Re: [Flightgear-devel] 737-100: Fuselagereflect in /Generic ?

2011-04-05 Thread Emilian Huminiuc
On Wednesday 06 April 2011 00:48:15 Vivian Meazza wrote:
> Emilian wrote
> 
> > On Tuesday 05 April 2011 19:07:10 Vivian Meazza wrote:
> > > Actually - it wasn't working correctly - you are using a cube cross
> > 
> > texture
> > 
> > > with cube map shader - which, much to my surprise works after a
> > > fashion.
> > > 
> > > I'll investigate further.
> > > 
> > > Vivian
> >  
> >  Ooops, I left the cube cross on the fuselage shader on the released
> > 
> > version,
> > my bad. Missed that, probably because it was working.
> > 
> > 
> > I was refering at the reflect shader used by the cockpit. Please check
> > this
> > picture:
> > http://ompldr.org/vODRxcw
> > 
> > Thanks for looking into this.
> 
> The dark patches are an artifact of the reflection of a dark area of the
> reflection texture, and of the geometry of the object.  It only happens in
> one direction. It's worse on a flat surface. I can't find a way to stop
> that in the code. I think we will have to live with this one.
> 
> They can be removed, or at least hidden, by using more surfaces, and or
> triangulation. I found and fixed one on the Mixture Lever knob.
> 
> ftp://abbeytheatre2.org.uk:2121/flightgear/IAR80/iar80-mixture.png
> 
Thanks for looking into it, I thought it was something that could be fixed with 
the code (since, if you check Arnt's messages earlier, you can see that there 
it works correctly; he has other problems though, apparently our normalmap 
shaders aren't very opensource drivers friendly).
I'll start pushing vertices then, and maybe I'll get around to releasing a new 
version. I might hold on to it a while though, as apparently osg > Btw: I think the Tempest looks great, and it's a shame to use such a
> > small texture, please consider using at least 2048x2048 ;)
> 
> Thank you for that. Now that I have looked in detail at the IAR80, I am
> impressed by your attention to detail, and that even with all the detail, a
> reasonable framerate can be maintained. Now back to the Tempest to see if I
> can do as well.
> 
> Vivian
Thank you too. :)
I too am impressed with the ability of our engine to push big display 
resolutions with big vertex counts and huge textures full of detail, and I 
think it's a shame that ability doesn't get used to it's fullest with more 
high detail airplanes.

Emilian



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Re: [Flightgear-devel] 737-100: Fuselagereflect in /Generic ?

2011-04-05 Thread Vivian Meazza
Emilian wrote

> 
> On Tuesday 05 April 2011 19:07:10 Vivian Meazza wrote:
> 
> >
> > Actually - it wasn't working correctly - you are using a cube cross
> texture
> > with cube map shader - which, much to my surprise works after a fashion.
> >
> > I'll investigate further.
> >
> > Vivian
>  Ooops, I left the cube cross on the fuselage shader on the released
> version,
> my bad. Missed that, probably because it was working.
> 
> 
> I was refering at the reflect shader used by the cockpit. Please check
> this
> picture:
> http://ompldr.org/vODRxcw
> 
> Thanks for looking into this.

The dark patches are an artifact of the reflection of a dark area of the
reflection texture, and of the geometry of the object.  It only happens in
one direction. It's worse on a flat surface. I can't find a way to stop that
in the code. I think we will have to live with this one.

They can be removed, or at least hidden, by using more surfaces, and or
triangulation. I found and fixed one on the Mixture Lever knob. 

ftp://abbeytheatre2.org.uk:2121/flightgear/IAR80/iar80-mixture.png


> Btw: I think the Tempest looks great, and it's a shame to use such a small
> texture, please consider using at least 2048x2048 ;)

Thank you for that. Now that I have looked in detail at the IAR80, I am
impressed by your attention to detail, and that even with all the detail, a
reasonable framerate can be maintained. Now back to the Tempest to see if I
can do as well.

Vivian





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Re: [Flightgear-devel] 737-100: Fuselagereflect in /Generic ?

2011-04-05 Thread Emilian Huminiuc
On Tuesday 05 April 2011 19:07:10 Vivian Meazza wrote:

> 
> Actually - it wasn't working correctly - you are using a cube cross texture
> with cube map shader - which, much to my surprise works after a fashion.
> 
> I'll investigate further.
> 
> Vivian
 Ooops, I left the cube cross on the fuselage shader on the released version, 
my bad. Missed that, probably because it was working.


I was refering at the reflect shader used by the cockpit. Please check this 
picture:
http://ompldr.org/vODRxcw

Thanks for looking into this.

Btw: I think the Tempest looks great, and it's a shame to use such a small 
texture, please consider using at least 2048x2048 ;)

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Re: [Flightgear-devel] 737-100: Fuselagereflect in /Generic ?

2011-04-05 Thread Vivian Meazza
Emilian wrote 

> On Tuesday 05 April 2011 11:35:38 Vivian Meazza wrote:
> > Emilian,
> >
> >
> >
> > After some investigation, it is all working as expected. Here is a
> > demonstration of all the possible features of bump mapping, reflections,
> > reflection mapping, cube maps and cube crosses all working together.
> >
> >
> >
> >  
> > ftp://abbeytheatre2.org.uk:2121/flightgear/IAR80/iar80-mapped.png
> >
> >
> >
> > I've found some, but not all, of the objects with no texture but with
> > reflection applied. Later I will put the amended files where you can
> > download them so that you can adjust the parameters to your own
> > satisfaction.
> >
> >
> >
> > Vivian
> :) I know it's working. The "dull" reflection on the default livery is
> intentional, as camo paint wasn't very shiny. The "no image file" errors
> went
> away anyway, as I've converted the model to use .dds maps, and was forced
> to
> specify paths to all the textures, as I will provide local copies of them
> ,
> converted to .dds.
> 
> Thanks anyway :). But the problem I was asking you to take a look at was a
> bit
> different :
> 
> Problem was in the cockpit, there are some full black faces on objects I
> know
> are correctly mapped (and I can easily reproduce the problem with any
> object
> that's using the reflect shader and has a perfectly vertical face), and I
> was
> asking you to take a look and see if you can reproduce the bug on your
> end.
> (Maybe it's system/gpu specific).
> Also you can see a weird black rectangle reflected by the pilot seat if
> you
> look straight down. (or at least that's what I see here). It looks as if
> one
> face of the reflected "cube" is smaller than the other .
> And before you ask, problem isn't related nor fixed by .dds textures (it
> looks
> just the same no matter what type of texture I use).

Actually - it wasn't working correctly - you are using a cube cross texture
with cube map shader - which, much to my surprise works after a fashion.

I'll investigate further.

Vivian



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Re: [Flightgear-devel] 737-100: Fuselagereflect in /Generic ?

2011-04-05 Thread Arnt Karlsen
On Tue, 5 Apr 2011 14:39:01 +0300, Emilian wrote in message 
<201104051439.01870.emili...@gmail.com>:

> On Tuesday 05 April 2011 14:21:45 Arnt Karlsen wrote:
> 
> > ..er, it's different allright, no Nvidea black paint, instead
> > I have sunshine-inside-the-cockpit-but-not-outside, livery is
> > "bare metal" and way too dark, ATI hw on X.org's radeon, urls:
> > https://github.com/gasguru/flightgearthings/blob/master/a26+iar80/fgfs-scre
> > en-009.png
> > https://github.com/gasguru/flightgearthings/blob/master/a26+iar80/fgfs-scr
> > een-010.png
> > https://github.com/gasguru/flightgearthings/blob/master/a26+iar80/fgfs-scr
> > een-011.png
> > https://github.com/gasguru/flightgearthings/blob/master/a26+iar80/fgfs-scr
> > een-012.png
> > 
> > ..dated lshw etc at: https://github.com/gasguru/flightgearthings
> 
> Hmm, I see.. So your ATI likes what my nVidia doesn't... and
> vice-versa :). I suppose "radeon" is the opensource driver... isn't
> it?

..yup, you can try the X.org's nouveau driver on your to see 
what that does, would tell us all a wee bit more.

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Re: [Flightgear-devel] 737-100: Fuselagereflect in /Generic ?

2011-04-05 Thread Emilian Huminiuc
On Tuesday 05 April 2011 14:21:45 Arnt Karlsen wrote:

> ..er, it's different allright, no Nvidea black paint, instead
> I have sunshine-inside-the-cockpit-but-not-outside, livery is
> "bare metal" and way too dark, ATI hw on X.org's radeon, urls:
> https://github.com/gasguru/flightgearthings/blob/master/a26+iar80/fgfs-scre
> en-009.png
> https://github.com/gasguru/flightgearthings/blob/master/a26+iar80/fgfs-scr
> een-010.png
> https://github.com/gasguru/flightgearthings/blob/master/a26+iar80/fgfs-scr
> een-011.png
> https://github.com/gasguru/flightgearthings/blob/master/a26+iar80/fgfs-scr
> een-012.png
> 
> ..dated lshw etc at: https://github.com/gasguru/flightgearthings

Almost forgot: Thanks for testing.


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Re: [Flightgear-devel] 737-100: Fuselagereflect in /Generic ?

2011-04-05 Thread Emilian Huminiuc
On Tuesday 05 April 2011 14:21:45 Arnt Karlsen wrote:

> ..er, it's different allright, no Nvidea black paint, instead
> I have sunshine-inside-the-cockpit-but-not-outside, livery is
> "bare metal" and way too dark, ATI hw on X.org's radeon, urls:
> https://github.com/gasguru/flightgearthings/blob/master/a26+iar80/fgfs-scre
> en-009.png
> https://github.com/gasguru/flightgearthings/blob/master/a26+iar80/fgfs-scr
> een-010.png
> https://github.com/gasguru/flightgearthings/blob/master/a26+iar80/fgfs-scr
> een-011.png
> https://github.com/gasguru/flightgearthings/blob/master/a26+iar80/fgfs-scr
> een-012.png
> 
> ..dated lshw etc at: https://github.com/gasguru/flightgearthings

Hmm, I see.. So your ATI likes what my nVidia doesn't... and vice-versa :).
I suppose "radeon" is the opensource driver... isn't it?


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Re: [Flightgear-devel] 737-100: Fuselagereflect in /Generic ?

2011-04-05 Thread Arnt Karlsen
On Tue, 5 Apr 2011 13:35:45 +0300, Emilian wrote in message 
<201104051335.45768.emili...@gmail.com>:

> On Tuesday 05 April 2011 13:25:44 Arnt Karlsen wrote:
> > On Tue, 5 Apr 2011 12:09:17 +0300, Emilian wrote in message
> > 
> > <201104051209.17330.emili...@gmail.com>:
> > > Thanks anyway :). But the problem I was asking you to take a look
> > > at was a bit different :
> > > 
> > > Problem was in the cockpit, there are some full black faces on
> > > objects I know are correctly mapped (and I can easily reproduce
> > > the problem with any object that's using the reflect shader and
> > > has a perfectly vertical face), and I was asking you to take a
> > > look and see if you can reproduce the bug on your end. (Maybe
> > > it's system/gpu specific). Also you can see a weird black
> > > rectangle reflected by the pilot seat if you look straight down.
> > > (or at least that's what I see here). It looks as if one face of
> > > the reflected "cube" is smaller than the other . And before you
> > > ask, problem isn't related nor fixed by .dds textures (it looks
> > > just the same no matter what type of texture I use).
> > 
> > ..screen shot link of what to look for, and command line suggestion
> > to reproduce this?
> Please see this bug:
> 
> http://code.google.com/p/flightgear-bugs/issues/detail?id=262
> 
> --aircraft=IAR-80
> 
> and just take a look around the cockpit, if the bug is present it's
> pretty noticeable.

..er, it's different allright, no Nvidea black paint, instead
I have sunshine-inside-the-cockpit-but-not-outside, livery is 
"bare metal" and way too dark, ATI hw on X.org's radeon, urls:
https://github.com/gasguru/flightgearthings/blob/master/a26+iar80/fgfs-screen-009.png
https://github.com/gasguru/flightgearthings/blob/master/a26+iar80/fgfs-screen-010.png
https://github.com/gasguru/flightgearthings/blob/master/a26+iar80/fgfs-screen-011.png
https://github.com/gasguru/flightgearthings/blob/master/a26+iar80/fgfs-screen-012.png

..dated lshw etc at: https://github.com/gasguru/flightgearthings

-- 
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...with a number of polar bear hunters in his ancestry...
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  best case, worst case, and just in case.

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Re: [Flightgear-devel] 737-100: Fuselagereflect in /Generic ?

2011-04-05 Thread Emilian Huminiuc
On Tuesday 05 April 2011 13:25:44 Arnt Karlsen wrote:
> On Tue, 5 Apr 2011 12:09:17 +0300, Emilian wrote in message
> 
> <201104051209.17330.emili...@gmail.com>:
> > Thanks anyway :). But the problem I was asking you to take a look at
> > was a bit different :
> > 
> > Problem was in the cockpit, there are some full black faces on
> > objects I know are correctly mapped (and I can easily reproduce the
> > problem with any object that's using the reflect shader and has a
> > perfectly vertical face), and I was asking you to take a look and see
> > if you can reproduce the bug on your end. (Maybe it's system/gpu
> > specific). Also you can see a weird black rectangle reflected by the
> > pilot seat if you look straight down. (or at least that's what I see
> > here). It looks as if one face of the reflected "cube" is smaller
> > than the other . And before you ask, problem isn't related nor fixed
> > by .dds textures (it looks just the same no matter what type of
> > texture I use).
> 
> ..screen shot link of what to look for, and command line suggestion
> to reproduce this?
Please see this bug:

http://code.google.com/p/flightgear-bugs/issues/detail?id=262

--aircraft=IAR-80

and just take a look around the cockpit, if the bug is present it's pretty 
noticeable.

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Re: [Flightgear-devel] 737-100: Fuselagereflect in /Generic ?

2011-04-05 Thread Arnt Karlsen
On Tue, 5 Apr 2011 12:09:17 +0300, Emilian wrote in message 
<201104051209.17330.emili...@gmail.com>:

> Thanks anyway :). But the problem I was asking you to take a look at
> was a bit different :
> 
> Problem was in the cockpit, there are some full black faces on
> objects I know are correctly mapped (and I can easily reproduce the
> problem with any object that's using the reflect shader and has a
> perfectly vertical face), and I was asking you to take a look and see
> if you can reproduce the bug on your end. (Maybe it's system/gpu
> specific). Also you can see a weird black rectangle reflected by the
> pilot seat if you look straight down. (or at least that's what I see
> here). It looks as if one face of the reflected "cube" is smaller
> than the other . And before you ask, problem isn't related nor fixed
> by .dds textures (it looks just the same no matter what type of
> texture I use).

..screen shot link of what to look for, and command line suggestion 
to reproduce this?

-- 
..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.

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Re: [Flightgear-devel] 737-100: Fuselagereflect in /Generic ?

2011-04-05 Thread Emilian Huminiuc
On Tuesday 05 April 2011 11:35:38 Vivian Meazza wrote:
> Emilian,
> 
> 
> 
> After some investigation, it is all working as expected. Here is a
> demonstration of all the possible features of bump mapping, reflections,
> reflection mapping, cube maps and cube crosses all working together.
> 
> 
> 
>  
> ftp://abbeytheatre2.org.uk:2121/flightgear/IAR80/iar80-mapped.png
> 
> 
> 
> I've found some, but not all, of the objects with no texture but with
> reflection applied. Later I will put the amended files where you can
> download them so that you can adjust the parameters to your own
> satisfaction.
> 
> 
> 
> Vivian
:) I know it's working. The "dull" reflection on the default livery is 
intentional, as camo paint wasn't very shiny. The "no image file" errors went 
away anyway, as I've converted the model to use .dds maps, and was forced to 
specify paths to all the textures, as I will provide local copies of them , 
converted to .dds.

Thanks anyway :). But the problem I was asking you to take a look at was a bit 
different :

Problem was in the cockpit, there are some full black faces on objects I know 
are correctly mapped (and I can easily reproduce the problem with any object 
that's using the reflect shader and has a perfectly vertical face), and I was 
asking you to take a look and see if you can reproduce the bug on your end. 
(Maybe it's system/gpu specific).
Also you can see a weird black rectangle reflected by the pilot seat if you 
look straight down. (or at least that's what I see here). It looks as if one 
face of the reflected "cube" is smaller than the other .
And before you ask, problem isn't related nor fixed by .dds textures (it looks 
just the same no matter what type of texture I use).


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Re: [Flightgear-devel] 737-100: Fuselagereflect in /Generic ?

2011-04-05 Thread Vivian Meazza
Emilian,

 

After some investigation, it is all working as expected. Here is a
demonstration of all the possible features of bump mapping, reflections,
reflection mapping, cube maps and cube crosses all working together.

 

 <ftp://abbeytheatre2.org.uk:2121/flightgear/IAR80/iar80-mapped.png>
ftp://abbeytheatre2.org.uk:2121/flightgear/IAR80/iar80-mapped.png

 

I've found some, but not all, of the objects with no texture but with
reflection applied. Later I will put the amended files where you can
download them so that you can adjust the parameters to your own
satisfaction.

 

Vivian

 

 

-Original Message-
From: Vivian Meazza [mailto:vivian.mea...@lineone.net] 
Sent: 04 April 2011 13:56
To: 'FlightGear developers discussions'
Subject: RE: [Flightgear-devel] 737-100: Fuselagereflect in /Generic ?

 

Emilian,

 

I've been devilling around in the IAR80 - something is generating that
error, and I haven't found it yet. It also looks as if the cube cross option
is no longer working here. I'll keep on some more.

 

Vivian

 

-Original Message-
>From Huminiuc [mailto:emili...@gmail.com] 
Sent: 03 April 2011 23:20
To: flightgear-devel@lists.sourceforge.net
Subject: Re: [Flightgear-devel] 737-100: Fuselagereflect in /Generic ?

 

On Monday 04 April 2011 01:00:36 Vivian Meazza wrote:

> Emilian

> 

> > On Thursday 31 March 2011 12:03:50 Vivian Meazza wrote:

> > > > Happens here if I disable and then reenable the shaders with the

> > > > view-

> > > > 

> > > > rendering options.

> > > 

> > > What happens?

> > 

> > The render bin error.

> > 

> > > > Also most of the "no image file, .." errors go away if I specify

> > > > paths

> > 

> > to

> > 

> > > > them

> > > > in the effect that inherits the one from Effects/reflect*

> > > > (inheritance problem ?).

> > > 

> > > No, it's not inheritance problems. It's people using unchanged copies

> > > of code which is meant to be an example. But I think I can fix it. In

> > > any case, the warnings shouldn't affect the functioning of the shader.

> > > 

> > > Vivian

> > 

> > Ok.. so the reflect.eff in $FG_ROOT/Effects is only meant as an example
?

> > It should say so. Instead it says it can be inherited.

> 

> That's not what I meant. It was the use of

> Aircraft/737-300/Models/Effects/733LH.ReflectionMap3 when it is not

> appropriate. Reflect.eff can and should be inherited.

 

I see, thanks for clearing that out :).

 

> 

> > Nevermind that, if I inherit it in an .eff, shouldn't the unchanged

> > elements be

> > passed to the other .eff ?

> 

> Yes, and as AFAIKS that works correctly.

> 

> I have amended data/Effects/reflect.eff so that it uses a generic example

> reflect map, which needs replacing for individual aircraft.

> 

> There is one remaining error message which can be generated:

> 

> "failed to load effect texture file D:/path/to/your/data/"

> 

> This slightly misleading error message is generated when the object that

> has the reflection effect applied has no base texture. The effect still

> works as expected though. The fix is obviously to apply a base texture.

> 

> Vivian

I see, I think i've got a couple of those in the IAR cockpit that might give
me that error :"> 

If it's not too much to ask will you take a look at this:

http://code.google.com/p/flightgear-bugs/issues/detail?id=262

It's very visible in the IAR cokpit. Might be a mistake on my part, but I
haven't got any feedback watsoever :(.

 

 

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Re: [Flightgear-devel] 737-100: Fuselagereflect in /Generic ?

2011-04-04 Thread Vivian Meazza
Emilian,

 

I've been devilling around in the IAR80 - something is generating that
error, and I haven't found it yet. It also looks as if the cube cross option
is no longer working here. I'll keep on some more.

 

Vivian

 

-Original Message-
>From Huminiuc [mailto:emili...@gmail.com] 
Sent: 03 April 2011 23:20
To: flightgear-devel@lists.sourceforge.net
Subject: Re: [Flightgear-devel] 737-100: Fuselagereflect in /Generic ?

 

On Monday 04 April 2011 01:00:36 Vivian Meazza wrote:

> Emilian

> 

> > On Thursday 31 March 2011 12:03:50 Vivian Meazza wrote:

> > > > Happens here if I disable and then reenable the shaders with the

> > > > view-

> > > > 

> > > > rendering options.

> > > 

> > > What happens?

> > 

> > The render bin error.

> > 

> > > > Also most of the "no image file, .." errors go away if I specify

> > > > paths

> > 

> > to

> > 

> > > > them

> > > > in the effect that inherits the one from Effects/reflect*

> > > > (inheritance problem ?).

> > > 

> > > No, it's not inheritance problems. It's people using unchanged copies

> > > of code which is meant to be an example. But I think I can fix it. In

> > > any case, the warnings shouldn't affect the functioning of the shader.

> > > 

> > > Vivian

> > 

> > Ok.. so the reflect.eff in $FG_ROOT/Effects is only meant as an example
?

> > It should say so. Instead it says it can be inherited.

> 

> That's not what I meant. It was the use of

> Aircraft/737-300/Models/Effects/733LH.ReflectionMap3 when it is not

> appropriate. Reflect.eff can and should be inherited.

 

I see, thanks for clearing that out :).

 

> 

> > Nevermind that, if I inherit it in an .eff, shouldn't the unchanged

> > elements be

> > passed to the other .eff ?

> 

> Yes, and as AFAIKS that works correctly.

> 

> I have amended data/Effects/reflect.eff so that it uses a generic example

> reflect map, which needs replacing for individual aircraft.

> 

> There is one remaining error message which can be generated:

> 

> "failed to load effect texture file D:/path/to/your/data/"

> 

> This slightly misleading error message is generated when the object that

> has the reflection effect applied has no base texture. The effect still

> works as expected though. The fix is obviously to apply a base texture.

> 

> Vivian

I see, I think i've got a couple of those in the IAR cockpit that might give
me that error :"> 

If it's not too much to ask will you take a look at this:

http://code.google.com/p/flightgear-bugs/issues/detail?id=262

It's very visible in the IAR cokpit. Might be a mistake on my part, but I
haven't got any feedback watsoever :(.

 

 

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Re: [Flightgear-devel] 737-100: Fuselagereflect in /Generic ?

2011-04-03 Thread Emilian Huminiuc
On Monday 04 April 2011 01:00:36 Vivian Meazza wrote:
> Emilian
> 
> > On Thursday 31 March 2011 12:03:50 Vivian Meazza wrote:
> > > > Happens here if I disable and then reenable the shaders with the
> > > > view-
> > > > 
> > > > rendering options.
> > > 
> > > What happens?
> > 
> > The render bin error.
> > 
> > > > Also most of the "no image file, .." errors go away if I specify
> > > > paths
> > 
> > to
> > 
> > > > them
> > > > in the effect that inherits the one from Effects/reflect*
> > > > (inheritance problem ?).
> > > 
> > > No, it's not inheritance problems. It's people using unchanged copies
> > > of code which is meant to be an example. But I think I can fix it. In
> > > any case, the warnings shouldn't affect the functioning of the shader.
> > > 
> > > Vivian
> > 
> > Ok.. so the reflect.eff in $FG_ROOT/Effects is only meant as an example ?
> > It should say so. Instead it says it can be inherited.
> 
> That's not what I meant. It was the use of
> Aircraft/737-300/Models/Effects/733LH.ReflectionMap3 when it is not
> appropriate. Reflect.eff can and should be inherited.

I see, thanks for clearing that out :).

> 
> > Nevermind that, if I inherit it in an .eff, shouldn't the unchanged
> > elements be
> > passed to the other .eff ?
> 
> Yes, and as AFAIKS that works correctly.
> 
> I have amended data/Effects/reflect.eff so that it uses a generic example
> reflect map, which needs replacing for individual aircraft.
> 
> There is one remaining error message which can be generated:
> 
> "failed to load effect texture file D:/path/to/your/data/"
> 
> This slightly misleading error message is generated when the object that
> has the reflection effect applied has no base texture. The effect still
> works as expected though. The fix is obviously to apply a base texture.
> 
> Vivian
I see, I think i've got a couple of those in the IAR cockpit that might give 
me that error  :"> 

If it's not too much to ask will you take a look at this:
http://code.google.com/p/flightgear-bugs/issues/detail?id=262
It's very visible in the IAR cokpit. Might be a mistake on my part, but I 
haven't got any feedback watsoever :(.
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Re: [Flightgear-devel] 737-100: Fuselagereflect in /Generic ?

2011-04-03 Thread Vivian Meazza
Emilian
> 
> On Thursday 31 March 2011 12:03:50 Vivian Meazza wrote:
> 
> > >
> > > Happens here if I disable and then reenable the shaders with the view-
> >
> > > rendering options.
> >
> > What happens?
> 
> The render bin error.
> >
> > > Also most of the "no image file, .." errors go away if I specify paths
> to
> > > them
> > > in the effect that inherits the one from Effects/reflect*
> > > (inheritance problem ?).
> >
> > No, it's not inheritance problems. It's people using unchanged copies of
> > code which is meant to be an example. But I think I can fix it. In any
> > case, the warnings shouldn't affect the functioning of the shader.
> >
> > Vivian
> >
> 
> Ok.. so the reflect.eff in $FG_ROOT/Effects is only meant as an example ?
> It should say so. Instead it says it can be inherited.

That's not what I meant. It was the use of
Aircraft/737-300/Models/Effects/733LH.ReflectionMap3 when it is not
appropriate. Reflect.eff can and should be inherited.

> Nevermind that, if I inherit it in an .eff, shouldn't the unchanged
> elements be
> passed to the other .eff ?
> 
 
Yes, and as AFAIKS that works correctly.

I have amended data/Effects/reflect.eff so that it uses a generic example
reflect map, which needs replacing for individual aircraft.

There is one remaining error message which can be generated:

"failed to load effect texture file D:/path/to/your/data/"

This slightly misleading error message is generated when the object that has
the reflection effect applied has no base texture. The effect still works as
expected though. The fix is obviously to apply a base texture.

Vivian 

 



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Re: [Flightgear-devel] 737-100: Fuselagereflect in /Generic ?

2011-03-31 Thread HB-GRAL
Am 30.03.11 12:57, schrieb Vivian Meazza:

>
> I'm running 2.9.9 here, but it might be worth trying 2.9.7.
>

I tried 2.9.7 today, without success.

> I think "OpenGL error" and "invalid operation error" would indicate a driver
> issue, but I'm not an expert. Is anyone else reporting issues with this
> shader?

There was another report but I think it is not related to 
reflect/bumpspec-reflect.

>
> Test using the B29, I'm confident that it works correctly. I'm not sure
> about other instances.

I get the issue with B29.

>
> I'm sorry I can't help more, but I'm not a mac user.
>
> Vivian

Thanks anyway, Vivian.

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Re: [Flightgear-devel] 737-100: Fuselagereflect in /Generic ?

2011-03-31 Thread Emilian Huminiuc
On Thursday 31 March 2011 12:03:50 Vivian Meazza wrote:

> > 
> > Happens here if I disable and then reenable the shaders with the view->
> > rendering options.
> 
> What happens?

The render bin error.
> 
> > Also most of the "no image file, .." errors go away if I specify paths to
> > them
> > in the effect that inherits the one from Effects/reflect*
> > (inheritance problem ?).
> 
> No, it's not inheritance problems. It's people using unchanged copies of
> code which is meant to be an example. But I think I can fix it. In any
> case, the warnings shouldn't affect the functioning of the shader.
> 
> Vivian
> 

Ok.. so the reflect.eff in $FG_ROOT/Effects is only meant as an example ?
It should say so. Instead it says it can be inherited.

Nevermind that, if I inherit it in an .eff, shouldn't the unchanged elements be 
passed to the other .eff ?

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Re: [Flightgear-devel] 737-100: Fuselagereflect in /Generic ?

2011-03-31 Thread Vivian Meazza
Emilian wrote

> 
> On Wednesday 30 March 2011 13:57:19 Vivian Meazza wrote:
> > Yves wrote
> >
> > > Am 28.03.11 00:34, schrieb Vivian Meazza:
> > > > If the reflection map path is incorrect you should see only this
> error
> > > > message:
> > > >
> > > > "no image file, maybe the reader did not set the filename attribute,
> > >
> > > using
> > >
> > > > white for type '2d' on '', in /technique[9]/pass[0]/texture-unit[4]"
> > >
> > > I get no missing file errors.
> > >
> > > > If you are seeing another error message, please update your data
> (some
> > > > potential errors were removed recently). If the errors persist then
> > >
> > > please
> > >
> > > > file an issue report.
> > >
> > > I reverted all commits from Fred related to the patches from Lauri,
> > > without success. The issue remains, "OpenGL error" and "invalid
> > > operation error" after renderbin draw with reflect and reflect-
> bumpspec.
> > > All other shaders work as expected. I am on ATI 5750 on OSX 10.6.6.
> > >
> > > I don't see any other changes checked in fgdata or flightgear the last
> > > weeks. Where should I look else?
> > >
> > > I am tired of this issues (probably only ATI/OSX driver related
> again?).
> > > I bought a new ATI 5750 and now I get new errors with the reflect
> > > shaders. The shaders worked as expected with my very old ATI x1600,
> hmpf!
> > >
> > > Should I downgrade OSG to 2.9.7, I am currently running 2.9.9. ?
> >
> > I think you answered this one yourself:
> >
> > "shaders worked as expected with my very old ATI x1600"
> >
> > Nothing has been changed in quite a while, apart from Lauri's patch
> which
> > makes the shaders more backward compatible. I think you should use the
> > shader with this patch applied, since it removed unused variables, which
> > are a potential source of errors.
> >
> > I'm running 2.9.9 here, but it might be worth trying 2.9.7.
> >
> > I think "OpenGL error" and "invalid operation error" would indicate a
> > driver issue, but I'm not an expert. Is anyone else reporting issues
> with
> > this shader?
> >
> > Test using the B29, I'm confident that it works correctly. I'm not sure
> > about other instances.
> >
> > I'm sorry I can't help more, but I'm not a mac user.
> >
> > Vivian
> >
> >
> 
> Happens here if I disable and then reenable the shaders with the view->
> rendering options.

What happens?

> Also most of the "no image file, .." errors go away if I specify paths to
> them
> in the effect that inherits the one from Effects/reflect*
> (inheritance problem ?).

No, it's not inheritance problems. It's people using unchanged copies of
code which is meant to be an example. But I think I can fix it. In any case,
the warnings shouldn't affect the functioning of the shader.

Vivian
 



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Re: [Flightgear-devel] 737-100: Fuselagereflect in /Generic ?

2011-03-30 Thread Emilian Huminiuc
On Wednesday 30 March 2011 13:57:19 Vivian Meazza wrote:
> Yves wrote
> 
> > Am 28.03.11 00:34, schrieb Vivian Meazza:
> > > If the reflection map path is incorrect you should see only this error
> > > message:
> > > 
> > > "no image file, maybe the reader did not set the filename attribute,
> > 
> > using
> > 
> > > white for type '2d' on '', in /technique[9]/pass[0]/texture-unit[4]"
> > 
> > I get no missing file errors.
> > 
> > > If you are seeing another error message, please update your data (some
> > > potential errors were removed recently). If the errors persist then
> > 
> > please
> > 
> > > file an issue report.
> > 
> > I reverted all commits from Fred related to the patches from Lauri,
> > without success. The issue remains, "OpenGL error" and "invalid
> > operation error" after renderbin draw with reflect and reflect-bumpspec.
> > All other shaders work as expected. I am on ATI 5750 on OSX 10.6.6.
> > 
> > I don't see any other changes checked in fgdata or flightgear the last
> > weeks. Where should I look else?
> > 
> > I am tired of this issues (probably only ATI/OSX driver related again?).
> > I bought a new ATI 5750 and now I get new errors with the reflect
> > shaders. The shaders worked as expected with my very old ATI x1600, hmpf!
> > 
> > Should I downgrade OSG to 2.9.7, I am currently running 2.9.9. ?
> 
> I think you answered this one yourself:
> 
> "shaders worked as expected with my very old ATI x1600"
> 
> Nothing has been changed in quite a while, apart from Lauri's patch which
> makes the shaders more backward compatible. I think you should use the
> shader with this patch applied, since it removed unused variables, which
> are a potential source of errors.
> 
> I'm running 2.9.9 here, but it might be worth trying 2.9.7.
> 
> I think "OpenGL error" and "invalid operation error" would indicate a
> driver issue, but I'm not an expert. Is anyone else reporting issues with
> this shader?
> 
> Test using the B29, I'm confident that it works correctly. I'm not sure
> about other instances.
> 
> I'm sorry I can't help more, but I'm not a mac user.
> 
> Vivian
> 
> 

Happens here if I disable and then reenable the shaders with the view-> 
rendering options.

Also most of the "no image file, .." errors go away if I specify paths to them 
in the effect that inherits the one from Effects/reflect* 
(inheritance problem ?).

Linux, 2.6.38, nVidia 8600 GT, 270.30 drivers, GIT from today, osg 2.9.10

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Re: [Flightgear-devel] 737-100: Fuselagereflect in /Generic ?

2011-03-30 Thread Vivian Meazza
Yves wrote

> Am 28.03.11 00:34, schrieb Vivian Meazza:
> >
> > If the reflection map path is incorrect you should see only this error
> > message:
> >
> > "no image file, maybe the reader did not set the filename attribute,
> using
> > white for type '2d' on '', in /technique[9]/pass[0]/texture-unit[4]"
> >
> 
> I get no missing file errors.
> 
> > If you are seeing another error message, please update your data (some
> > potential errors were removed recently). If the errors persist then
> please
> > file an issue report.
> 
> I reverted all commits from Fred related to the patches from Lauri,
> without success. The issue remains, "OpenGL error" and "invalid
> operation error" after renderbin draw with reflect and reflect-bumpspec.
> All other shaders work as expected. I am on ATI 5750 on OSX 10.6.6.
> 
> I don't see any other changes checked in fgdata or flightgear the last
> weeks. Where should I look else?
> 
> I am tired of this issues (probably only ATI/OSX driver related again?).
> I bought a new ATI 5750 and now I get new errors with the reflect
> shaders. The shaders worked as expected with my very old ATI x1600, hmpf!
> 
> Should I downgrade OSG to 2.9.7, I am currently running 2.9.9. ?
> 

I think you answered this one yourself:

"shaders worked as expected with my very old ATI x1600"

Nothing has been changed in quite a while, apart from Lauri's patch which
makes the shaders more backward compatible. I think you should use the
shader with this patch applied, since it removed unused variables, which are
a potential source of errors.

I'm running 2.9.9 here, but it might be worth trying 2.9.7.

I think "OpenGL error" and "invalid operation error" would indicate a driver
issue, but I'm not an expert. Is anyone else reporting issues with this
shader?

Test using the B29, I'm confident that it works correctly. I'm not sure
about other instances.

I'm sorry I can't help more, but I'm not a mac user.

Vivian 



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Re: [Flightgear-devel] 737-100: Fuselagereflect in /Generic ?

2011-03-30 Thread HB-GRAL
Am 28.03.11 00:34, schrieb Vivian Meazza:
>
> If the reflection map path is incorrect you should see only this error
> message:
>
> "no image file, maybe the reader did not set the filename attribute, using
> white for type '2d' on '', in /technique[9]/pass[0]/texture-unit[4]"
>

I get no missing file errors.

> If you are seeing another error message, please update your data (some
> potential errors were removed recently). If the errors persist then please
> file an issue report.

I reverted all commits from Fred related to the patches from Lauri, 
without success. The issue remains, "OpenGL error" and "invalid 
operation error" after renderbin draw with reflect and reflect-bumpspec. 
All other shaders work as expected. I am on ATI 5750 on OSX 10.6.6.

I don’t see any other changes checked in fgdata or flightgear the last 
weeks. Where should I look else?

I am tired of this issues (probably only ATI/OSX driver related again?). 
I bought a new ATI 5750 and now I get new errors with the reflect 
shaders. The shaders worked as expected with my very old ATI x1600, hmpf!

Should I downgrade OSG to 2.9.7, I am currently running 2.9.9. ?

Cheers, Yves


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Re: [Flightgear-devel] 737-100: Fuselagereflect in /Generic ?

2011-03-28 Thread henri orange
i was naive , when i asked it,  on the forum,
http://www.flightgear.org/forums/viewtopic.php?f=47&t=9972
giving an example coming from an old flightgear version.
The effect was great, however the   answers were not promising.
what a pity we have lost it.


2011/3/28 Vivian Meazza 

>
> Hell, we can't even do shadows ... what chance a realistic reflection
> shader?
>
>
> Vivian
>
>
>
>
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Re: [Flightgear-devel] 737-100: Fuselagereflect in /Generic ?

2011-03-28 Thread Vivian Meazza
Heiko

> 
> >>About:  An aircraft flying in the alps reflecting very visible the ocean
> >>doesn't look realistic.
> >>Won't it be possible to select the reflection according to the terrain
> >>under, it is done with some particule animations  (helicopter), it is
> >>possible to make it with the reflecting system.
> 
> >>I know that Gerard did experiment it,  unfortunately i havn't found the
> >>example.
> >>It just want to include a Nasal script, since the terrain under is not
> >>exposed within a property.
> 
> I don't think it is possible, as the shader system doesn't allow dynamic
> switching between different cubemaps.
> And then, when ever the aircraft is flying above a small spot of water it
> would switch to ocean-cubemap- even in the alps.
> 
> Better would be a realtime environment map. (like the reflections on the
> water in MSFS X or X-Plane)
> But this needs render-texture support and will probably have some impact
> on perfomance.
> 

The default cube map of fair-sky is a reasonable representation of our
fair-weather sky, with a nondescript land cover. Not only can the cube map
not be changed on the fly, but it is also fixed to the aircraft and not the
environment. If you don't look too closely, we can just about get away with
it over most terrain (even ocean). It would be nice to fix that. RTT would
be even better, but I can't see that getting done at a frame rate that we
can afford.

Hell, we can't even do shadows ... what chance a realistic reflection
shader?


Vivian 



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Re: [Flightgear-devel] 737-100: Fuselagereflect in /Generic ?

2011-03-28 Thread henri orange
Argh, which explain i did not find the example, i just remember the effect ,
but did not noticed it was not dynamic.
Sorry for the noise.
I though it was like the livery change,  which can be done on the fly.

2011/3/28 Heiko Schulz 

> Hi,
>
> >>About:  An aircraft flying in the alps reflecting very visible the ocean
> >>doesn't look realistic.
> >>Won't it be possible to select the reflection according to the terrain
> >>under, it is done with some particule animations  (helicopter), it is
> >>possible to make it with the reflecting system.
>
> >>I know that Gerard did experiment it,  unfortunately i havn't found the
> >>example.
> >>It just want to include a Nasal script, since the terrain under is not
> >>exposed within a property.
>
> I don't think it is possible, as the shader system doesn't allow dynamic
> switching between different cubemaps.
> And then, when ever the aircraft is flying above a small spot of water it
> would switch to ocean-cubemap- even in the alps.
>
> Better would be a realtime environment map. (like the reflections on the
> water in MSFS X or X-Plane)
> But this needs render-texture support and will probably have some impact on
> perfomance.
>
> Heiko
>
>
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Re: [Flightgear-devel] 737-100: Fuselagereflect in /Generic ?

2011-03-28 Thread Heiko Schulz
Hi,

>>About:  An aircraft flying in the alps reflecting very visible the ocean 
doesn't look realistic.
>>Won't it be possible to select the reflection according to the terrain 
under, it is done with some particule animations  (helicopter), it is 
possible to make it with the reflecting system.

>>I know that Gerard did experiment it,  unfortunately i havn't found the 
example.
>>It just want to include a Nasal script, since the terrain under is not 
exposed within a property.

I don't think it is possible, as the shader system doesn't allow dynamic 
switching between different cubemaps. 
And then, when ever the aircraft is flying above a small spot of water it would 
switch to ocean-cubemap- even in the alps.

Better would be a realtime environment map. (like the reflections on the water 
in MSFS X or X-Plane)
But this needs render-texture support and will probably have some impact on 
perfomance. 

Heiko

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Re: [Flightgear-devel] 737-100: Fuselagereflect in /Generic ?

2011-03-28 Thread Emilian Huminiuc
On Monday 28 March 2011 14:00:44 henri orange wrote:
> Hi Heiko,
> 
> My two cents:
> 
> About:  An aircraft flying in the alps reflecting very visible the ocean
> doesn't look realistic.
> Won't it be possible to select the reflection according to the terrain
> under, it is done with some particule animations  (helicopter), it is
> possible to make it with the reflecting system.
> I know that Gerard did experiment it,  unfortunately i havn't found the
> example.
> It just want to include a Nasal script, since the terrain under is not
> exposed within a property.
> 

As it is right now with the shader system you can't change at runtime any 
other texture than the diffuse (read that livery) texture. So the shader system 
needs some improving.. (the best thing would be a cubemap generated on the fly 
, with render-to-texture, but that might generate a big performance hit :( )

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Re: [Flightgear-devel] 737-100: Fuselagereflect in /Generic ?

2011-03-28 Thread henri orange
Hi Heiko,

My two cents:

About:  An aircraft flying in the alps reflecting very visible the ocean
doesn't look realistic.
Won't it be possible to select the reflection according to the terrain
under, it is done with some particule animations  (helicopter), it is
possible to make it with the reflecting system.
I know that Gerard did experiment it,  unfortunately i havn't found the
example.
It just want to include a Nasal script, since the terrain under is not
exposed within a property.


2011/3/28 Heiko Schulz 

> Hello,
>
> >
>
> >
> > It is not a "bad idea" to make an example of course, wrong
>
> The result isn't very nice and realistic, unfortunately helijah uses this
> shader on every aircraft he is creating, even it isn't glossy in reality.
>
> To let it look realistic there are too important things:
>
> -cubemaps: they define the environment which is reflected. An aircraft
> flying in the alps reflecting very visible the ocean doesn't look realistic.
>
> -strength of reflection: not too much. Just a bit.
>
>
>
> -
>


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Re: [Flightgear-devel] 737-100: Fuselagereflect in /Generic ?

2011-03-28 Thread Heiko Schulz
Hello,
> 

> 
> It is not a "bad idea" to make an example of course, wrong
> words. It is 
> a good idea to make an example, but the path should go to
> default 
> location, just in case, like the other examples.
> 
> Now I see that there is a wiki page explaining that you can
> use 
> "Fuselagereflect" for all aircrafts. Why not inheriting
> from default 
> reflect directly? Makes no sense for me to have another
> default reflect 
> effect at another location, which inherits reflect anyway
> (?).

Agree
> 
> BTW. looking into 737-100 model xml the result is probably
> anyway a bit 
> glossy (almost every part of 737-100 is reflecting, i.e. 
> antennes) :-)
> 
> Cheers, Yves

The result isn't very nice and realistic, unfortunately helijah uses this 
shader on every aircraft he is creating, even it isn't glossy in reality. 

To let it look realistic there are too important things:

-cubemaps: they define the environment which is reflected. An aircraft flying 
in the alps reflecting very visible the ocean doesn't look realistic.

-strength of reflection: not too much. Just a bit. 



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Re: [Flightgear-devel] 737-100: Fuselagereflect in /Generic ?

2011-03-28 Thread HB-GRAL
Am 28.03.11 08:38, schrieb HB-GRAL:

> Besides that, can you change the file to something like
> "reflection_map_example.png" and put it into /Generic aswell and set
> path in example to this file and not to a file of 737-300 folder ? I
> think it is a bad idea to have paths to specific aircraft at level /Effects.
>
> Thanks, Yves

It is not a "bad idea" to make an example of course, wrong words. It is 
a good idea to make an example, but the path should go to default 
location, just in case, like the other examples.

Now I see that there is a wiki page explaining that you can use 
"Fuselagereflect" for all aircrafts. Why not inheriting from default 
reflect directly? Makes no sense for me to have another default reflect 
effect at another location, which inherits reflect anyway (?).

BTW. looking into 737-100 model xml the result is probably anyway a bit 
glossy (almost every part of 737-100 is reflecting, i.e. 
antennes) :-)

Cheers, Yves








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Re: [Flightgear-devel] 737-100: Fuselagereflect in /Generic ?

2011-03-28 Thread Heiko Schulz

> 
> ftp://abbeytheatre2.org.uk:2121/flightgear/Tempest/TempestV-Reflect-Map.png
> 

Which effect? Sorry, I don't see anything...*blush*

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Re: [Flightgear-devel] 737-100: Fuselagereflect in /Generic ?

2011-03-27 Thread HB-GRAL
Am 28.03.11 00:34, schrieb Vivian Meazza:
>
> The reflection map is intended to vary reflection across an object. I would
> be amazed if one size fits all. I wouldn't have expected it to be a good
> candidate for the generic folder.
>

Thanks Vivian. I am working with fgdata from yesterday, but I will check 
your changes the next days and I hope the issue has gone.

Besides that, can you change the file to something like 
"reflection_map_example.png" and put it into /Generic aswell and set 
path in example to this file and not to a file of 737-300 folder ? I 
think it is a bad idea to have paths to specific aircraft at level /Effects.

Thanks, Yves

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Re: [Flightgear-devel] 737-100: Fuselagereflect in /Generic ?

2011-03-27 Thread Vivian Meazza
Heiko wrote:

> 
> 
> > With 737-100 I get a illegal renderbin draw error. This
> > comes from
> > Fuselagereflect.eff (which is not part of 737-100
> > distribution), the
> > effect is in /Aircraft/Generic/Effects. There I see that
> > Fuselagereflect
> > calls default Effects/reflect and then this one has a path
> > to
> > Aircraft/737-300/Models/Effects/733LH.ReflectionMap3.png.
> >
> > Smoke over my head.
> >
> > Cheers, Yves
> >
> 
> I'm not quite sure, but so much as I know that was helijah's idea, as he
> fits every single aircraft with this shader.
> 
> The 733LH.reflectionMap2.png was once created by Vivian and used on the
> 733 to give an example how this shader is working and how it can be jused.
> 
> It would be much better that a gneric ReflectionMap is made and used here.
> That should prevent illegal renderbin draw errors.
> 

If the reflection map path is incorrect you should see only this error
message:

"no image file, maybe the reader did not set the filename attribute, using
white for type '2d' on '', in /technique[9]/pass[0]/texture-unit[4]"

If you are seeing another error message, please update your data (some
potential errors were removed recently). If the errors persist then please
file an issue report. 

The reflection map is intended to vary reflection across an object. I would
be amazed if one size fits all. I wouldn't have expected it to be a good
candidate for the generic folder.

Oddly enough I have been working on the shader today. The reflection map can
be used to give quite nice effects:

ftp://abbeytheatre2.org.uk:2121/flightgear/Tempest/TempestV-Reflect-Map.png



Vivian



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Re: [Flightgear-devel] 737-100: Fuselagereflect in /Generic ?

2011-03-27 Thread HB-GRAL
Am 27.03.11 14:59, schrieb Heiko Schulz:
>
> It would be much better that a gneric ReflectionMap is made and used here.  
> That should prevent illegal renderbin draw errors.
>
> Heiko

Just to add: Looks like the illegal renderbin draw has other reasons. 
Besides this very interesting file/directory/self-and-outer-inheriting 
structure unfortunately the reflect shader is not working anymore for 
OSX 10.6.6/ATI 5750/OSG 2.9.9 at the moment (with recent sg/fg/fgdata).

-Yves


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Re: [Flightgear-devel] 737-100: Fuselagereflect in /Generic ?

2011-03-27 Thread Heiko Schulz
Hi,


> With 737-100 I get a illegal renderbin draw error. This
> comes from 
> Fuselagereflect.eff (which is not part of 737-100
> distribution), the 
> effect is in /Aircraft/Generic/Effects. There I see that
> Fuselagereflect 
> calls default Effects/reflect and then this one has a path
> to 
> Aircraft/737-300/Models/Effects/733LH.ReflectionMap3.png.
> 
> Smoke over my head.
> 
> Cheers, Yves
> 

I'm not quite sure, but so much as I know that was helijah's idea, as he fits 
every single aircraft with this shader.

The 733LH.reflectionMap2.png was once created by Vivian and used on the 733 to 
give an example how this shader is working and how it can be jused.

It would be much better that a gneric ReflectionMap is made and used here.  
That should prevent illegal renderbin draw errors. 

Heiko

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[Flightgear-devel] 737-100: Fuselagereflect in /Generic ?

2011-03-27 Thread HB-GRAL
Hi 737-100 devs and reflect effects directory maintainers

With 737-100 I get a illegal renderbin draw error. This comes from 
Fuselagereflect.eff (which is not part of 737-100 distribution), the 
effect is in /Aircraft/Generic/Effects. There I see that Fuselagereflect 
calls default Effects/reflect and then this one has a path to 
Aircraft/737-300/Models/Effects/733LH.ReflectionMap3.png.

Smoke over my head.

Cheers, Yves

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