Just a quick note re: comments. Recently this blog has been attacked by spammers who copy existing legitimate comments and re-post then; their user name is a link to a click-harvesting web-site. I am doing my best to mark these comments as spam and not allow them.
Besides that, I am likely to nuke any comments that contain profanity, spam, repeated requests for tech support via the blog, and off-topic comments particularly on posts that have are meant for a narrow discussion (e.g. global scenery defects).
I have mentioned a few of the scenery engine features coming in X-Plane 10 that will be of interest to authors: global illumination, conditional parts of OBJs (to cope with variable rendering settings). There is another general feature coming that will make authoring scenery a lot easier, I hope.
X-Plane 9’s rendering engine has the ability to drape geometry. Draped geometry are meshes that are ‘dropped’ onto the terrain and hug the underlying base mesh perfectly. The most common example of this is the runways: because the runways ‘drape’ the ground, the runway shows any curvature and bumps from the underlying base mesh. This is who we create sloping and non-flat runways.
Authors can drape geometry as well, using a draped polygon (.pol) primitive in an overlay. Such draped geometry is useful any time you want to add more “paint” to the ground, e.g. to put down a taxiway, parking markings, dirt, grass, a driveway for a house, you name it.
There is one case in X-Plane 9 where you cannot drape geometry: in an object. In an object, all geometry is aligned to the object, and will only interact nicely with the ground if you get lucky. For example, if you model a house with a sidewalk, the sidewalk won’t “sit” on the ground if the ground turns out to be sloped. You can use ATTR_poly_os to hide the artifacts, but ATTR_poly_os really can’t cope with mismatches between the OBJ and the terrain under it.
X-Plane 10 will introduce a new object attribute: ATTR_draped. Draped geometry in an object is actually draped down onto the terrain when the object is placed in the scenery. This means that the draped part of the object will hug the ground perfectly with no interference or Z thrash. You get all of the quality of a draped polygon with the convenience of an OBJ.
There are a few possible uses for ATTR_draped:
- Any time a 3-d model needs some ground details attached to it, e.g. the driveway near a house, draped geometry provides a good fit with the ground and good alignment with the object.
- Any time you want to include a pre-made ground decal (E.g. a painted parking spot on a taxiway), the ground detail can be modeled as an object using draped geometry.
ATTR_draped will facilitate creating and sharing custom details for airports and streamline the authoring process.
This is my expectation for scenery compatibility in X-Plane 10:
Scenery based on DSFs, OBJs, and other version 8/9 file formats should work with X-Plane 10 unmodified.
This includes orthophoto scenery based on DSFs – we’re not throwing that code out.
The new rendering engine features for version 10 (and there are a lot of them) are extensions – new ways to render things, new types of art assets.
I do believe that we may drop support for ENV scenery files in version 10. We’ve had DSF for six years now, and ENV’s capabilities (a 500m mesh, very limited orthophoto resolution) aren’t useful to today’s users. You can use DSF2Text/XGrinder to extract custom object placements from an ENV for use in a new overlay.
We may also drop support for OBJ version 2. (Yes, we still load OBJs version 2.) OBJ version 2 is the OBJ file format from X-Plane 6, the one before OBJ 7. If you have any old OBJs (version 2 or 700) you can use XGrinder to automatically batch convert them to OBJ8.
X-Plane 10 will have rendering options for global illumination and global shadows. This leaves one question: what if the user has these features disabled?
The plan for version 10 is this: the OBJ file format will have some extensions to allow conditional commands based on rendering settings. A few notes on these conditional commands:
- They will only be based on rendering settings.
- They will be evaluated once when the object is loaded. (If rendering settings change, the object will be reloaded.)
The idea is to be able to change which lit texture you use or remove a set of shadow polygons depending on rendering settings.
The conditionals are evaluated once at load time so that the object can be fully optimized based on the particular set of conditionals used. For example, if your drop shadow (with ATTR_poly_os) is fully removed at load time (because global shadows are on) your object now has fewer attributes, which is good for frame-rate.
This is very different from ANIM_hide. The hide animation may or may not hide depending on datarefs; to keep this fast, you cannot “hide” an attribute, only triangles. This means you “pay” for your atttributes no matter what.
The motivation for both designs is this: if the set of attributes in a file never changes (e.g. they are either conditionally removed at file load once, or they are always present regardless of animation) then we can optimize the attributes of an object once knowing how they relate to each other, to create the leanest, meanest OBJ.
I commented on this before, but, like the Funniest Joke in the World, no one team member has all of X-Plane 10. We’re all working away madly at our own parts, separately. This means that if one of us has code or art that isn’t quite ready for prime-time, it hopefully doesn’t slow anyone else down too much.
I mention this because I see a lot of commentary on the X-Plane 10 preview pictures where the comment is analyzing a part of the picture that actually isn’t X-Plane 10 at all! Those pictures are coming right off of developer machines, and that developer probably has some new stuff and some old stuff. Not only does the developer probably not have everyone else’s parts of X-Plane, but that developer probably has everything except his own work turned off or way down to keep sim load time down. I don’t fly with 20 AI planes when I work on scenery, and Austin doesn’t load full scenery at max res when he works on the flight model.
So when you look at the screenshots, just bear in mind that they are showing one new piece of technology pretty well, and pretty much everything else on screen is going to be hit or miss.
I mean to blog this a while ago, and Austin has moved on to new missives about the future of X-Plane, but:
A while ago Austin posted to the news list describing our approach to global scenery (that is, the scenery that ships with the sim), and he said some, well, rather disrespectful things toward orthophotos:
Orthophotos are garbage. I see this all the time. I am zooming along in an airplane looking that rooftops of WalMarts painted flat onto the ground. And the rooftops are blurry. And pixelated. And with a magenta or purple tint. And with big blurry shears right through the middle of them when they fall between offset satellite passes. It looks just terrible.
So first let me point out a few obvious things:
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There was never any chance that the global scenery would be based on orthophotos – not in v8, not in v9, not in v10. Simply put, we can’t ship you 900 DVDs in a dump-truck. Orthophotos of any reasonable quality are too large for covering the entire world in the base X-Plane product. This is not a change or new to v10.
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X-Plane is very capable of handling third party orthophoto scenery. We invested a bunch of engineering in this in the v9 run, and that code is not going away in v10. X-Plane will page orthophotos on multiple cores so that you get smooth flight and crisp images. If you want to see some orthophoto that don’t look blurry or pixelated, look here.
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DSF-based scenery that works in X-Plane 9 will work in X-Plane 10, unmodified. We are not getting rid of any modern scenery file formats.
Beating Ourselves Up
Austin continues in his rant^H^H^H^Hdiscussion, with this:
Then, to make the 2-dimensional, blurry, pixellated, mis-colored, distorted roof of a WalMart painted on the ground look even worse, if you throw in some REAL roads or auto-generated buildings, they invariably fall ACROSS the roof of the WalMart painted on the ground, compounding the wretched orthophoto with an Escher-like rendering-error. This looks terrible, and is not even plausible.
This is a critique of the version 8 and 9 global scenery. In fact, it is an observation of the fundamental problem with the urban global scenery: we never found a way to synchronize the real-world-driven and real-world derived 3-d scenery (real roads with plausible buildings and forests in between) with the photo-based land-class textures running underneath.
Ironically, this is not a problem with orthophotos (that is, specific photos placed in the world where they belong) per se. It’s really a problem with how to combine 3-d with land class textures. I don’t believe anyone has solved this problem yet for global scenery; if you look at FSX, there isn’t a lot of real world vector data to interfere with the land classes and their autogen.
In fact, orthophotos can look very good when they are combined with 3-d in a correlated way. For example, take a look at this screenshot of FlyTampa’s KBUF . They are using an orthophoto but they are putting matching 3-d on top of it, which makes things look good close up.
The Global Scenery Problem
I’ll leave you with this thought: the problem for the version 10 global scenery is to combine:
- the plausibility that you get from having synchronized 3-d and ground textures.
- the detail we’ve come to expect in photo-based scenery textures.
- the realism you get from using real vector data for the real world.
The current global scenery manages points 2 and 3 but fails pretty badly on point 1. That is what we are trying to address in X-Plane 10.
This post is a bit of an experiment…we’ll see how it goes. When we cut the global scenery, we do a number of validations: we manually inspect some of the DSF tiles, we examine the Earth orbit textures (which are derived from the DSFs) as a quick way to look roughly at all of the tiles, we have a number of internal consistency checks in the generator, and we can compare our output to some of the input data (e.g. did we lose all of our water) to look for gross bugs. But we don’t have enough resources to manually examine all 18,000+ tiles in detail inside X-Plane.
So: if you have found a defect in a global scenery tile in version 9, please list the tile in the comments section of this post. I will try to give these “previously broken” tiles priority in manual inspection.
Note that the bugs we can expect in version 10 will be very different than in version 9 because we’ve really changed the global scenery generation process in nearly every important way. The underlying algorithms are heavily rewritten and data sources are very different. The goal here is to simply find areas that might have a higher probability of weirdness.
Let me try to be clear about what constitutes a broken tile and what does not. Please read this definition six or seven times before you post a comment.
- Do not report bugs of inaccurate data. If your favorite road is missing, or the coastline is in the wrong place, don’t report that here. That is not a defect in the rendering process; rather it is a limitation in the source data. I am not trying to collect a list of data inadequacies. We have already selected the new data for the new render. “Stuff is in the wrong place” is not a bug for this list!
- Really weird patterns are of interest. For example: I have seen some reports of very long thin bars of land going perfectly north along the edge of the tile, or a comb of mountain and valley, again perfectly vertical. These are bugs in the production process and I do want to know about them!
- Do not report errors in the placement of the 3-d layers (trees, roads, etc.). Since the 3-d layer is being completely rebuilt for version 10, none of these defects will be present in version 10. (They’ll be replaced with a totally new set of weird behaviors!)
- If an airport is too bumpy to use (with “flatten ” turned off in the sim), report this only if the terrain around the airport is grass. Basically the grass means that we tried to “fix” the airport in the v9 render and failed. If there is no grass (the airport is over forest or city) and it is bumpy, do not report it – that means it was added to apt.dat later.
- Do not report mismatches between the airport shape and the grassy patch; this is just the apt.dat file being updated.
If you have something to report (basically incorrect flattening of grassy airport areas and really weird coastline/terrain bugs that are clearly programming errors) please include three pieces of information:
- The DSF tile, e.g. +42-072
- The nearest ICAO of an airport near the bug (e.g. KBED)
- A very short description of what went wrong (e.g. “tall thin vertical lakes running through the entire DSF”).
Please only post defects of the above nature in the comments section of this blog post; to keep things clean I am going to nuke any off-topic comments on this post.
EDIT: see the first Squawk, Arista’s report on LOWS. This is a perfect report: it includes the DSF tile, the ICAOs, a brief but clear description, and it is a bug in how we process the data, not the data itself.
If you are planning on submitting an airport layout to Robin so that it is used to flatten terrain in the X-Plane 10 global scenery, please submit the layout to Robin no later than October 10th, 2010 (that is, 10/10/10).
If you have an incomplete but useful layout (e.g. the airport border is in place but not the taxiway signs, you can still submit it; we only consider border outlines and the pavement itself when flattening, not markings.
You do need both the border outline and all existing pavement. The reason for this is that the airport border is used to change the land class to grass, but water is only converted to land (if we have a coastline error) base on real pavement.
More info on airport layouts and how to submit data to Robin can be found here.
On my way back from South Carolina a few weeks ago I had some time in the airport to fix the WorldEditor 1.1 export bugs. All of the reports pointed to a single cluster of bugs that are hopefully now fixed in beta 2, and today I finally had time to get the betas posted.
I also cut a new build of MeshTool (2.0RC2) while I was doing builds; this fixes a bug when using orthophotos with varying physics.
So first: you can get the new WED 1.1 beta 2 and MeshTool 2.0 RC 2 on the tools page on the wiki.
The wiki? Yeah. Tyler has been helping me migrate the scenery tools to here. At this point I believe that all of the content on scenery.x-plane.com is now duplicated on the wiki (which also has additional articles).
WED Bugs
If you should find additional WED bugs, after you get over your initial surprise, please file bugs in the scenery tools bugbase. Please do not email me bug reports. WED has to take second priority to version 10 work, so I don’t have time to process bug reports now, and I will lose them. The bug base keeps your bug safe, keeps a record of what happened to it, and can take attachments.
Please do provide the minimal materials to reproduce the bug; simple packages with an earth.wed file are great. Thanks to all of the WED users who filed bugs with repro cases – this made it very easy to retest the export code.
My Polygon is Poly-Gone
It is illegal to have DSF polygons (or airport polygons) cross themselves; finally with beta 2, WED actually makes this case fairly easy to detect.
- If a polygon cannot be exported (because it is self-intersecting), an error message will indicate that some polygons were skipped, and those polygons are selected.
- If you pick “Error-Check Polygons” from the Edit menu, then for every polygon that has a self-intersection, an OBJ is added at the precise point of the self-intersection. Simply select and zoom in on those OBJs – they act as marker pins to show the problem. Delete the OBJs once you have untangled your polygon.
(I did experiment with error checking on the fly, e.g. simply showing red dots in the intersection points as you drag and resize the polygon, but the math is too slow. I am using CGAL to check bezier polygon intersections, and their algorithm is absolutely rock solid, but it can take up to a quarter of a second to recheck the polygon, which is too slow for interactive editing.)
UPDATE: beta 2 hangs when processing beziers. What is very odd is that this happens on the clean release code but not the working copy of WED I fixed the bugs in. Hence, when I checked all of the bug reports, they all passed. I have reopened all bezier-related bugs. I have not yet located the build environment differences causing the problem.
UPDATE 2: the hang on bezier processing was due to a bad compile configuration for a library WED uses, and was Mac specific. Having fixed this, I have recompiled and reposted WED beta 2 for Mac. If you already grabbed WED, re-download it, and make sure you get the version dated September 24th. You can tell you have the right one because the “compiled on” date in the about box will say “Sep 24 2010 19:34:09”.
For quite a while now, I have been advocating in favor of DDS compression. I am pretty damned obstinate, but eventually if enough people yell at me, I get a clue. I have come to appreciate that there are some cases where DDS compression is not a net win; this blog post explains when it happens and what we might do in X-Plane 10 to work around this.
DDS – The Good, The Bad, the Ugly
DDS is a file format that contains image data pre-mipmapped (that is, the smaller versions of the image that the video driver needs are included) in a format that may or may not be compressed. DDS is virtually always used with a compressed image format (like DXT1 or DXT5). This has three positive effects for X-Plane:
- Because the image is already compressed, we save CPU time when loading the texture that would be spent compressing while X-Plane is running.
- Because small versions of the image (the “mipmap pyramid”) is already in the file, we save time down-sizing the image with the CPU, another win for load time.
- Because the image is compressed ahead of time, it can be compressed with a slow high quality compressor rather than a fast low quality compressor, so relative to other compressed images we get an image quality improvement.
The bad is that the DDS file does not contain the original uncompressed file. If the user unchecks “compress textures to save VRAM”, DDS files remain compressed. If the image file contains details that don’t compress well, they’re going to get splatted and stay splatted.
What If VRAM Grew On Trees?
My original heavy arguments for DDS were based on the idea that VRAM is a limited commodity; if we don’t compress textures, the user runs out of VRAM faster and has to go down a level of resolution…and once that happens, everything starts to look ugly.
But what if the user has 1 GB of VRAM? At this point, we’ve limited the maximum quality the user can see because we don’t have the original uncompressed image anymore, only the DDS/DXT version. This can be frustrating to authors who spent a lot of time on their textures.
If you ship PNGs with your airplane or scenery, turning off texture compression will reveal this beautiful, uncompressed image, but now when texture compression is on, the compression will be done by the video driver, and that will look extra ugly.
The Best Of Both Worlds
This is my thinking for version 10. (These are just musings, we haven’t coded this yet.) Currently DDS are preferred to PNG files. We could relax the load rules in version 10 to prefer PNG over DDS when texture compression is off and DDS over PNG when it is on. This would allow authors to ship both PNGs and DDS files and have the right one be picked for the scenario: the pre-compressed one when texture compression is on and the uncompressed one when compression is off.