Panels and airplanes aren't really my thing. But we're using the OBJ engine more and more in aircraft, blurring the lines between scenery code and aircraft code.
In X-Plane you can actually use the panel texture in any object. Pleaes don't do this! There are two cases:
Airplane Objects
With X-Plane 860 you can attach many objects to an aircraft. But...you should only use the panel texture in the cockpit object.
The cockpit object is special! It is the only object that gets mouse-click tested. In the future we will decide how much of the 2-d panel to render to a texure (for the 3-d cockpit) based on the cockpit object. So...don't use the panel texture in your other aircraft objects. Put your panel-textured triangles in the panel object.
(You should do this anyway; switching to the panel texture creates a new batch*, so using it in a lot of separate objects is bad for framerate.)
Scenery Objects
Technically you can also use the panel texture in scenery objects. This is really just a big hack -- all of the issues with optimzation apply to this case, plus: how can you even know the layout of the panel texture in scenery? Don't do this!
* "Batch" is the technical term in the game development and authoring world for a set of triangles that can be drawn by the graphics card via single CPU command. While graphics cards can process tons and tons of triangles, the number of batches they can process is limited by CPU and bus speed, which advance much more slowly. Generally the number of batches is the limiting factor in X-Plane's framerate.
It's easy to see how many batches your OBJ8 contains: open the file and count the number of "TRIS" and "LINES" commands at the end. Ignoring lights, the sum of the TRIS and LINES commands is the number of batches! (HINT: fewer is better, and only one batch is great!)
Monday, June 25, 2007
Sunday, June 17, 2007
Crash Bang Goes the Airplane
Ari asked a good question regarding sloped runways and the new apt.dat 850 format:
Bumpy Runways in the Good Old Days
Back in X-Plane 806 there was a fundamental problem with the way we did sloped runways that made them virtually unusable: while the corners of each rectangular piece of pavement would sit directly on the terrain (no matter what the terrain's slope), the area of the taixway was formed by a flat plane. This means that the middle of the taxiway might be above or below the terrain.
Now the real problem comes when we have two taxiways that overlap. Because they are only aligned to the terrain at their corners and not centers, there may be differences in their height when one taxiway's corner hits another taxiway's center (which happens a lot). As the airplane travels from one taxiway to another, the elevation of the ground changes instantly, inducing a major jolt to the suspension. At high speeds these damage the airplane's suspension.
Bumpy Runways Now
In X-Plane 850, we break all runways and taxiways (new and old) into multiple pieces each tiem the terrain underneath them has an edge. The resulting taxiways are then aligned to the mesh at their corners. But since no taxiway center goes over a mesh corner, the taxiway "hugs" the mesh perfectly. And since all taxiways hug the mesh in the same way, there is never a height gap between taxiways.
It's the Mesh, Stupid
So why do we still have bumps in X-Plane 850 if we so carefully make sure the taxiways exactly reflect the mesh height? Well, you're effectively driving on the terrain, so any bumps are ones from the terrain. Simply put, even with the new system the usability of sloped runways is only as good as the underlying terrain.
Now our meshes come from SRTM data, which is radar data - it naturally has a certain level of noise and "speckle" which makes it pretty unusable for airports...airplanes are very sensitive to even small bumps during takeoff.
We attempt to "condition" the elevation data for airport use, smoothing out hills and bumps. Unfortunately our algorithm doesn't always work right. The X-Plane 8 US scenery was way too bumpy to be usable. The 7-DVD set is better, but still makes bumpy airports in a few cases:
But this is also a case where a few curved polygons can be much more efficient than several overlapping ones - when we cut up the taxiway based on the mesh, if there is ovelapping pavement, each overlapping taxiway must be cut, multiplying the effects of the mesh on triangle count.
It also turns out that in the real case this is somewhat moot: because X-Plane smooths the airports and then induces triangle borders around the edge of the airport. Since the interior area is so flat, it doesn't require a lot of triangles, and therefore the trianglse inside an airport tend to be big, so the number of times we have to cut an actual layout is quite small.
Am I understanding it right that airport taxiways, ramps and runways are from now on going to be merged into one big mesh, instead of bunch of rectangle pieces overlapping each other? If yes, will this finally allow us turning on sloped runways option in X-Plane without any of the current side effects?This brings up some interesting questions. First the most basic answer:
- apt.dat 850 prrovides curves, irregular taxiway shapes, which will allow you to create complex taxiway shapes with only one piece of pavement, rather than many overlapping ones.
- X-Plane still honors the order of apt.dat 850 for drawing, so you can also overlap and get visually consistent results.
- We recommend using a smaller number of curved taxiways rather than many overlapping rectangular ones because X-Plane can handles this case more efficiently. It is not necessary to build the entire airport out of one taxiway though.
Bumpy Runways in the Good Old Days
Back in X-Plane 806 there was a fundamental problem with the way we did sloped runways that made them virtually unusable: while the corners of each rectangular piece of pavement would sit directly on the terrain (no matter what the terrain's slope), the area of the taixway was formed by a flat plane. This means that the middle of the taxiway might be above or below the terrain.
Now the real problem comes when we have two taxiways that overlap. Because they are only aligned to the terrain at their corners and not centers, there may be differences in their height when one taxiway's corner hits another taxiway's center (which happens a lot). As the airplane travels from one taxiway to another, the elevation of the ground changes instantly, inducing a major jolt to the suspension. At high speeds these damage the airplane's suspension.
Bumpy Runways Now
In X-Plane 850, we break all runways and taxiways (new and old) into multiple pieces each tiem the terrain underneath them has an edge. The resulting taxiways are then aligned to the mesh at their corners. But since no taxiway center goes over a mesh corner, the taxiway "hugs" the mesh perfectly. And since all taxiways hug the mesh in the same way, there is never a height gap between taxiways.
It's the Mesh, Stupid
So why do we still have bumps in X-Plane 850 if we so carefully make sure the taxiways exactly reflect the mesh height? Well, you're effectively driving on the terrain, so any bumps are ones from the terrain. Simply put, even with the new system the usability of sloped runways is only as good as the underlying terrain.
Now our meshes come from SRTM data, which is radar data - it naturally has a certain level of noise and "speckle" which makes it pretty unusable for airports...airplanes are very sensitive to even small bumps during takeoff.
We attempt to "condition" the elevation data for airport use, smoothing out hills and bumps. Unfortunately our algorithm doesn't always work right. The X-Plane 8 US scenery was way too bumpy to be usable. The 7-DVD set is better, but still makes bumpy airports in a few cases:
- If there was no airport in the apt.dat file at the time of scenery creation, no conditioning was applied, and the underlying terrain is probably inappropriate for draping.
- The scenery creator has a bug that causes airport flattening to fail when it's very close to water. For example, the big bump in the runway at KLGA is due to a water-airport interaction.
- I think that flattening across DSF tiles can have problems too.
But this is also a case where a few curved polygons can be much more efficient than several overlapping ones - when we cut up the taxiway based on the mesh, if there is ovelapping pavement, each overlapping taxiway must be cut, multiplying the effects of the mesh on triangle count.
It also turns out that in the real case this is somewhat moot: because X-Plane smooths the airports and then induces triangle borders around the edge of the airport. Since the interior area is so flat, it doesn't require a lot of triangles, and therefore the trianglse inside an airport tend to be big, so the number of times we have to cut an actual layout is quite small.
Labels:
file formats,
inside x-plane,
performance,
scenery system
Saturday, June 16, 2007
Pictures to Prove It
Mighty Mighty Bostones? Anyone? Nevermind. Anyway...
...some pictures of WED. (These were taken on a Macintosh, but it looks almost the same on Windows except for the title bars of the windows.)
This is the startup window. WED can edit multiple scenery packages (in multiple windows) but does not let you edit a scenery package until you create and name it. So we show this window when you startup to let you choose between a new or existing project.
The left side is the map view, which provides draggable editing of any part of an apt.dat file. This is part of Aussie's KSBD layout, which is part of the X-Plane demo. The right side provides a hiearchy-structure view (top) and more detailed editing or properties (bottom).
With the vertex tool, we can drag control handles for any selected entity.
The map view is a "structural" view, not a photorealistic one. The markings on the lines and pavement color change to reflect the settings you pick, but WED does not attempt to reproduce the final result in X-Plane.
Wiht the marquee tool, we get a rectangular edit box around the selection and can thus resize or move whole sets of entities at once.
This is KBOS from 860 imported into WED. WED will import 810 or 850 layouts, but only exports 850 layouts. (It can thus be used as a simple converter.) That background image is automatically downloaded from terraserver and updated as you zoom and scroll the map. Unfortunately terraserver only covers the US; where there is no coverage you can import any BMP, PNG, JPEG or TIFF file and set it as a background image.
...some pictures of WED. (These were taken on a Macintosh, but it looks almost the same on Windows except for the title bars of the windows.)
This is the startup window. WED can edit multiple scenery packages (in multiple windows) but does not let you edit a scenery package until you create and name it. So we show this window when you startup to let you choose between a new or existing project.
The left side is the map view, which provides draggable editing of any part of an apt.dat file. This is part of Aussie's KSBD layout, which is part of the X-Plane demo. The right side provides a hiearchy-structure view (top) and more detailed editing or properties (bottom).
With the vertex tool, we can drag control handles for any selected entity.
The map view is a "structural" view, not a photorealistic one. The markings on the lines and pavement color change to reflect the settings you pick, but WED does not attempt to reproduce the final result in X-Plane.
Wiht the marquee tool, we get a rectangular edit box around the selection and can thus resize or move whole sets of entities at once.
This is KBOS from 860 imported into WED. WED will import 810 or 850 layouts, but only exports 850 layouts. (It can thus be used as a simple converter.) That background image is automatically downloaded from terraserver and updated as you zoom and scroll the map. Unfortunately terraserver only covers the US; where there is no coverage you can import any BMP, PNG, JPEG or TIFF file and set it as a background image.
Sunday, June 10, 2007
Our New Management Consultant
A long time ago I posted a picture of my immediate supervisor. I am pleased to announce that the home office has brought on Cecelia to help consult on future X-Plane development. Here she is:
A meeting of the management team:
A meeting of the management team:
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