Re: [Flightgear-devel] Next FlightGear release (Feb. 17 2013)

2012-11-18 Thread Renk Thorsten
 How should we call our new baby? Is it 3.0.0 or is it 2.10.0? This is a
 carry-over from our last release and gets answered along with: Is
 Rembrandt production ready?

Hm, I had a list of items for a 3.0 half a year ago, so some progress chack 
along these lines:

* Scanery-related
'Publish 3.0 along with a new version of hires world scenery, preferably making 
best use of regional texturing'

- hires world scenery
- no idea, but doesn't seem to be coming any time soon...

- regional texturing
- I've done some work on that, Stuart has also done some, we currently have 
regional definitions for Europe, Caribbean islands, Hawaii and tropical South 
America committed, I've additional definitions for the Atacama desert and 
Iceland almost ready which I'll hopefully be able to hand in next week(s). I 
had hoped for more, since we've really made it easy to do that kind of work, 
and since I tried to advertize the techniques in various places, so I would 
have hoped that all the regional FG groups like FGUK or FG Brazil jump on the 
waggon and do some of their terrain, but... So, we have some, but it could be 
better.

* Weather-related
'Make a more intuitive interface for a common weather system, remove 
long-existing bugs'

- common weather interface
- We have that now - for me it's a bit less nice to work with it (I need to 
click through one more menu to get my detailed menu), I have the feeling it's 
way better for the average user - I haven't heard much feedback, are there 
opinions? Is this how people would like to control weather?

- rain bug
- that still persists, rain is broken in Advanced Weather since currently 
setting the rain norm doesn't necessarily generate rain as the underlying 
system tries to be smart and parses the cloud layer altitude of Basic Weather - 
which is zero in Advanced Weather. Can anyone help here? I think this can be 
fixed before the release.

- turbulence bug
- that still persists, setting turbulence magnitude norm to a given value 
creates very different strength of turbulence in YaSim and JSBSim. I probably 
could introduce a hack in the weather system that some FDM dependent scaling 
factor is used, but I really think the weather system should *not* have to know 
about the FDM - this violates any modularization idea, so I think this is an 
FDM-side issue. Besides, the same issue must exist in Basic Weather (although 
it's easier to make it go away since turbulence is user-controlled I guess...) 
Likewise - I think this can be addressed before the release, it doesn't seem 
exceedingly complicated.

* rendering-related
'Make effects work across different rendering schemes, support atmospheric 
light scattering in Rembrandt'

- effects in atmospheric light scattering
- partially done, we have now water, urban, landmass and transition effects, 
currently no support for crop/agriculture effects, the runway effect or model 
effects. I will probably have a runway shader before thre release, but no 
others. It turns out more complicated than anticipated to get it right, and I 
lost a lot of coding time earlier this fall

- atmospheric light scattering in Rembrandt
- I haven't been looking much into Rembrandt, since it turns out too slow on 
my current computer. Last Friday I got myself a new Qosmio X870 - if any 
currently existing laptop can run Advanced Weather, Rembrandt and Atmospheric 
Light Scattering together, than probably it's that one or a similar model. So I 
have now the means to attack the problem.

On a personal note though, admittedly I get increasingly tired after more than 
a year of shader work, and I would like to do so many other things, like tinker 
a bit with the weather and do more regional texturing schemes, it's just so 
frustrating to ask questions, read stuff, try to figure out how things are done 
to run right into another unexpected roadblock like the z-Buffer issue for 
clouds and the terrain, or the near/far camera problem and watch another week 
of work go down the drain again. Or to sit a week trying to optimize shader 
code to hear offhand comments like 'this really needs to be optimized, since it 
runs so slow and on my computer I can run insert name of 3d game here without 
problems, so it can't be my hardware'. So I don't know how much longer I will 
be working on rendering schemes.

All in all, for my part it seems rather a 2.10 than a 3.0 - some of the things 
which I'd like to see in 3.0 are done, but the majority isn't yet.

That's my 2 cents at least...

* Thorsten
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Re: [Flightgear-devel] FSWeekend 2012...

2012-11-18 Thread Vivian Meazza
Thorsten wrote

 
  Hmm . that's an underwhelming list, and I can't come up with anything
  that's really any better. Does that encapsulate the problem?
 
 Well well, it would seem our shader-based treatment of light and the
 environment is quite competitive against what FSX has to offer:
 
 http://www.flightgear.org/forums/viewtopic.php?f=19t=18325#p170811
 

Yes, I've been trawling around YouTube for anything which is better, or even
as good as our sky and sea. I think we are the at least the equal of FSX and
XPlane, and probably better. Slightly subjective though.

Been doing some more eye-candy myself:

https://dl.dropbox.com/u/57645542/fgfs-screen-093.png

using our new linear texture facility. It's not it FGdata yet, and I'm not
even sure it's going to make the next release.

But I wonder if that sort of thing really gives enough to justify going from
2.10 -3.0?

Vivian





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