Re: [Flightgear-devel] Re: Textures Part II.

2006-04-25 Thread Frederic Bouvier
Selon Lee Elliott :

 On Monday 24 April 2006 12:16, Martin Spott wrote:
  Melchior FRANZ wrote:
   There's a reason why hardly any graphics professional uses a
   flatscreen for his work. Those people insist on CRTs. My CRT
   was quite cheap, and doesn't seem to have a linear
   voltage/brightness curve, but colors are OK.
 
  Last year on the LinuxTag I met Harald Koenig again - formerly
  known as Mr. S3  :-)
  He was displaying a system for handling and employing colour
  management profiles. Maybe we can elaborate a recommendation
  for how to calibrate FlightGear users' screens. Currently I
  only know of such systems for commercial operating systems
  (IRIX, MacOS, Windows, ),
 
  Martin.

 Being able to calibrate FG's display would be a useful and
 professional feature.  As to how it would be done though...

With a colorimetric sensor and a dedicated software. People doing photo editing
are used to that if they want their printer print the same image they see and
edited on the screen. Such package start at about 100 euros.

-Fred

--
Frédéric Bouvier
http://frfoto.free.fr Photo gallery - album photo
http://www.fotolia.fr/p/2278  Other photo gallery
http://fgsd.sourceforge.net/  FlightGear Scenery Designer


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[Flightgear-devel] Re: Textures Part II.

2006-04-24 Thread Melchior FRANZ
* Martin Spott -- Sunday 23 April 2006 23:17:
 I'm now using a TFT after a customer opted to pay in kind - and I want
 to tell you that the difference in displaying colours between CRT and
 TFT, even if they both settle in the high-quality/-price region, is
 huge,

There's a reason why hardly any graphics professional uses a flatscreen
for his work. Those people insist on CRTs. My CRT was quite cheap, and
doesn't seem to have a linear voltage/brightness curve, but colors are
OK.

m.


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Re: [Flightgear-devel] Re: Textures Part II.

2006-04-24 Thread Martin Spott
Melchior FRANZ wrote:

 There's a reason why hardly any graphics professional uses a flatscreen
 for his work. Those people insist on CRTs. My CRT was quite cheap, and
 doesn't seem to have a linear voltage/brightness curve, but colors are
 OK.

Last year on the LinuxTag I met Harald Koenig again - formerly known as
Mr. S3  :-)
He was displaying a system for handling and employing colour management
profiles. Maybe we can elaborate a recommendation for how to calibrate
FlightGear users' screens. Currently I only know of such systems for
commercial operating systems (IRIX, MacOS, Windows, ),

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--


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Re: [Flightgear-devel] Re: Textures Part II.

2006-04-24 Thread Jon Stockill

Martin Spott wrote:

Melchior FRANZ wrote:



There's a reason why hardly any graphics professional uses a flatscreen
for his work. Those people insist on CRTs. My CRT was quite cheap, and
doesn't seem to have a linear voltage/brightness curve, but colors are
OK.



Last year on the LinuxTag I met Harald Koenig again - formerly known as
Mr. S3  :-)
He was displaying a system for handling and employing colour management
profiles. Maybe we can elaborate a recommendation for how to calibrate
FlightGear users' screens. Currently I only know of such systems for
commercial operating systems (IRIX, MacOS, Windows, ),


Getting the gamma correctly set is a good start. Something like this 
will help:


http://www.photoscientia.co.uk/Gamma.htm

If, like some of my monitors you can't actually get it calibrated 
properly, then it's probably time to get yourself a new monitor - it 
won't be doing your eyes any good (ancient monitors here are just 
relegated to server use).


Jon


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Re: [Flightgear-devel] Re: Textures Part II.

2006-04-24 Thread Anders Gidenstam

On Mon, 24 Apr 2006, Jon Stockill wrote:


Martin Spott wrote:

Last year on the LinuxTag I met Harald Koenig again - formerly known as
Mr. S3  :-)
He was displaying a system for handling and employing colour management
profiles. Maybe we can elaborate a recommendation for how to calibrate
FlightGear users' screens. Currently I only know of such systems for
commercial operating systems (IRIX, MacOS, Windows, ),


Getting the gamma correctly set is a good start. Something like this will 
help:


http://www.photoscientia.co.uk/Gamma.htm

If, like some of my monitors you can't actually get it calibrated properly, 
then it's probably time to get yourself a new monitor - it won't be doing 
your eyes any good (ancient monitors here are just relegated to server use).


On Linux with X11 (and perhaps on other systems using X11) monica
http://www.pcbypaul.com/software/monica.html
seems to be a quite useful program for adjusting the system gamma 
setting. It was easy to install too.


/Anders
--
Luck is my middle name, said Rincewind, indistinctly. Mind you,
 my first name is Bad.
   -- (Terry Pratchett, Interesting Times)


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Re: [Flightgear-devel] Re: Textures Part II.

2006-04-24 Thread Lee Elliott
On Monday 24 April 2006 12:16, Martin Spott wrote:
 Melchior FRANZ wrote:
  There's a reason why hardly any graphics professional uses a
  flatscreen for his work. Those people insist on CRTs. My CRT
  was quite cheap, and doesn't seem to have a linear
  voltage/brightness curve, but colors are OK.

 Last year on the LinuxTag I met Harald Koenig again - formerly
 known as Mr. S3  :-)
 He was displaying a system for handling and employing colour
 management profiles. Maybe we can elaborate a recommendation
 for how to calibrate FlightGear users' screens. Currently I
 only know of such systems for commercial operating systems
 (IRIX, MacOS, Windows, ),

   Martin.

Being able to calibrate FG's display would be a useful and 
professional feature.  As to how it would be done though...

LeeE



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Re: [Flightgear-devel] Re: Textures Part II.

2006-04-23 Thread Martin Spott
Melchior FRANZ wrote:

 ... but, yes, maybe a bit greener to match all sorts of shrubby areas.
 I have no clue if the landuse sources distinguish dry shrub and green
 shrub. If they do, then my complaint is invalid, of course.

Terra-/FlightGear is able to distinguish between the landcover types
listed here - the table is simply a HTMLified version of the schema I
use to maintain the database:

  http://www.custom-scenery.org/Background.262.0.html

Every type except the last seven entries is actually being used as
input for scenery generation (you primarily want to look at the
landcover_* types) but not each of them has its unique texture defined
in 'materials.xml', several landcover types share the same textures,

Martin.
-- 
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--


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Re: [Flightgear-devel] Re: Textures Part II.

2006-04-23 Thread Rob Oates
Hi Mel,

I think I need to get a new monitor :D lol

I like the color adjustments you've done to the city [1,2,3] textures, please feel free to commit it to CVS. As for the Default Shrub texture, well it's not really appropriate for my region either...but a slight concession had to be made for arid regions. 



Anyway, I've just update the European Texture pack. It now includes a NorthernEuropean-ish City (city 4,5), a new European Shrub (shrub 5,6,7),a new European Sand (Sand 7) texture, and color and texture correctionsto the previous texturesby Mark Akermann.



-Rob

http://mellonroot.acomp.usf.edu/~phoenix



[Flightgear-devel] Re: Textures Part II.

2006-04-23 Thread Melchior FRANZ
* Martin Spott -- Sunday 23 April 2006 22:14:
 Terra-/FlightGear is able to distinguish between the landcover types
 listed here - [...]

Thanks. Interesting. But doesn't tell if one and the same shrub type is
used for dry (as in bay area) and for green areas (as I'm used to). Also,
looking at material.xml, for example, in

 nameShrubCover/name
 nameShrubGrassCover/name
 textureTerrain/shrub.rgb/texture
 textureTerrain/shrub2.rgb/texture
 textureTerrain/shrub3.rgb/texture

we are mapping two types to three different textures. Wouldn't it make
more sense to map ShrubCover and ShrubGrassCover to different
textures? This wouldn't use more space, but possibly match reality
better. I would assume that ShrubCover is greener than ShrubGrassCover.
This would replace some randomness (which is great) with more reality
(which is greater :-).
 
Theoretically, we could also use one and the same texture in two entries
with different state values (ambient/diffuse), without using up more
texture memory. No idea if that would yield acceptable values, though.

m.


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Re: [Flightgear-devel] Re: Textures Part II.

2006-04-23 Thread Rob Oates
we are mapping two types to three different textures. Wouldn't it make more sense to map ShrubCover and ShrubGrassCover to different textures? This wouldn't use more space, but possibly match reality

 better. I would assume that ShrubCover is greener than
ShrubGrassCover.
The answer isn't that simple... :( 

The materials.xml fileactually has alot of unused mappings, and this is a goodexample.The mappings in the materials.xml file should correspond with the names assigned to the polygons built during the last scenery build. However, it seems like assigned names sometimes change between builds, for example the poly's name ShrubGrassCover in a previous buildmaybe now named ShrubCoverin this build. I think this is just to keep compatibility with some of the older scenery builds. 


The current list of valid names assigned to the polygons are located in Terragear's src/Prep/Shapefile/process.sh 

In order to create my own userdefined assignments (so I can rebuild the world in regional chunks), I've added several new entries intonames.cxx and names.hxxusingMartin'sshapefile's naming scheme.

e.g.
World_landmass_default
North_America_East_landmass_default
North_America_Central_landmass_default
North_America_Mountain_landmass_default
North_America_Pacific_landmass_default
Europe_North_landmass_default
Europe_South_landmass_default
South_America_landmass_default
Africa_landmass_default
Asia_landmass_default
Asia_South_West_landmass_default
Asia_South_East_landmass_default
Asia_Japan_landmass_default
Australia_landmass_default
Oceania_landmass_default
Polar_landmass_default

This way, I can rebuild the world in pieces and have uniquely assigned material for each region.

I still have some testing to do, but I'm pretty confident this approach will work. 

-Rob






Re: [Flightgear-devel] Re: Textures Part II.

2006-04-23 Thread Martin Spott
Melchior FRANZ wrote:

  nameShrubCover/name
  nameShrubGrassCover/name
  textureTerrain/shrub.rgb/texture
  textureTerrain/shrub2.rgb/texture
  textureTerrain/shrub3.rgb/texture
 
 we are mapping two types to three different textures. Wouldn't it make
 more sense to map ShrubCover and ShrubGrassCover to different
 textures?

Pointing at this particular fact was my intention when I mentioned that
not every layer has its unique texture  :-)

In the case you cite here the effect does not matter because there is
no 'ShrubGrassCover' layer - this is sort of a blind entry. I know that
at least two textures are being reused by two or more material
names/layers each as I had a look at this while preparing the
Mapserver. I found it pretty cumbersome to dig through the stuff as I'm
no XML parser so I decided to get out of that.

The document stored here:

  ftp://ftp.ihg.uni-duisburg.de/GIS/GISData/NIMA/VMAP0_spec.pdf

starting at about page 150 lists different area features and
information on how to identify these ('f_code', 'veg', 'smc', 'swc' and
so on). Somebody with lots of spare time could have a look at this and
try to identify landcover/material types that are already prepared in
'TerraGear/src/Lib/Polygon/names.hxx' and in 'data/materials.xml'. Most
of this is already put into browsable form on this page:

  http://www.de.terragear.org/docs/vmap0/coverage.html

There's another thing: When picking colours to identify the different
layers for my Mapserver I averaged the color values over the texture
tiles and realized that the color values of many textures resemble each
other - see the Legend to the Mapserver map display after selecting all
landcover layers.

Regards,
Martin.
-- 
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--


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Re: [Flightgear-devel] Re: Textures Part II.

2006-04-23 Thread Rob Oates
Yeah, I noticed that the colors seemed really close together on the mapsever too. I've been meaning to send you that file for the color mapping (I used the same color averaging method in GIMP as you used however the colors seemed close together).


-Rob

There's another thing: When picking colours to identify the differentlayers for my Mapserver I averaged the color values over the texture
tiles and realized that the color values of many textures resemble eachother - see the Legend to the Mapserver map display after selecting alllandcover layers.Regards, Martin.--Unix _IS_ user friendly - it's just selective about who its friends are !
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