Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-24 Thread James Turner
On 25 Oct 2011, at 03:03, Geoff McLane wrote: > You can find it here - > http://geoffair.org/tmp/5426688.btg.gz > > So tomorrow to try to discover is the problem in > the fgfs-contruct output, the write, or in the > fgfs read and rendering... I'll take a look too :) All the info above looks

Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-24 Thread Geoff McLane
Hi Jason, Ok my 5426688.btg.gz took about 5 hours to generate. And most of the near final console output shows - ... center = [ -4.63734e+06, 2.55623e+06, -3.54361e+06 ] radius = 16282.1 dumping normals = 94646 creating 497 fans of type 0 creating 169 fans of type 1 creating 1470 fans of type 2

Re: [Flightgear-devel] fgdata: Important note

2011-10-24 Thread HB-GRAL
Hi Core (and the rest of the entire organism of course) Why not splitting up the Aircraft folder into hangars as collection of aircrafts as plug-ins, collection of big teams or small but heavy industries ? --- fgdata | Aircraft || |

Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-24 Thread Jason Cox
Geoff, thanks for looking at this. I think that the swerllies have actually gone and are now replaced by spaghetti. the old behavior was the terrain being stretched inside a triangle incorrectly followed by tile not being produced at all. in FGFS this would also bottom out the rendering at <1 fps.

Re: [Flightgear-devel] Enabling HLA - missing RTI.hh

2011-10-24 Thread Martin Spott
George Patterson wrote: > Btw, Berlios is closing on 31/12/2011 so grab what you need now. I am > not sure if Mathias has moved the above project to another host. I'm sure Mathias will speak about the details himself, but aside from that I can confirm he's aware of the implications. In case of d

Re: [Flightgear-devel] Enabling HLA - missing RTI.hh

2011-10-24 Thread George Patterson
On 25 October 2011 01:47, Torsten Dreyer wrote: > > Hi Geoff, > > you need a RTI implementation. I can recommend the OpenRTI implentation > from our fellow FlightGear developer Mathias: > http://developer.berlios.de/projects/openrti/ > which you can clone from > git://git.berlios.de/openrti > Btw

Re: [Flightgear-devel] FW: Skydome and Terrain shader with haze - some helprequired

2011-10-24 Thread thorsten . i . renk
After spending half an evening trying to wrap my head around the ocean problem, here's what I found out: Just to be sure, I moved the geometry back into the fragment part - this indeed seems to work more accurately. Then I switched ground layer effects off and computed just with distance attenu

Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-24 Thread Geoff McLane
Hi Jason, Have just completed a new fgfs build, and a TG tool build, and have downloaded your - 34169132 newScenery-YSSY.tar.bz2 149396748 newScenery.tar.bz2 And yes, when I load that scenery in fgfs all I see are spaghetti strips, like in your work/fgfs-screen-001.png image... I unloaded it

Re: [Flightgear-devel] FW: Skydome and Terrain shader with haze - some helprequired

2011-10-24 Thread Emilian Huminiuc
On Monday 24 October 2011 18:48:38 thorsten.i.r...@jyu.fi wrote: > Okay, got it - thanks - mean one. > > Basically, you're never looking at the top of the layer, you're looking > about one attenuation length into the layer - but under a shallow angle, > that is essentially the layer top. > > Now

Re: [Flightgear-devel] CMake, tomorrow (Sunday 23rd)

2011-10-24 Thread Alan Teeder
-Original Message- From: James Turner Sent: Monday, October 24, 2011 2:53 PM To: FlightGear developers discussions Subject: Re: [Flightgear-devel] CMake, tomorrow (Sunday 23rd) As you guessed, manually setting the the detection variables (SIMGEAR_VERSION_OK, etc) is a bad idea, unless

Re: [Flightgear-devel] FW: Skydome and Terrain shader with haze - some helprequired

2011-10-24 Thread thorsten . i . renk
> I'm using 100-300m thick layers with visibility anywhere between 200 to > 600 > meters, in the layer.. then I play with the global visibility using > z/shift-z. > Problems arise with increased global visibility, at higher altitudes. Okay, got it - thanks - mean one. Basically, you're never look

Re: [Flightgear-devel] Enabling HLA - missing RTI.hh

2011-10-24 Thread Torsten Dreyer
> > Thanks for the reply, but if you look a little > closer, I AM building simgear, SIMGEAR!, when I get > this error ;=(( > > Maybe it would have been better, clearer, if I had > said > > Having just successfully compiled the latest > SimGear git, in Ubuntu 10.04, using the default, > which is -D

Re: [Flightgear-devel] CMake, tomorrow (Sunday 23rd)

2011-10-24 Thread James Turner
On 24 Oct 2011, at 13:17, Geoff McLane wrote: > > In my case I like to be able to compile > against different versions of say OSG - like - > > OSG301=1# stable release 3.0.1 - default > OSG283=0# general release 283 - option > OSG299=0# another development release > OSG

Re: [Flightgear-devel] CMake, tomorrow (Sunday 23rd)

2011-10-24 Thread Geoff McLane
Hi James, Thanks for your reply, and from Mathius and Alan... > Does that help at all? Well, there is no doubt I could 'simplify' the situation by NOT appending an extra path items after 'install', but I should not have to! If I wanted such a 'simple' single install path, why not install tho

Re: [Flightgear-devel] Fgpanel and ubuntu 11.10 build linking failed on libz, solved.

2011-10-24 Thread James Turner
On 24 Oct 2011, at 11:54, tuomas.kuosma...@gmail.com wrote: > Hi folks, and a quick hello, myself being new to this list. :) > Hello, and welcome! > Here's just a quick note when compiling from git on ubuntu 11.10, I had to > add SIMGEAR_LIBRARIES to the linking section on utils/fgpanel CMakeL

[Flightgear-devel] Fgpanel and ubuntu 11.10 build linking failed on libz, solved.

2011-10-24 Thread tuomas . kuosmanen
Hi folks, and a quick hello, myself being new to this list. :) Here's just a quick note when compiling from git on ubuntu 11.10, I had to add SIMGEAR_LIBRARIES to the linking section on utils/fgpanel CMakeLists.txt, it would fail on missing symbols on libz otherwise. After this fgpanel (and the

Re: [Flightgear-devel] Enabling HLA - missing RTI.hh

2011-10-24 Thread Geoff McLane
On Sun, 2011-10-23 at 20:50 +0200, ThorstenB wrote: > Am 23.10.2011 20:12, schrieb Geoff McLane: > > > Having just successfully compiled the latest > > SG git, in Ubuntu 10.04 decide to try > > -D ENABLE_RTI=ON, passed to CMake, but only > > get to - > > Ok, clearly I am missing RTI.hh > > > > I t

Re: [Flightgear-devel] FW: Skydome and Terrain shader with haze - some helprequired

2011-10-24 Thread Emilian Huminiuc
On Monday 24 October 2011 12:09:33 thorsten.i.r...@jyu.fi wrote: > As for matching the horizon - it did in all my tests which were not at > sunrise/sunset - which combination of visibility-m ground-visibility-m and > ground-haze-thickness are we talking? I have just tried a few realistic > cases

Re: [Flightgear-devel] Skydome and Terrain shader with haze - some helprequired

2011-10-24 Thread James Turner
On 24 Oct 2011, at 10:09, thorsten.i.r...@jyu.fi wrote: > Yes, the angles between eye and sun are constants per frame throughout the > scene :-) So is hazeColor. My problem is not passing the value from the > property tree, my problem is getting it there - I'm not a C++ coder, I > have no clue wh

Re: [Flightgear-devel] FW: Skydome and Terrain shader with haze - some helprequired

2011-10-24 Thread thorsten . i . renk
> 1. You forget the fact that in the end this all gets applied to faces > (triangles), and a point inside the triangle will have a value > interpolated > between the values of the three corners. I don't think that's a linear > function anymore. Then the fragment shader would never get correctly in

Re: [Flightgear-devel] FW: Skydome and Terrain shader with haze - some helprequired

2011-10-24 Thread Emilian Huminiuc
On Monday 24 October 2011 11:27:11 thorsten.i.r...@jyu.fi wrote: > > * Thorsten Forgot to add to my previous message that the new version is much better than the first, with a couple of issues. The edge between fog/unfogged areas is too hard now, and it still doesn't match the horizon. ---

Re: [Flightgear-devel] MyCopter- or another use of Flightgear in

2011-10-24 Thread Martin Spott
Heiko Schulz wrote: > To my surprise they showed a picture of one of their simulators- and > it does shows Flightgear! (obviously KSFO 28R) Yup, quite a few serious research projects are using FlightGear for visualization - but, as far as I can tell, none of them is using any of FlightGear's int

Re: [Flightgear-devel] FW: Skydome and Terrain shader with haze - some helprequired

2011-10-24 Thread Emilian Huminiuc
On Monday 24 October 2011 11:27:11 thorsten.i.r...@jyu.fi wrote: > > Yes, doing stuff once per vertex rather than once per pixel is faster, > > but also > > may lead to poor results. The more stuff you do in the vertex shader the > > more > > visible the mesh grid will be. > > Maybe someone can re

Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-24 Thread Martin Spott
I just added a comment to a merge request for "terragear-cs" on Gitorious and I think this might be of general interest. Therefore I'm posting the same comment as a followup to this thread: - snip - Increasing the ressource limits i

Re: [Flightgear-devel] FW: Skydome and Terrain shader with haze - some helprequired

2011-10-24 Thread thorsten . i . renk
> Yes, doing stuff once per vertex rather than once per pixel is faster, > but also > may lead to poor results. The more stuff you do in the vertex shader the > more > visible the mesh grid will be. Maybe someone can really enlighten me on this point: My understanding is that * the vertex shade

Re: [Flightgear-devel] FW: Skydome and Terrain shader with haze - some helprequired

2011-10-24 Thread thorsten . i . renk
> Also there's a bigger issue here. The number of varyings is limited (in > fact > it's the most constraining limit of all the limits present), and > integrating > this with other shaders will become problematic. Moving stuff in the > vertex > shader has the unwanted effect of requiring more varyi

Re: [Flightgear-devel] FW: Skydome and Terrain shader with haze - some helprequired

2011-10-24 Thread Emilian Huminiuc
On Monday 24 October 2011 10:46:42 thorsten.i.r...@jyu.fi wrote: > > I've also transferred some things into the vertex shaders - I have the > impression that is a bit faster. > > Cheers, > > * Thorsten Also there's a bigger issue here. The number of varyings is limited (in fact it's the most c

Re: [Flightgear-devel] FW: Skydome and Terrain shader with haze - some helprequired

2011-10-24 Thread Emilian Huminiuc
On Monday 24 October 2011 10:46:42 thorsten.i.r...@jyu.fi wrote: > My current setup can be found here > > http://www.phy.duke.edu/~trenk/files/terrain-haze-shader24102011.tgz > > I've now tested a few more things: There are still some issues with ocean > tiles left - I *think* throwing in more ve

Re: [Flightgear-devel] CMake, tomorrow (Sunday 23rd)

2011-10-24 Thread Alan Teeder
Geoff I see the same problem with windows cmake gui. My solution was to define SIMGEAR_VERSION_OK as boolean true in the flightgear cmake. This seems to bypass the bug and satisfy cmake. Alan -Original Message- From: Geoff McLane Sent: Sunday, October 23, 2011 6:47 PM To: FlightGear de

Re: [Flightgear-devel] Skydome and Terrain shader with haze - some helprequired

2011-10-24 Thread James Turner
On 24 Oct 2011, at 08:46, thorsten.i.r...@jyu.fi wrote: > I've now tested a few more things: There are still some issues with ocean > tiles left - I *think* throwing in more vertices will fix this, or > Emilian's hack of testing point altitude against layer altitude rather > than doing trigonomet

Re: [Flightgear-devel] FW: Skydome and Terrain shader with haze - some helprequired

2011-10-24 Thread thorsten . i . renk
My current setup can be found here http://www.phy.duke.edu/~trenk/files/terrain-haze-shader24102011.tgz I've now tested a few more things: There are still some issues with ocean tiles left - I *think* throwing in more vertices will fix this, or Emilian's hack of testing point altitude against lay