Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-30 Thread Manuel Massing
Hi, I'm not sure whether emmisive, specular and diffuse lighting might give a different result here. Hmm, I don't think things are that dramatic... Admittetly, the following thoughts apply only to local (per-texel) image differences, but the big picture shoudln't be worse of. The specular

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Paul Surgeon
On Saturday, 29 January 2005 01:44, Manuel Massing wrote: The real problem is that it's hard to get detailed textures for the whole world (and storage hungry!!). What I'd like to experiment with later on is to let a classifier run over the globally available 28.5m landsat textures, and use the

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Christian Mayer
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Manuel Massing schrieb: Hello, I do have a few questions though : Does the current code that you have handle texture paging? Yes, textures and geometry are paged and decompressed asynchronously in the background (seperate thread). The

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Paul Surgeon
On Saturday, 29 January 2005 12:54, Christian Mayer wrote: Manuel Massing schrieb: Hello, I do have a few questions though : Does the current code that you have handle texture paging? Yes, textures and geometry are paged and decompressed asynchronously in the background (seperate

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Paul Surgeon
On Saturday, 29 January 2005 13:49, Paul Surgeon wrote: On Saturday, 29 January 2005 12:54, Christian Mayer wrote: Manuel Massing schrieb: Hello, I do have a few questions though : Does the current code that you have handle texture paging? Yes, textures and geometry are paged

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Manuel Massing
Hello, Norman just pointed JPEG 2000 out to me which is open source (and royalty free for GPL projects) and far better than the standard JPEG most of us use. It uses state-of-the-art wavelet compression and some of the comparisons I've seen are incredible. It supports both lossless and lossy

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Christian Mayer
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Paul Surgeon schrieb: On Saturday, 29 January 2005 12:54, Christian Mayer wrote: Manuel Massing schrieb: Hello, I do have a few questions though : Does the current code that you have handle texture paging? Yes, textures and geometry are paged

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Manuel Massing
Hi, For normal photographs that's great - for textures that get scaled, projected, sheared (sp?), lit, ... the uses assumptions dodn't hold anymore. Why should projection, shearing, scaling be a problem? Wouldn't every JPEG image displayed on your computer screen would look lousy when looking

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Paul Surgeon
On Saturday, 29 January 2005 15:10, Christian Mayer wrote: For normal photographs that's great - for textures that get scaled, projected, sheared (sp?), lit, ... the uses assumptions dodn't hold anymore. An extreme example: when you use a very high compression rate you'll see the blocking

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Stewart Andreason
Paul Surgeon wrote: I don't see why we have to limit ourselves to *having* to have world coverage for the engine to be useful. Yes, could the 10x10 degree sections be a mixture of: most made with the terragear engine, and some made with other engines? Perhaps depending on complexity, population

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Andy Ross
Christian Mayer wrote: Manual Massing wrote: Yes, textures and geometry are paged and decompressed asynchronously in the background (seperate thread). The engine supports image compression to save IO (and possibly bus) bandwith, e.g. JPEG and S3TC compression. The first maybe quite

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Frederic Bouvier
Andy Ross a écrit : Christian Mayer wrote: Manual Massing wrote: Yes, textures and geometry are paged and decompressed asynchronously in the background (seperate thread). The engine supports image compression to save IO (and possibly bus) bandwith, e.g. JPEG and S3TC compression. The first

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Andy Ross
Frederic Bourvier wrote: It is still true that JPEG have no alpha channel, so not all textures could be converted. Yes. Although the loader could play tricks like storing the alpha channel in a separate grayscale image. And I believe the already-mentioned jpeg2000 format does support

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Manuel Massing
Hello Oliver, There is a trick to create textures with a 15 m resolution based on landsat data: http://www.terrainmap.com/rm29.html yes, fusing the panchromatic channel is a nice option. Ideally, one should devise an algorithm which can do the fusing at runtime (e.g. in the pixel shaders), so

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Christian Mayer
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Andy Ross schrieb: Christian Mayer wrote: Manual Massing wrote: Yes, textures and geometry are paged and decompressed asynchronously in the background (seperate thread). The engine supports image compression to save IO (and possibly bus) bandwith,

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Christian Mayer
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Dave Martin schrieb: On Saturday 29 Jan 2005 17:39, Frederic Bouvier wrote: Has anyone actually looked at how much of the base package is taken up by SGI+ format image files? (Which have absolutely abysmal compression ratios, but that's a

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Paul Surgeon
On Saturday, 29 January 2005 19:39, Frederic Bouvier wrote: It is still true that JPEG have no alpha channel, so not all textures could be converted. There is no reason why the alpha channel cannot be shipped in a separate 8 bit bitmap of some sort with the JPEG just providing the color map.

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Andy Ross
Christian Mayer wrote: For our case that compressor must not rely on special optical tricks (because these get destroyed when they are used as an texture). All lossy compressors rely on special optical tricks, that's the point. If all the data was equally important, you couldn't lose any of

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Erik Hofman
Andy Ross wrote: All lossy compressors rely on special optical tricks, that's the point. If all the data was equally important, you couldn't lose any of it without damaging the image. This is where Steve is overgeneralizing. Simply using an image as a texture (which is just a picture intended

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-28 Thread Oliver C.
On Friday 28 January 2005 05:14, Curtis L. Olson wrote: I'm told there is a way to do this with shaders, but plib/ssg doesn't support shaders. :-( Curt. What happended about Manual Massing's new alternative terrain engine?

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-28 Thread Curtis L. Olson
Oliver C. wrote: On Friday 28 January 2005 05:14, Curtis L. Olson wrote: I'm told there is a way to do this with shaders, but plib/ssg doesn't support shaders. :-( Curt. What happended about Manual Massing's new alternative terrain engine?

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-28 Thread Oliver C.
On Friday 28 January 2005 18:20, Curtis L. Olson wrote: Oliver C. wrote: On Friday 28 January 2005 05:14, Curtis L. Olson wrote: I'm told there is a way to do this with shaders, but plib/ssg doesn't support shaders. :-( Curt. What happended about Manual Massing's new alternative terrain

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-28 Thread Curtis L. Olson
Oliver C. wrote: Are there plans or better a planned release date when the missing features will get added into plib? You'll have to ask the plib people. Steve is very persnickety about this section of the code and I suspect he may not allow significant changes unless he does them himself,

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-28 Thread Andy Ross
Curtis L. Olson wrote: If he has all these things, then that's wonderful, he has done an impressive piece of work. I'm not trying to be critical here, I'm just pointing out that this is *very* difficult stuff. It's one thing to do a nice little demo, it's something else entirely to tackle

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-28 Thread Manuel Massing
Hello, As with everything, really, the key here is integration. Make it work with FlightGear so we can test. Saying here is code, can we use it? just isn't enough. It needs to be here is a patch, try it and tell me what breaks. Until we get that far, there really isn't much to argue

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-28 Thread Paul Surgeon
On Friday, 28 January 2005 22:14, Manuel Massing wrote: I completely agree with you on the integration part. I think the engine is technically adequate for its intended purposes (i.e. satellite-textured landscapes). If you have any questions concerning the technical side, feel free to ask. I

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-28 Thread Dave Martin
On Friday 28 Jan 2005 21:21, Paul Surgeon wrote: Yes, I'm sure there are plenty of users who are happy with the current scenery engine and one of the advantages it has is that there is no paging of huge textures while flying. This allows for high speed flights without any pausing and can also

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-28 Thread Manuel Massing
Hello, I do have a few questions though : Does the current code that you have handle texture paging? Yes, textures and geometry are paged and decompressed asynchronously in the background (seperate thread). The engine supports image compression to save IO (and possibly bus) bandwith, e.g. JPEG

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-28 Thread Oliver C.
The real problem is that it's hard to get detailed textures for the whole world (and storage hungry!!). What I'd like to experiment with later on is to let a classifier run over the globally available 28.5m landsat textures, and use the resulting classifications to generate missing detail at

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-28 Thread Oliver C.
On Friday 28 January 2005 19:44, Curtis L. Olson wrote: Oliver C. wrote: Are there plans or better a planned release date when the missing features will get added into plib? You'll have to ask the plib people. Steve is very persnickety about this section of the code and I suspect he may not