Re: [Flightgear-devel] [Flightgear-cvslogs] CVS: data/Aircraft/f-14b/Sounds canopy-close2.wav, NONE, 1.1 canopy-trans.wav, NONE, 1.1

2008-12-12 Thread Frederic Bouvier
Hi Alexis,

- Alexis Bory a écrit :

 Update of /var/cvs/FlightGear-0.9/data/Aircraft/f-14b/Sounds
 In directory baron.flightgear.org:/tmp/cvs-serv3262
 
 Added Files:
   canopy-close2.wav canopy-trans.wav 
 Log Message:
 - Alexis Bory: Added missing sounds. Thanks Fred.

The files are not only missing, but they are also referenced by 
a XML file to get the one in the A10 directory. You should also 
fix that file

-Fred

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http://fgsd.sourceforge.net/   FlightGear Scenery Designer


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Re: [Flightgear-devel] More 3D cloud changes -Yes there is a bug with METAR

2008-12-12 Thread gerard robin
On jeudi 11 décembre 2008, gerard robin wrote:
 On jeudi 11 décembre 2008, Stuart Buchanan wrote:
  Hi All,
 
  Those keeping an eye on CVS will notice that Tim Moore has committed some
  changes to the clouds code. His changes massively improve performance -
  way above what I've been achieving with my attempts to re-use cloud
  definitions. I am very grateful to Tim for showing me once again how
  performance improvements should be done!
 
  Attached is yet another clouds patch.
 
  This one
  - Removes the cloud type re-use code - I think they aren't worth the
  graphical artefacts that they cause in light of Tim's improvements -
  Changes the transparency of the clouds. Previously, the clouds were
  transparent at 0m distance, opaque at 200m, then gradually more
  transparent to the fog limits. This meant they were generally quite
  transparent. Now, they are opaque from 200m to 15km, then become
  transparent at 20km. A side effect of this is that the current textures
  could probably benefit from being made slightly transparent to improve
  the blending of the sprites against each other.
 
  -Stuart

 Done with metar enabled
 And the last CVS update


 Do i have missed anything  ?

 here the progress climbing from sealevel   to 8000 ft
 we may notice some strange behaviour
 One/
  the transparency,   does the alpha sorted correctly ?
 http://pagesperso-orange.fr/GRTux/3DClouds-img10.jpg

 Two/
 Here everything is right, however some little flickering
 http://pagesperso-orange.fr/GRTux/3DClouds-img11.jpg

 Three/
 Nothing wrong we are in a fog layer
 view from above
 http://pagesperso-orange.fr/GRTux/3DClouds-img12.jpg

 Four/
 the same than previous but view from under   ???   only a ghost no fog  !
 http://pagesperso-orange.fr/GRTux/3DClouds-img13.jpg

 Five/
 at a higher altitude leaving the fog,  suddenly the clouds layer under
 vanish partly, like a mask which move above, then  we get with transparency
 the sea. We should have a full layer  of clouds

 again  an alpha order  problem
 http://pagesperso-orange.fr/GRTux/3DClouds-img14.jpg




 I experimented  it  several time, with several Airborn, and the same result

  :(

 Everything with Cloud density 1 and visibility range 2


 Cheers

Testing it again 

i would like to confirm what i said before.

We have a bug with the order of of the Alpha layers 

 Which makes the 3DClouds , unusable with METAR

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Re: [Flightgear-devel] problem with dr400 and path validation

2008-12-12 Thread Melchior FRANZ
* Csaba Halász -- Tuesday 09 December 2008:
 var n = props.globals.getNode(/sim/paths/validate, 1).remove();

 Okay, that must be some magic from Melchior again :)

:-P



 it creates the node and immediately removes it. So how does
 the code in fgValidatePath trigger the listener?

remove() does only remove the node from the main tree, but deosn't
remove it from memory as long as there are references held to it.
Only destroying the last SGPropertyNode_ptr would actually destroy
the node.

The validation interface has one reference since long before the
Nasal code is even run (Main/util.cxx). The Nasal code above also
gets a reference (returned by move() itself).

util.cxx:fgValidatePath and the io code can now safely communicate
via this detached Node -- but it's no longer reachable for others.
Even if you created a new node under this name, it would be a
different node and not influence the validation process.

m.

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Re: [Flightgear-devel] More 3D cloud changes -Yes there is a bug with METAR

2008-12-12 Thread gerard robin
On vendredi 12 décembre 2008, Stuart Buchanan wrote:
 gerard robin wrote:
   here the progress climbing from sealevel   to 8000 ft
   we may notice some strange behaviour
   One/
the transparency,   does the alpha sorted correctly ?
   http://pagesperso-orange.fr/GRTux/3DClouds-img10.jpg
  
   Two/
   Here everything is right, however some little flickering
   http://pagesperso-orange.fr/GRTux/3DClouds-img11.jpg
  
   Three/
   Nothing wrong we are in a fog layer
   view from above
   http://pagesperso-orange.fr/GRTux/3DClouds-img12.jpg
  
   Four/
   the same than previous but view from under   ???   only a ghost no
   fog  ! http://pagesperso-orange.fr/GRTux/3DClouds-img13.jpg
  
   Five/
   at a higher altitude leaving the fog,  suddenly the clouds layer
   under vanish partly, like a mask which move above, then  we get with
   transparency the sea. We should have a full layer  of clouds
  
   again  an alpha order  problem
   http://pagesperso-orange.fr/GRTux/3DClouds-img14.jpg

 I don't expect that these problems will be fixed in time for the release,
 given my current time constraints. If anyone else would like to take a
 look, as always they are very welcome to do so!

 I think they are most apparent in stratus and nimbo-stratus layers, so
 I suggest that we comment out those sections in cloudlayers.xml for the
 release. This will mean that those cloud types will be displayed as a
 2D layer.

 I've been testing with this on my own system, and it resolves most of
 the issues, and looks acceptable for these cloud types.

 Heiko - you have been working hard on the 3D cloud textures, so I'd like
 to hear your opinion on this.

 -Stuart



Hello, Stuart,

Yes which could solve only partly the problem, since we longer get, randomly, 
some  ugly blue edges on clouds which is not due to stratus and 
nimbo-stratus, but due to the cumulus  :(.
That bug can be mainly seen from above, however we have it too from below ( 
less visible ) like you may notice it on my previous first snapshot
 http://pagesperso-orange.fr/GRTux/3DClouds-img10.jpg

cheers

-- 
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J'ai décidé d'être heureux parce que c'est bon pour la santé. 
Voltaire


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Re: [Flightgear-devel] More 3D cloud changes -Yes there is a bug with METAR

2008-12-12 Thread Heiko Schulz
Hi Gerad and Stuart,

First I will comment the pics shown here:

  
 http://pagesperso-orange.fr/GRTux/3DClouds-img10.jpg
  

Looks bad, but maybe this is an issue of the clouds texture. The clouds are 
rather dense here- maybe too dense so it could be maybe solved with better 
cloud definition by xml and textures.


   Two/
   Here everything is right, however some little
 flickering
  
 http://pagesperso-orange.fr/GRTux/3DClouds-img11.jpg

Flickering -o.k. I can live with that. I noticed the same issue on the MSFS 
x-Demo with their clouds. But it seems that they interpolate the color and 
alpha values of the sprites which makes the clouds soft and maybe prevent this 
visible sorting we still have. And well- MSFS has money and a lot more people 
working on the clouds than we have! (X-pLane has these flickerings too- you can 
notice on a video on youtube)
If I can see right- you have a fps of 26- that's rather high- how you did this? 
With this clouds I have around 6fps- and I have usually about 60fps.


   Four/
   the same than previous but view from under   ??? 
  only a ghost no fog  !
  
 http://pagesperso-orange.fr/GRTux/3DClouds-img13.jpg

Looks strange- what's that for a cloud layer above? I noticed it too on Image 
two- looks like bumpmapped enabled but this isn't working in OSG...
  

 
 I don't expect that these problems will be fixed in
 time for the release,
 given my current time constraints. If anyone else would
 like to take a 
 look, as always they are very welcome to do so!
 
 I think they are most apparent in stratus and nimbo-stratus
 layers, so
 I suggest that we comment out those sections in
 cloudlayers.xml for the 
 release. This will mean that those cloud types will be
 displayed as a 
 2D layer.
 
 I've been testing with this on my own system, and it
 resolves most of 
 the issues, and looks acceptable for these cloud types.
 
 Heiko - you have been working hard on the 3D cloud
 textures, so I'd like
 to hear your opinion on this.
 
 -Stuart
 

I really have big fps troubles with stratus and nimbus cloud layers here and 
usually I have no problems to reach 60-100 fps with all features enabled. In 
the moment I don't see that we can get this with 3d-clouds and from the 
commercial (game)sims I know, that they even use 2d-layers instead.
So we should use the 2d-layers instead. Maybe we can improve the textures for 
these 2d-clouds.

Generelly the clouds appearence is better though of course we should add some 
alpha to the textures. I will try this to make this weekend. 
Maybe I can try to give the clouds a bit more volume- just changing the 
xml-config!
The only thing I don't like, that is that the cloud visibility range is only to 
20km and at the horizon they look very blueish- never seen in reality.

Changing the weather needs a long time now - some seconds until the new weather 
is loaded. 

Cheers
HHS





  

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Re: [Flightgear-devel] More 3D cloud changes -Yes there is a bug with METAR

2008-12-12 Thread Heiko Schulz
Oh- and:

since when are the 2d-clouds moving?
Well exactly- the clouds aren't moving- but there is something between the 2d 
and 3d-clouds - maybe this explains some renderings bugs Gerad found?

Images:
www.hoerbird.net/fgfs-screen-713.jpg

and some seconds later:

www.hoerbird.net/fgfs-screen-714.jpg

EDDF METAR from today 14:500

Regards
HHS



  

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Re: [Flightgear-devel] More 3D cloud changes -Yes there is a bug with METAR

2008-12-12 Thread gerard robin
On vendredi 12 décembre 2008, Heiko Schulz wrote:
 Hi Gerad and Stuart,

 First I will comment the pics shown here:
  http://pagesperso-orange.fr/GRTux/3DClouds-img10.jpg

 Looks bad, but maybe this is an issue of the clouds texture. The clouds are
 rather dense here- maybe too dense so it could be maybe solved with better
 cloud definition by xml and textures.

SNIP
 Flickering -o.k. I can live with that. I noticed the same issue on the MSFS
 x-Demo with their clouds. But it seems that they interpolate the color and
 alpha values of the sprites which makes the clouds soft and maybe prevent
 this visible sorting we still have. And well- MSFS has money and a lot more
 people working on the clouds than we have! (X-pLane has these flickerings
 too- you can notice on a video on youtube) If I can see right- you have a
 fps of 26- that's rather high- how you did this? With this clouds I have
 around 6fps- and I have usually about 60fps.



Yes 26 fps and more, the AC is flying over the sea (far from coastline), so, 
nothing under, but the sea tile and may be , still there (not certain)  the 
Carrier Clem.

The computer and old 64 bits AMD biproc Athlon 3200 
GPU 7800 GS  500 MGZ  Agp. no booster
Linux

SNIP

 Cheers
 HHS



Cheers


-- 
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http://pagesperso-orange.fr/GRTux/

J'ai décidé d'être heureux parce que c'est bon pour la santé. 
Voltaire


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Re: [Flightgear-devel] More 3D cloud changes -Yes there is a bug with METAR

2008-12-12 Thread Stuart Buchanan
Heiko wrote:

 since when are the 2d-clouds moving?
 Well exactly- the clouds aren't moving- but there is something between the 2d 
 and 3d-clouds - maybe this explains some renderings bugs Gerad found?

This is the weather being interpolated between METAR states.

Rather than immediately changing the cloudsbase from 1000ft to 1400ft, the 
cloudbases are slowly raised.

-Stuart



  

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Re: [Flightgear-devel] More 3D cloud changes -Yes there is a bug with METAR

2008-12-12 Thread Stuart Buchanan
Heiko wrote:

 Flickering -o.k. I can live with that. I noticed the same issue on the MSFS 
 x-Demo with their clouds. But it seems that they interpolate the color and 
 alpha 
 values of the sprites which makes the clouds soft and maybe prevent this 
 visible 
 sorting we still have. And well- MSFS has money and a lot more people working 
 on 
 the clouds than we have! (X-pLane has these flickerings too- you can notice 
 on a 
 video on youtube)
 If I can see right- you have a fps of 26- that's rather high- how you did 
 this? 
 With this clouds I have around 6fps- and I have usually about 60fps.

Is this with Tim Moore's latest patch?

On my system it increases frame-rates significantly with 3D clouds enabled.

 I really have big fps troubles with stratus and nimbus cloud layers here and 
 usually I have no problems to reach 60-100 fps with all features enabled. In 
 the 
 moment I don't see that we can get this with 3d-clouds and from the 
 commercial 
 (game)sims I know, that they even use 2d-layers instead.
 So we should use the 2d-layers instead. Maybe we can improve the textures for 
 these 2d-clouds.

OK. I'll comment out the stratus and nimbus 3D cloud layers in cloudlayers.xml

 Generelly the clouds appearence is better though of course we should add some 
 alpha to the textures. I will try this to make this weekend. 

Thanks. If that doesn't work very well, I can add some alpha within the shader.

 The only thing I don't like, that is that the cloud visibility range is only 
 to 
 20km and at the horizon they look very blueish- never seen in reality.

This is due to the fog blending. They should still be affected by the sun 
position, colour etc.

-Stuart



  

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Re: [Flightgear-devel] More 3D cloud changes -Yes there is a bug with METAR

2008-12-12 Thread Heiko Schulz
Hi,
 
 Is this with Tim Moore's latest patch?

I used the latest built from frederic from 12/11/08 (yesterday) so I guess it 
is inside. Well at leats I noticed your changes...
 
 On my system it increases frame-rates significantly with 3D
 clouds enabled.

Not with the stratus and nimbus clouds
 
  I really have big fps troubles with stratus and nimbus
 cloud layers here and 
  usually I have no problems to reach 60-100 fps with
 all features enabled. In the 
  moment I don't see that we can get this with
 3d-clouds and from the commercial 
  (game)sims I know, that they even use 2d-layers
 instead.
  So we should use the 2d-layers instead. Maybe we can
 improve the textures for 
  these 2d-clouds.
 
 OK. I'll comment out the stratus and nimbus 3D cloud
 layers in cloudlayers.xml

Fine!


 This is due to the fog blending. They should still be
 affected by the sun position, colour etc.

Ah- o.k. 

Regards
HHS



  

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[Flightgear-devel] FlightGear-1.99.5-RC2

2008-12-12 Thread Durk Talsma
Ladies and Gentlemen,

Please find FlightGear 1.99.5-RC2 ready for download. In order to relieve my 
humble server, John Wojnaroski has kindly provided some space on his server to 
host the source and base package. Please find the relevant files here:

http://www.lfstech.com/pub/flightgear/

In addition, a prebuild windows release, kindly provided by Frederic Bouvier 
is available here:

ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32/fgsetup-1.99.5-rc2.exe

I expect the mac perelease to follow shortly. 

This prerelease is based on last wednessday's source code. This means that the 
latest cloud patches didn't make it in yet. 

If all goes well, I would like  to prepare the final release version next 
Friday. Until that time please hold back on committing anything risky, and 
give these prereleases a decent workout. Let's try to make this the best 
FlightGear release yet. :-)

Cheers,
Durk

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Re: [Flightgear-devel] FlightGear-1.99.5-RC2

2008-12-12 Thread gerard robin
On vendredi 12 décembre 2008, Durk Talsma wrote:
 Ladies and Gentlemen,

 Please find FlightGear 1.99.5-RC2 ready for download. In order to relieve
 my humble server, John Wojnaroski has kindly provided some space on his
 server to host the source and base package. Please find the relevant files
 here:

 http://www.lfstech.com/pub/flightgear/

 In addition, a prebuild windows release, kindly provided by Frederic
 Bouvier is available here:

 ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32/fgsetup-1.99.5-rc2.exe

 I expect the mac perelease to follow shortly.

 This prerelease is based on last wednessday's source code. This means that
 the latest cloud patches didn't make it in yet.

 If all goes well, I would like  to prepare the final release version next
 Friday. Until that time please hold back on committing anything risky, and
 give these prereleases a decent workout. Let's try to make this the best
 FlightGear release yet. :-)

 Cheers,
 Durk

Only   to get  more precision about it:
which version of OSG will be used, since we are not certain that the next 
stable 2.8 will be available in time ?
May be, have it under your hat :)
And, what about Boost library which one will be used ?

Thanks


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J'ai décidé d'être heureux parce que c'est bon pour la santé. 
Voltaire


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Re: [Flightgear-devel] More 3D cloud changes -Yes there is a bug with METAR

2008-12-12 Thread Heiko Schulz
Hi,

under www.hoerbird.net/cl_cumulus.png is the updated texture with a 20% 
alphalayer made of a sw-conversion of the texture.

I think that should make it much better now so you can comit?

Cheers
HHS


  

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Re: [Flightgear-devel] FlightGear-1.99.5-RC2

2008-12-12 Thread Timothy Moore
gerard robin wrote:
 On vendredi 12 décembre 2008, Durk Talsma wrote:
 Ladies and Gentlemen,

 Please find FlightGear 1.99.5-RC2 ready for download. In order to relieve
 my humble server, John Wojnaroski has kindly provided some space on his
 server to host the source and base package. Please find the relevant files
 here:

 http://www.lfstech.com/pub/flightgear/

 In addition, a prebuild windows release, kindly provided by Frederic
 Bouvier is available here:

 ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32/fgsetup-1.99.5-rc2.exe

 I expect the mac perelease to follow shortly.

 This prerelease is based on last wednessday's source code. This means that
 the latest cloud patches didn't make it in yet.

 If all goes well, I would like  to prepare the final release version next
 Friday. Until that time please hold back on committing anything risky, and
 give these prereleases a decent workout. Let's try to make this the best
 FlightGear release yet. :-)

 Cheers,
 Durk
 
 Only   to get  more precision about it:
 which version of OSG will be used, since we are not certain that the next 
 stable 2.8 will be available in time ?
Robert plans to release 2.8 before Christmas. I think it's worthwhile waiting 
to release FG after 2.8 comes out, unless there's some big delay in OSG 2.8.

 May be, have it under your hat :)
 And, what about Boost library which one will be used ?
 
1.34 is the latest that is needed.
Tim

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Re: [Flightgear-devel] 3D Clouds - patch and progress report

2008-12-12 Thread Martin Spott
Stuart Buchanan wrote:
 Martin wrote:

  Surprisingly, if you set another weather scenario via the menu, this is
  going to find its proper represenation, as seen in the property
  browser, in the /environment/weather-scenario property. If I set a
  different scenario via the property browser, this does not have any
  effect on the visual representation   therefore I'm also unable to
  set a weather scenario via the
  
--prop:/environment/weather-scenario=METAR
  
  command line switch. TO me this looks a bit confusing to the user.
 
 I think it's a bug, rather than confusing :)

So, may I, in consequence, declare this as an open issue !?

  To be honest, I'd be very happy if someone who thinks she/he has
  understood how the weather-related options are supposed to work, would
  write this down as a chapter for The Manual.
 
 Me too ;)

  I probably would have added a few lines myself if I had already
found out how it (the above mentioned isse) is supposed to work.

Cheers,
Martin.
-- 
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Re: [Flightgear-devel] 3D Clouds - patch and progress report

2008-12-12 Thread Csaba Halász
On Sat, Dec 13, 2008 at 1:19 AM, Martin Spott martin.sp...@mgras.net wrote:
 Stuart Buchanan wrote:
 Martin wrote:

  Surprisingly, if you set another weather scenario via the menu, this is
  going to find its proper represenation, as seen in the property
  browser, in the /environment/weather-scenario property. If I set a
  different scenario via the property browser, this does not have any
  effect on the visual representation   therefore I'm also unable to
  set a weather scenario via the
 
--prop:/environment/weather-scenario=METAR
 
  command line switch. TO me this looks a bit confusing to the user.

 I think it's a bug, rather than confusing :)

 So, may I, in consequence, declare this as an open issue !?

I spotted a string comparison problem, see attached patch, that might
explain some of the oddness.
Also, add one new bug reported by Jano: even if you are using METAR
scenario, METAR updates don't affect the visuals. That is, if you fly
to another airport, or wait for the 15 minute update interval, nothing
changes even though the new values show in the property browser.

-- 
Csaba/Jester
Index: src/Environment/environment_ctrl.cxx
===
RCS file: /var/cvs/FlightGear-0.9/source/src/Environment/environment_ctrl.cxx,v
retrieving revision 1.54
diff -u -r1.54 environment_ctrl.cxx
--- src/Environment/environment_ctrl.cxx	6 Dec 2008 23:03:12 -	1.54
+++ src/Environment/environment_ctrl.cxx	13 Dec 2008 01:21:33 -
@@ -407,7 +407,7 @@
 double dewpoint;
 
 // If we aren't in the METAR scenario, don't attempt to interpolate.
-if (fgGetString(/environment/weather-scenario, METAR) != METAR) return;
+if (strcmp(fgGetString(/environment/weather-scenario, METAR), METAR)) return;
 
 if (metar_loaded) {
 // Generate interpolated values between the METAR and the current
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Re: [Flightgear-devel] More 3D cloud changes -Yes there is a bug with METAR

2008-12-12 Thread Ron Jensen
On Fri, 2008-12-12 at 18:00 +, Heiko Schulz wrote:
 Hi,
 
 under www.hoerbird.net/cl_cumulus.png is the updated texture with a 20% 
 alphalayer made of a sw-conversion of the texture.
 
 I think that should make it much better now so you can comit?
 
 Cheers
 HHS

The third cloud in the second row has stray set pixels above and below
it that lead to some strange rendering artifacts.  

Thanks,

Ron



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Re: [Flightgear-devel] More 3D cloud changes -Yes there is a bug with METAR

2008-12-12 Thread Ron Jensen
On Fri, 2008-12-12 at 20:11 -0700, Ron Jensen wrote:
 On Fri, 2008-12-12 at 18:00 +, Heiko Schulz wrote:
  Hi,
  
  under www.hoerbird.net/cl_cumulus.png is the updated texture with a 20% 
  alphalayer made of a sw-conversion of the texture.
  
  I think that should make it much better now so you can comit?
  
  Cheers
  HHS
 
 The third cloud in the second row has stray set pixels above and below
 it that lead to some strange rendering artifacts.  
 
 Thanks,
 
 Ron

I cleaned the spaces between the clouds:

 http://www.jentronics.com/fgfs/temp/cl_cumulus.png

Ron



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Re: [Flightgear-devel] More 3D cloud changes -Yes there is a bug with METAR

2008-12-12 Thread Heiko Schulz
Hi,


  The third cloud in the second row has stray set pixels
 above and below
  it that lead to some strange rendering artifacts.  
  
  Thanks,
  
  Ron
 
 I cleaned the spaces between the clouds:
 
  http://www.jentronics.com/fgfs/temp/cl_cumulus.png
 
 Ron


Thanks a lot! I wasn't really aware of that...

In about 10 minutes you will finde a video showing some of mine improvements to 
the clouds. I think I can make all types really 3d with still usuable fps ( at 
least on my computer system)- not yet with the cleaned textures.

Thanks
HHS


  

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Re: [Flightgear-devel] More 3D cloud changes -Yes there is a bug with METAR

2008-12-12 Thread Heiko Schulz
I forgot the link to the video:
http://www.vimeo.com/2511328


  

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