Re: [Flightgear-devel] Proposed change: visibility inside a cloud layer

2005-01-11 Thread Erik Hofman
Curtis L. Olson wrote:
On the same subject of clouds.  Is anyone still using the bump mapping 
code in the cloud layers.  I thought this yielded interesting results 
for the middle of the day, but didn't do the correct thing as the sun 
got lower and lower in the sky.  It adds a lot of complexity to the 
cloud code and if it's not really being used it would almost be nice to 
be able to remove it.
Could you please leave it there for a moment? I am working on getting 
some better results from them for a few days. I would hate to see it 
disappear just prior to that :-/

Erik
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Re: [Flightgear-devel] Proposed change: visibility inside a cloud layer

2005-01-10 Thread Curtis L. Olson
David Megginson wrote:
On Mon, 10 Jan 2005 13:59:28 -0600, Curtis L. Olson
<[EMAIL PROTECTED]> wrote:
 

One issue to consider is that going to nil visibility (and not drawing
the cloud plane) hides when you pass through the "cloud plane".   When
the cloud plane intersects the near clip plane you get some ugly
artifacts.  I don't know how you get around this if you go to only
partial visibility.  I don't know if I'm willing to live with that artifact.
   

I'm not even going to only partial vis -- I'm not touching vis at all
with under 50% cloud coverage.
On my system, it doesn't look too bad -- FlightGear doesn't draw the
cloud texture at all when you're (supposedly) inside the cloud layer. 
It does reappear when you get below it, but that sudden pop is not
nearly so big a problem as not being able to use FlightGear to fly VFR
in what should be VFR conditions.

For an inexperienced user, especially, having everything go white when
trying to descend past a few clouds (far away) is a far worse visual
glitch than having a texture suddenly pop into view, and will probably
cause the user to loose control and get frustrated.
Should I tentatively commit it so that people can try it out?  We can
always revert if people hate it (and then I'll have to run it just as
a local patch).
 

David,
Is it possible to fade the alpha value of the cloud layer to zero as you 
fade the visibility to 100 (or 50%)?  Once the alpha is zero then you 
can stop drawing the layer.  I'm not sure if this is possible by setting 
the alpha component of the base color of the cloud polygons?

On the same subject of clouds.  Is anyone still using the bump mapping 
code in the cloud layers.  I thought this yielded interesting results 
for the middle of the day, but didn't do the correct thing as the sun 
got lower and lower in the sky.  It adds a lot of complexity to the 
cloud code and if it's not really being used it would almost be nice to 
be able to remove it.

Regards,
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] Proposed change: visibility inside a cloud layer

2005-01-10 Thread David Megginson
On Mon, 10 Jan 2005 13:59:28 -0600, Curtis L. Olson
<[EMAIL PROTECTED]> wrote:

> One issue to consider is that going to nil visibility (and not drawing
> the cloud plane) hides when you pass through the "cloud plane".   When
> the cloud plane intersects the near clip plane you get some ugly
> artifacts.  I don't know how you get around this if you go to only
> partial visibility.  I don't know if I'm willing to live with that artifact.

I'm not even going to only partial vis -- I'm not touching vis at all
with under 50% cloud coverage.

On my system, it doesn't look too bad -- FlightGear doesn't draw the
cloud texture at all when you're (supposedly) inside the cloud layer. 
It does reappear when you get below it, but that sudden pop is not
nearly so big a problem as not being able to use FlightGear to fly VFR
in what should be VFR conditions.

For an inexperienced user, especially, having everything go white when
trying to descend past a few clouds (far away) is a far worse visual
glitch than having a texture suddenly pop into view, and will probably
cause the user to loose control and get frustrated.

Should I tentatively commit it so that people can try it out?  We can
always revert if people hate it (and then I'll have to run it just as
a local patch).


All the best,


David

-- 
http://www.megginson.com/

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Re: [Flightgear-devel] Proposed change: visibility inside a cloud layer

2005-01-10 Thread David Megginson
On Mon, 10 Jan 2005 20:56:41 +0100, Erik Hofman <[EMAIL PROTECTED]> wrote:

> This is due to a faulty SGSky::modify_vis() function. Actually it has
> been broken since early 0.7.x as I recall it. I've never remembered to
> look at it prior to a release, but I would recommend to fix that
> function rather than to apply any kind of hack.

I'm not sure I understand.  The modify_vis() function isn't buggy as
far as I can see, but it does have logic that makes FlightGear less
useful -- that's what I'm proposing changing.


All the best,


David

-- 
http://www.megginson.com/

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Re: [Flightgear-devel] Proposed change: visibility inside a cloud layer

2005-01-10 Thread Curtis L. Olson
Erik Hofman wrote:
This is due to a faulty SGSky::modify_vis() function. Actually it has 
been broken since early 0.7.x as I recall it. I've never remembered to 
look at it prior to a release, but I would recommend to fix that 
function rather than to apply any kind of hack.

Erik,
Can you explain in greater detail?  What exactly is broken in the 
modify_vis() function?

Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] Proposed change: visibility inside a cloud layer

2005-01-10 Thread Erik Hofman
David Megginson wrote:
Currently, FlightGear (SimGear, actually) always sets visibility to
near-nil when the plane is inside a cloud layer -- obviously, the
right and proper solution is 3D clouds, but until we have that
working, or at least until we can detect whether the plane is actually
near the cloudy part of a texture, I suggest that we do not limit the
visibility when the cloud coverage is under 50% (i.e. scattered, few,
or clear).
This is due to a faulty SGSky::modify_vis() function. Actually it has 
been broken since early 0.7.x as I recall it. I've never remembered to 
look at it prior to a release, but I would recommend to fix that 
function rather than to apply any kind of hack.

Erik
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Re: [Flightgear-devel] Proposed change: visibility inside a cloud layer

2005-01-10 Thread Curtis L. Olson
David Megginson wrote:
Currently, FlightGear (SimGear, actually) always sets visibility to
near-nil when the plane is inside a cloud layer -- obviously, the
right and proper solution is 3D clouds, but until we have that
working, or at least until we can detect whether the plane is actually
near the cloudy part of a texture, I suggest that we do not limit the
visibility when the cloud coverage is under 50% (i.e. scattered, few,
or clear).
It's a bit of a hack, but it does make it possible to fly VFR under
conditions that are legal VFR -- it's quite normal for VFR pilots to
climb through a scattered cloud layer, for example (our scattered
texture might be a little too busy for realism, though).  You should
have everything go white when there are only a few clouds in the sky.
I'd like to commit this (very small) change.  Are there any
objections?  It's especially useful with --enable-real-weather-fetch,
where otherwise a low layer of few clouds gives you IMC right off the
end of the runway.
Here's the complete summay:
 clear: normal vis
 few: normal vis
 scattered: normal vis
 broken: low vis
 overcast: low vis
 cirrus: low vis
Thanks, and all the best,
 

David,
One issue to consider is that going to nil visibility (and not drawing 
the cloud plane) hides when you pass through the "cloud plane".   When 
the cloud plane intersects the near clip plane you get some ugly 
artifacts.  I don't know how you get around this if you go to only 
partial visibility.  I don't know if I'm willing to live with that artifact.

Regards,
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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