Re: [Flightgear-devel] Adventures in dds

2011-03-22 Thread thorsten . i . renk
Okay, to summarize what I take from the discussion and all the tests: 1) Texture types: png seems to be best for load-once, then-keep problems because it has the smallest filesize, but takes a lot of time to load. dds seems to work well for some problems, possibly those involving opaque textures

Re: [Flightgear-devel] Adventures in dds

2011-03-22 Thread thorsten . i . renk
> Hmm, I'd say it's rather critical when in place of one highly detailed > airplane you can have about four with the same level of detail in the > texture > ;)., or a texture with doubled dimensions, thus having more detail > ;)(since, > as Gary said .dds files get loaded compressed in video RAM).

Re: [Flightgear-devel] Adventures in dds

2011-03-22 Thread thorsten . i . renk
> Well that's exactly what I was proposing you to test, split the big > texture > into 9 smaller ones, thus making 1texture/model. If the graphic engine is > somehow being "stupid" and forgets that it has already loaded that > texture we > should see a dramatic improvement in performance and loadi

Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread thorsten . i . renk
> 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 c

Re: [Flightgear-devel] Local weather ??????

2011-03-21 Thread thorsten . i . renk
> 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,

Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread thorsten . i . renk
> 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 i

Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread thorsten . i . renk
> 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

[Flightgear-devel] Adventures in dds

2011-03-21 Thread thorsten . i . renk
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

Re: [Flightgear-devel] Quiet

2011-03-17 Thread thorsten . i . renk
> It seems more and more that people prefer using the forum instead the > devel-list. vs. > Forum activity is winding down too- all the informal aircraft/scenery > developers have either left or are inactive. What a nice example of perceptional relativism! We have the same set of data (= the a

[Flightgear-devel] Catching up with recent developments... clouds and Concorde

2011-03-09 Thread thorsten . i . renk
I've found the time yesterday to update my December GIT to an up to date version, and I'd like to fire off two remarks. First, I had the impression that some nice work has been done on the default clouds. If anyone wants to add more texture variety here, I have, in addition to my extracted cloud

[Flightgear-devel] What causes this error?

2011-03-06 Thread thorsten . i . renk
While test-flying METAR functionality with my weather system over the weekend, I had two times the following scenario: The loop controlling the generation of new weather as one flies to a new location died (telltale symptom - clear skies in spite of METAR saying otherwise), other loops were still

Re: [Flightgear-devel] Texture efficiency

2011-03-03 Thread thorsten . i . renk
> I would have guessed that loading these images would be an infrequent > hit making file size a relatively small factor, but if the system is > continually swapping them out and reloading them for some reason, that > might not be so. *shrugs* It's reasonable to set things up in such a way that a

Re: [Flightgear-devel] METAR loading rules

2011-03-03 Thread thorsten . i . renk
> The metar realwx controller checks every 60 seconds for a station > reporting > metar and loads that data if the station id has changed since the last > check. > It also rechecks the metar every 15 minutes for the unchanged station. Okay, so every 60 seconds, the controller * determines what th

[Flightgear-devel] Two questions: Texture efficiency and METAR loading rules

2011-03-01 Thread thorsten . i . renk
After some more grey hair, I believe I talked the Local Weather package into working with live METAR data such that it is competitive with the default system. In some areas it performs worse (especially getting denser coverage of convective clouds right is a bit of a problem, it doesn't do time in

Re: [Flightgear-devel] Some community comments

2011-01-11 Thread thorsten . i . renk
of "Scenery development" is substantially different from craving for aaah's and oooh's on The Forum after you successfully managed to follow an elaborate and nicely illustrated recipe on how to build FlightGear Terrain. >> >> Hehe, I'm glad that I managed to catch at least

Re: [Flightgear-devel] Some community comments

2010-12-23 Thread thorsten . i . renk
Martin: > This is a rather incomplete and therefore, at least to my opinion, > pretty unfortunate and unsuitable representation of a certain status > quo. It wasn't meant to be a representation of any status quo - it is what you (among others) have been communicating (at least to me, given privat

[Flightgear-devel] Some community comments (was: Scenery Corner)

2010-12-22 Thread thorsten . i . renk
Hi Martin, I also find it rather interesting to read something about the 'invisible' work behind the scenery - thank you for letting us know. It's sometimes difficult to appreciate the work that is not directly seen, and it helps a lot if you tell us. Thanks for the hard work. However, there is

Re: [Flightgear-devel] [Announce] fog/mist/haze layer now active

2010-12-18 Thread thorsten . i . renk
> I have to admit that looks very good. Good volumetric fog is kind of the > holy grail in simulation (well one of them.) Would it be possible to > post > some quick instructions somewhere for how to configure your local weather > system to do this? Sure... technically it's just effect volumes

[Flightgear-devel] Turbulence

2010-12-17 Thread thorsten . i . renk
Does anyone understand how turbulence is modelled? I've had the following experience: I've been soaring using the ASK-13 in a test of the new convective cloud life cycle implementation (nothing is as frustrating as a nice Cumulus dissolving just as you are about to reach it...), and by a bug which

Re: [Flightgear-devel] [Announce] fog/mist/haze layer now active

2010-12-17 Thread thorsten . i . renk
Since I have the technology lying around - here's how fog banks could look in a 3d approach (I created this in 5 minutes by adding 5 lines of Nasal to a tile setup call - could be even better with some more tuning): http://www.flightgear.org/forums/viewtopic.php?f=5&t=7358&p=106546#p106546 (If t

Re: [Flightgear-devel] Rating system (was Re: New release)

2010-12-13 Thread thorsten . i . renk
>> I suggest the following: >> >> 18 or higher = advanced production (minimum 4 in each rating) >> 16 to 17 = production (minimum 4 in each rating) > > For production perhaps at most 1 category with a 3 rating all others 4 > and > above to get a little bit of a sliding scale between production and

Re: [Flightgear-devel] New release

2010-12-13 Thread thorsten . i . renk
Hi All, > After a period of having been extremely busy at work, following a switch > of jobs and moving to a different country, I'm slowly coming back to > life. December is already well on it's way, and it would be great if we > could manage another major release this year. I realize that Fligh

Re: [Flightgear-devel] carrier questions

2010-12-10 Thread thorsten . i . renk
> Yup, if you are in a AAR-capable aircraft, click on AI->AITanker. Click > Request in the window displayed, and a tanker will be instantiated > nearby. > The "controller" will tell you where it is relative to your current > position. > > > Hope it still works! I haven't tested it for several years

Re: [Flightgear-devel] Aircraft model/cockpit rating

2010-12-03 Thread thorsten . i . renk
> Nevertheless, I am not persuaded. Your rating is based on: "Four legs > good, two legs bad!". While that may be generally true, it will throw up > many anomalies, and the problem is you neither know which these are, > nor how many, because you haven't and can't properly test your hypothesis. Fir

Re: [Flightgear-devel] Aircraft model/cockpit rating

2010-12-02 Thread thorsten . i . renk
> My point is your rating was based on an assumption that was totally > incorrect: that the developer had made a reasonable effort to put the > right > gauges and levers in the right place. Do you make a similar assumption > about > the FDM? That it is approximately right? Is there much value in su

Re: [Flightgear-devel] Aircraft model/cockpit rating

2010-12-02 Thread thorsten . i . renk
Henri wrote: > Please don't fall in the MSFS policy, when the eye candy is the main > approach. I don't see 'accuracy' and 'visual detail' as mutually exclusive - you can have both. I for once am interested in 'realism' in a simulator. An important part is that the aircraft behaves like an aircr

Re: [Flightgear-devel] Aircraft model/cockpit rating

2010-12-01 Thread thorsten . i . renk
> One example that strikes me is the c172p, though I'm biased as one of the > maintainers of the aircraft, and it is rated accurately according to > your criteria :) Compared with, say, the A-10, the F-14b or the Tu-154b (which is not in the GIT repository) - how would you rate the c172p cockpit?

Re: [Flightgear-devel] Aircraft model/cockpit rating

2010-12-01 Thread thorsten . i . renk
> So, if you claim that your rating is _not_ a beauty contest, then I'd > ask you: After taking the above mentioned thoughts into account, what's > left as a criteria for your rating ? Martin, I see no need to repeat myself over and over. Please read the explanations I have given so far, if you fe

Re: [Flightgear-devel] Aircraft model/cockpit rating

2010-12-01 Thread thorsten . i . renk
> I'm afraid that your grading is no more than a beauty contest. It does > matter "if the gauges are all in the right place or if the cockpit is > complete down to the last detail". Under your grading a cockpit could be > a complete figment of the imagination, but by looking pretty or having a > wo

Re: [Flightgear-devel] Aircraft model/cockpit rating

2010-12-01 Thread thorsten . i . renk
Martin wrote: > I think the risk of doing harm by "rating" aircraft and their cockpits > after just a quick test is rather high compared to the potential > benefit - especially when you're too unfamiliar with some of the > respective real-life references. To put in into different words: By > assig

[Flightgear-devel] Aircraft model/cockpit rating

2010-11-30 Thread thorsten . i . renk
I'd like to let everyone know that I just finished a project assigning each aircraft model/cockpit a number between 0 and 10 indicating the visual level of quality of the cockpit. The results can be found in the forum here: http://www.flightgear.org/forums/viewtopic.php?f=4&t=10080 Why did I do

Re: [Flightgear-devel] 3D clouds and precepitation affects.

2010-11-29 Thread thorsten . i . renk
> One more observation. Yesterday I was doing tweaks to the spin related > functions in my model and during spin tests I noticed that I get the same > affect when I am in a spin only the clouds are rotating about a vertical > axis > rather than a horizontal axis. Again it only appears to happen i

Re: [Flightgear-devel] 3D clouds and precepitation affects.

2010-11-28 Thread thorsten . i . renk
> 2. Clouds rotate in an unrealistic way when doing loops and other > maneuvers > that involve going to/from inverted (loops, half Cuban eights, split S's > ...) > but it does not happen when doing rolls. The clouds will flip over 180 > degrees > at the top and bottom of loops for example. (...) >

Re: [Flightgear-devel] Performance change?

2010-11-27 Thread thorsten . i . renk
> Can you compare the OSG statistics between the two binaries? Choose > "cycle onscreen statistics" three times. I sure can, but I have no idea what I am looking at when I do that - I basically get a table with numbers which change when I move or change view direction. I'd make screenshots avail

[Flightgear-devel] Performance change?

2010-11-26 Thread thorsten . i . renk
I've had just occasion to compare performance of a GIT binary compiled on Nov 24th with a GIT binary compiled Nov 13th in one of my standard benchmark tests (which I described a while ago), and the test confirmed an impression I had yesterday in just test-flying - I've lost almost 1/3 of available

Re: [Flightgear-devel] Nonfunctional airplanes

2010-11-25 Thread thorsten . i . renk
>> fgdata, but while git status lists a couple of files as having >> differences, that are files I know should be different because I changed >> them. No aircraft is listed as being different. > > The inter-dependencies in the Base Package between seemlingly unrelated > pieces have grown _that_ muc

Re: [Flightgear-devel] Nonfunctional airplanes

2010-11-25 Thread thorsten . i . renk
> Lightning works fine here. Here it does not. Pulled flightgear, simgear and fgdata today, compiled simgear and flightgear. Error logs attached. I was entertaining the theory that something is wrong in the way I update fgdata, but while git status lists a couple of files as having differences

Re: [Flightgear-devel] Nonfunctional airplanes

2010-11-24 Thread thorsten . i . renk
>> I've just completed a sweep through all available aircraft in GIT, and I >> thought a list of the non-functional ones might be useful for some >> people. > [] >> c182rg > > I just picked this one as a random item from your list and I'm happy to > state that it runs and flies properly for me (rea

[Flightgear-devel] Nonfunctional airplanes

2010-11-24 Thread thorsten . i . renk
I've just completed a sweep through all available aircraft in GIT, and I thought a list of the non-functional ones might be useful for some people. I have not taken care to make sure the problem persists in more recent pulls, and I have not tried to find out if a quirk in my system us responsible

Re: [Flightgear-devel] Performance and compiler options - or maybe

2010-11-17 Thread thorsten . i . renk
>> However, the (so far to me unknown) C++ subrouting actually bringing >> clouds into the visibly rendered scenery is even way slower - I can read >> the message that the property writing is over after the expected 2.5 >> seconds, but continue to see clouds appear in the scenery for 30 seconds >>

Re: [Flightgear-devel] Performance and compiler options - or maybe something else

2010-11-15 Thread thorsten . i . renk
> Not sure, maybe it is connected with an other issue we recently > discovered. There are indeed some OSG operations which don't scale > well. > For example, OSG keeps a simple list of references at each shared > model - so each shared model knows all nodes it is shared to. Adding a > new member t

Re: [Flightgear-devel] Performance and compiler options - or maybe something else

2010-11-12 Thread thorsten . i . renk
With regard to the speed of loading models from Nasal into the scenery I was writing about a while ago, I have made some discovery yesterday. I was testing a setup in 2.0.0 with some heavy numerics running on the second CPU, and this pushed the behaviour of the framerate into the behaviour I was

Re: [Flightgear-devel] Local weather: Clouds redrawn

2010-11-10 Thread thorsten . i . renk
> Thorsten asked me to switch off xxx-loop-flags in /local-weather/ to > rule out Nasal. > > Set to zero: > > buffer-loop-flag = '0' (double) > convective-loop-flag = '0' (double) > dynamics-loop-flag = '0' (double) > effect-loop-flag = '0' (double) > housekeeping-loop-flag = '0' (double) > interpo

Re: [Flightgear-devel] 3D clouds flat instead of fluffy

2010-10-07 Thread thorsten . i . renk
That seems like the shader not running - I can get this appearance of the clouds when I start Flightgear from a shell as a different user - then I don't get 3d acceleration from the graphics card (and lots of errors that shaders did not compile) and the clouds look exactly like that. They seem to f

Re: [Flightgear-devel] Performance and compiler options

2010-10-02 Thread thorsten . i . renk
To follow up on my previous message: > Not so with my GIT binary: Loading of the initial cloud configuration > brings me down to 4 fps, and every time (!) a cloud is loaded from the > buffer my framerate drops from 34+ to something like 20+ for a moment - > which makes the whole experience rather

[Flightgear-devel] Performance and compiler options

2010-09-29 Thread thorsten . i . renk
Hello, with significant help, I've recently succeeded to compile my own GIT binary. Initially this was very slow, in the mean time I've been told some flags for the compiler which I've been using to recompile OpenSceneGraph, Simgear and Flightgear which improved the available framerate by a facto

Re: [Flightgear-devel] Missing menu

2010-09-25 Thread thorsten . i . renk
> Hmmm - looking through the commit log of menubar.xml, I can't find any > reference to local_weather_config.xml since local weather was first > commited at Apr, 12th. Looks like it has never been in GIT's menubar!? I wouldn't know... It's part of the package though and should be accessible someh

Re: [Flightgear-devel] A useles philosophical observation

2010-09-25 Thread thorsten . i . renk
> I was experimenting with the new water shader and local weather, and I > could not help myself thinking how sad it is, that the more perfect the > simulation gets, the more noticeable the remaining weak points become. Well, it would turn into a useful philosophical observation once you could tel

[Flightgear-devel] Missing menu

2010-09-25 Thread thorsten . i . renk
Hi, in yesterday's GIT version somehow the menu local_weather_config.xml (which contains settings for view ranges of clouds and the amount of resources given to moving clouds) seems to have vanished from the menu bar, although it still is under /gui/dialogs/. I'd be obliged if anyone could reins

Re: [Flightgear-devel] Global Weather

2010-09-19 Thread thorsten . i . renk
>> The way I did the comparison [...] > > Your rather elaborate pleadings make me feel that you've been > implementing a rather 'autonomous' (or 'uncontrollable') system for > setting weather effects, which - obviously - is destined to drive > people into a "comparing apples and pears" situation.

Re: [Flightgear-devel] Musings on optimizing Nasal code

2010-09-16 Thread thorsten . i . renk
> The distance_to() method is a pretty standard "great circle" calculation, > and that's exactly its purpose. Are you sure your "faster" version does > the same? Does it yield the same (numeric) results? And besides, in the > visual range direct_distance_to() should be good enough, and it's > certa

Re: [Flightgear-devel] Musings on optimizing Nasal code

2010-09-16 Thread thorsten . i . renk
> You just discovered that Nasal is 10x slower than C++ > code! This is exactly why I prefer core code to end up in C++ in the end. I don't think that's a valid interpretation of my results. Consider the two cases where I achieved a significant performance gain by replacing hard-coded structures w

[Flightgear-devel] Musings on optimizing Nasal code

2010-09-15 Thread thorsten . i . renk
I've just spent a session optimizing performance of the weather dynamics routines, and I have largely done so by analyzing the performance of elementary Nasal function calls and making use of my findings (and also by dispensing with the pretense of elegant coding). I was rather gratified to see t

Re: [Flightgear-devel] Global Weather

2010-09-14 Thread thorsten . i . renk
> I'd be interested to run such a comparison myself. Could you translate > the described conditions into a set of command line parameters against > 'default' FlightGear/GIT startup so I/we can make sure not to interfere > with local customizations ? I don't think it can be done from the command li

Re: [Flightgear-devel] Global Weather

2010-09-13 Thread thorsten . i . renk
> I haven't fully tested all the options, but in general the frame rate > cost seems very heavy. > Regarding frame-rates: yes, the Local-Weather implementation kills > non-high-end systems (mine, too). I'm getting slightly frustrated here. I've spent months to improve performance, and I feel by

Re: [Flightgear-devel] Global Weather

2010-09-13 Thread thorsten . i . renk
> I run last sources and data and I also see this message. Is it expecting > a not yet written feature ? No, I have a GIT binary from a while ago supplied by Hooray which does not produce the message but detects support available. So there exist versions of code in which the patch is supplied, but

Re: [Flightgear-devel] Global Weather

2010-09-13 Thread thorsten . i . renk
> I get the same message on start. Yes, there's a script that checks if a hard-coded vector elevation sampling works or if you have to do repeated goedinfo calls. If the system is to be compatible with 2.0.0 and to make use of GIT features to speed it up, it has to have some way of knowing if the

Re: [Flightgear-devel] Ambient light

2010-09-12 Thread thorsten . i . renk
> There is now support for a /rendering/scene/saturation property in git > which if set to 1.0 (default) sets the colors as before and when set to > 0.0 turns everything dark. Thanks, much appreciated! * Thorsten -- Sta

Re: [Flightgear-devel] Ambient light

2010-09-09 Thread thorsten . i . renk
> We seem to disagree quite a bit here, Nasal is nice for supporting > aircraft functions but scenery coloring is part of the simulator core > and should be kept in the C++ code. In fact the same applies to the new > cloud code if you'd ask me but for proof of concept and ease of > development by

Re: [Flightgear-devel] Ambient light

2010-09-09 Thread thorsten . i . renk
> The main problem is that it's actually the code that generates the > values and setting. If you are adjusting the corresponding properties > from NASAL (they are in the property tree already) they will be > overwritten the next frame. I think it would be way easier to implement > this in the C++

[Flightgear-devel] Ambient light

2010-09-08 Thread thorsten . i . renk
I've tested some large visibility range bad weather cloud configurations yesterday, and I've noticed something: The light in the scenery, especially for sunrise and sunset, is beautifully tuned for fair weather conditions. However, underneath a thick layer, having rosy-hued golden morning light i

Re: [Flightgear-devel] Musings on the range animation

2010-09-05 Thread thorsten . i . renk
Sure - would you like a guess where my shader code largely comes from? :-) But there are limits: I asked before doing any work if the existing system can be used to get me a cloud to a predefined location - Stuart's answer was a clear 'no', and since I wanted to have precisely that capability, I h

Re: [Flightgear-devel] Musings on the range animation

2010-09-05 Thread thorsten . i . renk
Hi Curt, > Are you placing your range animation node above each tile or > above each object in each tile? One has to work with the tools available - or write one's owns... with range animation I literally mean the xml-tag in the wrapper of a model: range 0 31000 Using that tool, you c

[Flightgear-devel] Musings on the range animation

2010-09-05 Thread thorsten . i . renk
I've recently come across some interesting phenomenon with regard to the range animation. In the second generation of my cloud rendering system, every cloud in the system was rotated towards the viewer, and then shaded to invisible if it was more than 31 km away by the vertex shader. Since I gen

Re: [Flightgear-devel] JSBSim - how to model piston engine exhaust thrust?

2010-09-03 Thread thorsten . i . renk
> Don't we need to keep R, the universal gas constant, to make the equation > work? > > v ~ sqrt(TR/M) ? Not when you write it like this, because it's just a constant, so you can pull it out and the result is still proportional to the rest if you drop it, like v ~ sqrt(R) * sqrt(T/M) ~ sqrt(T/M

Re: [Flightgear-devel] JSBSim - how to model piston engine exhaust thrust?

2010-09-02 Thread thorsten . i . renk
A few comments to your math: > I haven't done anything (yet) with Hal's exhaust thrust function. I was > waiting for someone else to work out the math... > > The exhaust thrust function should return a force. Newton tells us: > > F=ma Indeed, but not very helpful here... force as a time-deriva

Re: [Flightgear-devel] 2d clouds

2010-08-14 Thread thorsten . i . renk
>> However, reverting those changes didn't seem to have any >> effect. >> >> Has anyone managed to find a solution to this? >> >> -Stuart > > Just a guess- could it be that changes made for the alternative clouds > system introduced it? Which changes? Back when the effect was reported here for t

Re: [Flightgear-devel] environment controller changes

2010-07-15 Thread thorsten . i . renk
> For RL flight planning charts are available for levels (pressure levels) > FL50(850mb), FL100(700mb), FL180(500mb), FL240(400mb), FL300(300mb), > FL390(200mb) and FL450(150mb). This should be sufficient for aloft data. So, how would you imagine the GUI for this to be? I have never seen such ch

Re: [Flightgear-devel] weather conditions and winds aloft not working correctly..

2010-07-13 Thread thorsten . i . renk
Hi, > I don't really know what to make of it...but hope solution > can be found as I've started to grow tired of real-weather-fetch and > would like to be able to set up more realistic (and less annoying) > weather conditions, for longer distance cross country trips > especially. Somewhat loose

Re: [Flightgear-devel] 2d clouds

2010-06-22 Thread thorsten . i . renk
> Glad to know it's just not me. I wonder if it has anything to do with > this new cloud creating menu ? Certainly not - completely separate system. > Which I haven't quite figured out the purpose of , > wasn't the METAR string supposed to > handle the user defined weather ? If you pass a META

Re: [Flightgear-devel] Proposal for a revised environment interface

2010-06-21 Thread thorsten . i . renk
Since I'm quite new on the list, I have pondered a few days if this is meant to be a joke. > Ohhh look. > A chunk of work required that is not screamingly time-sensitive, could > be tightly defined and has potential mentors. > I smell a potential project for Google Summer of Code next year...

[Flightgear-devel] Proposal for a revised environment interface

2010-06-13 Thread thorsten . i . renk
Hi All, since Stuart brought up the question of merging my local weather packages better into the C++ structures in a response to me in the forum, I'd like to propose a structure I would consider useful here. The problem: Currently, it is a bit difficult to set weather conditions from Nasal. If

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