Re: [Flightgear-devel] Default 3d clouds in Local Weather

2011-08-13 Thread Stuart Buchanan
On Fri, Aug 12, 2011 at 10:52 AM,  Thorsten Renk wrote:
 Yes, the sprite is selected from the sheet randomly on the x-axis and
 based on it's height in the cloud on the y-axis for precisely this
 reason.

 The behaviour isn't switchable at present though it could be.

 For the relatively small texture sheets I used in the default 3D
 clouds, I simply
 duplicated the textures, so you'd have a 2x6 or 3x9 sheet. Given that
 cloud
 performance is effectively limited by sprite resolution and coverage
 rather
 than texture sheet size, that might be OK. Otherwise I can add a switch
 fairly easily. Let me know if you want me to do so.

 If it's not too much trouble, I think the switch would be nice.
 Duplicating textures in this case (since a single image has about 1000x400
 pixels) would mean going to a 2048x1024 sheet (possibly doesn't work) or
 then quadrupling it with several permutations on 2048x2048 - which seems a
 waste of good disk space.

I've got a patch to do this that I'll submit shortly. the parameter is
height-map-texture, and it defaults to false.

I'm also taking the opportunity to change some of the defaults, so that the
max-[cloud|sprite]-[width|height]-m parameters default to 1.5x the min
equivalent.

I suspect it won't make much difference to your clouds, as I expect you'll
want to explicitly set all the parameters, but it should mean the defaults
make more sense.

 I've done my first 'real' flight (i.e. not using the ufo) with the new
 system (and after compiling against OSG 3.01) yesterday - just a short hop
 from KLSV to KINS with the F-16 - framerate never dropped below 40 fps
 even with a fairly dense layer and 45 km visibility, in sparse clouds
 climbed above 70 fps. Pretty awsome... I don't really know how much of
 this is due to the new OSG version and how much due to the different
 cloud/terrain interaction system, but the combination is rather powerful.
 Even without splitting a sky generation across several frames, the delay
 building a new tile is actually less than the texture loading delay when I
 turn my head in the F-16 too much...

Fantastic. I look forward to seeing the final results.

-Stuart

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Re: [Flightgear-devel] Default 3d clouds in Local Weather

2011-08-13 Thread thorsten . i . renk
 I've got a patch to do this that I'll submit shortly. the parameter is
 height-map-texture, and it defaults to false.

 I'm also taking the opportunity to change some of the defaults, so that
 the
 max-[cloud|sprite]-[width|height]-m parameters default to 1.5x the min
 equivalent.

 I suspect it won't make much difference to your clouds, as I expect
 you'll
 want to explicitly set all the parameters, but it should mean the
 defaults
 make more sense.

Thanks. I have to take a look at the max-cloud-height-m - currently I'm
only setting min-cloud-height-m for the following reason:

It seems to me that the cloud *center* gets placed at (alt-ft +
layer_altitude), such that (0.5 * cloud-height-m) is below the specified
altitude and (0.5 * cloud-height-m) is above. For small sized clouds,
that's not an issue, because the layer comes out right anyway.

Now, at least convective layers in flat terrain have a relatively sharp
altitude for the cloudbase - even if cloud tops can vary by a large
margin, it simply doesn't do to have a cloudbase 500 m lower than for the
surrounding clouds (for a cloud top, that's quite okay). It took my 30
minutes yesterday to find out that this was the trouble with my developing
Cb clouds - so I fixed cloud-height-m to not have random variation and
stacked the cloudlets using my routines such that the cloudbase is
constant but the top of the layer may vary.

Basically, in the current setup using random cloud-height-m between min
and max values, it's impossible to get a well-defined cloud base altitude,
because I can't know the random value for the height up front. I don't
know if it makes sense to alter it though - for other layers, it may be
useful to place the center at given altitude...

I also came across a second issue (sorry, they just keep coming...)

Large cloudlets tend to vanish from view at the edges of the view field. I
suspect I understand why:

You must generate the texture sheet somehow in the scenery with some
orientation and size. The shader code then grabs it, resizes it using
wScale and hScale to what you need and rotates it.

Now, if wScale  1, it may easily occur that the true coordiantes (i.e.
before rotation and scaling) are outside the field of view, while the
apparent coordinates (i.e. after rotation and scaling by the shader) are
in the field of view - but if the true coordinates are outside, the shader
code is never called at all, and so the object suddenly vanishes.

Basically, the base texture must be generated so large that wScale  1 is
guaranteed to get rid of the problem (I had some models at 4 times design
size, to be resized by the shader with a factor 0.25 to get rid of the
problem). I suspect you should be able to generate the base texture with
max-sprite-width/height-m rather than a constant and then scale down a
bit. The trouble is that if the base scale is too large, the shader code
needs to run for a lot of objects which are not inside the visual field,
so wScale 1 (~O(0.01) is also something one'd like to avoid.

Anyway, that's my diagnosis of what I'm seeing... I hope there's a way to
fix that, for Cb clouds I can't simply go to small enough textures such
that these problems don't occur...

Cheers,

* Thorsten


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Re: [Flightgear-devel] Default 3d clouds in Local Weather

2011-08-13 Thread Stuart Buchanan
On Sat, Aug 13, 2011 at 12:02 PM,  Thorsten Renk  wrote:
 Thanks. I have to take a look at the max-cloud-height-m - currently I'm
 only setting min-cloud-height-m for the following reason:

 It seems to me that the cloud *center* gets placed at (alt-ft +
 layer_altitude), such that (0.5 * cloud-height-m) is below the specified
 altitude and (0.5 * cloud-height-m) is above. For small sized clouds,
 that's not an issue, because the layer comes out right anyway.

 Now, at least convective layers in flat terrain have a relatively sharp
 altitude for the cloudbase - even if cloud tops can vary by a large
 margin, it simply doesn't do to have a cloudbase 500 m lower than for the
 surrounding clouds (for a cloud top, that's quite okay). It took my 30
 minutes yesterday to find out that this was the trouble with my developing
 Cb clouds - so I fixed cloud-height-m to not have random variation and
 stacked the cloudlets using my routines such that the cloudbase is
 constant but the top of the layer may vary.

 Basically, in the current setup using random cloud-height-m between min
 and max values, it's impossible to get a well-defined cloud base altitude,
 because I can't know the random value for the height up front. I don't
 know if it makes sense to alter it though - for other layers, it may be
 useful to place the center at given altitude...

I'm sure I can solve this with a bit of coding. :)

I can see that it makes more sense to have the altitude define the base of
the cloud rather than the centre. I'll change the code to do that.

For layers with a more variable cloudbase, that variability can be defined
in the cloud layer.

 I also came across a second issue (sorry, they just keep coming...)

FYI, I just spotted what looks like another bug in the bottom-shade.

 Large cloudlets tend to vanish from view at the edges of the view field. I
 suspect I understand why:

I'll take a look at this too. I suspect that the problem is simply the bounding
box defined for the cloud.

-Stuart

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Re: [Flightgear-devel] Release 2.4.0: on short final

2011-08-13 Thread Torsten Dreyer
Did it again!

This is it, 2.4.0-final is tagged at fgdata, simgear and flightgear.
Or as an aircrew callout: Minimum! Runway in sight, continue.

Thanks everybody and special thanks to ThorstenB for your hard work 
creating a good and stable code base for our new FlightGear version. In 
just a few days it will be available, not at your local dealer but at 
the well known location in the internet.

And for those who care about our c172fg project, here are some images 
from slaughter-day 2:
http://www.c172fg.de/
We are now well prepared for the road transport tomorrow.

Torsten

Am 12.08.2011 22:46, schrieb Torsten Dreyer:
 OK - I just tagged fgdata, simgear and flightgear branch release/2.4.0
 with the label version/2.4.0-final. This is the codebase for the 2.4.0
 release.

 Some off topic:
 Today, Martin and I started to prepare our new simulator for road
 transport. Enjoy some pics here:
 http://www.c172fg.de/

 Oups - sorry. Forget the tag, this was one day too early. It was planned
 for Saturday (Thanks, ThorstenB for the heads-up).

 One day more for bug fixing is available, sorry  for the noise.

 (Too much kerosine in my brain today)

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