Re: [Flightgear-devel] A collection of issues
Hmm - after double-checking, it looks good to me. Checked with running --prop:/environment/terrain/area[0]/enabled=1 That seems to be the key, thanks. Works fine if I set the property on startup in the commandline, doesn't work if I don't. We used to have a state where it wasn't necessary to set it in the command line any more - so something there might have changed (?). Cheers, * Thorsten -- All of the data generated in your IT infrastructure is seriously valuable. Why? It contains a definitive record of application performance, security threats, fraudulent activity, and more. Splunk takes this data and makes sense of it. IT sense. And common sense. http://p.sf.net/sfu/splunk-d2dcopy2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Default 3d clouds in Local Weather
Torsten has kindly committed my recent merge requests. So, not only should the curved field be fixed, but there are also many more shading parameters available for the top/middle/bottom/shaded part of the cloud. See README.3Dclouds for details. Thanks, I'll pull this right away! * Thorsten -- All of the data generated in your IT infrastructure is seriously valuable. Why? It contains a definitive record of application performance, security threats, fraudulent activity, and more. Splunk takes this data and makes sense of it. IT sense. And common sense. http://p.sf.net/sfu/splunk-d2dcopy2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] New environment properties (Was: A collection of issues)
We would like surface-wind/speed-kt, /direction-from-deg, /velocity-from-east-fps, velocity-from-north-fps, (please not 'from heading' ), but use whatever is easiest, we can handle the conversions easily enough. Torsten, does that sound viable to you? I'll be happy to write them from Local Weather, but we should agree on a set of names to write. That would be great - we thought perhaps this is what the property overcast was intended to do, but it's different in Global and Local weather. In my way of thinking: /rendering/scene/overcast The amount of haze color mixed to the sky color. Unless it's very close to 1, the effect is more like a thin haze layer at high altitude not really blocking the sun, if it's close to 1 it can double as a credible but cheap overcast layer from below (doesn't work from above obviously). Not really a good proxy for cloud coverage /rendering/scene/saturation This directly dims the sunlight and is supposed to represent clouds blocking the light. Unfortunately, in many situations it turns out to be an overkill (it doesn't do to dim the whole sky when you're circling below a cloud) so I only use it in low visibility situations such as inside rough weather (heavy rain usually). /rendering/scene/scattering This is supposed to represent the (perception-weighted) light intensity below the clouds, i.e. it selectively dims the terrain only without touching the sky. Probably, this is more or less what you'd like to use. The math can be done out in the GPU - there's plenty of scope to offload tasks from the CPU. Not necessarily. I was a bit shocked yesterday when I flew the IAR-80 and lost 1/3 of my framerate with the skydome scattering shader on - it has never ever affected my framerate that much, but I suspect the IAR80 places a high workload into the GPU to begin with, so suddenly this becomes the bottleneck of the whole operation. As for putting math to the GPU - from an algorithm point of view, something doesn't seem right. Cloud cover is something we want to compute once per minute or so - putting it into a vertex shader means it's computed per frame per vertex, that seems a bit excessive. Is there a way of putting things to the GPU such that they're only computed once per frame? For instance, for every cloud vertex we compute the eye position by multiplying zero with the inverse model view matrix - although it doesn't change from vertex to vertex! That's a few thousand matrix multiplications per frame which we actually don't really need to do. With rendering haze (and some people are thinking of rain already, some asking for cloud shadows) I see us running rapidly out of GPU performance... Cheers, * Thorsten -- All of the data generated in your IT infrastructure is seriously valuable. Why? It contains a definitive record of application performance, security threats, fraudulent activity, and more. Splunk takes this data and makes sense of it. IT sense. And common sense. http://p.sf.net/sfu/splunk-d2dcopy2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] nasal and javascript..
On Fri, 2011-10-07 at 02:30 +0100, Peter Morgan wrote: How does nasal works within the sim.. ? Excellent, it can handle weather simulation and rendering just well. why we can not use a ecma scripting engine ? Can i Use javascript in FG, smells the smae almost... I can embed nasal within an xml tag?? No, javascript is unsupported, just like any of it's predecessors or look-alikes. At one point I had javascrip[t working but Nasal is just much better suited for FlightGear because of it's size, processing speed and because a number of developers have a good idea what's going on. Why can we use V8 which is a fast scripting engine.. its rumoured.. In theory we could even use VBScript but Nasal has proven to be valuable for almost 10 years, so no reason to change or add another scripting language. Besides, if you know JavaScript then learning Nasal would take little effort. Erik -- All of the data generated in your IT infrastructure is seriously valuable. Why? It contains a definitive record of application performance, security threats, fraudulent activity, and more. Splunk takes this data and makes sense of it. IT sense. And common sense. http://p.sf.net/sfu/splunk-d2dcopy2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Cloud shadows
We already adjust the greyness of the sea to reflect the overcast value. (It would also be nice if the visible weather in Global matched the description a bit better: we make the sea grey when it's overcast, but the sky is still mostly blue). This sounds all really nice and thank you very much for improving this shaders. But for visible weather we need shadows. Just dimming reflection by some general cloud density makes no sense for me. It seems to me there's a difference between 'we need' and 'would be nice to have'. What, precisely, do we really 'need' shadows for? I'd very much like to have clouds cast real shadows, but: How? Clouds are not 'real' 3d objects in models space, they are rotated stacks of texture sheets. So you can't use any 'real' shadow-generating technique like for a normal object. Real time ray intersection with some ad-hoc light absorbing distribution is out for performance reasons. So we'd somehow have to pre-calculate a shadow distribution (I've worked out the math for that so far), pass it to the shader and project that onto the ground (no idea how to do that in a seamless way), and since it doesn't do to have bright sunny ships with crisp sunlight reflections in a shadowy patch of water, the information needs to go to every single object shader and used there to dim reflections (no idea about the performance footprint of that). As far as I understand, every reflection shader in the scene somehow needs to know if its position is in shadow or not What I really need is a framerate above 20, preferably 30. I'd rather have that without cloud shadows than a framerate of 2-3 with cloud shadows. I don't know about the rest of us... But if you know a fast way of rendering the cloud shadows - please just let me know. Sorry, I'm just getting a bit touchy about reading 'we need' - I've had too much of that recently. Cheers, * Thorsten -- All of the data generated in your IT infrastructure is seriously valuable. Why? It contains a definitive record of application performance, security threats, fraudulent activity, and more. Splunk takes this data and makes sense of it. IT sense. And common sense. http://p.sf.net/sfu/splunk-d2dcopy2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] autopilot frame rate
On Fri, 7 Oct 2011, Alan Teeder wrote: I am also having problems in this area. If you look at the time dependant filters they use a very simple code which easily explains the problem. It would be much better to use the Tustin substitution which is practically guaranteed to be stable, and is used in real life autopilots. However these run at fixed framerates. That should be no problem as the autopilot in FG should be running at a fixed framrate (/sim/model-hz) these days. That is, fixed in simulated time, which is all that should matter. (As an aside our time management is still pretty messy and lots of things that ought to use simulated time seems to be using real time instead - try increasing the simulation rate and see how many virtual things that do not speed up...) Cheers, Anders -- --- Anders Gidenstam WWW: http://www.gidenstam.org/FlightGear/ -- All of the data generated in your IT infrastructure is seriously valuable. Why? It contains a definitive record of application performance, security threats, fraudulent activity, and more. Splunk takes this data and makes sense of it. IT sense. And common sense. http://p.sf.net/sfu/splunk-d2dcopy2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Cloud shadows
On Fri, 2011-10-07 at 10:14 +0100, James Turner wrote: On 7 Oct 2011, at 09:47, thorsten.i.r...@jyu.fi wrote: Sorry, I'm just getting a bit touchy about reading 'we need' - I've had too much of that recently. In my experience, for a happy life in open-source development, work on what *you* *enjoy*, not what 'we' 'need'. And sometimes it's not even clear if 'we' includes us.. Erik -- All of the data generated in your IT infrastructure is seriously valuable. Why? It contains a definitive record of application performance, security threats, fraudulent activity, and more. Splunk takes this data and makes sense of it. IT sense. And common sense. http://p.sf.net/sfu/splunk-d2dcopy2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] New environment properties (Was: A collection of issues)
Am 07.10.2011 09:09, schrieb thorsten.i.r...@jyu.fi: We would like surface-wind/speed-kt, /direction-from-deg, /velocity-from-east-fps, velocity-from-north-fps, (please not 'from heading' ), but use whatever is easiest, we can handle the conversions easily enough. Torsten, does that sound viable to you? I'll be happy to write them from Local Weather, but we should agree on a set of names to write. How about creating /environment/wind/surface/speed-kt /environment/wind/surface/from-deg /environment/wind/surface/from-east-fps /environment/wind/surface/from-north-fps to be able to later add life or computed aloft wind data like /environment/wind/aloft/pressure-level /environment/wind/aloft/speed-kt /environment/wind/aloft/from-deg /environment/wind/aloft/from-east-fps /environment/wind/aloft/from-north-fps And even expandable to a three-dimensional wind model /environment/wind[0]/foo (at present position) /environment/wind[1]/foo (somewhere) /environment/wind[2]/foo (somewhere else) etc... Torsten -- All of the data generated in your IT infrastructure is seriously valuable. Why? It contains a definitive record of application performance, security threats, fraudulent activity, and more. Splunk takes this data and makes sense of it. IT sense. And common sense. http://p.sf.net/sfu/splunk-d2dcopy2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Cloud shadows
Am 07.10.2011 11:20, schrieb Erik Hofman: In my experience, for a happy life in open-source development, work on what*you* *enjoy*, not what 'we' 'need'. And sometimes it's not even clear if 'we' includes us.. 'we' should add these wise statements to our developer's guide ;-) Torsten -- All of the data generated in your IT infrastructure is seriously valuable. Why? It contains a definitive record of application performance, security threats, fraudulent activity, and more. Splunk takes this data and makes sense of it. IT sense. And common sense. http://p.sf.net/sfu/splunk-d2dcopy2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Terragear and 2 Arc Second elevation data
I am asking because I am currently working on Alaska elevation data for the relief. I had to clip 6 px overlap and I converted the .flt data to DEM format. HGT can not handle 1800x1800 px, but there is also a demchop in terragear, right? I like to share the data when it is useful for scenery building. NED is seamless and has a lot of more data included than SRTM. To complete, should I change resolution to 1200x1200 and provide it as HGT files for scenery creation ? Cheers, Yves Am 07.10.11 01:52, schrieb Curtis Olson: You might need to do some work with the tool that chops up the dem's into TerraGear tile sizes. There are different terrain formats so you might need to adapt the code to read a different format as well. This part sounds like it should be pretty straightforward if you have clear docs for the input format. On Thu, Oct 6, 2011 at 6:40 PM, HB-GRAL wrote: Hi all Can terragear handle 2 arc second elevation data ? I read only about 1 arc and 3 arc data for the terragear toolchain. Cheers, Yves -- All the data continuously generated in your IT infrastructure contains a definitive record of customers, application performance, security threats, fraudulent activity and more. Splunk takes this data and makes sense of it. Business sense. IT sense. Common sense. http://p.sf.net/sfu/splunk-d2dcopy1 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- All the data continuously generated in your IT infrastructure contains a definitive record of customers, application performance, security threats, fraudulent activity and more. Splunk takes this data and makes sense of it. Business sense. IT sense. Common sense. http://p.sf.net/sfu/splunk-d2dcopy1 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- All of the data generated in your IT infrastructure is seriously valuable. Why? It contains a definitive record of application performance, security threats, fraudulent activity, and more. Splunk takes this data and makes sense of it. IT sense. And common sense. http://p.sf.net/sfu/splunk-d2dcopy2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Terragear and 2 Arc Second elevation data
When someone wants to run experiments with this data, you can find some test data in .dem format here: http://maptest.fgx.ch/public/2arc-alaska-dem/n70w140.zip Thanks a lot, Yves Am 07.10.11 12:07, schrieb HB-GRAL: I am asking because I am currently working on Alaska elevation data for the relief. I had to clip 6 px overlap and I converted the .flt data to DEM format. HGT can not handle 1800x1800 px, but there is also a demchop in terragear, right? I like to share the data when it is useful for scenery building. NED is seamless and has a lot of more data included than SRTM. To complete, should I change resolution to 1200x1200 and provide it as HGT files for scenery creation ? Cheers, Yves Am 07.10.11 01:52, schrieb Curtis Olson: You might need to do some work with the tool that chops up the dem's into TerraGear tile sizes. There are different terrain formats so you might need to adapt the code to read a different format as well. This part sounds like it should be pretty straightforward if you have clear docs for the input format. On Thu, Oct 6, 2011 at 6:40 PM, HB-GRAL wrote: Hi all Can terragear handle 2 arc second elevation data ? I read only about 1 arc and 3 arc data for the terragear toolchain. Cheers, Yves -- All the data continuously generated in your IT infrastructure contains a definitive record of customers, application performance, security threats, fraudulent activity and more. Splunk takes this data and makes sense of it. Business sense. IT sense. Common sense. http://p.sf.net/sfu/splunk-d2dcopy1 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- All the data continuously generated in your IT infrastructure contains a definitive record of customers, application performance, security threats, fraudulent activity and more. Splunk takes this data and makes sense of it. Business sense. IT sense. Common sense. http://p.sf.net/sfu/splunk-d2dcopy1 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- All of the data generated in your IT infrastructure is seriously valuable. Why? It contains a definitive record of application performance, security threats, fraudulent activity, and more. Splunk takes this data and makes sense of it. IT sense. And common sense. http://p.sf.net/sfu/splunk-d2dcopy2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- All of the data generated in your IT infrastructure is seriously valuable. Why? It contains a definitive record of application performance, security threats, fraudulent activity, and more. Splunk takes this data and makes sense of it. IT sense. And common sense. http://p.sf.net/sfu/splunk-d2dcopy2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] nasal and javascript..
On Fri, 7 Oct 2011 02:30:38 +0100, Peter wrote in message cadt7pxnh3zdpxbevx1fqrvojwplcrzutsqnw9fpvhmczsco...@mail.gmail.com: How does nasal works within the sim.. ? why we can not use a ecma scripting engine ? Can i Use javascript in FG, smells the smae almost... I can embed nasal within an xml tag?? Why can we use V8 which is a fast scripting engine.. its rumoured.. pete ..years back I asked something similar on FG's choise of C++ rather than C. ;o) ..you basically need to prove ecma, V8, javascript is fast, stable, good etc enough to spank our ecma nasal with such authority everyone goes WTF didn't we do this before? etc. ..bottom line: Show us! ;o) -- ..med vennlig hilsen = with Kind Regards from Arnt Karlsen ...with a number of polar bear hunters in his ancestry... Scenarios always come in sets of three: best case, worst case, and just in case. -- All of the data generated in your IT infrastructure is seriously valuable. Why? It contains a definitive record of application performance, security threats, fraudulent activity, and more. Splunk takes this data and makes sense of it. IT sense. And common sense. http://p.sf.net/sfu/splunk-d2dcopy2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] autopilot frame rate
On Fri, 7 Oct 2011 02:46:22 +0100, Peter wrote in message CADt7PXMjc9znKOo5XStyyUt7BHYRAuJ9=qt+85smq-YsP=y...@mail.gmail.com: Would it be possible to make the autopilot work at a reliable freq.. The autopilot atmo in my suspicion is bound to a frame rate.. this explains why it wobbles on my low frame rate machine.. ie laoder card.. IMHO the autopilot.. should be set at a freq eg 10hz or less and fised inc calculation .. ..chk output of fgfs -v -h |less , should offer frame rate throttling on recent and git versions of FG. Just a thought for comment.. and a new idea website.. https://sites.google.com/a/freeflightsim.org/flightgear-developers-guide/ Pete -- ..med vennlig hilsen = with Kind Regards from Arnt Karlsen ...with a number of polar bear hunters in his ancestry... Scenarios always come in sets of three: best case, worst case, and just in case. -- All of the data generated in your IT infrastructure is seriously valuable. Why? It contains a definitive record of application performance, security threats, fraudulent activity, and more. Splunk takes this data and makes sense of it. IT sense. And common sense. http://p.sf.net/sfu/splunk-d2dcopy2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] A collection of issues
-Original Message- From: Torsten Dreyer [mailto:tors...@t3r.de] Sent: 07 October 2011 10:49 To: FlightGear developers discussions Subject: Re: [Flightgear-devel] A collection of issues Am 07.10.2011 08:55, schrieb thorsten.i.r...@jyu.fi: Hmm - after double-checking, it looks good to me. Checked with running --prop:/environment/terrain/area[0]/enabled=1 That seems to be the key, thanks. Works fine if I set the property on startup in the commandline, doesn't work if I don't. We used to have a state where it wasn't necessary to set it in the command line any more - so something there might have changed (?). In the initialization sequence of the environment subsystem, a terrainsample instance is created for each area node under /environment/terrain (you can have as many areas sampled as you like). However, these nodes have to be there during subsystem-init. Maybe you create it from Nasal which probably initializes later? If that worked before - I have no idea what might have changed to break it for you. The last nontrivial update on the terrainsampler was in August 2010. Well, thanks for all the help with tied properties etc. We've managed to work around most of the problems so far and Phase II of the improvements to the water shader are in git. The waves now align with the surface wind, and we try to adjust wave height with the wind speed. Here are some examples: http://imageshack.us/f/830/fgfsscreen070.jpg/ http://imageshack.us/f/571/fgfsscreen069.jpg/ We know the wake could now do with some improvement, and we have some ideas that we will work on before embarking on our planned Phase III, which will have improved integration with Global and Local weather. This only works with materials-dds.xml Vivian and Emilian -- All of the data generated in your IT infrastructure is seriously valuable. Why? It contains a definitive record of application performance, security threats, fraudulent activity, and more. Splunk takes this data and makes sense of it. IT sense. And common sense. http://p.sf.net/sfu/splunk-d2dcopy2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] autopilot frame rate
-Original Message- From: Arnt Karlsen Sent: Friday, October 07, 2011 1:12 PM To: flightgear-devel@lists.sourceforge.net ..chk output of fgfs -v -h |less , should offer frame rate throttling on recent and git versions of FG. Arnt I assume you mean fgfs --model-hz=n This will run the whole FDM at n iterations per second, not just the autopilot system. Alan -- All of the data generated in your IT infrastructure is seriously valuable. Why? It contains a definitive record of application performance, security threats, fraudulent activity, and more. Splunk takes this data and makes sense of it. IT sense. And common sense. http://p.sf.net/sfu/splunk-d2dcopy2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] autopilot frame rate
There is also a frame rate throttling option, but it's pretty buried /sim/frame-rate-throttle-hz Also consider setting your sync to vblank option in your video hardware. That can help limit FlightGear to run at your display's refresh rate. Curt. On Fri, Oct 7, 2011 at 8:48 AM, Alan Teeder wrote: -Original Message- From: Arnt Karlsen Sent: Friday, October 07, 2011 1:12 PM To: flightgear-devel@lists.sourceforge.net ..chk output of fgfs -v -h |less , should offer frame rate throttling on recent and git versions of FG. Arnt I assume you mean fgfs --model-hz=n This will run the whole FDM at n iterations per second, not just the autopilot system. Alan -- All of the data generated in your IT infrastructure is seriously valuable. Why? It contains a definitive record of application performance, security threats, fraudulent activity, and more. Splunk takes this data and makes sense of it. IT sense. And common sense. http://p.sf.net/sfu/splunk-d2dcopy2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Curtis Olson: http://www.atiak.com - http://aem.umn.edu/~uav/ http://www.flightgear.org - http://gallinazo.flightgear.org -- All of the data generated in your IT infrastructure is seriously valuable. Why? It contains a definitive record of application performance, security threats, fraudulent activity, and more. Splunk takes this data and makes sense of it. IT sense. And common sense. http://p.sf.net/sfu/splunk-d2dcopy2___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Default 3d clouds in Local Weather
So, not only should the curved field be fixed, but there are also many more shading parameters available for the top/middle/bottom/shaded part of the cloud. See README.3Dclouds for details. Somehow, that didn't work out for me. * clouds are now black (see also http://flightgear.org/forums/viewtopic.php?f=5t=7358start=435#p139537 in the Forum - I'm not the only one with that problem - the common theme might be an NVIDIA GPU here (?)). I've temporarily fixed that by setting top_factor and middle_factor to 1.0 - it seems the shader itself is working fine, it just doesn't get the right values. * cloud placement altitudes are offset to what they were previously. I had measured out an offset value for each cloud type which places that cloud at exactly the right altitude, that's now 3000 ft different from what it was - something can't be right here... * the problem that clouds move upward as I increase distance is still there :-( On my machine, currently the weather system only produces crap *sigh* - rain works randomly, rain and haze are offset from clouds, clouds appear at unpredictable altitudes... Maybe we should revert to the previous state till that is sorted out - or am I a small minority experiencing such problems? * Thorsten -- All of the data generated in your IT infrastructure is seriously valuable. Why? It contains a definitive record of application performance, security threats, fraudulent activity, and more. Splunk takes this data and makes sense of it. IT sense. And common sense. http://p.sf.net/sfu/splunk-d2dcopy2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Default 3d clouds in Local Weather
On Fri, Oct 7, 2011 at 11:33 AM, thorsten.i.r...@jyu.fi wrote: Somehow, that didn't work out for me. * clouds are now black (see also http://flightgear.org/forums/viewtopic.php?f=5t=7358start=435#p139537 in the Forum - I'm not the only one with that problem - the common theme might be an NVIDIA GPU here (?)). I've temporarily fixed that by setting top_factor and middle_factor to 1.0 - it seems the shader itself is working fine, it just doesn't get the right values. * cloud placement altitudes are offset to what they were previously. I had measured out an offset value for each cloud type which places that cloud at exactly the right altitude, that's now 3000 ft different from what it was - something can't be right here... * the problem that clouds move upward as I increase distance is still there :-( On my machine, currently the weather system only produces crap *sigh* - rain works randomly, rain and haze are offset from clouds, clouds appear at unpredictable altitudes... Maybe we should revert to the previous state till that is sorted out - or am I a small minority experiencing such problems? * Thorsten Me too on the black clouds now ... nvidia graphics card + latest git. Curt. -- Curtis Olson: http://www.atiak.com - http://aem.umn.edu/~uav/ http://www.flightgear.org - http://gallinazo.flightgear.org -- All of the data generated in your IT infrastructure is seriously valuable. Why? It contains a definitive record of application performance, security threats, fraudulent activity, and more. Splunk takes this data and makes sense of it. IT sense. And common sense. http://p.sf.net/sfu/splunk-d2dcopy2___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Default 3d clouds in Local Weather
On 07 Oct 2011, at 19:01, Frederic Bouvier wrote: Me too on the black clouds now ... nvidia graphics card + latest git. It's the same for me Me Too: (two Nvidia 9800GT cards + latest git). -- All of the data generated in your IT infrastructure is seriously valuable. Why? It contains a definitive record of application performance, security threats, fraudulent activity, and more. Splunk takes this data and makes sense of it. IT sense. And common sense. http://p.sf.net/sfu/splunk-d2dcopy2___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Default 3d clouds in Local Weather
On Friday 07 October 2011 19:38:54 Durk Talsma wrote: On 07 Oct 2011, at 19:01, Frederic Bouvier wrote: Me too on the black clouds now ... nvidia graphics card + latest git. It's the same for me Me Too: (two Nvidia 9800GT cards + latest git). Me (1, 2, 3 , 4.. ok that's 5)... Me5 Nvidia 8600 GT, linux, latest git -- All of the data generated in your IT infrastructure is seriously valuable. Why? It contains a definitive record of application performance, security threats, fraudulent activity, and more. Splunk takes this data and makes sense of it. IT sense. And common sense. http://p.sf.net/sfu/splunk-d2dcopy2___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Default 3d clouds in Local Weather
Me too , with ATIMobility Radeon HD 4250 On Fri, Oct 7, 2011 at 11:55 AM, emili...@gmail.com wrote: On Friday 07 October 2011 19:38:54 Durk Talsma wrote: On 07 Oct 2011, at 19:01, Frederic Bouvier wrote: Me too on the black clouds now ... nvidia graphics card + latest git. It's the same for me Me Too: (two Nvidia 9800GT cards + latest git). Me (1, 2, 3 , 4.. ok that's 5)... Me5 Nvidia 8600 GT, linux, latest git -- All of the data generated in your IT infrastructure is seriously valuable. Why? It contains a definitive record of application performance, security threats, fraudulent activity, and more. Splunk takes this data and makes sense of it. IT sense. And common sense. http://p.sf.net/sfu/splunk-d2dcopy2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- All of the data generated in your IT infrastructure is seriously valuable. Why? It contains a definitive record of application performance, security threats, fraudulent activity, and more. Splunk takes this data and makes sense of it. IT sense. And common sense. http://p.sf.net/sfu/splunk-d2dcopy2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel