Re: [Flightgear-devel] Local Weather 1.4

2012-01-03 Thread thorsten . i . renk
 I've just committed to origin/next a better fix for the LoD range that
 adjusts
 based on the view distance, and also attempts to account for the possible
 size of the cloud itself.

Thanks - working fine here!

Does this contain the impostor functionality already or not?

Cheers,

* Thorsten


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Re: [Flightgear-devel] Local Weather 1.4

2012-01-03 Thread Stuart Buchanan
On Tue, Jan 3, 2012 at 4:44 PM,  Thorsten Renk wrote:
 Does this contain the impostor functionality already or not?

No - the Impostor function will be committed after the 2.6.0 release.

-Stuart

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Re: [Flightgear-devel] Local Weather 1.4

2012-01-02 Thread Stuart Buchanan
On Wed, Dec 28, 2011 at 3:45 PM, Stuart Buchanan wrote:
 On Wed, Dec 28, 2011 at 3:04 PM,  thorsten.i.renk wrote:
 4) Clouds now appear to be loaded in discrete lumps when they come into
 visual range rather than gradually be faded in via transparency which
 looks a bit ugly from high altitude - Stuart, is this intentional and a
 performance-related issue? I have verified that the corresponding tile is
 already loaded, so it's not something my part of the system does.

 With GIT pulled just before Xmas, I still see a hard-coded limit of ~20 km
 cloud visibility range which makes impossible for me to test layers
 appearance from above properly. This is very annoying, I hope the
 underlying problem is identified and fixed soon.

 The LoD is currently hardcoded to 20km, so if visibility  20km, it kicks in
 before the transparency effect.

 I have a good fix that takes into account the current visibility as part of
  the Impostors work, but that won't be available until after the release.

 In the meantime, I can increase the LoD range to (say) 40km. However,
 there will probably be some performance penalty.

I've just committed to origin/next a better fix for the LoD range that adjusts
based on the view distance, and also attempts to account for the possible
size of the cloud itself.

The clouds will now be rendered further out than before, so there will be an
apparent perf hit, and users may need to use a shorter cloud visibility range
than before. However, that is because the slide now has the correct effect
on the LoD nodes, so I will claim that it was merely wrong before. *

Let me know if you still see issues.

-Stuart

* Yes, that sounds _just_ like Apple's handling of the iPhone 4
antenna issues :)

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Re: [Flightgear-devel] Local Weather 1.4

2011-12-30 Thread Torsten Dreyer

 It's actually surprisingly intricate. For instance, Local Weather allows
 for boundary layer gusty winds. For some problems (the wave pattern) you'd
 like to have the base (mean) wind at the surface, for others (windsock)
 rather the actual wind that the aircraft is feeling.

 I am now internally storing the interpolated wind (wind at aircraft
 location and altitude based on all available 3d interpolation points), the
 current wind (interpolated wind after local boundary layer correction and
 gust effects), the interpolated surface wind at current location and the
 current surface wind at current location.

 May I suggest a subfolder /environment/surface (and possible subfolders
 /environment/location[i] in case a location other than aircraft position
 is needed?

 /environment/surface/ could then contain

 surface-base-wind-speed-kt
 surface-base-wind-direction-deg
 surface-actual-wind-speed-kt (for gusts)
 surface-actual-wind-direction-deg (for variable winds)

 In addition we could maybe use

 effective-cloud-coverage-octas (how much is covered by the sum of all
 relavant layers)
 wetness-flag (boolean - in case we want to use wetness-dependent textures)
 snow-level-ft
I have to postpone all this for a few weeks, but I have starred this 
mail. Please ping me, if I don't wake up after the release ;-)
 I hope we find a way to integrate global weather and local weather
 into just weather one day which provides the full range, from simple
 ..
 I wouldn't have any problems with that.
Hehe - you will! That will most likely require some restructuring of 
code from both, the local weather and the fg core.
 It's just difficult for me to
 imagine how it would look like, as the philosophy is rather different.
 Although the boundaries become more and more blurry since now both systems
 refer to the same set of cloud textures and to the same rendering system.
 If anyone has a vision how the finished product should look like, please
 let me know :-)
FSweekend and LinuxTag are excellent places for a brainstorming ;-)

 By the way, Torsten, could you clarify the status of

 --prop:/environment/terrain/area[0]/enabled=1

 to start the terrainsampler in 2.6 - will this be needed at startup (i.e.
 should I re-activate the check at startup if this is on), or will the
 sampler be available automatically, i.e. can I assume that the system will
 be available?
The property /environment/terrain/area[0]/enables is set to a boolean 
value of false on startup. This ensures the sampler is instantiated but 
not running. You should set it to true when you enable local weather and 
reset it to false when you disable local weather. Also, make sure to set 
/environment/terrain/area[0]/input/use-aircraft-position to true if want 
to sample the area around the aircraft's position.
So, No: the --prop switch will no longer be needed at startup, the 
sampler is there but disabled, you can assume the system will be available.

HTH, Torsten

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Re: [Flightgear-devel] Local Weather 1.4

2011-12-29 Thread thorsten . i . renk

 The LoD is currently hardcoded to 20km, so if visibility  20km, it
 kicks in
 before the transparency effect.

 I have a good fix that takes into account the current visibility as part
 of
  the Impostors work, but that won't be available until after the release.

 In the meantime, I can increase the LoD range to (say) 40km. However,
 there will probably be some performance penalty.

 What's the maximum visibility that the Local Weather package uses?


We used to have 45 km range out to which clouds were shown. With the new 
more efficient system, I have made tests with 75 km (which is enough for a
good impression even from airliner cruise altitude), see here:

http://www.phy.duke.edu/~trenk/pics/local-weather-next05.jpg

The penalty for having this is not so severe as compared with other
goodies (it's cheaper than the terrain haze for instance).

Technically, tile generation is tied to actual visibility. The max.
visibility the system generates at high altitude is 140 km or a
user-specified maximum, whichever is lower, so cloud positions are
computed at most out to 80 km or so.

Clouds are shown out to the same distance as normal 3d clouds since they
are subject to the same distance slider.

If you hard-code some lower number for the release, please let me know
where to change it so that I can go back to my extended layer testing.

* Thorsten


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Re: [Flightgear-devel] Local Weather 1.4

2011-12-29 Thread joacher
Hi Curt!

Curtis Olson curtol...@gmail.com wrote:

 Hi Joe, actually the FlightGear scenery is round -- technically oblate
 ellipsoid based on a wgs-84 coordinate model.  If you stitched enough
 tiles together you will see the earth curvature start to form.

I must have missed the implementation of this capability totally. I
assumed a comparatively small cut-out of the ellipsoid was projected on
a plane/disc.

But, hey, thats great news to me! Thanks for clarification!


Joe

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Re: [Flightgear-devel] Local Weather 1.4

2011-12-29 Thread Curtis Olson
Hi Joe, actually the FlightGear scenery is round -- technically oblate
ellipsoid based on a wgs-84 coordinate model.  If you stitched enough tiles
together you will see the earth curvature start to form.

The FlightGear world model lets you fly accurate great circle routes, and
enables all the chart intersections to be at the correct location with the
correct radials from all the relevant navaids.

This also allows for correct relative placement of the sun, moon, stars,
planets, correct phase of the moon (by just shading the moon from the
position of the sun like in real life.)  This ties into correct
sunrise/sunset times, correct seasonal amounts of light and position of the
sun, etc.

Best regards,

Curt.


On Thu, Dec 29, 2011 at 7:29 AM, wrote:

 On Thu, 29 Dec 2011 10:37:44 +0200 (EET)
 thorsten.i.r...@jyu.fi wrote:

  http://www.phy.duke.edu/~trenk/pics/local-weather-next05.jpg
 

 Impressive!

  Technically, tile generation is tied to actual visibility. The max.
  visibility the system generates at high altitude is 140 km or a
  user-specified maximum, whichever is lower, so cloud positions are
  computed at most out to 80 km or so.

 At view distances  100 km it becomes more and more apparent that the
 flightgear scenery is flat and not a sphere, doesn't it?

 I think a realistic horizon is impossible as long as scenery/world is
 a disc. This applies even to low altitudes. In reality you can see that
 the clouds wrap our planet.

 Joe


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Re: [Flightgear-devel] Local Weather 1.4

2011-12-29 Thread joacher
On Thu, 29 Dec 2011 10:37:44 +0200 (EET)
thorsten.i.r...@jyu.fi wrote:

 http://www.phy.duke.edu/~trenk/pics/local-weather-next05.jpg
 

Impressive!

 Technically, tile generation is tied to actual visibility. The max.
 visibility the system generates at high altitude is 140 km or a
 user-specified maximum, whichever is lower, so cloud positions are
 computed at most out to 80 km or so.

At view distances  100 km it becomes more and more apparent that the
flightgear scenery is flat and not a sphere, doesn't it?

I think a realistic horizon is impossible as long as scenery/world is
a disc. This applies even to low altitudes. In reality you can see that
the clouds wrap our planet.

Joe

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Re: [Flightgear-devel] Local Weather 1.4

2011-12-29 Thread thorsten . i . renk
 At view distances  100 km it becomes more and more apparent that the
 flightgear scenery is flat and not a sphere, doesn't it?

 I think a realistic horizon is impossible as long as scenery/world is
 a disc.

What's more important from high altitude is what happens beyond view
distance where no terrain is loaded. What you see then is the skydome, and
the skydome shader for instance knows about the Earth radius and gives you
(approximately) the right behaviour. A postcard from 85.000 ft is here:

http://www.flightgear.org/wp-content/uploads/2011/09/fgfs-blackbird05.jpg

(this is still from some early work where I didn't have the terrain haze
shader yet - by now the seam between skydome and terrain is completely
gone. I would redo these pictures except... I can't draw clouds to more
than 20 km, and from 85.000 ft that means clouds aren't drawn at all
because you are more than 20 km above them)

 This applies even to low altitudes. In reality you can see that
 the clouds wrap our planet.

They do - Stuart spent a lot of time reacting to my complaints that clouds
were placed in a flat layer initially :-) It's difficult to spot the
curvature though, I can't (even conceptually) draw clouds to 140 km
without changing the code in a major way.

* Thorsten


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Re: [Flightgear-devel] Local Weather 1.4

2011-12-29 Thread Curtis Olson
On Thu, Dec 29, 2011 at 8:44 AM,wrote:

 I must have missed the implementation of this capability totally. I
 assumed a comparatively small cut-out of the ellipsoid was projected on
 a plane/disc.

 But, hey, thats great news to me! Thanks for clarification!


Each tile is a square shape, and when you push the visibility out far, it's
possible to see the square edges of the tiles -- especially against the sky
dome if it's not blended together properly.  Then also there is a far clip
plane that can also be seen in extremely high vis scenarios -- so it's
really hard to see the earth curvature in flightgear, but you see the side
effects of everything being in the right place relative to each other with
proper headings and directions and intersections for everything.

Curt.
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Re: [Flightgear-devel] Local Weather 1.4

2011-12-29 Thread thorsten . i . renk
 We should agree on a common place to publish actual surface wind (for
 one or many given locations?) in the property tree. /environment/config
 is definitely not the best place to use but due to historical reasons,
 many objects rely on these properties (windsock, chimneys/smoke, many
 more). Someday, we also might want to have winds aloft data for one to
 many locations and altitudes, so it might be worth to think

It's actually surprisingly intricate. For instance, Local Weather allows
for boundary layer gusty winds. For some problems (the wave pattern) you'd
like to have the base (mean) wind at the surface, for others (windsock)
rather the actual wind that the aircraft is feeling.

I am now internally storing the interpolated wind (wind at aircraft
location and altitude based on all available 3d interpolation points), the
current wind (interpolated wind after local boundary layer correction and
gust effects), the interpolated surface wind at current location and the
current surface wind at current location.

May I suggest a subfolder /environment/surface (and possible subfolders
/environment/location[i] in case a location other than aircraft position
is needed?

/environment/surface/ could then contain

surface-base-wind-speed-kt
surface-base-wind-direction-deg
surface-actual-wind-speed-kt (for gusts)
surface-actual-wind-direction-deg (for variable winds)

In addition we could maybe use

effective-cloud-coverage-octas (how much is covered by the sum of all
relavant layers)
wetness-flag (boolean - in case we want to use wetness-dependent textures)
snow-level-ft
...? What would shader people like to use?

 I hope we find a way to integrate global weather and local weather
 into just weather one day which provides the full range, from simple
 2d-layered clouds without shaders to the full-sized weather model in
 just one system. Hopefully not with a plain Nasal implementation, but by
 using existing and new FlightGear systems and Nasal.

I wouldn't have any problems with that. It's just difficult for me to
imagine how it would look like, as the philosophy is rather different.
Although the boundaries become more and more blurry since now both systems
refer to the same set of cloud textures and to the same rendering system.
If anyone has a vision how the finished product should look like, please
let me know :-)

By the way, Torsten, could you clarify the status of

--prop:/environment/terrain/area[0]/enabled=1

to start the terrainsampler in 2.6 - will this be needed at startup (i.e.
should I re-activate the check at startup if this is on), or will the
sampler be available automatically, i.e. can I assume that the system will
be available?

* Thorsten


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Re: [Flightgear-devel] Local Weather 1.4

2011-12-28 Thread Stuart Buchanan
On Wed, Dec 28, 2011 at 3:04 PM,  thorsten.i.renk wrote:

 Local Weather is now (almost) in the shape I would like to see in the
 release, and I've worked quite a bit through the list of issues:

Great!

 4) Clouds now appear to be loaded in discrete lumps when they come into
 visual range rather than gradually be faded in via transparency which
 looks a bit ugly from high altitude - Stuart, is this intentional and a
 performance-related issue? I have verified that the corresponding tile is
 already loaded, so it's not something my part of the system does.

 With GIT pulled just before Xmas, I still see a hard-coded limit of ~20 km
 cloud visibility range which makes impossible for me to test layers
 appearance from above properly. This is very annoying, I hope the
 underlying problem is identified and fixed soon.

The LoD is currently hardcoded to 20km, so if visibility  20km, it kicks in
before the transparency effect.

I have a good fix that takes into account the current visibility as part of
 the Impostors work, but that won't be available until after the release.

In the meantime, I can increase the LoD range to (say) 40km. However,
there will probably be some performance penalty.

What's the maximum visibility that the Local Weather package uses?

-Stuart

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Re: [Flightgear-devel] Local Weather 1.4

2011-12-28 Thread Torsten Dreyer
Am 28.12.2011 16:04, schrieb thorsten.i.r...@jyu.fi:
 8) Local Weather has no precipitation rendering. This is due to the fact
 that the system uses its own layer altitude definition and a 3d
 definition
 ..
 Still to be fixed. I tried a workaround using negative cloud altitudes
 with respect to a very high layer, but Stuart's system doesn't accept
 that, so I really can't fix this myself.
That should be easy to do - I'll have a look after the release if nobody 
is faster.

 9) Water shader (very impressive!!!) doesn't react to wind/overcast in
 ..
 The current implementation works by writing into the Global Weather config
 which does the trick. Let me know as soon as a different interface is in
 place and I'll change the code accordingly.
We should agree on a common place to publish actual surface wind (for 
one or many given locations?) in the property tree. /environment/config 
is definitely not the best place to use but due to historical reasons, 
many objects rely on these properties (windsock, chimneys/smoke, many 
more). Someday, we also might want to have winds aloft data for one to 
many locations and altitudes, so it might be worth to think about a good 
concept for that (but also, after the release ;-)
 Recent version of Local Weather (still lacks updated documentation),
 please test:

13215 lines of Nasal code. Wow, this is probably our all-time record for 
a Nasal based system ;-)

I hope we find a way to integrate global weather and local weather 
into just weather one day which provides the full range, from simple 
2d-layered clouds without shaders to the full-sized weather model in 
just one system. Hopefully not with a plain Nasal implementation, but by 
using existing and new FlightGear systems and Nasal.

Together with fred's shadows, this should be a good reason for a version 
number of 3.0.0!

Voi hyvin

Torsten

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