panel.*, which at least tries to
keep track of
On 21.03.2011 21:04, HB-GRAL wrote:
Just to report: It’s a OSG 2.9.9 issue on OSX, was going back to 2.9.7
and all works fine. Also the keyboard input.
(I am a victim of the wiki too now :-P , I wrote myself months ago 2.9.7
is needed and someone changed requirement for OSX 10.6 to OSG 2.9.9.
On Monday 21 March 2011 23:02:18 Vivian Meazza wrote:
A simple vertical flip doesn't seem to work - it looks a bit more like a
scaling issue here.
Perhaps I need some tool?
Use nvcompress from the nvidia-texture-tools:
i.e. nvcompress -bc3 -repeat your-flipped-texture.png your-texture.dds
If
A simple vertical flip doesn't seem to work - it looks a
bit more like a
scaling issue here.
Perhaps I need some tool?
Vivian
Maybe this helps you:
http://www.flightgear.org/forums/viewtopic.php?f=4t=7225start=135#p118570
Heiko,
Vivian,
I'm right in the middle of texturing a new model. .dds is
not an option
because it looks as if the loader has some co-ordinate
issues. It looks OK
in AC3D, but when loaded in FG it's wrong. Should I revert
to .rgb rather
than use .png?
Vivian
You have to
On Monday 21 March 2011 23:47:51 Vivian Meazza wrote:
Here's the AC3D version:
ftp://abbeytheatre2.org.uk:2121/flightgear/Tempest/TempestV_AC3D.png
And here's what I see in FG:
ftp://abbeytheatre2.org.uk:2121/flightgear/Tempest/TempestV_FlightGear.png
Vivian
That's exactly what me
-Original Message-
From: Emilian Huminiuc [mailto:emili...@gmail.com]
Sent: 21 March 2011 22:00
To: vivian.mea...@lineone.net; FlightGear developers discussions
Subject: Re: [Flightgear-devel] Adventures in dds
On Monday 21 March 2011 23:47:51 Vivian Meazza wrote:
Here's the
That's exactly what me and Heiko were saying, you need to
flip the texture
vertically, BEFORE converting it to a .dds.
I meant BEFOR but did say after... My fault. Oops!
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Enable your software for Intel(R)
On Monday 21 March 2011 23:47:51 Vivian Meazza wrote:
Vivian,
Here's the AC3D version:
ftp://abbeytheatre2.org.uk:2121/flightgear/Tempest/TempestV_AC3D.png
And here's what I see in FG:
ftp://abbeytheatre2.org.uk:2121/flightgear/Tempest/TempestV_FlightGear.png
Vivian
The workflow
I am running fgfs git a hd5850 on win7...
Did a quick check since I did not fly ksfo for a long time.
With all shaders applied I get around 38 to 60 fps depending on how much mp
players are there. (fair weather)
Enabling or disabling the shaders gives a gain of 3fps.
Oliver
-Ursprüngliche
I wrote:
-Original Message-
From: Emilian Huminiuc [mailto:emili...@gmail.com]
Sent: 21 March 2011 22:00
To: vivian.mea...@lineone.net; FlightGear developers discussions
Subject: Re: [Flightgear-devel] Adventures in dds
On Monday 21 March 2011 23:47:51 Vivian Meazza wrote:
The workflow would be like this, you map the model onto a
.png texture. You
finish drawing the texture, and before loading it into
flightgear these two
steps should be the last ones:
You flip that texture verticaly (in gimp for example), then
you convert the
flipped texture to .dds.
Hi,
@HB-GRAL: Have you downloaded FGFS or compiled it yourself? If you
compile yourself, please also build a non-debug version which means,
use optimization, maybe -O3 is the trick.
I use these parameters to build FGFS and SG:
export CFLAGS=-g -O3 -fPIC
export CXXFLAGS=-g -O3 -fPIC
Regard,
Emilian,
On Monday 21 March 2011 23:47:51 Vivian Meazza wrote:
Vivian,
Here's the AC3D version:
ftp://abbeytheatre2.org.uk:2121/flightgear/Tempest/TempestV_AC3D.png
And here's what I see in FG:
ftp://abbeytheatre2.org.uk:2121/flightgear/Tempest/TempestV_FlightGear.png
Hi,
Makes no difference flipping before conversion or after -
Looks OK in AC3D,
but not in FG. So it doesn't look like .dds is a proper
option without
further work.
Vivian
You must doing something wrong.
here for Gimp, assumed that you have the plugin needed already:
1.) UVmap
Heiko,
-Original Message-
From: Schulz [mailto:aeitsch...@yahoo.de]
Sent: 21 March 2011 22:32
To: vivian.mea...@lineone.net; FlightGear developers discussions
Subject: Re: [Flightgear-devel] Adventures in dds
Hi,
Makes no difference flipping before conversion or after -
I have added a couple of small indicators to the standard HUD, with the same
format as that used for the pitch trim indicator. Attached is a patch with my
small modification. It's really quite a small modification, but I find it
useful mainly for helicopters, and since it's of little
On Tuesday 22 March 2011 00:57:07 Vivian Meazza wrote:
Nope, doesn't work.
But this does:
Map the .png file onto the AC3D model as usual - convert the .png into
.dds in XnView - load the .dds into AC3D
No flipping of vertical required.
Perhaps XnView flips it for us?
Vivian
Am 21.03.11 22:12, schrieb ThorstenB:
I just noticed though, that a number of wiki pages again returned to
recommend the use of latest OSG-svn *sigh*. I don't know why people keep
recommending that...
cheers,
Thorsten
Because it is valid ;-) Maybe not trunk, thats always dangerous, but
Interesting.I just did my own quick test ... converted 1 out of 3
livery (png) files to a dds with Gimp plugin .Had to flip the image
vertically before converting. I changed liveries with the dialog , and
the 2 png files took several seconds to change , the dds changed
instantly.I saw no
Am 21.03.11 23:23, schrieb Roland Häder:
Hi,
@HB-GRAL: Have you downloaded FGFS or compiled it yourself? If you
compile yourself, please also build a non-debug version which means,
use optimization, maybe -O3 is the trick.
I use these parameters to build FGFS and SG:
export CFLAGS=-g -O3
Hi,
All my problems have gone now. I got the cursors back, the shaders works
as expected. I get a frame rate of 40 fps with all shaders enabled and
quality level 4 at KSFO. Now I need some courage to fly with this rate
of course.
Good to hear that. Also you don't need optimization in e.g.
Hello everyone,
I'm new on this mailing list and hope it is the right place to discuss some
of Flightgear's internal stuff.
So here is my problem:
Ingame (insim) I notice a small stutter that happens once every second.
Did anybody of you guys notice the same thing?
What can we do about it?
I
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