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Mac 2.10 RC Atmospheric light scattering bug

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Mac 2.10 RC Atmospheric light scattering bug

Postby someguy » Tue Jan 29, 2013 6:35 pm

If atmospheric light scattering is enabled, random buildings breaks:

Image

This is with all shaders maxed. As you can see, I'm still getting 21 fps...as long as none of those stupid over-detailed airliners are in view. If I disable scattering, the buildings reappear.

Also, when I paused fgfs to make the screenie, the Launcher crashed and had to be force-quit from the Dock. After doing that, fgfs was still running, and flight resumed when unpaused.

iMac11,2, Core i3 3.06 GHz, 4 GB RAM, ATI Radeon HD 4670 256 MB VRAM, OS X 10.6.8
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Re: Mac 2.10 RC Atmospheric light scattering bug

Postby zakalawe » Tue Jan 29, 2013 6:39 pm

What's the highest shader level, at which random buildings still work? Or the lowest at which they fail?
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Re: Mac 2.10 RC Atmospheric light scattering bug

Postby someguy » Tue Jan 29, 2013 6:53 pm

Shader levels have no effect. If scattering is enabled, I get what you see in the screenie.

Oh, and BTW the 3 fps frame rates were when flying the Cub, which imposes its own lag on my Mac. With the Bo105, it wasn't quite as bad, and the clear-view rate was 30 fps.
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Re: Mac 2.10 RC Atmospheric light scattering bug

Postby Thorsten » Tue Jan 29, 2013 7:01 pm

Looks like a first pass being rendered and a second not, so the skydome shines through. Can you check the console for errors being generated by non-compiling shaders and have a look if the building 'color' changes at sunset?
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Re: Mac 2.10 RC Atmospheric light scattering bug

Postby someguy » Wed Jan 30, 2013 6:32 am

Thorsten,: yes, the color matches the skydome at sunset.

Here is the log:

Code: Select all
2013-01-30 00:23:39.023 fgfs[6117:60f] Error loading /Library/ScriptingAdditions/Adobe Unit Types.osax/Contents/MacOS/Adobe Unit Types:  dlopen(/Library/ScriptingAdditions/Adobe Unit Types.osax/Contents/MacOS/Adobe Unit Types, 262): no suitable image found.  Did find:
   /Library/ScriptingAdditions/Adobe Unit Types.osax/Contents/MacOS/Adobe Unit Types: no matching architecture in universal wrapper
fgfs: OpenScripting.framework - scripting addition "/Library/ScriptingAdditions/Adobe Unit Types.osax" declares no loadable handlers.
Multiplayer mode active!
Loading local weather routines...
loading scenario 'nimitz_demo'
loading scenario 'vinson_demo'
getting flightplan: Cruise-1
AIShip: Cruise-1 initializing waypoints
AIShip: Cruise-1 done initialising waypoints 0
Could not find at least one of the following objects for animation: 'terminal_2'
Could not find at least one of the following objects for animation: 'terminal_2'
glLinkProgram "" FAILED
Program "" infolog:
ERROR: fragment shader reads varying 'mie_angle' which is not written.
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Re: Mac 2.10 RC Atmospheric light scattering bug

Postby Thorsten » Wed Jan 30, 2013 7:03 am

Seems clear enough - I'll have a look (I'm not normally using random buildings, so chances are I missed something trivial when Stuart updated the building shader to the new technique).
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Re: Mac 2.10 RC Atmospheric light scattering bug

Postby Thorsten » Wed Jan 30, 2013 8:09 am

Okay, I just pushed a fix to GIT.
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Re: Mac 2.10 RC Atmospheric light scattering bug

Postby fredb » Wed Jan 30, 2013 8:16 am

If the bug occurs in the 2.10 RC, the fix should be pushed to the release branch too
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Re: Mac 2.10 RC Atmospheric light scattering bug

Postby Thorsten » Wed Jan 30, 2013 8:36 am

Since Stuart did that particular piece, I asked him to have a look at this as well in case I'm overlooking something.
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Re: Mac 2.10 RC Atmospheric light scattering bug

Postby someguy » Wed Jan 30, 2013 9:24 pm

Here's another artifact of scattering (in pink ovals):

Image

The dark smudges flicker and dance across the ground when the R44 is taxiing in ground effect. They disappear if scattering is disabled. Just in case this isn't part of the glitch you've already fixed. Further testing was curtailed to humor grouchy tower personnel who think KSFO is a good place to pretend they're in charge. :?:
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Re: Mac 2.10 RC Atmospheric light scattering bug

Postby Thorsten » Thu Jan 31, 2013 8:04 am

Sorry, I have never seen those and can't reproduce the problem (I do usually use the runway shader). Any particulars (does it happen with other planes or is it R44 specific, does it change with light, fog, ...)? Any errors?
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Re: Mac 2.10 RC Atmospheric light scattering bug

Postby someguy » Thu Jan 31, 2013 3:54 pm

Those smudges do occur with other planes, and sometimes while parked. I use custom shaders, and I found that the smudges only happen if the top slider is at maximum. I'm on my iPad now, and I don't remember which custom shader that is, but moving it one notch to the left makes the smudges disappear.

Also, anti-aliasing seems not to work at all, regardless of the slider setting. I have not yet tried it via command line parameter.

The wind-generated waves seem awfully fast. Flying low over water can be disorienting.

There's probably no point in even trying to use Rembrandt on a Mac, eh?

I must say, I am impressed by how little most of the shaders impact my frame rate. Obviously, you guys have worked hard to optimize your code. Bravo!
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Re: Mac 2.10 RC Atmospheric light scattering bug

Postby Neilson » Thu Jan 31, 2013 5:47 pm

Also, anti-aliasing seems not to work at all, regardless of the slider setting. I have not yet tried it via command line parameter.


I get the same, the command line works for me on anti-aliasing.
Code: Select all
--prop:/sim/rendering/multi-sample-buffers=1
--prop:/sim/rendering/multi-samples=2                                   
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Re: Mac 2.10 RC Atmospheric light scattering bug

Postby Hooray » Thu Jan 31, 2013 5:54 pm

Those smudges do occur with other planes, and sometimes while parked. I use custom shaders, and I found that the smudges only happen if the top slider is at maximum.


Then, let's simply rename the maximum shader level to "contaminated runway shader" to give the new feature an appropriate name :D
(BTW: not seeing it here)
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Re: Mac 2.10 RC Atmospheric light scattering bug

Postby zakalawe » Thu Jan 31, 2013 6:03 pm

The AA thing is really weird, the launcher is passing sane values. Taking a look now.
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