Re: [Flightgear-devel] 3D Clouds - patch and progress report

2008-12-15 Thread Stuart Buchanan
Martin Spott wrote:

 Not meaning to complain or trying to urge anyone, I just wanted to
 report back that setting:
 
   --prop:/environment/weather-scenario=METAR
 
 either on the command line or in the ~/-fgfsrc file still does neither
 set the Weather source to METAR in the Weather Scenario menu nor
 does it set the respective entry in the property tree (according to the
 Property Browser). When setting the string to METAR in the Property
 Browser I _do_ experience a visible change in the cloud scenario and
 the Weather source indeed lists METAR, but the clouds still look
 different from those which I get by selecting the respective Weather
 source again, directly in the Weather Scenario menu.

Hi Martin,

I agree that this is a serious bug, and is next on my list to fix. I hope to 
get 
around to it on Tuesday evening, but if anyone has too much time on their hands
in the meatime ... :)

I think the root of the problem is that the Weather Scenario dialog forces a 
rebuild of
all the clouds. I think this should be done whenever the 
/environment/weather-scenario
is changed.

-Stuart



  

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Re: [Flightgear-devel] 3D Clouds - patch and progress report

2008-12-14 Thread Stuart Buchanan
Csaba wrote:

 Also, add one new bug reported by Jano: even if you are using METAR
 scenario, METAR updates don't affect the visuals. That is, if you fly
 to another airport, or wait for the 15 minute update interval, nothing
 changes even though the new values show in the property browser.

The attached patch fixes this - the 3D clouds now respect changes to 
the environment caused by updated METAR etc.

It also increases the AlphaFunc as suggested by Tim.

I've also committed Heiko's latest cloud changes. Please let me know 
if these improve things. 

-Stuart


  

clouds.tar.gz
Description: GNU Zip compressed data
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Re: [Flightgear-devel] 3D Clouds - patch and progress report

2008-12-14 Thread Frederic Bouvier
Hi Stuart,

Stuart Buchanan a écrit :
 Csaba wrote:

   
 Also, add one new bug reported by Jano: even if you are using METAR
 scenario, METAR updates don't affect the visuals. That is, if you fly
 to another airport, or wait for the 15 minute update interval, nothing
 changes even though the new values show in the property browser.
 

 The attached patch fixes this - the 3D clouds now respect changes to 
 the environment caused by updated METAR etc.

 It also increases the AlphaFunc as suggested by Tim.

 I've also committed Heiko's latest cloud changes. Please let me know 
 if these improve things. 
   

committed. Would it be possible to have some randomness when creating a
layer : http://frbouvi.free.fr/flightsim/fgfs_clouds_grid.jpg ? This
effect appeared with the last cloudset. Before that it was unnoticable
because there was an overlap between cloud patches ( but there was also
an ugly pink tint I am happy it disappeared )

Regards,
-Fred

-- 
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http://my.fotolia.com/frfoto/   Photo gallery
http://fgsd.sourceforge.net/FlightGear Scenery Designer


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Re: [Flightgear-devel] 3D Clouds - patch and progress report

2008-12-14 Thread Heiko Schulz

 
 committed. Would it be possible to have some randomness
 when creating a
 layer :
 http://frbouvi.free.fr/flightsim/fgfs_clouds_grid.jpg ? This
 effect appeared with the last cloudset. Before that it was
 unnoticable
 because there was an overlap between cloud patches ( but
 there was also
 an ugly pink tint I am happy it disappeared )
 
 Regards,
 -Fred
 
For this the cloudlayer.xml has to be changed a little. It seems to me that the 
boxes of this cloudlayer has to be changed a bit.


  

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Re: [Flightgear-devel] 3D Clouds - patch and progress report

2008-12-14 Thread Martin Spott
Csaba Hal??sz wrote:
 On Sat, Dec 13, 2008 at 1:19 AM, Martin Spott martin.sp...@mgras.net wrote:
  Stuart Buchanan wrote:
  Martin wrote:
 
   Surprisingly, if you set another weather scenario via the menu, this is
   going to find its proper represenation, as seen in the property
   browser, in the /environment/weather-scenario property. If I set a
   different scenario via the property browser, this does not have any
   effect on the visual representation   therefore I'm also unable to
   set a weather scenario via the
  
 --prop:/environment/weather-scenario=METAR
  
   command line switch. TO me this looks a bit confusing to the user.
 
  I think it's a bug, rather than confusing :)
 
  So, may I, in consequence, declare this as an open issue !?
 
 I spotted a string comparison problem, see attached patch, that might
 explain some of the oddness.

Not meaning to complain or trying to urge anyone, I just wanted to
report back that setting:

  --prop:/environment/weather-scenario=METAR

either on the command line or in the ~/-fgfsrc file still does neither
set the Weather source to METAR in the Weather Scenario menu nor
does it set the respective entry in the property tree (according to the
Property Browser). When setting the string to METAR in the Property
Browser I _do_ experience a visible change in the cloud scenario and
the Weather source indeed lists METAR, but the clouds still look
different from those which I get by selecting the respective Weather
source again, directly in the Weather Scenario menu.

Cheers,
Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
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Re: [Flightgear-devel] 3D Clouds - patch and progress report

2008-12-14 Thread Csaba Halász
On Sun, Dec 14, 2008 at 10:58 PM, Martin Spott martin.sp...@mgras.net wrote:

 Not meaning to complain or trying to urge anyone, I just wanted to
 report back that setting:

  --prop:/environment/weather-scenario=METAR

 either on the command line or in the ~/-fgfsrc file still does neither
 set the Weather source to METAR in the Weather Scenario menu nor
 does it set the respective entry in the property tree (according to the
 Property Browser).

That's because FGClouds constructor explicitly sets it to none for
some reason.

-- 
Csaba/Jester

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Re: [Flightgear-devel] 3D Clouds - patch and progress report

2008-12-12 Thread Martin Spott
Stuart Buchanan wrote:
 Martin wrote:

  Surprisingly, if you set another weather scenario via the menu, this is
  going to find its proper represenation, as seen in the property
  browser, in the /environment/weather-scenario property. If I set a
  different scenario via the property browser, this does not have any
  effect on the visual representation   therefore I'm also unable to
  set a weather scenario via the
  
--prop:/environment/weather-scenario=METAR
  
  command line switch. TO me this looks a bit confusing to the user.
 
 I think it's a bug, rather than confusing :)

So, may I, in consequence, declare this as an open issue !?

  To be honest, I'd be very happy if someone who thinks she/he has
  understood how the weather-related options are supposed to work, would
  write this down as a chapter for The Manual.
 
 Me too ;)

  I probably would have added a few lines myself if I had already
found out how it (the above mentioned isse) is supposed to work.

Cheers,
Martin.
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Re: [Flightgear-devel] 3D Clouds - patch and progress report

2008-12-12 Thread Csaba Halász
On Sat, Dec 13, 2008 at 1:19 AM, Martin Spott martin.sp...@mgras.net wrote:
 Stuart Buchanan wrote:
 Martin wrote:

  Surprisingly, if you set another weather scenario via the menu, this is
  going to find its proper represenation, as seen in the property
  browser, in the /environment/weather-scenario property. If I set a
  different scenario via the property browser, this does not have any
  effect on the visual representation   therefore I'm also unable to
  set a weather scenario via the
 
--prop:/environment/weather-scenario=METAR
 
  command line switch. TO me this looks a bit confusing to the user.

 I think it's a bug, rather than confusing :)

 So, may I, in consequence, declare this as an open issue !?

I spotted a string comparison problem, see attached patch, that might
explain some of the oddness.
Also, add one new bug reported by Jano: even if you are using METAR
scenario, METAR updates don't affect the visuals. That is, if you fly
to another airport, or wait for the 15 minute update interval, nothing
changes even though the new values show in the property browser.

-- 
Csaba/Jester
Index: src/Environment/environment_ctrl.cxx
===
RCS file: /var/cvs/FlightGear-0.9/source/src/Environment/environment_ctrl.cxx,v
retrieving revision 1.54
diff -u -r1.54 environment_ctrl.cxx
--- src/Environment/environment_ctrl.cxx	6 Dec 2008 23:03:12 -	1.54
+++ src/Environment/environment_ctrl.cxx	13 Dec 2008 01:21:33 -
@@ -407,7 +407,7 @@
 double dewpoint;
 
 // If we aren't in the METAR scenario, don't attempt to interpolate.
-if (fgGetString(/environment/weather-scenario, METAR) != METAR) return;
+if (strcmp(fgGetString(/environment/weather-scenario, METAR), METAR)) return;
 
 if (metar_loaded) {
 // Generate interpolated values between the METAR and the current
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Re: [Flightgear-devel] 3D Clouds - patch and progress report

2008-10-28 Thread Heiko Schulz
Hi,
 Yes Gerard,
 the clouds Heiko showed us were much more
 squared in size compared to
 your and my pictures.
 Georg
 
I could fix that yesterday- there was an issue with updating the textures. I 
had still the one from the first patch.

But of course it looks still like Gerad's one. That's the thing that makes the 
cloud still a bit ugly!

Cheers
HHS


  

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Re: [Flightgear-devel] 3D Clouds - patch and progress report

2008-10-28 Thread Heiko Schulz
Hi,


 Here are pics of FS2004 clouds, along with the paper/video
 describing how it was done:
 http://www.ofb.net/~niniane/clouds/

This is based originally on Mark Harris Code, and was enhanced quite good.  

But it isn't really uptodate. 
Have a look here:

Windmarks Nimble 3D clouds
http://de.youtube.com/watch?v=pLfHDul5XGw

or similar the Simul Weather SDK:
http://de.youtube.com/watch?v=C9CfhyajVjYfeature=related

or that: RandomChaos Generic XNA - Volumetric Clouds (only MS!)
http://de.youtube.com/watch?v=uMvjai9ggzIfeature=related
http://de.youtube.com/watch?v=khntLU3v_-sfeature=related
http://de.youtube.com/watch?v=XlG2nwv9QAAfeature=related


But we use OpenGL, so we should better take a look on X-Plane:
http://de.youtube.com/watch?v=5VRWHoXMKA0
http://de.youtube.com/watch?v=Buk8_bOb5T4

And this shows pretty well how they work: ;-)
http://de.youtube.com/watch?v=YkaylXZqx-E

So we can see, Stuart isn't much far away.  It is just this ugly borders and 
another thing I found yesterday: the fog has an big influenece in the 
visibility- it seems like a z-order thing, then increasing the fog, and the 
clouds disapear and the blue sky comes:
www.hoerbird.net/fgfs-scree-cloud1.jpg
www.hoerbird.net/fgfs-screen-cloud.jpg

And so how I found out that we have acess to the clouds via the property 
browser- so wen can change the setting in runtime maybe with nasal etc...!

Great!

Regards
HHS






  

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Re: [Flightgear-devel] 3D Clouds - patch and progress report

2008-10-28 Thread gerard robin
On mardi 28 octobre 2008, [EMAIL PROTECTED] wrote:
 Here are pics of FS2004 clouds, along with the paper/video describing how
 it was done: http://www.ofb.net/~niniane/clouds/



 - Original Message 
 From: Matthew Tippett [EMAIL PROTECTED]
 To: FlightGear developers discussions
 flightgear-devel@lists.sourceforge.net Sent: Monday, October 27, 2008
 4:40:07 PM
 Subject: Re: [Flightgear-devel] 3D Clouds - patch and progress report

 For comparison, can anyone show some screenshots of MS FSX or X-Plane
 clouds?

 Regards... Matthew

 On 10/27/08, gerard robin [EMAIL PROTECTED] wrote:
  On mardi 28 octobre 2008, Georg Vollnhals wrote:
  gerard robin schrieb:
   I did not notice any  difference with my graphic card.
   (7800 GS )
 
  Yes Gerard,
  the clouds Heiko showed us were much more squared in size compared to
  your and my pictures.
  Georg
 
  Looking at these snapshot again:
  yes you are right with squared clouds  which can be seen on clouds
  Heiko, however looking at
   http://pagesperso-orange.fr/GRTux/Clouds-im1.jpg
  we can notice squared clouds, the main diff is that the aircraft  is in
  the clouds.
 
 
 
 
  --
  Gérard
  http://pagesperso-orange.fr/GRTux/
 
  J'ai décidé d'être heureux parce que c'est bon pour la santé.
  Voltaire

Any comparisons  versus the others paid systems   is  not a bad idea ( the 
more we know about  the enemy the more we are powerful :) ),
 however, in our  home we have a nice reference with 3D clouds , and i am sure 
that if Plib had not been died  these Clouds would have been improved again 
and again.
Won't it be better to refer to our 'old 3D clouds' , and to extent the 
research  according to what we can see in reality everydays.

That work which has yet been done with CVS, is probably the most difficult ( 
using OSG ) thanks to Stuart.

In anycase,  for a demo, one knows probably these links

http://www.markmark.net/cloudsim/
http://www.markmark.net/clouds/
http://www.markmark.net/SkyWorks/


Cheers

BTW: Skyworks is said to be Free Licence


-- 
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J'ai décidé d'être heureux parce que c'est bon pour la santé. 
Voltaire


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Re: [Flightgear-devel] 3D Clouds - patch and progress report

2008-10-28 Thread John Wojnaroski
Matthew Tippett wrote:

For comparison, can anyone show some screenshots of MS FSX or X-Plane clouds?

Regards... Matthew
  

FWIW here are a few pics of a 737 sim we just delivered to NASA/HCSL at 
Ames.  We'll be using FlightGear on a 64bit machine with OSG and a high 
end graphics system on five large screen monitors.

http://www/lfstech.com/img/hcs_one.jpg
http://www/lfstech.com/img/hcs_two.jpg
http://www/lfstech.com/img/hcs_three.jpg

We might just resurrect and extend the old Mark Harris code from a few 
years back in '09; time and priorities permitting.

http://www.lfstech.com/img/sfo_clouds.jpg

Regards
JW




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Re: [Flightgear-devel] 3D Clouds - patch and progress report

2008-10-28 Thread Heiko Schulz
Hello,


  however, in our  home we have a nice reference with 3D
 clouds , and i am sure 
 that if Plib had not been died  these Clouds would have
 been improved again 
 and again.

Really? Never noticed that there was someone working on it

 Won't it be better to refer to our 'old 3D
 clouds' , and to extent the 
 research  according to what we can see in reality
 everydays.

I think we have to create a special plib version of FGFS for you! 
The last developement in Plib last for about 10 Years, with OSG we take over 
plib in maybe 1/3 or a half of this time! And in many things we took already 
over: forest, perfomance ( with the datapager mp is much smoother, AI 
interactive Traffic too...)

And:
Stuart can tell this better, but so much as I know he tried it and failed. But 
the solution isn't far away from that- it is even better! You have now access 
to it via properties! 
 
 That work which has yet been done with CVS, is probably the
 most difficult ( 
 using OSG ) thanks to Stuart.
 
 In anycase,  for a demo, one knows probably these links
 
 http://www.markmark.net/cloudsim/
 http://www.markmark.net/clouds/
 http://www.markmark.net/SkyWorks/
 
And again for those who forgot, or didn't know this yet:

Mark Harris Code above was the start for all 3D-clouds systems we know! MSFS, 
X-Plane and others- it's all based on this code, on this principe by him!!

And: for a short time the original code was implemented in FGFS but the 
perfomance was low! Then Harald Johnson came, used the same principe but more 
based on plib. They were nice, but not customizable, only one cloud type 
possible, and changing texture not really possible. (I tried this)
But it was a start, nethertheless! 

With Stuarts clouds we have the ability to have all cloud types we want to 
have! Of course there are some bugs- it is a start, and a lot of things can be 
added!
 
Look here: 
http://www.flightgear.org/forums/download/file.php?id=263
http://www.flightgear.org/forums/download/file.php?id=264
http://www.flightgear.org/forums/download/file.php?id=260
http://www.flightgear.org/forums/download/file.php?id=261

Doesn't look this more realistic than the old clouds? And don't we want to make 
it right, it make it realistic as much as we can?

Cheers
HHS



  

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Re: [Flightgear-devel] 3D Clouds - patch and progress report

2008-10-28 Thread Heiko Schulz
Hello,

 FWIW here are a few pics of a 737 sim we just delivered to
 NASA/HCSL at 
 Ames.  We'll be using FlightGear on a 64bit machine
 with OSG and a high 
 end graphics system on five large screen monitors.
 
 http://www/lfstech.com/img/hcs_one.jpg
 http://www/lfstech.com/img/hcs_two.jpg
 http://www/lfstech.com/img/hcs_three.jpg

No pics visible...

 We might just resurrect and extend the old Mark Harris code
 from a few 
 years back in '09; time and priorities permitting.
 
 http://www.lfstech.com/img/sfo_clouds.jpg
 
 Regards
 JW

When ever someone come with WE might... WE could do...- then I ask who will be 
this person ??

But:
And again for those who forgot, or didn't know this yet:

Mark Harris Code above was the start for all 3D-clouds systems we know! MSFS, 
X-Plane and others- it's all based on this code, on this principe by him!!

And: for a short time the original code was implemented in FGFS but the 
perfomance was low! Then Harald Johnson came, used the same principe but more 
based on plib. They were nice, but not customizable, only one cloud type 
possible, and changing texture not really possible. (I tried this)
But it was a start, nethertheless! 

With Stuarts clouds we have the ability to have all cloud types we want to 
have! Of course there are some bugs- it is a start, and a lot of things can be 
added!

Look here: 
http://www.flightgear.org/forums/download/file.php?id=263
http://www.flightgear.org/forums/download/file.php?id=264
http://www.flightgear.org/forums/download/file.php?id=260
http://www.flightgear.org/forums/download/file.php?id=261

Doesn't look this more realistic than the old clouds or even Mark Harris code? 
And don't we want to make it right, it make it realistic as much as we can?

In one point I wll agree- we can look how some things he got managed like the 
borderlines and alpha blending. But that's all

Cheers
HHS




  

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Re: [Flightgear-devel] 3D Clouds - patch and progress report

2008-10-28 Thread Ralf Gerlich
Hi Heiko!

Heiko Schulz wrote:
 Look here: 
 http://www.flightgear.org/forums/download/file.php?id=263
 http://www.flightgear.org/forums/download/file.php?id=264
 http://www.flightgear.org/forums/download/file.php?id=260
 http://www.flightgear.org/forums/download/file.php?id=261
 
 Doesn't look this more realistic than the old clouds? And don't we want to 
 make it right, it make it realistic as much as we can?

Erm, these are FlightGear pictures? Seems like I have missed a lot. The
ambient occlusion effect is obvious, but when did we get reflections
(see the windshield in the last picture)?

Cheers,
Ralf

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Re: [Flightgear-devel] 3D Clouds - patch and progress report

2008-10-28 Thread AJ MacLeod
On Tuesday 28 October 2008 15:53:47 Ralf Gerlich wrote:

 Erm, these are FlightGear pictures? Seems like I have missed a lot. The
 ambient occlusion effect is obvious, but when did we get reflections
 (see the windshield in the last picture)?

Only a few years ago ;-)  It's another application of the chrome shader - 
they're not true reflections of the outside (or inside) world, but very 
effective indeed.

Cheers,

AJ


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Re: [Flightgear-devel] 3D Clouds - patch and progress report

2008-10-28 Thread gerard robin
On mardi 28 octobre 2008, Heiko Schulz wrote:
 Hello,

   however, in our  home we have a nice reference with 3D
  clouds , and i am sure
  that if Plib had not been died  these Clouds would have
  been improved again
  and again.

 Really? Never noticed that there was someone working on it

  Won't it be better to refer to our 'old 3D
  clouds' , and to extent the
  research  according to what we can see in reality
  everydays.

 I think we have to create a special plib version of FGFS for you!

Don't make me wrong :)
I was only reffering to the 3D Clouds   which are working with FG 1.0.0
that was the opportunity to  say,  it  was a great improvement, and 
fortunately, since  that know how is not lost, we can refer to it ( mainly 
for the visual result ),  to me , the others competitors  out of FG were not 
able to do better, i can be supporter :)

I don't ask for a new FG PLIB version, i only have in mind the history of FG, 
and why PLib has been replaced by OSG = PLib is died OSG is on progress.
Nothing else

 The last developement in Plib last for about 10 Years, with OSG we take
 over plib in maybe 1/3 or a half of this time! And in many things we took
 already over: forest, perfomance ( with the datapager mp is much smoother,
 AI interactive Traffic too...)

 And:
 Stuart can tell this better, but so much as I know he tried it and failed.
 But the solution isn't far away from that- it is even better! You have now
 access to it via properties!

  That work which has yet been done with CVS, is probably the
  most difficult (
  using OSG ) thanks to Stuart.
 
  In anycase,  for a demo, one knows probably these links
 
  http://www.markmark.net/cloudsim/
  http://www.markmark.net/clouds/
  http://www.markmark.net/SkyWorks/

 And again for those who forgot, or didn't know this yet:

 Mark Harris Code above was the start for all 3D-clouds systems we know!
 MSFS, X-Plane and others- it's all based on this code, on this principe by
 him!!

 And: for a short time the original code was implemented in FGFS but the
 perfomance was low! Then Harald Johnson came, used the same principe but
 more based on plib. They were nice, but not customizable, only one cloud
 type possible, and changing texture not really possible. (I tried this) But
 it was a start, nethertheless!

 With Stuarts clouds we have the ability to have all cloud types we want to
 have! Of course there are some bugs- it is a start, and a lot of things can
 be added!

 Look here:
 http://www.flightgear.org/forums/download/file.php?id=263
 http://www.flightgear.org/forums/download/file.php?id=264
 http://www.flightgear.org/forums/download/file.php?id=260
 http://www.flightgear.org/forums/download/file.php?id=261

 Doesn't look this more realistic than the old clouds? And don't we want to
 make it right, it make it realistic as much as we can?

 Cheers
 HHS





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Re: [Flightgear-devel] 3D Clouds - patch and progress report

2008-10-28 Thread Martin Spott
Ralf Gerlich wrote:
 Heiko Schulz wrote:

  http://www.flightgear.org/forums/download/file.php?id=263
[...]
 Erm, these are FlightGear pictures? Seems like I have missed a lot.

Nice, isn't it !?
BTW, do you still remember sitting in the aircraft shown on this
picture ? I'm pleased to see how close the model gets !

Cheers,
Martin.
P.S.: This is the original craft, sitting on the parking area at Ralf's
  home airport:
  http://foxtrot.mgras.net/bitmap/FGFS/DEEQA-EDNY.jpg
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Re: [Flightgear-devel] 3D Clouds - patch and progress report

2008-10-28 Thread Ralf Gerlich
Martin Spott wrote:
 BTW, do you still remember sitting in the aircraft shown on this
 picture ? I'm pleased to see how close the model gets !

And how does one get close to the model? Seems it isn't included in CVS.

Cheers,
Ralf

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Re: [Flightgear-devel] 3D Clouds - patch and progress report

2008-10-28 Thread Heiko Schulz
Hi,


 And how does one get close to the model? Seems it isn't
 included in CVS.
 
 Cheers,
 Ralf


Not with the livery yet, but you will find it here: 
http://www.flightgear.org/forums/viewtopic.php?f=13t=2175


  

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Re: [Flightgear-devel] 3D Clouds - patch and progress report

2008-10-28 Thread Erik Hofman
Heiko Schulz wrote:

 With Stuarts clouds we have the ability to have all cloud types we want to 
 have! Of course there are some bugs- it is a start, and a lot of things can 
 be added!
  
 Look here: 
 http://www.flightgear.org/forums/download/file.php?id=263
 http://www.flightgear.org/forums/download/file.php?id=264
 http://www.flightgear.org/forums/download/file.php?id=260
 http://www.flightgear.org/forums/download/file.php?id=261
 
 Doesn't look this more realistic than the old clouds? And don't we want to 
 make it right, it make it realistic as much as we can?

This looks awesome .. already.

Erik

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Re: [Flightgear-devel] 3D Clouds - patch and progress report

2008-10-28 Thread Detlef Faber
Am Sonntag, den 26.10.2008, 07:51 + schrieb Stuart Buchanan:
 LeeE wrote: 
 
  On Saturday 25 October 2008, Stuart Buchanan wrote:
   Hi All,
  
   After a lot of effort, and help from Tim, I've finally got some
   3D shader-based clouds that work acceptably:
  
   http://www.nanjika.co.uk/flightgear/clouds.jpg
  
   A patch is available from here:
   http:/www.nanjika.co.uk/flightgear/clouds.tar.gz
  
   I've put quite a bit of effort into making the clouds as
   configurable as possible. The cloudlayers.xml file should allow
   any cloud-artists to create much prettier clouds than I have
   managed.
  
   There are quite a few bugs to be ironed out:-
   3) The alpha-blending isn't working properly
  
  This looks like a z-ordering issue.  Is z-ordering used in the cloud 
  routines?
 
 It is, but I'm not sure it is working on the level of individual sprites. The
 clouds are in the correct rendering bin (I think), but because of the use
 of shaders we currently just render them in an arbitary order within each
 cloud.
 
 I wonder if the problem is the CouldShaderGeometry::drawImplementation().
 Does that seem likely?
 
I think it is some kind of anti-aliasing problem. 
The artefacts follow the edges of the clouds, but don't fill the entire
texture area (which I would expect). 
I've exchanged the clouds with plain white Ellipses for testing, but the
blue edges remain.
 
I noticed that gimp adds such edges as anti-aliasing, so maybe this is
something similar?


 -Stuart
 
 
 
   
 
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Re: [Flightgear-devel] 3D Clouds - patch and progress report

2008-10-28 Thread Heiko Schulz
Right!
 
  Erm, these are FlightGear pictures? Seems like I have
 missed a lot. The
  ambient occlusion effect is obvious, but when did we
 get reflections
  (see the windshield in the last picture)?
 
 Only a few years ago ;-)  It's another application of
 the chrome shader - 
 they're not true reflections of the outside (or inside)
 world, but very 
 effective indeed.
 
 Cheers,
 
 AJ
And in this case we see, it has real fresnel effect!
Like here on the dor window of the EC135 which I am improving right now: 
http://fgfs.i-net.hu/modules/xcgal/albums/userpics/10046/ec135.0.4.30.jpg

I wonder if we could alter the chrome shader so it is working on textured 
surfaces...

Cheers
HHS



  

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Re: [Flightgear-devel] 3D Clouds - patch and progress report

2008-10-28 Thread Frederic Bouvier
Detlef Faber wrote :

 I noticed that gimp adds such edges as anti-aliasing, so maybe this
 is something similar?

The color will full alpha is not defined and could be black or another 
ugly color that show up after filtering. I had better result by setting 
the whole image to white and then using the eraser to set the alpha 
channel.

-Fred

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Re: [Flightgear-devel] 3D Clouds - patch and progress report

2008-10-27 Thread gerard robin
On dimanche 26 octobre 2008, Georg Vollnhals wrote:


 Hi,
 there seems to be a rather big difference how the clouds are displayed
 from one graphic-card/driver to another.
 Compare these (new) screenshots (NOT SELECTED)  with  HHS's ones. I
 think a remarkable difference.

 http://home.arcor.de/vollnhals-bremen/NewClouds_3/images.html
 Just to show this as it might point to a solution (???).
 Georg


I did not notice any  difference with my graphic card. 
(7800 GS )

http://pagesperso-orange.fr/GRTux/Clouds-im1.jpg
http://pagesperso-orange.fr/GRTux/Clouds-im2.jpg
http://pagesperso-orange.fr/GRTux/Clouds-im3.jpg
http://pagesperso-orange.fr/GRTux/Clouds-im4.jpg

Regards



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Re: [Flightgear-devel] 3D Clouds - patch and progress report

2008-10-27 Thread Matthew Tippett
For comparison, can anyone show some screenshots of MS FSX or X-Plane clouds?

Regards... Matthew


On 10/27/08, gerard robin [EMAIL PROTECTED] wrote:
 On mardi 28 octobre 2008, Georg Vollnhals wrote:
 gerard robin schrieb:
  I did not notice any  difference with my graphic card.
  (7800 GS )

 Yes Gerard,
 the clouds Heiko showed us were much more squared in size compared to
 your and my pictures.
 Georg

 Looking at these snapshot again:
 yes you are right with squared clouds  which can be seen on clouds Heiko,
 however looking at
  http://pagesperso-orange.fr/GRTux/Clouds-im1.jpg
 we can notice squared clouds, the main diff is that the aircraft  is in the
 clouds.




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Re: [Flightgear-devel] 3D Clouds - patch and progress report

2008-10-26 Thread Heiko Schulz
Hi,

 
 I've put quite a bit of effort into making the clouds
 as configurable as possible. The cloudlayers.xml file should
 allow any cloud-artists to create much prettier clouds than
 I have managed.
 

If I remember right, the weather informations we catch even tells us, which 
type of clouds should be present. (Cumulus, Stratus, Cirrocumulus, 
Nimbostratus, Cumulonimbus etc...) Am I right? I think, there is something like 
that in Environment/fgclouds.cxx

So we should create the specific cloudtypes so that we can replace the old 
2d-layers and having a much more realistic weather!

As an example: X-Plane only has Cb's and Stratus- other cloudtypes aren't 
really present- but the different cloudtypes are important sign for wetaher 
changing etc and so it important for the pilots- FGFS gets more realistic!

Juts my 2 cents at this early morning
Cheers
HHS


  

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Re: [Flightgear-devel] 3D Clouds - patch and progress report

2008-10-26 Thread Stuart Buchanan
LeeE wrote: 

 On Saturday 25 October 2008, Stuart Buchanan wrote:
  Hi All,
 
  After a lot of effort, and help from Tim, I've finally got some
  3D shader-based clouds that work acceptably:
 
  http://www.nanjika.co.uk/flightgear/clouds.jpg
 
  A patch is available from here:
  http:/www.nanjika.co.uk/flightgear/clouds.tar.gz
 
  I've put quite a bit of effort into making the clouds as
  configurable as possible. The cloudlayers.xml file should allow
  any cloud-artists to create much prettier clouds than I have
  managed.
 
  There are quite a few bugs to be ironed out:-
  3) The alpha-blending isn't working properly
 
 This looks like a z-ordering issue.  Is z-ordering used in the cloud 
 routines?

It is, but I'm not sure it is working on the level of individual sprites. The
clouds are in the correct rendering bin (I think), but because of the use
of shaders we currently just render them in an arbitary order within each
cloud.

I wonder if the problem is the CouldShaderGeometry::drawImplementation().
Does that seem likely?

-Stuart



  

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Re: [Flightgear-devel] 3D Clouds - patch and progress report

2008-10-26 Thread Stuart Buchanan
George wrote:

 1. I started FG with --enable-real-weather-fetch, then 2. enabled
 3-D-clouds in the Rendering Options submenu - and did not see anything
 like you.
 Until I  3. enabled Environment = Weather scenerio from none to
 METAR.  Does also work if I enable Thunderstorm or fair weather.
 
 As I don't know how Stuart intended it to work I only know that step 3
 is absolute necessary.

Initially I thought this was because we didn't have the appropriate clouds 
defined in cloudlayers.xml, but looking again that is not the case.

I will investigate.

-Stuart



  

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Re: [Flightgear-devel] 3D Clouds - patch and progress report

2008-10-26 Thread Frederic Bouvier
Georg Vollnhals a écrit :
 Frederic Bouvier schrieb:
   
 Georg Vollnhals a écrit :
   
 
 For those who want to have another look at the stuff, here are some
 screenshots from my first flight - no art, just some pics for demo:

 http://home.arcor.de/vollnhals-bremen/NewClouds/images.html
   
 
   
 I applied the patch but I am not able to see anything. What is your
 command line ? Did you changed something in the preference files or in
 menus ?
 I'll commit the patch as soon as it works for me.

 -Fred

   
 

 Hi Fred,


 1. I started FG with --enable-real-weather-fetch, then 2. enabled
 3-D-clouds in the Rendering Options submenu - and did not see anything
 like you.
 Until I  3. enabled Environment = Weather scenerio from none to
 METAR.  Does also work if I enable Thunderstorm or fair weather.

 As I don't know how Stuart intended it to work I only know that step 3
 is absolute necessary.

 Hope this helps.
   

Thanks Georg,

I missed the Weather scenario thing. But when enabling Fair weather
I got :

VERTEX glCompileShader  FAILED
VERTEX Shader  infolog:
(1) : error C0201: unsupported version 120

glLinkProgram  FAILED
Program  infolog:
Vertex info
---
(1) : error C0201: unsupported version 120

on the console. Luckily, a driver update fixed the problem. Now
committing ...

-Fred

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Re: [Flightgear-devel] 3D Clouds - patch and progress report

2008-10-26 Thread Frederic Bouvier

 on the console. Luckily, a driver update fixed the problem. Now
 committing ...
   

Commited

-Fred

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Re: [Flightgear-devel] 3D Clouds - patch and progress report

2008-10-26 Thread Stuart Buchanan
Fred wrote:

 I missed the Weather scenario thing. But when enabling Fair weather
 I got :
 
 VERTEX glCompileShader  FAILED
 VERTEX Shader  infolog:
 (1) : error C0201: unsupported version 120
 
 glLinkProgram  FAILED
 Program  infolog:
 Vertex info
 ---
 (1) : error C0201: unsupported version 120
 
 on the console. Luckily, a driver update fixed the problem. Now
 committing ...

Thanks for committing this.

I may be able to change the shader to get around the unsupported version 120, 
if lots of people are seeing it. The only GLSL v120 function I'm using is a 
sub-matrix that I can derive in other ways.

I'll update the rendering dialog to remove the now redundant options.

-Stuart


  

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Re: [Flightgear-devel] 3D Clouds - patch and progress report

2008-10-26 Thread Georg Vollnhals
Frederic Bouvier schrieb:
 Thanks Georg,

 I missed the Weather scenario thing. But when enabling Fair weather
 I got :

 VERTEX glCompileShader  FAILED
 VERTEX Shader  infolog:
 (1) : error C0201: unsupported version 120

 glLinkProgram  FAILED
 Program  infolog:
 Vertex info
 ---
 (1) : error C0201: unsupported version 120

 on the console. Luckily, a driver update fixed the problem. 
No problem here (Linux, NVidia).
 Now
 committing ...

 -Fred

   
Thank you :-)
Georg

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Re: [Flightgear-devel] 3D Clouds - patch and progress report

2008-10-26 Thread Martin Spott
Georg Vollnhals wrote:

 Until I  3. enabled Environment = Weather scenerio from none to
 METAR.  Does also work if I enable Thunderstorm or fair weather.

Surprisingly, if you set another weather scenario via the menu, this is
going to find its proper represenation, as seen in the property
browser, in the /environment/weather-scenario property. If I set a
different scenario via the property browser, this does not have any
effect on the visual representation   therefore I'm also unable to
set a weather scenario via the

  --prop:/environment/weather-scenario=METAR

command line switch. TO me this looks a bit confusing to the user.

To be honest, I'd be very happy if someone who thinks she/he has
understood how the weather-related options are supposed to work, would
write this down as a chapter for The Manual.

Cheers,
Martin.
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Re: [Flightgear-devel] 3D Clouds - patch and progress report

2008-10-26 Thread Matthew Tippett
Out of interest, what do the clouds look like in wireframe?

FWIW, if people want to know where to aim..

http://www.sundog-soft.com/

Has some very nice soft, fluffy clouds :).

For the modellers/OSG people out there, here is a page that probably 
gives some interesting clues.

Regards,

Matthew

 Original Message  
Subject: Re: [Flightgear-devel] 3D Clouds - patch and progress report
From: Martin Spott [EMAIL PROTECTED]
To: flightgear-devel@lists.sourceforge.net
Date: 26/10/08 08:47 AM

 Georg Vollnhals wrote:
 
 Until I  3. enabled Environment = Weather scenerio from none to
 METAR.  Does also work if I enable Thunderstorm or fair weather.
 
 Surprisingly, if you set another weather scenario via the menu, this is
 going to find its proper represenation, as seen in the property
 browser, in the /environment/weather-scenario property. If I set a
 different scenario via the property browser, this does not have any
 effect on the visual representation   therefore I'm also unable to
 set a weather scenario via the
 
   --prop:/environment/weather-scenario=METAR
 
 command line switch. TO me this looks a bit confusing to the user.
 
 To be honest, I'd be very happy if someone who thinks she/he has
 understood how the weather-related options are supposed to work, would
 write this down as a chapter for The Manual.
 
 Cheers,
   Martin.

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Re: [Flightgear-devel] 3D Clouds - patch and progress report

2008-10-26 Thread LeeE
On Sunday 26 October 2008, Stuart Buchanan wrote:
 LeeE wrote:
  On Saturday 25 October 2008, Stuart Buchanan wrote:
   Hi All,
  
   After a lot of effort, and help from Tim, I've finally got
   some 3D shader-based clouds that work acceptably:
  
   http://www.nanjika.co.uk/flightgear/clouds.jpg
  
   A patch is available from here:
   http:/www.nanjika.co.uk/flightgear/clouds.tar.gz
  
   I've put quite a bit of effort into making the clouds as
   configurable as possible. The cloudlayers.xml file should
   allow any cloud-artists to create much prettier clouds than I
   have managed.
  
   There are quite a few bugs to be ironed out:-
   3) The alpha-blending isn't working properly
 
  This looks like a z-ordering issue.  Is z-ordering used in the
  cloud routines?

 It is, but I'm not sure it is working on the level of individual
 sprites. The clouds are in the correct rendering bin (I think),
 but because of the use of shaders we currently just render them
 in an arbitary order within each cloud.

 I wonder if the problem is the
 CouldShaderGeometry::drawImplementation(). Does that seem likely?

 -Stuart

Yeah - the ordering seems random - some of the individual sprites 
look ok but others don't.  Are the texture edges anti-aliased? - it 
looks like they may be and that might be causing problems because 
of intermediate values in the boundaries.

LeeE

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Re: [Flightgear-devel] 3D Clouds - patch and progress report

2008-10-26 Thread Ron Jensen
On Sun, 2008-10-26 at 07:57 +, Stuart Buchanan wrote:
 George wrote:
 
  1. I started FG with --enable-real-weather-fetch, then 2. enabled
  3-D-clouds in the Rendering Options submenu - and did not see anything
  like you.

I could never see the clouds with --enable-real-weather-fetch set

  Until I  3. enabled Environment = Weather scenerio from none to
  METAR.  Does also work if I enable Thunderstorm or fair weather.
  
  As I don't know how Stuart intended it to work I only know that step 3
  is absolute necessary.

Once I perform step 3 (without --enable-real-weather-fetch set) I see an
extreme drop in frame rate, from around 70 fps to  under 20 fps.

Also, I started at KSFO and flew the UFO to Ogden, UT.  (Lat 41.1, Long
-111.1) somewhere along the trip, the 3d clouds disappeared, although
frame rates stayed very low.

Thanks,

Ron

P.S., Debian linux, GeForce 8500 GT, nvidia driver 173.14.05, AMD
Sempron(tm) Processor 2800+.


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Re: [Flightgear-devel] 3D Clouds - patch and progress report

2008-10-26 Thread Stuart Buchanan
Ron Jensen wrote:

 I could never see the clouds with --enable-real-weather-fetch set

There's an interaction between the real weather fetch code and the 3D cloud that
I'm still working out. I think the root problem is that the 3D clouds are 
bolted onto
the side of the 2D ones, and don't always get updated in sync.

   Until I  3. enabled Environment = Weather scenerio from none to
   METAR.  Does also work if I enable Thunderstorm or fair weather.
   
   As I don't know how Stuart intended it to work I only know that step 3
   is absolute necessary.
 
 Once I perform step 3 (without --enable-real-weather-fetch set) I see an
 extreme drop in frame rate, from around 70 fps to  under 20 fps.

That's bad. What happens if you disable the 3D clouds after this point?

 Also, I started at KSFO and flew the UFO to Ogden, UT.  (Lat 41.1, Long
 -111.1) somewhere along the trip, the 3d clouds disappeared, although
 frame rates stayed very low.

That's one of the bugs. The 3D layer is repeated in a 3x3 grid, and there is
code to designed to handle when you move out of the middle layer, shifting
the grid across. 

-Stuart


  

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Re: [Flightgear-devel] 3D Clouds - patch and progress report

2008-10-26 Thread Stuart Buchanan
Martin wrote:

 Surprisingly, if you set another weather scenario via the menu, this is
 going to find its proper represenation, as seen in the property
 browser, in the /environment/weather-scenario property. If I set a
 different scenario via the property browser, this does not have any
 effect on the visual representation   therefore I'm also unable to
 set a weather scenario via the
 
   --prop:/environment/weather-scenario=METAR
 
 command line switch. TO me this looks a bit confusing to the user.

I think it's a bug, rather than confusing :)

 To be honest, I'd be very happy if someone who thinks she/he has
 understood how the weather-related options are supposed to work, would
 write this down as a chapter for The Manual.

Me too ;)

-Stuart


  

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Re: [Flightgear-devel] 3D Clouds - patch and progress report

2008-10-26 Thread Heiko Schulz
Hi,

Just tried after updating the driver for Nvidea! (that's is a Must! for using 
the clouds!)

Works! :-)

I think the main glitch I see is the alpha blending!
In a far distance the clouds looks really good, but from nearer positions
If we could solve this, we will have naturally and realistic fluffy looking 
clouds!

A strange thing I noticed here is, that some clouds have square-cutted edges... 
Something I don't see on Heliflyers pics

I also noticed a decrease of fps switching to METAR and in flight switching to 
another airport the clouds disapear. 


It is all very promising- I like the shading from the light to dark on the 
bottom really much, digging trough the clouds!

Hopefully Tim will add shadows to the clouds too! 

Some pics (in some minutes):

www.hoerbird.net/galerie/FGFS-Clouds/index.htm

Cheers
HHS






  

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Re: [Flightgear-devel] 3D Clouds - patch and progress report

2008-10-26 Thread Georg Vollnhals
Heiko Schulz schrieb:
 Hi,

 Just tried after updating the driver for Nvidea! (that's is a Must! for using 
 the clouds!)

 Works! :-)

 I think the main glitch I see is the alpha blending!
 In a far distance the clouds looks really good, but from nearer positions
 If we could solve this, we will have naturally and realistic fluffy looking 
 clouds!

 A strange thing I noticed here is, that some clouds have square-cutted 
 edges... Something I don't see on Heliflyers pics

 I also noticed a decrease of fps switching to METAR and in flight switching 
 to another airport the clouds disapear. 


 It is all very promising- I like the shading from the light to dark on the 
 bottom really much, digging trough the clouds!

 Hopefully Tim will add shadows to the clouds too! 

 Some pics (in some minutes):

 www.hoerbird.net/galerie/FGFS-Clouds/index.htm

 Cheers
 HHS






   

 -
   
Hi,
there seems to be a rather big difference how the clouds are displayed
from one graphic-card/driver to another.
Compare these (new) screenshots (NOT SELECTED)  with  HHS's ones. I
think a remarkable difference.

http://home.arcor.de/vollnhals-bremen/NewClouds_3/images.html
Just to show this as it might point to a solution (???).
Georg

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Re: [Flightgear-devel] 3D Clouds - patch and progress report

2008-10-25 Thread Georg Vollnhals
Stuart Buchanan schrieb:
 Hi All,

 After a lot of effort, and help from Tim, I've finally got some 3D 
 shader-based clouds that work acceptably:

 http://www.nanjika.co.uk/flightgear/clouds.jpg

 A patch is available from here: 
 http:/www.nanjika.co.uk/flightgear/clouds.tar.gz

 I've put quite a bit of effort into making the clouds as configurable as 
 possible. The cloudlayers.xml file should allow any cloud-artists to create 
 much prettier clouds than I have managed.

 There are quite a few bugs to be ironed out:-
 1) The cloud grid should shift when the camera moves out of range, to 
 simulate and infinite set of clouds. This doesn't work very well ATM.
 2) Currently the only well-defined clouds are cu's (used in the Fair Weather 
 scenario). Better clouds need to be defined for all the other types. This 
 should be possible with some new textures and editing of cloudlayer.xml
 3) The alpha-blending isn't working properly
 4) Rolling the camera while pointing vertically down on the cloud causes 
 rotation of the texture.
 5) The clouds are bit too transparent at medium distances.

 Nevertheless, I think it would be worth committing the code with these bugs 
 present, if only so other people can have a look and comment. :)

 Thanks to Tim and also Heiko who provided some nice cloud textures.

 -Stuart



   

   
Hi Stuart, Tim and Heiko!

Nice to see 3D clouds again in FG OSG. Thank you for all the hard work,
this should go into CVS without hesitation, after my opinion. The
rain/snow stuff isn'nt perfect but in CVS, so why not this 3D-cloud
starter which really compiles and works without problems and gives some
of the eye-candy back we had already with PLIB :-)

For those who want to have another look at the stuff, here are some
screenshots from my first flight - no art, just some pics for demo:

http://home.arcor.de/vollnhals-bremen/NewClouds/images.html

Regards
Georg EDDW

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Re: [Flightgear-devel] 3D Clouds - patch and progress report

2008-10-25 Thread Heiko Schulz
Hi,


 For those who want to have another look at the stuff, here
 are some
 screenshots from my first flight - no art, just some pics
 for demo:
 
 http://home.arcor.de/vollnhals-bremen/NewClouds/images.html
 
 Regards
 Georg EDDW
 

Wow- when alpha blending will work and those ugly borderlines disapear- then we 
don't have to hide for other sims like X-Plane or MSFS!

Thanks Stuart for the work and Heliflyer for the great pics! ( I guess it is 
EDDH, right?)

Regards
HHS


  

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Re: [Flightgear-devel] 3D Clouds - patch and progress report

2008-10-25 Thread Georg Vollnhals
Heiko Schulz schrieb:


 Wow- when alpha blending will work and those ugly borderlines disapear- then 
 we don't have to hide for other sims like X-Plane or MSFS!

 Thanks Stuart for the work and Heliflyer for the great pics! ( I guess it is 
 EDDH, right?)

 Regards
 HHS

   
Yes, sometimes I leave my village with tram like we call Bremen and
enjoy the big, big world (Hamburg).
Georg

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Re: [Flightgear-devel] 3D Clouds - patch and progress report

2008-10-25 Thread LeeE
On Saturday 25 October 2008, Stuart Buchanan wrote:
 Hi All,

 After a lot of effort, and help from Tim, I've finally got some
 3D shader-based clouds that work acceptably:

 http://www.nanjika.co.uk/flightgear/clouds.jpg

 A patch is available from here:
 http:/www.nanjika.co.uk/flightgear/clouds.tar.gz

 I've put quite a bit of effort into making the clouds as
 configurable as possible. The cloudlayers.xml file should allow
 any cloud-artists to create much prettier clouds than I have
 managed.

 There are quite a few bugs to be ironed out:-
 3) The alpha-blending isn't working properly

This looks like a z-ordering issue.  Is z-ordering used in the cloud 
routines?

LeeE

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Re: [Flightgear-devel] 3D Clouds - patch and progress report

2008-10-25 Thread Georg Vollnhals
Frederic Bouvier schrieb:
 Georg Vollnhals a écrit :
   
 For those who want to have another look at the stuff, here are some
 screenshots from my first flight - no art, just some pics for demo:

 http://home.arcor.de/vollnhals-bremen/NewClouds/images.html
   
 

 I applied the patch but I am not able to see anything. What is your
 command line ? Did you changed something in the preference files or in
 menus ?
 I'll commit the patch as soon as it works for me.

 -Fred

   

Hi Fred,


1. I started FG with --enable-real-weather-fetch, then 2. enabled
3-D-clouds in the Rendering Options submenu - and did not see anything
like you.
Until I  3. enabled Environment = Weather scenerio from none to
METAR.  Does also work if I enable Thunderstorm or fair weather.

As I don't know how Stuart intended it to work I only know that step 3
is absolute necessary.

Hope this helps.

Georg



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