On Saturday 07 May 2005 15:14, Harald JOHNSEN wrote:
> Lee Elliott wrote:
> >On Saturday 07 May 2005 10:04, Harald JOHNSEN wrote:
> >>Lee Elliott wrote:
> >>>On Friday 06 May 2005 17:29, Ampere K. Hardraade wrote:
> On May 6, 2005 10:06 am, Karsten Krispin wrote:
> >If you bank your plane t
Erik Hofman wrote:
Gerard ROBIN wrote:
Hello,
working with CVS MAY-08 -->2 o clock<--
FIRST
When using -enable-real-weather-fetch, i get a non permanent presence
of the clouds.
once every disappear , once only one disappear, once every coming
back. This, randomly during a very short period of
Gerard ROBIN wrote:
Hello,
working with CVS MAY-08 -->2 o clock<--
FIRST
When using -enable-real-weather-fetch, i get a non permanent presence
of the clouds.
once every disappear , once only one disappear, once every coming back.
This, randomly during a very short period of time 3 ,4 secon
Hello,
working with CVS MAY-08 -->2 o clock<--
FIRST
When using -enable-real-weather-fetch, i get a non permanent presence
of the clouds.
once every disappear , once only one disappear, once every coming back.
This, randomly during a very short period of time 3 ,4 second.
Sometime its qu
> From: Erik Hofman
>
> Harald JOHNSEN wrote:
>
> > A cloud is represented by multiple billboard primitives. Above a certain
> > distance they are replaced by an impostor (one quad).
> > When they are near I draw all their billboards, each having its viewing
> > angle to face the camera. It's
Harald JOHNSEN wrote:
A cloud is represented by multiple billboard primitives. Above a certain
distance they are replaced by an impostor (one quad).
When they are near I draw all their billboards, each having its viewing
angle to face the camera. It's that angle that must be locked above a
certa
Manuel Massing wrote:
Hi,
I think that you have that effect if you fly to the border of a cloud.
The quads are rotated to face the camera and when the quads are very
near on the left or the right the rotation is too big and the quad go
out of sight. This will be corrected.
so are you using
Hi,
> I think that you have that effect if you fly to the border of a cloud.
> The quads are rotated to face the camera and when the quads are very
> near on the left or the right the rotation is too big and the quad go
> out of sight. This will be corrected.
so are you using billboards rather th
Am Samstag 07 Mai 2005 11:04 schrieb Harald JOHNSEN:
> You are right there is a strange movement. It's perhaps the rotation
> axes of the clouds that are a bit off.
>
> I think that you have that effect if you fly to the border of a cloud.
> The quads are rotated to face the camera and when the qu
Lee Elliott wrote:
On Saturday 07 May 2005 10:04, Harald JOHNSEN wrote:
Lee Elliott wrote:
On Friday 06 May 2005 17:29, Ampere K. Hardraade wrote:
On May 6, 2005 10:06 am, Karsten Krispin wrote:
If you bank your plane the clouds will move in the opposite
direction as you tur
On Saturday 07 May 2005 10:04, Harald JOHNSEN wrote:
> Lee Elliott wrote:
> >On Friday 06 May 2005 17:29, Ampere K. Hardraade wrote:
> >>On May 6, 2005 10:06 am, Karsten Krispin wrote:
> >>>If you bank your plane the clouds will move in the opposite
> >>>direction as you turn
> >>>to - They move t
Lee Elliott wrote:
On Friday 06 May 2005 17:29, Ampere K. Hardraade wrote:
On May 6, 2005 10:06 am, Karsten Krispin wrote:
If you bank your plane the clouds will move in the opposite
direction as you turn
to - They move to the right or to the left depending
whether you turn left or right.
On Friday 06 May 2005 17:29, Ampere K. Hardraade wrote:
> On May 6, 2005 10:06 am, Karsten Krispin wrote:
> > If you bank your plane the clouds will move in the opposite
> > direction as you turn
> > to - They move to the right or to the left depending
> > whether you turn left or right. (And I'am
Le vendredi 06 mai 2005 Ã 16:06 +0200, Karsten Krispin a Ãcrit :
> Hi!
>
> I've tried FG from CVS (05.05.05 haha...). Great work with the 3d-clouds.
> But there are two things to mention:
>
> If you bank your plane the clouds will move in the opposite direction as you
> turn
> to - They move to
On May 6, 2005 10:06 am, Karsten Krispin wrote:
> If you bank your plane the clouds will move in the opposite direction as
> you turn
> to - They move to the right or to the left depending whether you turn
> left or right. (And I'am not talking about the movements through the
> wind ;)). It is str
Hi!
I've tried FG from CVS (05.05.05 haha...). Great work with the 3d-clouds.
But there are two things to mention:
If you bank your plane the clouds will move in the opposite direction as you
turn
to - They move to the right or to the left depending whether you turn
left or right. (And I'am no
> From: "Curtis L. Olson"
>
> Ampere K. Hardraade wrote:
>
> >The new 3D clouds are great! However, on the ground, I noticed the clouds
> >seem a bit grainy. They are also darker than they should be. On closer
> >observation, I see this:
> >http://www.students.yorku.ca/~ampere/fgfs-screen-00
On Thu, 5 May 2005 19:35:36 -0400, Ampere wrote in message
<[EMAIL PROTECTED]>:
> On May 5, 2005 06:32 pm, Curtis L. Olson wrote:
> > They look a lot nicer in 24bit depth, there are some issues, but I
..also be aware that ATI cards are strictly 24 bit, so running 16 or 15
bit is about as pointle
On May 5, 2005 06:32 pm, Curtis L. Olson wrote:
> They look a lot nicer in 24bit depth, there are some issues, but I
> assume this is still a work in progress so I'll wait a bit longer before
> I start complaining. :-)
hehe. I see why you would think I am complaining. I missed the word "why" in
Ampere K. Hardraade wrote:
The new 3D clouds are great! However, on the ground, I noticed the clouds
seem a bit grainy. They are also darker than they should be. On closer
observation, I see this:
http://www.students.yorku.ca/~ampere/fgfs-screen-006.jpg
Does anybody know I am seeing these art
The new 3D clouds are great! However, on the ground, I noticed the clouds
seem a bit grainy. They are also darker than they should be. On closer
observation, I see this:
http://www.students.yorku.ca/~ampere/fgfs-screen-006.jpg
Does anybody know I am seeing these artifacts? Would my use of 16
I think the old implementation has some features that the new one is
missing. Of course the new one is better integrated with FG, so that's a
big plus. I'd leave them both for now.
On a related note, I seem to recall MS having some patents on cloud
rendering. They had an article in game developer
Frederic Bouvier wrote:
So the 3d code shouldn't exclude 2d clouds but fade into them.
But if we want to model front one day, it is a thing to ponder now.
Overcast layers are flat at the base but often show towers from the top, at
altitude a 737 or an Airbus are supposed to fly.
I wish we could one
Quoting Erik Hofman:
> Frederic Bouvier wrote:
>
> > I know this is preliminary code, but is there a reason why 100% cloud
> density
> > doesn't give us overcast rather than scatered/broken as it is now ?
>
> I don't think we want to draw overcast (and cirrus) using 3d clouds but
> rather using th
Erik Hofman wrote
>
> Frederic Bouvier wrote:
>
> > I know this is preliminary code, but is there a reason why 100% cloud
> density
> > doesn't give us overcast rather than scatered/broken as it is now ?
>
> I don't think we want to draw overcast (and cirrus) using 3d clouds but
> rather using t
Frederic Bouvier wrote:
I know this is preliminary code, but is there a reason why 100% cloud density
doesn't give us overcast rather than scatered/broken as it is now ?
I don't think we want to draw overcast (and cirrus) using 3d clouds but
rather using the existing code, don't we?
Erik
Frederic Bouvier wrote:
Selon Melchior FRANZ:
* Harald JOHNSEN -- Tuesday 26 April 2005 20:41:
Clouds are not culled correctly. That explains the poping, but it had
also an enormous impact on fps.
In attachment is a quick hack.
Ahh. That makes a big difference. Almost usable now. :-
Selon Melchior FRANZ:
> * Harald JOHNSEN -- Tuesday 26 April 2005 20:41:
> > Clouds are not culled correctly. That explains the poping, but it had
> > also an enormous impact on fps.
> > In attachment is a quick hack.
>
> Ahh. That makes a big difference. Almost usable now. :-)
>
> Now, if you co
Jon Stockill wrote:
Yes, it's slightly odd seeing the clouds appear/disappear (even when
stationary - just rotating the view seems to cause the problem).
However, the overall effect is fantastic - is there any way to see the
precipitation model yet?
Great work Harald!
Shame on me.
I was not usi
Harald JOHNSEN wrote:
- fog bug : ok I think I have not re-enable fog
Sort of. The terrain seems to be hidden by fog at the appropriate range,
but any objects appear to have infinite visibility, so they appear to
"float" until the ground eventually comes into view beneath them.
--
Jon Stockill
[
Hello Roman,
"Roman Grigoriev" wrote:
> [...] (all cards supports them)
I'm a bit cautious about your "all cards " statement. Does this
include every OpenGL-1.1 platform ?
Martin.
--
Unix _IS_ user friendly - it's just selective about who its friends are !
Hi guys!
Seen new clouds code but to be it need some tweaks to work perfectly
1) use pointsprites to render impostors because they are quads (all cards
supports them)
2) use FBO to reder-to-texture it gives us speedup.(all cards supports them)
3)use at least ARB vertex programs (will work on gefor
Erik Hofman wrote:
To be honest I'm not sure yet.
Both approaches have their advantages and disadvantages at this point. I
would like to keep the Haris' code just a little bit longer.
Off course I couldn't resist:
http://www.a1.nl/~ehofman/fgfs/gallery/clouds/fgfs-screen-007.jpg
http://www.a1.nl/~
Andy Ross wrote:
Erik Hofman wrote:
I have added the new 3d clouds code from Harald Johnson to CVS.
Should we then remove the previous implementation? Ultimately, there
is only space for one cloud implementation; if the existing clouds3d
stuff isn't going to be the current target of development,
Erik Hofman wrote:
> I have added the new 3d clouds code from Harald Johnson to CVS.
Should we then remove the previous implementation? Ultimately, there
is only space for one cloud implementation; if the existing clouds3d
stuff isn't going to be the current target of development, it is only
comp
Roy Vegard Ovesen wrote:
On Sunday 24 April 2005 15:21, Paul Surgeon wrote:
On my system the new 3D clouds only appear when I look directly at them.
I have to move the pan cursor over them to see them.
Same thing here, and there are red/white squares around the clouds that "have
not yet tu
On Sunday 24 April 2005 15:21, Paul Surgeon wrote:
> On my system the new 3D clouds only appear when I look directly at them.
> I have to move the pan cursor over them to see them.
Same thing here, and there are red/white squares around the clouds that "have
not yet turned into 3D clouds".
--
R
Erik Hofman wrote:
Hi,
I have added the new 3d clouds code from Harald Johnson to CVS. The
code is not yet perfect (the movements to the viewer needs some
tweaking) but the effects are really nice. I hope we can figure out
the problems and eliminate them because the results are even better
tha
Norman Vine wrote:
Hmm... a quick grep of the directory yields
f:\tmp\fgfs\SimGear\simgear\scene\sky\bbcache.cxx: #include SG_GLUT_H
f:\tmp\fgfs\SimGear\simgear\scene\sky\cloudfield.cxx: #include SG_GLUT_H
f:\tmp\fgfs\SimGear\simgear\scene\sky\newcloud.cxx: #include SG_GLUT_H
so it looks as if it
On my system the new 3D clouds only appear when I look directly at them.
I have to move the pan cursor over them to see them.
Paul
On Sunday, 24 April 2005 13:35, Erik Hofman wrote:
> Hi,
>
> I have added the new 3d clouds code from Harald Johnson to CVS. The code
> is not yet perfect (the movem
Erik Hofman wrote:
Hi,
I have added the new 3d clouds code from Harald Johnson to CVS. The code
is not yet perfect (the movements to the viewer needs some tweaking) but
the effects are really nice. I hope we can figure out the problems and
eliminate them because the results are even better than
Erik Hofman writes:
>
> Another thing is that it seems to depend on glut functions which need to
> be resolved for SDL users also.
Hmm... a quick grep of the directory yields
f:\tmp\fgfs\SimGear\simgear\scene\sky\bbcache.cxx: #include SG_GLUT_H
f:\tmp\fgfs\SimGear\simgear\scene\sky\cloudfield
Hi,
I have added the new 3d clouds code from Harald Johnson to CVS. The code
is not yet perfect (the movements to the viewer needs some tweaking) but
the effects are really nice. I hope we can figure out the problems and
eliminate them because the results are even better than I had expected!
A
43 matches
Mail list logo