Re: [Flightgear-devel] More Rembrandt Feedback

2012-04-04 Thread Frederic Bouvier
- Scenery-terrain seems to cast shadows. Visible especially shortly before dawn or shortly after dusk. Great feature if so, but seems also need a lot of perfomance. Maybe it can be made switchable? - Comparing different aircraft-models showed me, that not the general number of vertices or

Re: [Flightgear-devel] More Rembrandt Feedback

2012-04-04 Thread Frederic Bouvier
- Scenery-terrain seems to cast shadows. Visible especially shortly before dawn or shortly after dusk. Great feature if so, but seems also need a lot of perfomance. Maybe it can be made switchable? - Comparing different aircraft-models showed me, that not the general number of

Re: [Flightgear-devel] More Rembrandt Feedback

2012-04-04 Thread Torsten Dreyer
The cost of shadows is the difference in fps between night and day, as shadow rendering is disabled at night. No moon shadows? I see a long discussion coming up about how unrealistic this all is ;-) Torsten --

Re: [Flightgear-devel] Updated Cub and c172p for Rembrandt

2012-04-04 Thread Torsten Dreyer
Am 03.04.2012 18:02, schrieb Gene Buckle: On Tue, 3 Apr 2012, Martin Spott wrote: Stuart Buchanan wrote: How's the cockpit project going BTW? Having a sponsor to pay the transport would be cool ;-) Aside from that, we're looking for a couple of small (8-12 range), bright and preferrably

Re: [Flightgear-devel] More Rembrandt Feedback

2012-04-04 Thread Vivian Meazza
Torsten wrote The cost of shadows is the difference in fps between night and day, as shadow rendering is disabled at night. No moon shadows? I see a long discussion coming up about how unrealistic this all is ;-) Did we not have a discussion a while back about our nights being too

Re: [Flightgear-devel] More Rembrandt Feedback

2012-04-04 Thread Curtis Olson
The phase of the moon is pretty much just the angle difference between the sun light vector and the moon light vector. small angle = crescent moon, zero angle = solar eclipse, 45 degree angle = 1/4 moon, 90 degree angle = 1/2 moon, 135 degree angle = 3/4 moon, 179 degree angle = full moon, 180

[Flightgear-devel] Apologies to Fred - more feedback

2012-04-04 Thread James Turner
Before I say anything else, please know this work is hugely appreciated, and if there's any more I can do to help, just ask. With latest everything, as of a few minutes ago, something odd has happened: http://files.goneabitbursar.com/fg/rembrandt-ati-mac-040412.png Note - the

Re: [Flightgear-devel] Apologies to Fred - more feedback

2012-04-04 Thread Frederic Bouvier
Hi James, a quick reply, to say that most likely, the shader with a problem is sunlight.frag Regards, -Fred - Mail original - De: James Turner zakal...@mac.com À: FlightGear developers discussions flightgear-devel@lists.sourceforge.net Envoyé: Mercredi 4 Avril 2012 15:49:33

Re: [Flightgear-devel] Apologies to Fred - more feedback

2012-04-04 Thread Frederic Bouvier
Too quick. If the 3 buffers show the same image, it's because Multi Render Target (MRT) is not in action. The cause may be that technique 10 of model-default or terrain-default is not chosen. If technique 11 or 12 are used, because of a failed predicate. You get that. The shadow is rendered in

Re: [Flightgear-devel] Apologies to Fred - more feedback

2012-04-04 Thread James Turner
On 4 Apr 2012, at 15:56, Frederic Bouvier wrote: You disabled *all* shaders, right ? --prop:/sim/rendering/shaders/quality-level=0 In my fgfsrc. James -- Better than sec? Nothing is better than sec when it comes

Re: [Flightgear-devel] Apologies to Fred - more feedback

2012-04-04 Thread James Turner
On 4 Apr 2012, at 15:56, Frederic Bouvier wrote: The shadow is rendered in the image in sunlight.frag so this is not the problem but the inputs are weird, so is the lighting. You disabled *all* shaders, right ? Just made (and pushed) a Simgear tweak to identify the shader names :)

Re: [Flightgear-devel] Apologies to Fred - more feedback

2012-04-04 Thread Gijs de Rooy
No FG at hand, but from memory: that doesn't disable the skydome shader. You can use --prop:/sim/rendering/shaders/skydome=false (IIRC) for that. From: zakal...@mac.com Date: Wed, 4 Apr 2012 16:04:11 +0100 To: flightgear-devel@lists.sourceforge.net Subject: Re: [Flightgear-devel] Apologies

Re: [Flightgear-devel] Apologies to Fred - more feedback

2012-04-04 Thread Frederic Bouvier
Thank you James, Can you push that to gitorious ? Regards, -Fred - Mail original - De: James Turner zakal...@mac.com À: FlightGear developers discussions flightgear-devel@lists.sourceforge.net Envoyé: Mercredi 4 Avril 2012 17:51:13 Objet: Re: [Flightgear-devel] Apologies to Fred -

Re: [Flightgear-devel] Apologies to Fred - more feedback

2012-04-04 Thread Martin Spott
Gijs de Rooy wrote: From James Turner: On 4 Apr 2012, at 15:56, Frederic Bouvier wrote: You disabled *all* shaders, right ? --prop:/sim/rendering/shaders/quality-level=0 No FG at hand, but from memory: that doesn't disable the skydome shader. Oh yeah, isn't consistency a wonderful

Re: [Flightgear-devel] Apologies to Fred - more feedback

2012-04-04 Thread Frederic Bouvier
You may also want to disable vegetation for better performance : --prop:/sim/rendering/random-vegetation=0 Regards, -Fred - Mail original - De: Gijs de Rooy gijsr...@hotmail.com À: flightgear-devel@lists.sourceforge.net Envoyé: Mercredi 4 Avril 2012 17:53:31 Objet: Re:

Re: [Flightgear-devel] Apologies to Fred - more feedback

2012-04-04 Thread James Turner
On 4 Apr 2012, at 17:00, Frederic Bouvier wrote: Thank you James, Can you push that to gitorious ? Done. Looking at the language docs, 'varying' in a fragment shader really is a synonym for 'in', and hence, it makes sense (to me) that assignment to an input is disallowed. But I'm

Re: [Flightgear-devel] Apologies to Fred - more feedback

2012-04-04 Thread Stuart Buchanan
On Wed, Apr 4, 2012 at 5:05 PM, Frederic Bouvier wrote: You may also want to disable vegetation for better performance : --prop:/sim/rendering/random-vegetation=0 Regards, -Fred Fred, I'd like to help out fixing bugs/limitations in Rembrandt. Given I wrote the random vegetation code, is

Re: [Flightgear-devel] Apologies to Fred - more feedback

2012-04-04 Thread Frederic Bouvier
On 4 Apr 2012, at 17:00, Frederic Bouvier wrote: Thank you James, Can you push that to gitorious ? Done. Looking at the language docs, 'varying' in a fragment shader really is a synonym for 'in', and hence, it makes sense (to me) that assignment to an input is disallowed. But

Re: [Flightgear-devel] Apologies to Fred - more feedback

2012-04-04 Thread James Turner
On 4 Apr 2012, at 17:22, Frederic Bouvier wrote: It was part of a fix I pushed late yesterday night. My NVidia driver didn't protest though. Thank you for finding this and for the debugging help. No problem, delighted to help any way I can. I wasn't complaining at you, more at the state

Re: [Flightgear-devel] Apologies to Fred - more feedback

2012-04-04 Thread Frederic Bouvier
Hi Stuart, On Wed, Apr 4, 2012 at 5:05 PM, Frederic Bouvier wrote: You may also want to disable vegetation for better performance : --prop:/sim/rendering/random-vegetation=0 Regards, -Fred Fred, I'd like to help out fixing bugs/limitations in Rembrandt. Given I wrote the

Re: [Flightgear-devel] Apologies to Fred - more feedback

2012-04-04 Thread Gijs de Rooy
Martin wrote: Oh yeah, isn't consistency a wonderful good !? I'm offering a virtual Whisky for the task of adding a switch just to disable shaders ;-) The original reason for that was discussed here: http://code.google.com/p/flightgear-bugs/issues/detail?id=643 I've commited a fix

Re: [Flightgear-devel] Apologies to Fred - more feedback

2012-04-04 Thread Frederic Bouvier
On 4 Apr 2012, at 17:22, Frederic Bouvier wrote: It was part of a fix I pushed late yesterday night. My NVidia driver didn't protest though. Thank you for finding this and for the debugging help. No problem, delighted to help any way I can. I wasn't complaining at you, more at

Re: [Flightgear-devel] [SPAM] Re: Apologies to Fred - more feedback

2012-04-04 Thread Anders Gidenstam
On Wed, 4 Apr 2012, James Turner wrote: Guessing that writing to a 'varying' might be the issue, I made a temporary: vec3 normal2 = (2.0 * gl_Color.a - 1.0) * ecNormal; gl_FragData[0] = vec4( (normal2.xy + vec2(1.0,1.0)) * 0.5, 0.0, 1.0 ); And now everything looks good! The

Re: [Flightgear-devel] [SPAM] Re: Apologies to Fred - more feedback

2012-04-04 Thread Frederic Bouvier
De: Anders Gidenstam On Wed, 4 Apr 2012, James Turner wrote: Guessing that writing to a 'varying' might be the issue, I made a temporary: vec3 normal2 = (2.0 * gl_Color.a - 1.0) * ecNormal; gl_FragData[0] = vec4( (normal2.xy + vec2(1.0,1.0)) * 0.5, 0.0, 1.0 );

Re: [Flightgear-devel] [Rembrandt] the plan

2012-04-04 Thread Frederic Bouvier
De: Martin Spott Frederic Bouvier wrote: You can try the last code with --prop:/sim/rendering/no-16bit-buffer=true jive: 12:18:06 ~ find .fgfs* find: No match. jive: 12:18:17 ~ env | grep \^FG FG_HOME=/opt/FlightGear FG_ROOT=/home/martin/SCM/FlightGear/fgdata jive: 12:18:19 ~ fgfs

Re: [Flightgear-devel] Apologies to Fred - more feedback

2012-04-04 Thread Stuart Buchanan
On Wed, Apr 4, 2012 at 5:40 PM, Frederic Bouvier wrote: As for the performance, I have a vague recollection that you say that the trees are first drawn alpha-tested and then alpha-blended. Can you elaborate on this if it's true ? Yes. There's some documentation describing how it works in

Re: [Flightgear-devel] Apologies to Fred - more feedback

2012-04-04 Thread Frederic Bouvier
De: Stuart Buchanan stuar...@gmail.com On Wed, Apr 4, 2012 at 5:40 PM, Frederic Bouvier wrote: As for the performance, I have a vague recollection that you say that the trees are first drawn alpha-tested and then alpha-blended. Can you elaborate on this if it's true ? Yes. There's

Re: [Flightgear-devel] Apologies to Fred - more feedback

2012-04-04 Thread Gijs de Rooy
Fred wrote: PS: is there a volunteer to restore shadow settings in the GUI ? Working on it ;) -- Better than sec? Nothing is better than sec when it comes to monitoring Big