Re: [Flightgear-devel] KJFK at night

2002-11-04 Thread Andy Ross
Jim Wilson wrote:
 That's a little too small to resolve differences at 16bpp. Try the
 patch below.  It decreases the lifting substantially.  You will see
 a slight increase in z-buffer flickering but it isn't bad.

Has anyone tried offsetting the lights in the direction of the viewer?
While this might look weird for off-axis lights (they would appear to
move a little bit as you turned or changed the view), it would
(might?) require far less offset to get the same effect.

Shouldn't be too difficult to try, anyway.

Andy

--
Andrew J. RossNextBus Information Systems
Senior Software Engineer  Emeryville, CA
[EMAIL PROTECTED]  http://www.nextbus.com
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Re: [Flightgear-devel] KJFK at night

2002-11-04 Thread Norman Vine
David Megginson writes:

 Here is a screenshot of KJFK from 3900ft with a 16-bit buffer:
  
 Now, with that out of the way, when you look closely, you'll notice
 that the lights are clearly floating 40 or 50ft above the runways.  I
 wonder if there's any formulation we can come up with that could avoid
 this.
 
 For example, let's say that at a certain distance we need the lights
 to be 50 ft away from the ground to avoid z-buffer problems.  If I'm
 looking at the airport from 2 miles away at 1,000ft AGL, then my view
 has slope of about 1:10, so the lights need to be lifted only about
 5ft from the ground to get 50ft between them and the ground directly
 behind (from my current viewing angle).
 
 Does this make sense to the math types?

My guess is that the real solution requires taking a different approach 

http://www.opengl.org/developers/code/sig99/advanced99/notes/node20.html

Norman


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[Flightgear-devel] KJFK at night

2002-11-03 Thread David Megginson
Here is a screenshot of KJFK from 3900ft with a 16-bit buffer:

  http://www.megginson.com/flightsim/jfk-night.png

First of all, it looks wonderful.  Many of us can remember when the
whole world was a desert, and then when we had only forest and grass
airport areas with no runways.  It's nice to see how far we've come in
a short time.

Now, with that out of the way, when you look closely, you'll notice
that the lights are clearly floating 40 or 50ft above the runways.  I
wonder if there's any formulation we can come up with that could avoid
this.

For example, let's say that at a certain distance we need the lights
to be 50 ft away from the ground to avoid z-buffer problems.  If I'm
looking at the airport from 2 miles away at 1,000ft AGL, then my view
has slope of about 1:10, so the lights need to be lifted only about
5ft from the ground to get 50ft between them and the ground directly
behind (from my current viewing angle).

Does this make sense to the math types?


All the best,


David

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Re: [Flightgear-devel] KJFK at night

2002-11-03 Thread Erik Hofman
David Megginson wrote:

Here is a screenshot of KJFK from 3900ft with a 16-bit buffer:

  http://www.megginson.com/flightsim/jfk-night.png

First of all, it looks wonderful.  Many of us can remember when the
whole world was a desert, and then when we had only forest and grass
airport areas with no runways.  It's nice to see how far we've come in
a short time.

Now, with that out of the way, when you look closely, you'll notice
that the lights are clearly floating 40 or 50ft above the runways.  I
wonder if there's any formulation we can come up with that could avoid
this.


David,

There is one thing to remeber;
Approach lights usually are above the field (at least 2 meters).

Erik


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Re: [Flightgear-devel] KJFK at night

2002-11-03 Thread David Megginson
Erik Hofman writes:

   Now, with that out of the way, when you look closely, you'll notice
   that the lights are clearly floating 40 or 50ft above the runways.  I
   wonder if there's any formulation we can come up with that could avoid
   this.
  
  David,
  
  There is one thing to remeber;
  Approach lights usually are above the field (at least 2 meters).

Thanks.  I'm talking about the runway edge and centre lights and
taxiway lights, though.


All the best,


David

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Re: [Flightgear-devel] KJFK at night

2002-11-03 Thread William Earnest


David Megginson wrote:

Here is a screenshot of KJFK from 3900ft with a 16-bit buffer:

  http://www.megginson.com/flightsim/jfk-night.png

First of all, it looks wonderful.  Many of us can remember when the
whole world was a desert, and then when we had only forest and grass
airport areas with no runways.  It's nice to see how far we've come in
a short time.

Now, with that out of the way, when you look closely, you'll notice
that the lights are clearly floating 40 or 50ft above the runways.  I
wonder if there's any formulation we can come up with that could avoid
this.

For example, let's say that at a certain distance we need the lights
to be 50 ft away from the ground to avoid z-buffer problems.  If I'm
looking at the airport from 2 miles away at 1,000ft AGL, then my view
has slope of about 1:10, so the lights need to be lifted only about
5ft from the ground to get 50ft between them and the ground directly
behind (from my current viewing angle).

Does this make sense to the math types?


All the best,


David


Hi all,

	First a disclaimer that I am mostly a novice at current graphics 
processing. I would think that the whole problem can be viewed as one of 
resolution limitations.

	Z buffering problems seem to come from resolution limitation along the 
line of sight, where the problem is which object to display where one 
object obscures another. On a low angle approach, the sight line is 
nearly parallel to the ground surface. However, you now have the 
limitation of the display's vertical resolution, where the runway 
surface and a light may still map to the same pixel. This is not a Z 
axis problem, but X and Y also have limitations.

	I would hazard a guess that a proper solution should consider all 3 
axes of display limitations, and move the lights just enough to be on a 
unique pixel, based on the sight line coordinates. Z is only a major 
problem because so many things tend to be viewed along their surface 
normals.

--
Bill Earnest  wde3@ptd-dot-net  Linux Powered   Allentown, PA, USA
Computers, like air conditioners, work poorly with Windows open.


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Re: [Flightgear-devel] KJFK at night

2002-11-03 Thread Jim Wilson
David Megginson [EMAIL PROTECTED] said:

 For example, let's say that at a certain distance we need the lights
 to be 50 ft away from the ground to avoid z-buffer problems.  If I'm
 looking at the airport from 2 miles away at 1,000ft AGL, then my view
 has slope of about 1:10, so the lights need to be lifted only about
 5ft from the ground to get 50ft between them and the ground directly
 behind (from my current viewing angle).
 
 Does this make sense to the math types?

That's a little too small to resolve differences at 16bpp. Try the 
patch below.  It decreases the lifting substantially.  You will see 
a slight increase in z-buffer flickering but it isn't bad.  Note 
that we removed the distance component the other day,  the purpose 
of it was to lift the lights higher when viewed at shallow viewing 
angles.  The distance component is critical for the street lights that 
can be very long distances away.

But with the distances we're working with here it really doesn't 
do all that much.  The factor used in this patch is about as shallow 
a lift as can be used when looking straight down at the airport.  At 
24bpp there's no effect from incorporating a distance component.

The choice is to reintroduce a distance component...one that works (and 
only for 16bpp), or alter the factor used in the patch below to strike an
acceptable balance between different viewing angles when in 16bpp mode. 

Best,

Jim


Index: src/Scenery/tileentry.cxx
===
RCS file: /var/cvs/FlightGear-0.9/FlightGear/src/Scenery/tileentry.cxx,v
retrieving revision 1.13
diff -r1.13 tileentry.cxx
914c914
 sgScaleVec3( lift_vec, 0.0 + agl / 20.0 );
---
 sgScaleVec3( lift_vec, 0.0 + agl / 150.0 );
957c957
 sgScaleVec3( lift_vec, 0.0 + agl / 20.0 );
---
 sgScaleVec3( lift_vec, 0.0 + agl / 150.0 );



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Re: [Flightgear-devel] KJFK at night

2002-11-03 Thread David Megginson
Jim Wilson writes:

  That's a little too small to resolve differences at 16bpp. Try the 
  patch below.  It decreases the lifting substantially.  You will see 
  a slight increase in z-buffer flickering but it isn't bad.  Note 
  that we removed the distance component the other day,  the purpose 
  of it was to lift the lights higher when viewed at shallow viewing 
  angles.

Shouldn't the lights be lifted less at shallow viewing angles?  The
extreme case is sitting on a horizontal runway looking directly
between the lights and the ground.


All the best,


David

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