Re: [Flightgear-devel] Tree issues

2013-05-20 Thread Vivian Meazza
Stuart

 Sent: 19 May 2013 21:42
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Tree issues
 
 On Thu, May 16, 2013 at 11:02 PM, Vivian Meazza wrote:
  I'm going to have one more attempt to fix the black hat in a square
  texture
  before looking into reducing the number of variations.
 
  Yup, works nicely here, there's definitely an improvement. I've also
  modified the predicates for techniques 4 and 9 take that into account
 
  I've also fixed the black hat by increasing the bleed margins in
  treebin.cxx a tad:
 
  t-push_back(Vec2(variety + 1.0f, 0.234f));
  t-push_back(Vec2(variety, 0.234f));
 
  I'm using the old square texture - that would need adjusting because
  those margins clip the top of the higher trees.
 
  All looking really good here now.
 
 Thanks for the pointer.  I've committed a change using the reduced UV
 coordinates, converted all the tree textures back to squares and ensured
 they have an appropriate spacing at the top.
 

That all looks very good here. No artefacts that I can see, no clipped
trees.  Job done for now, I would say.

Well Done

Vivian 



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Re: [Flightgear-devel] Tree issues

2013-05-19 Thread Stuart Buchanan
On Thu, May 16, 2013 at 11:02 PM, Vivian Meazza wrote:
 I'm going to have one more attempt to fix the black hat in a square
 texture
 before looking into reducing the number of variations.

 Yup, works nicely here, there's definitely an improvement. I've also
 modified the predicates for techniques 4 and 9 take that into account

 I've also fixed the black hat by increasing the bleed margins in treebin.cxx
 a tad:

 t-push_back(Vec2(variety + 1.0f, 0.234f));
 t-push_back(Vec2(variety, 0.234f));

 I'm using the old square texture - that would need adjusting because those
 margins clip the top of the higher trees.

 All looking really good here now.

Thanks for the pointer.  I've committed a change using the reduced UV
coordinates, converted all the tree textures back to squares and ensured
they have an appropriate spacing at the top.

-Stuart

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Re: [Flightgear-devel] Tree issues

2013-05-16 Thread Vivian Meazza
Stuart

 Sent: 14 May 2013 09:34
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Tree issues
 
 Hi Vivian,
 
 On Sat, May 11, 2013 at 9:57 AM, Vivian Meazza wrote:
   That works - the hat artefact is gone. If I look very carefully I can
  see a vertical artefact emanating from the centre top of some trees.
 
  I hadn't realised that the high res texture was going to be quite so
big.
  Texture sizes  4096 px are not so well supported.
 
  I wonder if you wouldn't be better disabling mipmapping for trees - it
  seems to be the source of all the problems? In particular, the
  different grazing angle on the crossing panels means that different
 mipmaps will be used.
 
 I can't disable mipmapping AFAIK, but I spent some time looking at the
 effects source code and found an undocumented (well, not in
 README.effects) option to control how the mipmaps are generated for each
 of the RGB and alpha
 channels.*
 
 So, it would appear that I can generate a mipmap where the alpha value is
 taken as the minimum of the surrounding pixels while the RGB values are
 created normally.
 
 I need to experiment some more with it later in the week, but I may have
 found a way to use a more square texture without artifacts.  It should
also
 resolve the artifact you mention above.
 
 In passing I noticed that both your and some of Thorsten's screenshots
show
 a nasty black outline around some of the trees.  I don't see that myself
 except, but I've also got a fix for that issue.  As mentioned on the
forum, the
 problem is that the completely transparent pixels have an RGB value of
0,0,0,
 so mipmaps and interpolations cause this to bleed into the surrounding
 edges.

I'm rather surprised that you can't see the black outline around the trees.
It's around all of them, but is more or less visible according to the range
and angle of incidence. It is also the cause of the spike arising from the
centre of the trees.

The proximate cause of the black outline is
alpha-to-coveragetrue/alpha-to-coverage. Commenting out techniques 4 and
9 in the tree effect removes all black artefacts. While alpha-to-coverage is
intended for dense foliage or grass, I'm not sure that it is appropriate for
our trees as presently drawn and textured. I think you are right to try to
go back to the square texture. I hope that you can find a fix for this - I
know how difficult it is to fix a bug that you can't yourself see. In the
meantime should we consider reverting to the previous scheme in fgdata while
you come up with a fix? Here. I've adjusted the bleed margins and commented
out the relevant techniques, which produces nice trees.

HTH

Vivian



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Re: [Flightgear-devel] Tree issues

2013-05-16 Thread Stuart Buchanan
On Thu, May 16, 2013 at 8:58 AM, Vivian Meazza wrote:
 I'm rather surprised that you can't see the black outline around the trees.
 It's around all of them, but is more or less visible according to the range
 and angle of incidence. It is also the cause of the spike arising from the
 centre of the trees.

 The proximate cause of the black outline is
 alpha-to-coveragetrue/alpha-to-coverage. Commenting out techniques 4 and
 9 in the tree effect removes all black artefacts.

There's a bug in the predicate for technique 4.  It should only be enabled if
you have ARB_multisample, but is incorrectly being enabled if you have
shader language 2.  I've got a fix for this that I've still to push.
However, I think this issue
predates my recent tree changes, though they may have exacerbated
them.  Were you
seeing black borders around the trees before I started messing around
with them recently?

My system supports ARB_multisample, and IMO it provides quite a good effect at
normal tree viewing distances.  I'm slightly surprised that Thorsten's
new system doesn't
support this, as evidenced from his screenshots.

Interestingly, when I disable technique 4, I start seeing the black
outlines. Evidently there
some very GPU-specific things going on here.  On the plus side, I can
at least reproduce
the issue!

I _do_ have a good fix for the black outlines in general, and I've
modified the current
textures to use it.  I just need to push it - hopefully tonight.

 While alpha-to-coverage is
 intended for dense foliage or grass, I'm not sure that it is appropriate for
 our trees as presently drawn and textured. I think you are right to try to
 go back to the square texture. I hope that you can find a fix for this -

Unfortunately modifying the mipmap didn't help.  Partially disabling mipmaps
by setting nearest meant that trees in the medium-far distance look
very pixelated and
artificial, and I've been unable to get the mipmap alpha channel to work.

 know how difficult it is to fix a bug that you can't yourself see. In the
 meantime should we consider reverting to the previous scheme in fgdata while
 you come up with a fix? Here. I've adjusted the bleed margins and commented
 out the relevant techniques, which produces nice trees.

Let me check in the stuff I've done so far once I run a couple more
tests this evening.
That should fix the issues you are seeing.

However, that still leaves us with very long, thin, textures as I
can't see a way to go
back to the square textures without causing the black hats.

If we want to stay within a total texture size of 4096, the long, thin
texture limits us to
a maximum individual tree texture of 128x256, as there are now 32
textures in a typical
sheet (8 trees, each in summer, summer+snow, winter, winter+snow variants).

I think that a 128x256 texture for an individual tree isn't quite
enough.  While we don't need
to go bird-spotting, it's not unreasonable to expect the tree to look
good if it fills the screen.

So, I think we have the following options:

1) Forget the whole thing.  Revert back to the previous model of
having one texture
for summer and one for winter, no support for snow-covered trees.  I'd
still commit
changes to fix the black outlines and technique=4, so the effort won't
have been completely
wasted. With a 4096 texture sheet limit we'd be able to have 512x1024
individual trees.

2) Support dynamic changing of snow-cover on trees, but not season
changes.  This means
that to see a winter deciduous tree one would need to change the
season and reload the scenery,
loading in the winter material definitions which would include both
the tree texture and general
ground textures.  Thorsten R. - what are your plans for ALS support
for winter?  I
think you currently use the summer materials, correct?  This would
allow 256x512 individual trees.

3) Support dynamic changes of season, but have no support for
snow-cover on trees in the texture
itself.  This is my probably my preferred option. While having
snow-covered trees is nice, the
actual circumstances when it occurs are fairly minimal as the snow is
blown off the trees by the wind.
This would allow 256x512 individual trees.

4) Accept the limitation of 128x256 individual tree textures.

Let me know what you think.

-Stuart

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Re: [Flightgear-devel] Tree issues

2013-05-16 Thread Renk Thorsten

Hi Stuart,

sorry for the silence from my side, I haven't been able to start FG up for the 
last week or so, I am a bit swamped in work and family issues at the moment...

 I'm slightly surprised that Thorsten's
 new system doesn't
 support this, as evidenced from his screenshots.

glxinfo claims that it does - I get several instances of GL_ARB_multisample or 
GLX_ARB_multisample shown in the resulting  list (at least under Linux, maybe 
it's a bug in the Windows driver of the card only??? - I'll check next time I 
boot up Windows).

 1) Forget the whole thing.  Revert back to the previous model of
 having one texture
 for summer and one for winter, no support for snow-covered trees.  I'd
 still commit
 changes to fix the black outlines and technique=4, so the effort won't
 have been completely
 wasted. With a 4096 texture sheet limit we'd be able to have 512x1024
 individual trees.

What about 1a) - reverting back to the previous model at low quality, but 
introduce a composite tree model (where bare tree and foliage and snow are 
separately read and rendered on top of each other) at high quality setting? I 
have yet to test how bad a second texture call is in the tree fragment shader, 
but if it works we could have the pre-selected season model (winter and summer) 
for the slower systems and a completely dynamical shader-generated season model 
for the faster systems.

This would allow to color leaves in fall, and even partially shed foliage in 
late fall. And have 512x1024 maximal tree size which is really quite generous.


 2) Support dynamic changing of snow-cover on trees, but not season
 changes.  This means
 that to see a winter deciduous tree one would need to change the
 season and reload the scenery,
 loading in the winter material definitions which would include both
 the tree texture and general
 ground textures.  Thorsten R. - what are your plans for ALS support
 for winter?  I
 think you currently use the summer materials, correct?  This would
 allow 256x512 individual trees.

ALS doesn't _depend_ in any sense on what materials definition you use, it runs 
fine with dds textures last time I've checked. Only the procedural terrain 
definitions reside in the summer definitions, but imo it wouldn't make too much 
sense to have them in the winter materials as well, because the terrain is 
snow-covered anyway, so it doesn't really matter so much what procedural 
details you generate because you wouldn't seem them.

2) obviously doesn't mesh with any continuous season model for the terrain or 
the idea of snow as a shader effect.



 3) Support dynamic changes of season, but have no support for
 snow-cover on trees in the texture
 itself.  This is my probably my preferred option. While having
 snow-covered trees is nice, the
 actual circumstances when it occurs are fairly minimal as the snow is
 blown off the trees by the wind.
 This would allow 256x512 individual trees.


I woud prefer this over 2), if only for the simple reason that it's no issue at 
all to add some white color sprinkles to the tree textures procedurally - snow 
is, after all, a pretty simple texture, white does the job remarkably well :-)

 4) Accept the limitation of 128x256 individual tree textures.

I'm not too happy about that limitation - I would prefer to have a novel scheme 
which is an investment into the future and which can easily be adapted to yet 
more powerful graphics cards 5 years from now.

Hope that helps.

* Thorsten
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Re: [Flightgear-devel] Tree issues

2013-05-16 Thread Stuart Buchanan
On Thu, May 16, 2013 at 10:28 AM, Renk Thorsten wrote:
 I'm slightly surprised that Thorsten's
 new system doesn't
 support this, as evidenced from his screenshots.

 glxinfo claims that it does - I get several instances of GL_ARB_multisample 
 or GLX_ARB_multisample shown in the resulting  list (at least under Linux, 
 maybe it's a bug in the Windows driver of the card only??? - I'll check next 
 time I
boot up Windows).

Someone pointed out to me off-list that there are other control
properties for multisampling, which I had set in my .fgfsrc file and
had forgotten about completely.  I've updated the effects file to
check for these.

I'd highly recommend setting them as I think they improve the visuals
on the vegetation significantly:

/sim/rendering/multi-sample-buffers=true
/sim/rendering/multi-samples=2

I've just checked in something that should fix both issues, along with
.xcf source files for the existing trees that shows how they should be
created, and a little perl script to generate .dds and low resolution
.pngs from a source .png file.

I'm going to have one more attempt to fix the black hat in a square
texture before looking into reducing the number of variations.

-Stuart

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Re: [Flightgear-devel] Tree issues

2013-05-16 Thread Vivian Meazza
: Stuart

 Sent: 16 May 2013 22:46
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Tree issues
 
 On Thu, May 16, 2013 at 10:28 AM, Renk Thorsten wrote:
  I'm slightly surprised that Thorsten's new system doesn't support
  this, as evidenced from his screenshots.
 
  glxinfo claims that it does - I get several instances of
  GL_ARB_multisample or GLX_ARB_multisample shown in the resulting  list
  (at least under Linux, maybe it's a bug in the Windows driver of the
  card only??? - I'll check next time I
 boot up Windows).
 
 Someone pointed out to me off-list that there are other control properties
 for multisampling, which I had set in my .fgfsrc file and had forgotten
about
 completely.  I've updated the effects file to check for these.
 
 I'd highly recommend setting them as I think they improve the visuals on
the
 vegetation significantly:
 
 /sim/rendering/multi-sample-buffers=true
 /sim/rendering/multi-samples=2
 
 I've just checked in something that should fix both issues, along with
.xcf
 source files for the existing trees that shows how they should be created,
 and a little perl script to generate .dds and low resolution .pngs from a
source
 .png file.
 
 I'm going to have one more attempt to fix the black hat in a square
texture
 before looking into reducing the number of variations.

Yup, works nicely here, there's definitely an improvement. I've also
modified the predicates for techniques 4 and 9 take that into account

I've also fixed the black hat by increasing the bleed margins in treebin.cxx
a tad:

t-push_back(Vec2(variety + 1.0f, 0.234f));
t-push_back(Vec2(variety, 0.234f));

I'm using the old square texture - that would need adjusting because those
margins clip the top of the higher trees.

All looking really good here now.

Vivian





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Re: [Flightgear-devel] Tree issues

2013-05-14 Thread Stuart Buchanan
Hi Vivian,

On Sat, May 11, 2013 at 9:57 AM, Vivian Meazza wrote:
  That works - the hat artefact is gone. If I look very carefully I can see a
 vertical artefact emanating from the centre top of some trees.

 I hadn't realised that the high res texture was going to be quite so big.
 Texture sizes  4096 px are not so well supported.

 I wonder if you wouldn't be better disabling mipmapping for trees - it seems
 to be the source of all the problems? In particular, the different grazing
 angle on the crossing panels means that different mipmaps will be used.

I can't disable mipmapping AFAIK, but I spent some time looking at the effects
source code and found an undocumented (well, not in README.effects) option
to control how the mipmaps are generated for each of the RGB and alpha
channels.*

So, it would appear that I can generate a mipmap where the alpha value is taken
as the minimum of the surrounding pixels while the RGB values are
created normally.

I need to experiment some more with it later in the week, but I may have found a
way to use a more square texture without artifacts.  It should also
resolve the artifact
you mention above.

In passing I noticed that both your and some of Thorsten's screenshots
show a nasty
black outline around some of the trees.  I don't see that myself except,
but I've also got a fix for that issue.  As mentioned on the forum,
the problem is that the
completely transparent pixels have an RGB value of 0,0,0, so mipmaps
and interpolations
cause this to bleed into the surrounding edges.

-Stuart

* Kudos to Tim Moore for exposing this - who would have thought we
could control how
the mipmap of a texture is generated on a per-channel basis through XML? :)

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Re: [Flightgear-devel] Tree issues

2013-05-11 Thread Vivian Meazza
Stuart

 -Original Message-
 From: Vivian Meazza [mailto:vivian.mea...@lineone.net]
 Sent: 10 May 2013 22:50
 To: 'FlightGear developers discussions'
 Subject: Re: [Flightgear-devel] Tree issues
 
  Stuart
 
  Sent: 10 May 2013 20:10
  To: FlightGear developers discussions
  Subject: Re: [Flightgear-devel] Tree issues
 
  On Thu, May 2, 2013 at 8:48 AM, Vivian Meazza wrote:
   I can still see that hat on middle distance trees. The effect
   might be less though - hard to judge. It is certainly no worse.
  
   I think it would be worth trying to spread the images out on the
   texture so that you avoid bleed. I'm pretty sure that is what I'm
 seeing
  here.
 
  OK, I've pushed a new fix for this that goes back to the old approach
  of having all textures in a strip, and using clamping to avoid bleeding.
 
  You'll need a new simgear and data pull.
 
 
 OK trying that
 

 That works - the hat artefact is gone. If I look very carefully I can see a
vertical artefact emanating from the centre top of some trees. 

I hadn't realised that the high res texture was going to be quite so big.
Texture sizes  4096 px are not so well supported.

I wonder if you wouldn't be better disabling mipmapping for trees - it seems
to be the source of all the problems? In particular, the different grazing
angle on the crossing panels means that different mipmaps will be used.

Vivian 



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Re: [Flightgear-devel] Tree issues

2013-05-10 Thread Stuart Buchanan
On Thu, May 2, 2013 at 8:48 AM, Vivian Meazza wrote:
 I can still see that hat on middle distance trees. The effect might be
 less though - hard to judge. It is certainly no worse.

 I think it would be worth trying to spread the images out on the texture so
 that you avoid bleed. I'm pretty sure that is what I'm seeing here.

OK, I've pushed a new fix for this that goes back to the old approach of having
all textures in a strip, and using clamping to avoid bleeding.

You'll need a new simgear and data pull.

-Stuart

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Re: [Flightgear-devel] Tree issues

2013-05-10 Thread Vivian Meazza
 Stuart

 Sent: 10 May 2013 20:10
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Tree issues
 
 On Thu, May 2, 2013 at 8:48 AM, Vivian Meazza wrote:
  I can still see that hat on middle distance trees. The effect might
  be less though - hard to judge. It is certainly no worse.
 
  I think it would be worth trying to spread the images out on the
  texture so that you avoid bleed. I'm pretty sure that is what I'm
seeing
 here.
 
 OK, I've pushed a new fix for this that goes back to the old approach of
 having all textures in a strip, and using clamping to avoid bleeding.
 
 You'll need a new simgear and data pull.
 

OK trying that

Vivian



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Re: [Flightgear-devel] Tree issues

2013-05-03 Thread Vivian Meazza
Stuart,

 Sent: 01 May 2013 22:09
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Tree issues
 
 On Thu, Apr 25, 2013 at 11:50 PM, Vivian Meazza wrote:
  I'm using a very recent pull of fgdata with no local mods. The hat
effect
  shows up from low angles in all material modes - regional/global/dds.
  It's most apparent at EGMH, but can also be seen at KSFO. At higher
  angles or if I zoom in it disappears from the closer trees - but, like
  you, I can still see it at longer ranges. The angle/range effect would
  suggest that it's a mipmap thing - perhaps try a bit more space around
the
 trees in the texture?
 
 I've just pushed a fix to simgear that reduces the height of the UV
mapping
 by 0.004.
 Please let me know if this fixes the problem.  I expect that some trees
will
 have been slightly trimmed by this.  I'll go through the textures and
correct
 them once you and Thorsten confirm the issue is fixed.
 

I part-solved the screenshot issue. Here's a pic of the hats on the middle
distance trees: 

https://dl.dropboxusercontent.com/u/57645542/fgfs-screen-015.png


You have to be really eagle-eyed to spot them, if you change the viewing
angle or zoom in they disappear.

Vivian



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Re: [Flightgear-devel] Tree issues

2013-05-03 Thread Alan Teeder
-Original Message- 
From: Vivian Meazza


I part-solved the screenshot issue. Here's a pic of the hats on the middle
distance trees:

https://dl.dropboxusercontent.com/u/57645542/fgfs-screen-015.png


You have to be really eagle-eyed to spot them, if you change the viewing
angle or zoom in they disappear.

Vivian


They look like stork nests to me. ;-)  Now all is that is needed are some 
storks and their chicks. 


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Re: [Flightgear-devel] Tree issues

2013-05-03 Thread Vivian Meazza
Alan

 Sent: 03 May 2013 20:50
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Tree issues
 
 -Original Message-
 From: Vivian Meazza
 
 
 I part-solved the screenshot issue. Here's a pic of the hats on the
middle
 distance trees:
 
 https://dl.dropboxusercontent.com/u/57645542/fgfs-screen-015.png
 
 
 You have to be really eagle-eyed to spot them, if you change the viewing
 angle or zoom in they disappear.
 
 Vivian
 
 
 They look like stork nests to me. ;-)  Now all is that is needed are some
 storks and their chicks.
 

I suppose you will want regional variations to match the stork populations?

Ever noticed the bloody great gulls we have winging around the scenery?

Well - I suppose it would be doable ...

Vivian 



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Re: [Flightgear-devel] Tree issues

2013-05-03 Thread Alan Teeder


 They look like stork nests to me. ;-)  Now all is that is needed are some
 storks and their chicks.


I suppose you will want regional variations to match the stork populations?

Ever noticed the bloody great gulls we have winging around the scenery?

Well - I suppose it would be doable ...

Vivian
-


I thought that  the storks and gulls were part of the scheme to mark 
thermals for glider pilots. How did they get into the tree texture code?

Alan 


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Re: [Flightgear-devel] Tree issues

2013-05-03 Thread Vivian Meazza
Alan

 Sent: 03 May 2013 22:38
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Tree issues
 
 
 
  They look like stork nests to me. ;-)  Now all is that is needed are
  some storks and their chicks.
 
 
 I suppose you will want regional variations to match the stork
populations?
 
 Ever noticed the bloody great gulls we have winging around the scenery?
 
 Well - I suppose it would be doable ...
 
 Vivian
 -
 
 
 I thought that  the storks and gulls were part of the scheme to mark
thermals
 for glider pilots. How did they get into the tree texture code?
 

Birds live in trees - simples.

Vivian



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Re: [Flightgear-devel] Tree issues

2013-05-02 Thread Vivian Meazza
Stuart

 -Original Message-
 From: Vivian Meazza [mailto:vivian.mea...@lineone.net]
 Sent: 01 May 2013 23:39
 To: 'FlightGear developers discussions'
 Subject: Re: [Flightgear-devel] Tree issues
 
 : Stuart
 
  Sent: 01 May 2013 22:09
  To: FlightGear developers discussions
  Subject: Re: [Flightgear-devel] Tree issues
 
  On Thu, Apr 25, 2013 at 11:50 PM, Vivian Meazza wrote:
   I'm using a very recent pull of fgdata with no local mods. The hat
 effect
   shows up from low angles in all material modes - regional/global/dds.
   It's most apparent at EGMH, but can also be seen at KSFO. At higher
   angles or if I zoom in it disappears from the closer trees - but,
   like you, I can still see it at longer ranges. The angle/range
   effect would suggest that it's a mipmap thing - perhaps try a bit
   more space around
 the
  trees in the texture?
 
  I've just pushed a fix to simgear that reduces the height of the UV
 mapping
  by 0.004.
  Please let me know if this fixes the problem.  I expect that some
  trees
 will
  have been slightly trimmed by this.  I'll go through the textures
  and
 correct
  them once you and Thorsten confirm the issue is fixed.
 
 Trying that.
 

I can still see that hat on middle distance trees. The effect might be
less though - hard to judge. It is certainly no worse.

I think it would be worth trying to spread the images out on the texture so
that you avoid bleed. I'm pretty sure that is what I'm seeing here.

I would send a screenshot - but that's still stuck here trying to write to
the wrong place.

Vivian

Vivian



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Re: [Flightgear-devel] Tree issues

2013-05-01 Thread Stuart Buchanan
On Thu, Apr 25, 2013 at 11:50 PM, Vivian Meazza wrote:
 I'm using a very recent pull of fgdata with no local mods. The hat effect
 shows up from low angles in all material modes - regional/global/dds. It's
 most apparent at EGMH, but can also be seen at KSFO. At higher angles or if
 I zoom in it disappears from the closer trees - but, like you, I can still
 see it at longer ranges. The angle/range effect would suggest that it's a
 mipmap thing - perhaps try a bit more space around the trees in the texture?

I've just pushed a fix to simgear that reduces the height of the UV
mapping by 0.004.
Please let me know if this fixes the problem.  I expect that some
trees will have been
slightly trimmed by this.  I'll go through the textures and correct
them once you and
Thorsten confirm the issue is fixed.

Thanks for your patience.

-Stuart

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Re: [Flightgear-devel] Tree issues

2013-05-01 Thread Vivian Meazza
: Stuart

 Sent: 01 May 2013 22:09
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Tree issues
 
 On Thu, Apr 25, 2013 at 11:50 PM, Vivian Meazza wrote:
  I'm using a very recent pull of fgdata with no local mods. The hat
effect
  shows up from low angles in all material modes - regional/global/dds.
  It's most apparent at EGMH, but can also be seen at KSFO. At higher
  angles or if I zoom in it disappears from the closer trees - but, like
  you, I can still see it at longer ranges. The angle/range effect would
  suggest that it's a mipmap thing - perhaps try a bit more space around
the
 trees in the texture?
 
 I've just pushed a fix to simgear that reduces the height of the UV
mapping
 by 0.004.
 Please let me know if this fixes the problem.  I expect that some trees
will
 have been slightly trimmed by this.  I'll go through the textures and
correct
 them once you and Thorsten confirm the issue is fixed.
 
Trying that.

Vivian 



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Re: [Flightgear-devel] Tree issues

2013-04-29 Thread Renk Thorsten

 However, one reason I didn't spend more time on it was that it didn't
 seem particularly useful from a sim perspective.  If found that to see
 the effect at reason (30kt) winds you either need to be sitting on
 the ground or at quite low altitude when your attention is elsewhere.

I think you would see it quite well with a glider when ridge-riding - you're 
moving comparatively slow, you're close to the ground and there is strong wind. 
Also, helicopter pilots would probably appreciate good terrain close-up scenes 
in general - nowadays I quite often take a heli to some mountaintop and back to 
the airports, just because it's so nice to explore the terrain.

In a more general sense, I find it an interesting avenue to make FG more 
interesting for a user community outside flight as well. For instance:

Here

http://www.flightgear.org/forums/viewtopic.php?f=19t=19626

is someone using Unity3D to walk through hires terrain with the skybox showing 
FG-rendered terrain and weather to the horizon. What if this were directly 
running in FG (the terrain resolution we can get is quite competitive) - so 
maybe we could eventually have a mode of a walker going out of the aircraft and 
exploring the terrain a bit. Whenever I land in L'Alpe d'Huez, I would like to 
go and have a virtual cup of coffee before heading back... One could start in a 
briefing room in the carrier and walk to the aircraft... You name it.


Here is Chris driving through virtual Innsbruck with a car:

http://www.flightgear.org/forums/viewtopic.php?f=19t=19294start=60#p182039

apparently it's now good enough that this starts getting exciting in its own 
right. Do we perhaps get more of this?

Just to be able to deliver an interesting scene from the ground might open FG 
up a bit more along these lines, and maybe draw some modellers in which 
contribute to the scene.

Then there is the marketing argument - seeing the wind move trees and grass is 
cool - and we get often compared to e.g. Outerra in terms of scenes, so why not 
counter with some cool effects of our own? Reads well on a 'new features' list 
of 3.0...

In practical terms, as you indicated, wind motion isn't excessively expensive - 
usually it's down to a few trigonometric function and some basic arithmetics, 
all of which runs very fast as compared to, say, getting a single noise 
frequency or computing an environment-map reflection. So while it's not 
immediately relevant for flight, I still think it has some reasonable gain for 
pain ratio, especially since we can implement it optional by checkbox.

 However bear in mind that the same
 constants would be used for both oaks and conifers, which I'd expect
 to move different amounts.

You're right - same with the motion of grass and shrub...  It's quite hard to 
come up with closeup motion that looks well on both corn and in the desert. We 
could pass stiffness constants as uniforms if we really like, but I think this 
would be over the top...

* Thorsten
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Re: [Flightgear-devel] Tree issues

2013-04-26 Thread Renk Thorsten

Hi Stuart,


this tree movement code is wonderful - how could you possibly not implement 
this? 

I've been looking out of the window, timing the movement of trees in our 
forest, and I think the time constant should rather be 1.7-2.0 and the 
amplitude about 2.5 times as large - all of which makes it more pronounced. 
Then I cooked myself a nice tropical storm and went in low level in rain over 
treetops - very very nice.

I think I'll be putting this in at high quality and see if I can't get some 
wind movement of the hires noise to match the impression...



   // [top vert only] [time dependent movement]
   [seed so trees close together move together]
   position.x = position.x + position.z * (sin(osg_SimulationTime * 0.7
 + (gl_Color.x + gl_Color.y + gl_Color.z) * 0.01) + 1.0) * 0.001 *
 WindN;
   position.y = position.y + position.z * (sin(osg_SimulationTime * 0.7
 + (gl_Color.x + gl_Color.y + gl_Color.z) * 0.01) + 1.0) * 0.001 *
 WindE;


 Any other ideas would be most welcome, as at the moment I'm a bit
 stumped as to how to fix this.
 
Since I see it reliably, I could have a try how I can make it go away - I think 
I understand how the tree shader works well enough...


* Thorsten
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Re: [Flightgear-devel] Tree issues

2013-04-26 Thread Stuart Buchanan
On Fri, Apr 26, 2013 at 7:28 AM, Renk Thorsten wrote:
 this tree movement code is wonderful - how could you possibly not implement 
 this?

Glad you like it.

It got stuck under a bunch of other stuff and forgotten about more
than anything else.

However, one reason I didn't spend more time on it was that it didn't
seem particularly useful from a sim perspective.  If found that to see
the effect at reason (30kt) winds you either need to be sitting on
the ground or at quite low altitude when your attention is elsewhere.

Also, the only time I recall seeing trees moving when flying myself
was during a circuit to land at the end of a cross-country flight when
the wind had picked up a lot and we wanted to get on the ground ASAP.
On this particular leg I was doing comms/nav so had a bit of time to
look around.  The pilot had the bar in a death-grip and was
concentrating very hard on keeping us right-side up, and I'm pretty
sure he didn't notice any tree movements :)

That said, I'm very happy for this to be added.  it is quite a neat effect.

 I've been looking out of the window, timing the movement of trees in our 
 forest, and I think the time constant should rather be 1.7-2.0 and the 
 amplitude about 2.5 times as large - all of which makes it more pronounced. 
 Then I cooked myself a nice tropical storm and went in low level in rain over 
 treetops - very very nice.

The constants were just guesses based on an evenings work with no
direct observation of reality.  However bear in mind that the same
constants would be used for both oaks and conifers, which I'd expect
to move different amounts.

 I think I'll be putting this in at high quality and see if I can't get some 
 wind movement of the hires noise to match the impression...

I look forward to it.

 Since I see it reliably, I could have a try how I can make it go away - I 
 think I understand how the tree shader works well enough...

Someone contacted me off-list to mention that this is a fairly well
known problem and that shrinking the UV mapping slightly (which I'll
need to do in the C-code) and ensuring a nice transparent border
around all the trees is the normal way to address this.

So, I don't think there's anything you or Vivian need to do here.  I
just need to spend an hour or so adjusting all the textures.  I'll
also write some better documentation on creating tree textures so
scenery modelers can created them right first time.

-Stuart

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Re: [Flightgear-devel] Tree issues

2013-04-26 Thread Vivian Meazza
Curt,

 

There is a proposal to go to higher resolution trees in the near future -
Thomas Albrecht has said he will be working on that in the coming year:

 

http://www.flightgear.org/forums/viewtopic.php?f=5
http://www.flightgear.org/forums/viewtopic.php?f=5t=19265start=15#p179241
 t=19265start=15#p179241 

 

It might be opportune to rationalise our tree texture structures to take
that into account.

 

Vivian

 

From: Curtis Olson [mailto:curtol...@flightgear.org] 
Sent: 26 April 2013 01:27
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Tree issues

 

Vivian,


Your description makes sense in conjunction with a mipmapping issue.

 

Think about how mipmapping works.  The default mipmap generation algorithm
creates the 1/2 size image by averaging each 2x2 block of pixels in the
higher level down to 1 pixel in the next level.  Then repeat, generating the
1/4 size image from the 1/2 size image.  You can see that at smaller image
sizes, each pixel will draw information from a wide block of pixels out of
the original so there can be a lot of bleeding across.  This also impacts
alpha levels so transparency is another one that doesn't usually mipmap as
you'd expect/wish.

 

Note to people who hadn't noticed this before -- the requirement that
texture sizes be powers of two allows the mipmapping level creating scheme
to be well defined, and if your texture dimensions aren't an even power of
two, they are probably getting scaled to the next size down under the hood
when they are loaded by OSG.

 

I'm not sure what to do about the tree problem though -- it might help to
divide up the internal image into power of 2 chunks, go 4 trees across the
texture rather than 5 (just for example.)  That might split down further
before producing artifacts if we aren't already doing that. (?)

 

I've heard graphics guru's speak of using other algorithms to generate the
mip map levels, or even manually creating them.   In some cases I think you
need to consider this sort of thing even though it's a pain and blows up the
size of the distributed texture if we need to also include the pregenerated
mipmap levels.

 

Curt.

 

On Thu, Apr 25, 2013 at 5:50 PM, Vivian Meazza vivian.mea...@lineone.net
wrote:

Stuart


 On Tue, Apr 23, 2013 at 7:22 AM, Renk Thorsten wrote:
  Definitely looks like it.   Could you provide some further details on
  this please:
  a) Where are you seeing this ?
  b) which materials file (dds ? regions? )
  c) Have you deleted the Textures.high file to use lower resolution
  textures?  The trees in the screenshot look even more blocky than
  normal.
 
  After fresh pull yesterday, I can confirm the issue.
 
  a) Caribbean and French Alps so far
  b) using regional definitions
  c) no - just tried out of the box

 I spent some time last night trying to repro this without much success.
There
 is an issue with the very nice Caribbean texture
 (Textures.high/Trees/tropical-alt.png) which I've got a fix for, but other
than
 that The only time I saw anything like what Vivian and you have reported
is at
 very very long range where I can just make out a hat if I look carefully
 enough.

 This makes me think that this might be something to do with the way that
 our graphics cards are generating the mipmaps.  Do either of you see the
 same issue with dds textures?

 I also went through all the tree textures to check that there weren't
overlaps
 on the boundaries, and in all cases except as noted above, there's at
least a 1
 pixel gap above the top of the UV map.  I could push a speculative fix
setting
 the UV map for trees to a maximum height of 0.24 rather than 0.25 and see
if
 that makes a difference, but it feels very much like a workaround.

 Any other ideas would be most welcome, as at the moment I'm a bit
 stumped as to how to fix this.


I'm using a very recent pull of fgdata with no local mods. The hat effect
shows up from low angles in all material modes - regional/global/dds. It's
most apparent at EGMH, but can also be seen at KSFO. At higher angles or if
I zoom in it disappears from the closer trees - but, like you, I can still
see it at longer ranges. The angle/range effect would suggest that it's a
mipmap thing - perhaps try a bit more space around the trees in the texture?


I would give you some screenshots - but that's broken here.

Vivian







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Re: [Flightgear-devel] Tree issues

2013-04-25 Thread Stuart Buchanan
On Tue, Apr 23, 2013 at 7:22 AM, Renk Thorsten wrote:
 Definitely looks like it.   Could you provide some further details on
 this please:
 a) Where are you seeing this ?
 b) which materials file (dds ? regions? )
 c) Have you deleted the Textures.high file to use lower resolution
 textures?  The
 trees in the screenshot look even more blocky than normal.

 After fresh pull yesterday, I can confirm the issue.

 a) Caribbean and French Alps so far
 b) using regional definitions
 c) no - just tried out of the box

I spent some time last night trying to repro this without much
success.  There is an issue with the very nice Caribbean texture
(Textures.high/Trees/tropical-alt.png) which I've got a fix for, but
other than that The only time I saw anything like what Vivian and you
have reported is at very very long range where I can just make out a
hat if I look carefully enough.

This makes me think that this might be something to do with the way
that our graphics cards are generating the mipmaps.  Do either of you
see the same issue with dds textures?

I also went through all the tree textures to check that there weren't
overlaps on the boundaries, and in all cases except as noted above,
there's at least a 1 pixel gap above the top of the UV map.  I could
push a speculative fix setting the UV map for trees to a maximum
height of 0.24 rather than 0.25 and see if that makes a difference,
but it feels very much like a workaround.

Any other ideas would be most welcome, as at the moment I'm a bit
stumped as to how to fix this.

-Stuart

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Re: [Flightgear-devel] Tree issues

2013-04-25 Thread Curtis Olson
When I've seen the bits of pixels on the very edges of the transparent tree
areas it has sure looked like a texture wrapping issue to me.  This is a
flag you can turn on/off at least at the low level of opengl and I'm sure
OSG would expose this.

Basically the bits at the very top of the tree probably line up nicely with
the bits at the bottom.  You want this when you are tiling textures and
mipmapping together to avoid seeing the seams, but with billboard textures
you probably want to turn this off, and it especially stands out with
transparent textures.

Regards,

Curt.



On Thu, Apr 25, 2013 at 3:29 PM, Stuart Buchanan stuar...@gmail.com wrote:

 On Tue, Apr 23, 2013 at 7:22 AM, Renk Thorsten wrote:
  Definitely looks like it.   Could you provide some further details on
  this please:
  a) Where are you seeing this ?
  b) which materials file (dds ? regions? )
  c) Have you deleted the Textures.high file to use lower resolution
  textures?  The
  trees in the screenshot look even more blocky than normal.
 
  After fresh pull yesterday, I can confirm the issue.
 
  a) Caribbean and French Alps so far
  b) using regional definitions
  c) no - just tried out of the box

 I spent some time last night trying to repro this without much
 success.  There is an issue with the very nice Caribbean texture
 (Textures.high/Trees/tropical-alt.png) which I've got a fix for, but
 other than that The only time I saw anything like what Vivian and you
 have reported is at very very long range where I can just make out a
 hat if I look carefully enough.

 This makes me think that this might be something to do with the way
 that our graphics cards are generating the mipmaps.  Do either of you
 see the same issue with dds textures?

 I also went through all the tree textures to check that there weren't
 overlaps on the boundaries, and in all cases except as noted above,
 there's at least a 1 pixel gap above the top of the UV map.  I could
 push a speculative fix setting the UV map for trees to a maximum
 height of 0.24 rather than 0.25 and see if that makes a difference,
 but it feels very much like a workaround.

 Any other ideas would be most welcome, as at the moment I'm a bit
 stumped as to how to fix this.

 -Stuart


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Re: [Flightgear-devel] Tree issues

2013-04-25 Thread Stuart Buchanan
Hi Curt,

On Thu, Apr 25, 2013 at 9:42 PM, Curtis Olson  wrote:
 When I've seen the bits of pixels on the very edges of the transparent tree
 areas it has sure looked like a texture wrapping issue to me.  This is a
 flag you can turn on/off at least at the low level of opengl and I'm sure
 OSG would expose this.

I think you might be thinking of the UV clamping function?

Unfortunately the UV coordinates are something like

(0,0), (0.128, 0.0), (0.128, 0.25), (0.0, 0.25) and it's that top edge at y=0.25
which is the problem.

-Stuart

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Re: [Flightgear-devel] Tree issues

2013-04-25 Thread Vivian Meazza
Stuart

 On Tue, Apr 23, 2013 at 7:22 AM, Renk Thorsten wrote:
  Definitely looks like it.   Could you provide some further details on
  this please:
  a) Where are you seeing this ?
  b) which materials file (dds ? regions? )
  c) Have you deleted the Textures.high file to use lower resolution
  textures?  The trees in the screenshot look even more blocky than
  normal.
 
  After fresh pull yesterday, I can confirm the issue.
 
  a) Caribbean and French Alps so far
  b) using regional definitions
  c) no - just tried out of the box
 
 I spent some time last night trying to repro this without much success.
There
 is an issue with the very nice Caribbean texture
 (Textures.high/Trees/tropical-alt.png) which I've got a fix for, but other
than
 that The only time I saw anything like what Vivian and you have reported
is at
 very very long range where I can just make out a hat if I look carefully
 enough.
 
 This makes me think that this might be something to do with the way that
 our graphics cards are generating the mipmaps.  Do either of you see the
 same issue with dds textures?
 
 I also went through all the tree textures to check that there weren't
overlaps
 on the boundaries, and in all cases except as noted above, there's at
least a 1
 pixel gap above the top of the UV map.  I could push a speculative fix
setting
 the UV map for trees to a maximum height of 0.24 rather than 0.25 and see
if
 that makes a difference, but it feels very much like a workaround.
 
 Any other ideas would be most welcome, as at the moment I'm a bit
 stumped as to how to fix this.
 

I'm using a very recent pull of fgdata with no local mods. The hat effect
shows up from low angles in all material modes - regional/global/dds. It's
most apparent at EGMH, but can also be seen at KSFO. At higher angles or if
I zoom in it disappears from the closer trees - but, like you, I can still
see it at longer ranges. The angle/range effect would suggest that it's a
mipmap thing - perhaps try a bit more space around the trees in the texture?


I would give you some screenshots - but that's broken here.

Vivian 





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Re: [Flightgear-devel] Tree issues

2013-04-25 Thread Curtis Olson
Vivian,

Your description makes sense in conjunction with a mipmapping issue.

Think about how mipmapping works.  The default mipmap generation algorithm
creates the 1/2 size image by averaging each 2x2 block of pixels in the
higher level down to 1 pixel in the next level.  Then repeat, generating
the 1/4 size image from the 1/2 size image.  You can see that at smaller
image sizes, each pixel will draw information from a wide block of pixels
out of the original so there can be a lot of bleeding across.  This also
impacts alpha levels so transparency is another one that doesn't usually
mipmap as you'd expect/wish.

Note to people who hadn't noticed this before -- the requirement that
texture sizes be powers of two allows the mipmapping level creating scheme
to be well defined, and if your texture dimensions aren't an even power of
two, they are probably getting scaled to the next size down under the hood
when they are loaded by OSG.

I'm not sure what to do about the tree problem though -- it might help to
divide up the internal image into power of 2 chunks, go 4 trees across the
texture rather than 5 (just for example.)  That might split down further
before producing artifacts if we aren't already doing that. (?)

I've heard graphics guru's speak of using other algorithms to generate the
mip map levels, or even manually creating them.   In some cases I think you
need to consider this sort of thing even though it's a pain and blows up
the size of the distributed texture if we need to also include the
pregenerated mipmap levels.

Curt.


On Thu, Apr 25, 2013 at 5:50 PM, Vivian Meazza vivian.mea...@lineone.netwrote:

 Stuart

  On Tue, Apr 23, 2013 at 7:22 AM, Renk Thorsten wrote:
   Definitely looks like it.   Could you provide some further details on
   this please:
   a) Where are you seeing this ?
   b) which materials file (dds ? regions? )
   c) Have you deleted the Textures.high file to use lower resolution
   textures?  The trees in the screenshot look even more blocky than
   normal.
  
   After fresh pull yesterday, I can confirm the issue.
  
   a) Caribbean and French Alps so far
   b) using regional definitions
   c) no - just tried out of the box
 
  I spent some time last night trying to repro this without much success.
 There
  is an issue with the very nice Caribbean texture
  (Textures.high/Trees/tropical-alt.png) which I've got a fix for, but
 other
 than
  that The only time I saw anything like what Vivian and you have reported
 is at
  very very long range where I can just make out a hat if I look
 carefully
  enough.
 
  This makes me think that this might be something to do with the way that
  our graphics cards are generating the mipmaps.  Do either of you see the
  same issue with dds textures?
 
  I also went through all the tree textures to check that there weren't
 overlaps
  on the boundaries, and in all cases except as noted above, there's at
 least a 1
  pixel gap above the top of the UV map.  I could push a speculative fix
 setting
  the UV map for trees to a maximum height of 0.24 rather than 0.25 and see
 if
  that makes a difference, but it feels very much like a workaround.
 
  Any other ideas would be most welcome, as at the moment I'm a bit
  stumped as to how to fix this.
 

 I'm using a very recent pull of fgdata with no local mods. The hat effect
 shows up from low angles in all material modes - regional/global/dds. It's
 most apparent at EGMH, but can also be seen at KSFO. At higher angles or if
 I zoom in it disappears from the closer trees - but, like you, I can still
 see it at longer ranges. The angle/range effect would suggest that it's a
 mipmap thing - perhaps try a bit more space around the trees in the
 texture?


 I would give you some screenshots - but that's broken here.

 Vivian






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Re: [Flightgear-devel] Tree issues

2013-04-24 Thread Stuart Buchanan
On Tue, Apr 23, 2013 at 12:38 PM, Renk Thorsten wrote:
 Oh, do you still have that somewhere? I would love to play with this 
 implemented in an optional  high-quality tree shader - I could probably also 
 add some grass movement by translating the grain texture or the hires noise 
 with time into the wind direction...

Fortunately I still have the vertex shader stashed away, but I've lost
the effect file.

I added additional uniforms to tree.vert:

uniform float osg_SimulationTime, WindE, WindN;

WindE and WindN are almost certainly /environment/wind-from-[east|north]-fps

I think osg_SimulationTime is built in.

The actual code to do the translations is this shear code, placed
between the rotation and placement in the correct location:

// Rotation of the generic quad to specific one for the tree.
  position.xy = vec2(dot(position.xy, vec2(cr, sr)), dot(position.xy,
vec2(-sr, cr)));

  // Shear by wind.  Note that this only applies to the top vertices
  // [top vert only] [time dependent movement]
  [seed so trees close together move together]
  position.x = position.x + position.z * (sin(osg_SimulationTime * 0.7
+ (gl_Color.x + gl_Color.y + gl_Color.z) * 0.01) + 1.0) * 0.001 *
WindN;
  position.y = position.y + position.z * (sin(osg_SimulationTime * 0.7
+ (gl_Color.x + gl_Color.y + gl_Color.z) * 0.01) + 1.0) * 0.001 *
WindE;

  // Move to correct location (stored in gl_Color)
  position = position + gl_Color.xyz;

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Re: [Flightgear-devel] Tree issues

2013-04-23 Thread Stuart Buchanan
On 23 Apr 2013, at 07:22, Renk Thorsten thorsten.i.r...@jyu.fi wrote:
 Stuart, is it possible to pass somehow the info what trees are deciduous? 
 I've done some testing, and I can selectively pick 'green' hue in the shader 
 and color-rotate these pixels to autumn colors, but this is not sensitive 
 enough to key on the difference between leaf and needle - if we had that, we 
 could have autumn colors in addition.

Yes. If we put the deciduous trees at the beginning of the texture strip I can 
pass through information on the fraction of trees that are deciduous as a 
uniform and you can compare the x texture coordinate against that. 

At most a couple of lines of c code. 


 
 Then fall and windy could be combined with particles (?) to simulate  
 wind blown leaves and dynamically painting the foliage part of the  
 texture with alpha to make leaves fall off on windy weather..? ;) Kinda  
 special case and maybe not worth the effort but might be quite awesome  
 jaw-dropper on the right moment.. ;-)
 
 Yes, let's forget about spending all the framerate for flight and do 
 realistic vegetation - trees and grass should also move in the wind :-) (I 
 like the idea in principle because it's just mad enough to be charming...) 

Actually, I had this working very nicely a couple of months ago - using a sine 
function on time multiplied by wind factor to shift the top texture coordinates 
so the top of the trees move.  I even had a nice larger scale effect to produce 
the sort of wave affect you see across the tree tops

However to be visible at normal ranges (500m+) the wind had to be absolutely 
howling and shifting the tree tops many meters, so it really didn't seem worth 
the  minor computational cost. 

-Stuart

 
 * Thorsten
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Re: [Flightgear-devel] Tree issues

2013-04-23 Thread Renk Thorsten
 Actually, I had this working very nicely a couple of months ago - using  
 a sine function on time multiplied by wind factor to shift the top  
 texture coordinates so the top of the trees move.  I even had a nice  
 larger scale effect to produce the sort of wave affect you see across  
 the tree tops

 However to be visible at normal ranges (500m+) the wind had to be  
 absolutely howling and shifting the tree tops many meters, so it really  
 didn't seem worth the  minor computational cost.

Oh, do you still have that somewhere? I would love to play with this 
implemented in an optional  high-quality tree shader - I could probably also 
add some grass movement by translating the grain texture or the hires noise 
with time into the wind direction...

* Thorsten
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