[Flightgear-devel] lamp-post appearance depends on camera tilt angle
1) I closed the bug-tracker issue concerning the taxiway signs. That's all good. 2) Alas there are other scenery elements that still exhibit an improper dependence on camera tilt angle. Example: http://www.av8n.com/fly/fgfs/img48/pole-dark.png in contrast to http://www.av8n.com/fly/fgfs/img48/pole-red-white.png In particular, look at the lamp post just to the right of the tan building, directly above the aircraft compass. Its appearance changes dramatically as a function of camera tilt angle. Note that I have gone to some trouble to control for variables that might _properly_ affect the appearance. The illumination is not changing, and the point-of-view location is not changing. Only the camera tilt angle is changing in the example screenshots cited above. Object appearance should not depend on this. I don't have any first-hand understanding of what's going on, but it is easy to hypothesize that the lamp-posts are afflicted by the same disease the afflicted the taxiway signs. Or not. In any case, this is a definite opportunity for improvement, since the unstable appearance is quite noticeable to pilots who are just taxiing along, minding their own business. -- Download Intel® Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Shader question
> > > > What about this (unfinished) one : > http://frbouvi.free.fr/flightsim/fgfs-urban-night.jpg > > -Fred Yep, exactly that was in my mind! __ Do You Yahoo!? Sie sind Spam leid? Yahoo! Mail verfügt über einen herausragenden Schutz gegen Massenmails. http://mail.yahoo.com -- Download Intel® Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Shader question
Le 13/03/2010 16:09, Heiko Schulz a écrit : > Would be great it would support "nightlighting" as well. (Switching between > emissive nightlighted and daylighted textures) So we can get rid of those > ugly lightpoints > What about this (unfinished) one : http://frbouvi.free.fr/flightsim/fgfs-urban-night.jpg -Fred -- Download Intel® Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Shader question
Frederic Bouvier wrote: > There is a very good Gimp plugin that has a 3D preview, support relief > maps and works under Windows : http://registry.gimp.org/node/69 > Of course, source code is also available for Linux and Mac. > > I also found a tutorial here : > http://developer.valvesoftware.com/wiki/Normal_Map_Creation_in_The_GIMP Ah, that might be even better then Erik -- Download Intel® Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Shader switches
Hi, do I understand correctly, that the former /sim/rendering/shader-experimental property has now been completely superseded by: /sim/rendering/crop-shader /sim/rendering/landmass-shader /sim/rendering/urban-shader /sim/rendering/water-shader Apparently these four don't accept 'true' as a value, just '1' in order to enable the feature. Am I correct to assume that this is a mishap, or is it a feature by design ? Cheers, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- -- Download Intel® Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] airseed fix
Thanks , I have too many tests running, making errors go by too fast to see ... , missed that one ... > Nasal runtime error: undefined symbol: set_barber_pole > > at /opt/FlightGear/FlightGear_cvs/data/Aircraft/b1900d/Nasal/systems.nas, > line 132 > called from: /opt/FlightGear/FlightGear_cvs/data/Nasal/globals.nas, > line 100 > > Kind regards, > > Alasdair > > -- Download Intel® Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Shader question
There is also another approach to creating normal maps, using a detailed, high polygon count model of the object, from which you extract the normals and map them to the low polygon object which is used in the game. A nice tutorial for blender can be found here : http://blenderartists.org/forum/showthread.php?t=138194 These are very generic instructions for normal map baking, I didn't try the FG shader yet, so I presume this may need some tweaking, specially regarding the normal space to be used. See http://wiki.blender.org/index.php/Doc:Manual/Render/Bake for more details about normal space. This normal map shader work will be a huge step ahead for image quality in FG, congratulations ! On 14/03/2010 15:38, Frederic Bouvier wrote: > Hi Erik, > > Le 14/03/2010 15:13, Erik Hofman a écrit : > >> Heiko Schulz wrote: >> >> >>> Now I have to learn to make normalmaps! :-) >>> >>> >> I've updated the normalmap utility in FlightGear/utils/Modeller to >> reflect the output of the following tutorial: >> http://www.katsbits.com/htm/tutorials/creating_bumpmaps_from_images.htm >> >> It's not a one size fits all solution but might be a decent start for >> aircraft relief maps. >> >> Unfortunately at this point the utility only accepts rgb files for input >> and output. >> >> > There is a very good Gimp plugin that has a 3D preview, support relief > maps and works under Windows : http://registry.gimp.org/node/69 > Of course, source code is also available for Linux and Mac. > > I also found a tutorial here : > http://developer.valvesoftware.com/wiki/Normal_Map_Creation_in_The_GIMP > > -Fred > > -- Download Intel® Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Shader question
Hi Erik, Le 14/03/2010 15:13, Erik Hofman a écrit : > Heiko Schulz wrote: > >> Now I have to learn to make normalmaps! :-) >> > I've updated the normalmap utility in FlightGear/utils/Modeller to > reflect the output of the following tutorial: > http://www.katsbits.com/htm/tutorials/creating_bumpmaps_from_images.htm > > It's not a one size fits all solution but might be a decent start for > aircraft relief maps. > > Unfortunately at this point the utility only accepts rgb files for input > and output. > There is a very good Gimp plugin that has a 3D preview, support relief maps and works under Windows : http://registry.gimp.org/node/69 Of course, source code is also available for Linux and Mac. I also found a tutorial here : http://developer.valvesoftware.com/wiki/Normal_Map_Creation_in_The_GIMP -Fred -- Download Intel® Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Shader question
Heiko Schulz wrote: > Now I have to learn to make normalmaps! :-) I've updated the normalmap utility in FlightGear/utils/Modeller to reflect the output of the following tutorial: http://www.katsbits.com/htm/tutorials/creating_bumpmaps_from_images.htm It's not a one size fits all solution but might be a decent start for aircraft relief maps. Unfortunately at this point the utility only accepts rgb files for input and output. Erik -- Download Intel® Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] airseed fix
On Fri, 2010-03-12 at 18:55 -0800, syd adams wrote: > Hi guys , > This is another patch for the overspeed > It keeps the overspeed properties out of property tree when airspeed > indicator is not 'overspeed ' enabled > No sense putting unused properties in an already heavily populated > property tree . > Could someone apply please ? > Thanks . 14 Mar 10:30 Zulu CVS gives: Nasal runtime error: undefined symbol: set_barber_pole at /opt/FlightGear/FlightGear_cvs/data/Aircraft/b1900d/Nasal/systems.nas, line 132 called from: /opt/FlightGear/FlightGear_cvs/data/Nasal/globals.nas, line 100 Kind regards, Alasdair -- Download Intel® Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Broken ATIS Init due to late OpenAL Initialization.
Greetings, In Flightgear 2.0 and CVS on Gentoo linux, ATIS transmissions were not working properly. Upon examining the code, I noticed that ATIS was initialized in the fgIdleFunction with all the other subsystems, yet fgInitSoundManager() isn't called until inside the main loop. Since ATIS is setup before OpenAL, when ATIS attempts to load the default.wav file, it fails when it hits the if(!_working) trap in the audio load function. I have worked around this problem by spamming the #ifdef ENABLE_AUDIO_SUPPORT block of code from the main loop into main.cxx just before fgOSMainLoop(); is called. This init's OpenAL before the other subsystems. I'm aware that this is an awful and piggy solution and am willing to write a proper patch, but I don't understand how sound init is supposed to work, where, and when. Hope this helps someone, I've seen s few unresolved reports of this issue around on the 'net. Cheers, Zeb McClure -- Download Intel® Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel