RE: [Flightgear-devel] lighting at KOAK

2002-10-21 Thread Jim Wilson
Curtis L. Olson [EMAIL PROTECTED] said:

 I made some changes to the lighting code (in cvs).  See if this improves the
 reliability of airport lighting in the area.

This made a big difference.  KSQL and KHAF work fine now, but it's still dark
at KOAK.

Best,

Jim

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RE: [Flightgear-devel] lighting at KOAK

2002-10-21 Thread Curtis L. Olson
Jim Wilson writes:
 Curtis L. Olson [EMAIL PROTECTED] said:
 
  I made some changes to the lighting code (in cvs).  See if this improves the
  reliability of airport lighting in the area.
 
 This made a big difference.  KSQL and KHAF work fine now, but it's still dark
 at KOAK.

Are you making sure your in line with a runway (otherwise they can be
really hard to see.)

Curt.
-- 
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Re: [Flightgear-devel] lighting at KOAK

2002-10-21 Thread William L. Riley
On Monday 21 October 2002 03:13 pm, Curtis L. Olson wrote:
 I made some changes to the lighting code (in cvs).  See if this improves
 the reliability of airport lighting in the area.

Still nothing at KOAK. The fade-in/fade-out code seems to be much improved.

Wm

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RE: [Flightgear-devel] lighting at KOAK

2002-10-21 Thread Jim Wilson
Curtis L. Olson [EMAIL PROTECTED] said:

 Jim Wilson writes:
  Curtis L. Olson [EMAIL PROTECTED] said:
  
   I made some changes to the lighting code (in cvs).  See if this improves the
   reliability of airport lighting in the area.
  
  This made a big difference.  KSQL and KHAF work fine now, but it's still dark
  at KOAK.
 
 Are you making sure your in line with a runway (otherwise they can be
 really hard to see.)
 

Yes.  I'm having no problem seeing all the other fields in the area that I
know of.  Been using magic carpet to check them out quickly.  KOAK has no lights.

Best,

Jim

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RE: [Flightgear-devel] lighting at KOAK

2002-10-21 Thread Curtis L. Olson
Jim Wilson writes:
 Yes.  I'm having no problem seeing all the other fields in the area that I
 know of.  Been using magic carpet to check them out quickly.  KOAK
 has no lights. 

Strange ... you could use simgear/io/decode_binobj KOAK.btg.gz to see
if it actually contains any runway lights ...

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
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RE: [Flightgear-devel] lighting at KOAK

2002-10-21 Thread Jim Wilson
Curtis L. Olson [EMAIL PROTECTED] said:

 Jim Wilson writes:
  Yes.  I'm having no problem seeing all the other fields in the area that I
  know of.  Been using magic carpet to check them out quickly.  KOAK
  has no lights. 
 
 Strange ... you could use simgear/io/decode_binobj KOAK.btg.gz to see
 if it actually contains any runway lights ...
 

Not sure what to be looking for, but here's a list of comments dumped from the
KOAK.btg.gz file:


# FGFS Scenery
# Version 6
# gbs -2687402.09000 -4279936.40317 3878054.00110 11196.79
# vertex list
# vertex normal list
# texture coordinate list
# geometry groups
# usemtl RWY_WHITE_MEDIUM_LIGHTS
# usemtl RWY_YELLOW_MEDIUM_LIGHTS
# usemtl RWY_WHITE_MEDIUM_LIGHTS
# usemtl RWY_YELLOW_MEDIUM_LIGHTS
# usemtl RWY_VASI_LIGHTS
# usemtl RWY_VASI_LIGHTS
# usemtl RWY_GREEN_LIGHTS
# usemtl RWY_RED_LIGHTS
# usemtl RWY_WHITE_LIGHTS
# usemtl RWY_WHITE_MEDIUM_LIGHTS
# usemtl RWY_YELLOW_MEDIUM_LIGHTS
# usemtl RWY_WHITE_MEDIUM_LIGHTS
# usemtl RWY_YELLOW_MEDIUM_LIGHTS
# usemtl RWY_VASI_LIGHTS
# usemtl RWY_VASI_LIGHTS
# usemtl RWY_WHITE_MEDIUM_LIGHTS
# usemtl RWY_YELLOW_MEDIUM_LIGHTS
# usemtl RWY_WHITE_MEDIUM_LIGHTS
# usemtl RWY_YELLOW_MEDIUM_LIGHTS
# usemtl RWY_WHITE_MEDIUM_LIGHTS
# usemtl RWY_RED_MEDIUM_LIGHTS
# usemtl RWY_WHITE_MEDIUM_LIGHTS
# usemtl RWY_RED_MEDIUM_LIGHTS
# usemtl RWY_WHITE_LIGHTS
# usemtl RWY_REIL_LIGHTS
# usemtl RWY_REIL_LIGHTS
# usemtl RWY_GREEN_LIGHTS
# usemtl RWY_RED_LIGHTS
# usemtl RWY_WHITE_LIGHTS
# usemtl RWY_SEQUENCED_LIGHTS
# usemtl RWY_GREEN_LIGHTS
# usemtl RWY_RED_LIGHTS
# usemtl RWY_WHITE_LIGHTS
# usemtl RWY_GREEN_MEDIUM_LIGHTS
# usemtl RWY_RED_MEDIUM_LIGHTS
# usemtl RWY_GREEN_MEDIUM_LIGHTS
# usemtl RWY_RED_MEDIUM_LIGHTS
# usemtl RWY_WHITE_MEDIUM_LIGHTS
# usemtl RWY_YELLOW_MEDIUM_LIGHTS
# usemtl RWY_WHITE_MEDIUM_LIGHTS
# usemtl RWY_YELLOW_MEDIUM_LIGHTS
# usemtl pc_R
# usemtl pc_L
# usemtl pc_9c
# usemtl pc_2l
# usemtl pc_7r
# usemtl pc_rest
# usemtl pa_L
# usemtl pa_R
# usemtl pa_9c
# usemtl pa_2l
# usemtl pa_7r
# usemtl pa_rest
# usemtl pa_11
# usemtl pa_2l
# usemtl pa_9r
# usemtl pa_rest
# usemtl pa_1l
# usemtl pa_5r
# usemtl pa_3l
# usemtl pa_3r
# usemtl pa_rest
# usemtl pa_taxiway
# usemtl Grass
# usemtl Grass

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RE: [Flightgear-devel] lighting at KOAK

2002-10-21 Thread Curtis L. Olson
Jim Wilson writes:
 Not sure what to be looking for, but here's a list of comments
 dumped from the KOAK.btg.gz file:

That's the sort of stuff you want to see.  I could send you a
KOAK.btg.gz generated here.  That would tell you if it's an issue with
how the KOAK file is generated or something on the rendering end.

Curt.

 
 
 # FGFS Scenery
 # Version 6
 # gbs -2687402.09000 -4279936.40317 3878054.00110 11196.79
 # vertex list
 # vertex normal list
 # texture coordinate list
 # geometry groups
 # usemtl RWY_WHITE_MEDIUM_LIGHTS
 # usemtl RWY_YELLOW_MEDIUM_LIGHTS
 # usemtl RWY_WHITE_MEDIUM_LIGHTS
 # usemtl RWY_YELLOW_MEDIUM_LIGHTS
 # usemtl RWY_VASI_LIGHTS
 # usemtl RWY_VASI_LIGHTS
 # usemtl RWY_GREEN_LIGHTS
 # usemtl RWY_RED_LIGHTS
 # usemtl RWY_WHITE_LIGHTS
 # usemtl RWY_WHITE_MEDIUM_LIGHTS
 # usemtl RWY_YELLOW_MEDIUM_LIGHTS
 # usemtl RWY_WHITE_MEDIUM_LIGHTS
 # usemtl RWY_YELLOW_MEDIUM_LIGHTS
 # usemtl RWY_VASI_LIGHTS
 # usemtl RWY_VASI_LIGHTS
 # usemtl RWY_WHITE_MEDIUM_LIGHTS
 # usemtl RWY_YELLOW_MEDIUM_LIGHTS
 # usemtl RWY_WHITE_MEDIUM_LIGHTS
 # usemtl RWY_YELLOW_MEDIUM_LIGHTS
 # usemtl RWY_WHITE_MEDIUM_LIGHTS
 # usemtl RWY_RED_MEDIUM_LIGHTS
 # usemtl RWY_WHITE_MEDIUM_LIGHTS
 # usemtl RWY_RED_MEDIUM_LIGHTS
 # usemtl RWY_WHITE_LIGHTS
 # usemtl RWY_REIL_LIGHTS
 # usemtl RWY_REIL_LIGHTS
 # usemtl RWY_GREEN_LIGHTS
 # usemtl RWY_RED_LIGHTS
 # usemtl RWY_WHITE_LIGHTS
 # usemtl RWY_SEQUENCED_LIGHTS
 # usemtl RWY_GREEN_LIGHTS
 # usemtl RWY_RED_LIGHTS
 # usemtl RWY_WHITE_LIGHTS
 # usemtl RWY_GREEN_MEDIUM_LIGHTS
 # usemtl RWY_RED_MEDIUM_LIGHTS
 # usemtl RWY_GREEN_MEDIUM_LIGHTS
 # usemtl RWY_RED_MEDIUM_LIGHTS
 # usemtl RWY_WHITE_MEDIUM_LIGHTS
 # usemtl RWY_YELLOW_MEDIUM_LIGHTS
 # usemtl RWY_WHITE_MEDIUM_LIGHTS
 # usemtl RWY_YELLOW_MEDIUM_LIGHTS
 # usemtl pc_R
 # usemtl pc_L
 # usemtl pc_9c
 # usemtl pc_2l
 # usemtl pc_7r
 # usemtl pc_rest
 # usemtl pa_L
 # usemtl pa_R
 # usemtl pa_9c
 # usemtl pa_2l
 # usemtl pa_7r
 # usemtl pa_rest
 # usemtl pa_11
 # usemtl pa_2l
 # usemtl pa_9r
 # usemtl pa_rest
 # usemtl pa_1l
 # usemtl pa_5r
 # usemtl pa_3l
 # usemtl pa_3r
 # usemtl pa_rest
 # usemtl pa_taxiway
 # usemtl Grass
 # usemtl Grass
 
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RE: [Flightgear-devel] lighting at KOAK

2002-10-21 Thread [EMAIL PROTECTED]
riley@uranium ~/src/SimGear/simgear/io
./decode_binobj /images/fgfsbase/Scenery/w130n30/w123n37/KOAK.btg.gz | grep
-i light
# usemtl RWY_WHITE_MEDIUM_LIGHTS
# usemtl RWY_YELLOW_MEDIUM_LIGHTS
# usemtl RWY_WHITE_MEDIUM_LIGHTS
# usemtl RWY_YELLOW_MEDIUM_LIGHTS
# usemtl RWY_VASI_LIGHTS
# usemtl RWY_VASI_LIGHTS
# usemtl RWY_GREEN_LIGHTS
# usemtl RWY_RED_LIGHTS
# usemtl RWY_WHITE_LIGHTS
# usemtl RWY_WHITE_MEDIUM_LIGHTS
# usemtl RWY_YELLOW_MEDIUM_LIGHTS
# usemtl RWY_WHITE_MEDIUM_LIGHTS
# usemtl RWY_YELLOW_MEDIUM_LIGHTS
# usemtl RWY_VASI_LIGHTS
# usemtl RWY_VASI_LIGHTS
# usemtl RWY_WHITE_MEDIUM_LIGHTS
# usemtl RWY_YELLOW_MEDIUM_LIGHTS
# usemtl RWY_WHITE_MEDIUM_LIGHTS
# usemtl RWY_YELLOW_MEDIUM_LIGHTS
# usemtl RWY_WHITE_MEDIUM_LIGHTS
# usemtl RWY_RED_MEDIUM_LIGHTS
# usemtl RWY_WHITE_MEDIUM_LIGHTS
# usemtl RWY_RED_MEDIUM_LIGHTS
# usemtl RWY_WHITE_LIGHTS
# usemtl RWY_REIL_LIGHTS
# usemtl RWY_REIL_LIGHTS
# usemtl RWY_GREEN_LIGHTS
# usemtl RWY_RED_LIGHTS
# usemtl RWY_WHITE_LIGHTS
# usemtl RWY_SEQUENCED_LIGHTS
# usemtl RWY_GREEN_LIGHTS
# usemtl RWY_RED_LIGHTS
# usemtl RWY_WHITE_LIGHTS
# usemtl RWY_GREEN_MEDIUM_LIGHTS
# usemtl RWY_RED_MEDIUM_LIGHTS
# usemtl RWY_GREEN_MEDIUM_LIGHTS
# usemtl RWY_RED_MEDIUM_LIGHTS
# usemtl RWY_WHITE_MEDIUM_LIGHTS
# usemtl RWY_YELLOW_MEDIUM_LIGHTS
# usemtl RWY_WHITE_MEDIUM_LIGHTS
# usemtl RWY_YELLOW_MEDIUM_LIGHTS

It appears there is lighting info there. That is on the base CVS scenery. I
have flown all around KOAK using magic carpet and it is totally dark. The
little two runway airport close by KOAK (SE I think) is happily flashing
away. *shrug*

Wm

Original Message:
-
From: Curtis L. Olson [EMAIL PROTECTED]
Date: Mon, 21 Oct 2002 20:44:53 -0500
To: [EMAIL PROTECTED]
Subject: RE: [Flightgear-devel] lighting at KOAK


Jim Wilson writes:
 Yes.  I'm having no problem seeing all the other fields in the area that I
 know of.  Been using magic carpet to check them out quickly.  KOAK
 has no lights. 

Strange ... you could use simgear/io/decode_binobj KOAK.btg.gz to see
if it actually contains any runway lights ...

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] lighting

2002-07-22 Thread David Megginson

Frederic Bouvier writes:

  Wait... the tower-hexa only glow on certain faces and not on others.
  It's going strangers...

Did you apply colour materials to some of the surfaces in Blender
before you exported your model?


All the best,


David

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Re: [Flightgear-devel] lighting

2002-07-22 Thread Jürgen Marquardt

Lighting in opengl is not only specified by an abient and a diffuse component, 
but also by an emission and a specular.
These four components are added together before rendering a primitive.

Emission ( which I think is enabled on the C172) is a color component 
independet of any ambient or diffuse light setting. That's why it glows or
shines even at night. I am pretty sure that when you remove that component
the C172 will look ok.

The specular component is the reflection of the light on the surface.
You see this component only if you are looking to the surface and it's 
reflection hits the sun. 

I try do some ASCII arts to make clear:

sun  viewpoint
  \/
   \  /
\/
--- surface


Juergen



Am Sonntag, 21. Juli 2002 16:58 schrieb Frederic Bouvier:

  Curtis L. Olson writes:
However, the C172 still stays fully illuminated all the time, even in
the dead of night.  Futhermore it is not shaded at all during the day
relative to sun position.  So, I my theory at this point is that this
model must have the emmissive property set so it is always fully
self illuminating?
 
  The glow (as opposed to sun illumination) is the result of a different
  and strange effect -- it depends on the non-textured rgb value of the
  surface, even though the surface is textured.  Set rgb in the *.ac
  file to 1 1 1 (the default for many AC3D models exported from Blender)
  and the model glows at night; set rgb to 0 0 0 and the model is always
  black, even in the day time; set it to .5 .5 .5 and the model is
  always grey, etc.
 
  But wait, there's more ...
 
  For reasons unknown, the effect is different depending on whether
  you're inside or outside the plane.  This is best illustrated by two
  screenshots of the same buildings, one from inside view and one from
  outside view:
 
http://www.megginson.com/flightsim/inside-lighting.jpg
 
http://www.megginson.com/flightsim/outside-lighting.jpg
 
  Notice that not only the plane starts to glow, but also the water
  tower and most of the buildings.  For some reason, the rgb colour gets
  blended with the texture in external view (also in the two tower
  views) but not in cockpit view.

 I have just noticed that too, but models I send you yesterday are not
 glowing. Compare small-glass-office-building and cube-apartment.
 The first glow and not the second in the external (chase) view.
 I think your textures are rgba while mine are only rgb. Going to verify
 that point.

 Wait... the tower-hexa only glow on certain faces and not on others.
 It's going strangers...

 Cheers,

 -Fred




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Re: [Flightgear-devel] lighting

2002-07-22 Thread Frederic BOUVIER

The list seems back...

   Wait... the tower-hexa only glow on certain faces and not on others.
   It's going strangers...

 Did you apply colour materials to some of the surfaces in Blender
 before you exported your model?

No, I only applied texture with the UV editor

Cheers,

-Fred



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re: [Flightgear-devel] lighting

2002-07-22 Thread David Megginson

Curtis L. Olson writes:

  Actually this is the way it is supposed to work.  We GL_MODULATE the
  texture on top of a colored polygon and the underlying color is
  modulated with the texture.  This way we can draw our objects in all
  white and have them properly shaded, then modulate that with the
  actual textures so the textured surfaces also appear shaded.  This is
  not unlike using multi-texturing to achieve lighting effects, except
  we are using opengl's shading model rather than providing our own
  light mask.

Here are the opening lines of c172-dpm.ac:

AC3Db
MATERIAL NoName rgb 1 1 1  amb 1 1 1  emis 0 0 0  spec 0 0 0 shi 72 trans 0

The rgb values are the only ones that seem to affect the model's
appearance.

 http://www.megginson.com/flightsim/inside-lighting.jpg
   
 http://www.megginson.com/flightsim/outside-lighting.jpg
   
   Notice that not only the plane starts to glow, but also the water
   tower and most of the buildings.  For some reason, the rgb colour gets
   blended with the texture in external view (also in the two tower
   views) but not in cockpit view.
  
  You may be seeing two different surfaces (inside vs. out) which may
  account for some of this???

That does not seem likely.  For pilot view, I'm not in a 3D cockpit,
so we're looking at the same buildings from about the same angle each
time.  Something changes in the OpenGL lighting state between pilot
view and chase view.


All the best,


David

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Re: [Flightgear-devel] Lighting

2002-07-22 Thread Curtis L. Olson

Frederic BOUVIER writes:
 [ The lists seems to have been down last 20 hours. I apologize if it
 already appeared ] 
 
 I discovered that only textures with an alpha channel are glowing at
 night, and only when the c172 is in the view. Try the 4th view (
 free tower view ) and the magic fdm. When the 172 is viewed, trees
 around are emitting light but when you move to clip it away, trees
 stop shining. 
 
 I modified my tower-hexa-2.rgb texture to remove the alpha channel (
 export to bmp and reimport ) and the tower stopped glowing. 

Very interesting observation.  I can confirm this too.  The other
objects (trees/bldgs) only appear to glow when the 3d c172 is in view.
I don't know if this is a specific problem with the c172 though.  I
see the same effect with the a4 and c310.  I don't see this problem
with the dc3 or 747.

So, it seems an awful lot like an opengl state management issue
related to drawing the 3d aircraft model.

The question I am asking myself is what is different between the
a4/c310/c172 and the dc3/747 models?  Do the a4/c310/c172 do something
different from the the other two models which plib isn't accounting
for?  Is it a problem in the aircraft model drawing code?  Panel
drawing code?  A bug in plib, not reseting state correctly?

The problem only seems to happen when the 3d model is in the view.  To
me, that would point to a problem with the model, or a problem with
plib's handling of the model.  For instance if the 3d model tickles
some material or lighting feature that plib doesn't normally handle or
doesn't handle at all.  But, I would be (maybe very) surprised to find
such a bug in plib that no one else has discovered previously.

I'm going to guess that more likely, we are setting some opengl state
someplace in the code which by chance, some 3d models might cause to
be reset, and others not.  Plib has a 'lazy' state evaluator so it
only changes the states it thinks need to be changed.  If we change
state ourselves separately, then plib might not change a state when it
needs to (very bad.)

Regards,

Curt.
-- 
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Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
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RE: [Flightgear-devel] Lighting

2002-07-22 Thread Norman Vine

Curtis L. Olson writes:

The problem only seems to happen when the 3d model is in the view.  To
me, that would point to a problem with the model, or a problem with
plib's handling of the model.  For instance if the 3d model tickles
some material or lighting feature that plib doesn't normally handle or
doesn't handle at all.  But, I would be (maybe very) surprised to find
such a bug in plib that no one else has discovered previously.

It might be informative to dump out or use gdb to look at the the actual
OpenGL state values being used
i.e the ambient, emissive, specular ect
in the pre and post callbacks for the 3d model

If one of these is being 'tromped on' then funny things are bound to happen
!

Norman


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Re: [Flightgear-devel] lighting

2002-07-22 Thread Frederic Bouvier

From: Frederic Bouvier [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, July 21, 2002 4:58 PM
Subject: Re: [Flightgear-devel] lighting


 From: David Megginson [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Sunday, July 21, 2002 4:31 PM
 Subject: re: [Flightgear-devel] lighting


  Curtis L. Olson writes:
 
However, the C172 still stays fully illuminated all the time, even in
the dead of night.  Futhermore it is not shaded at all during the day
relative to sun position.  So, I my theory at this point is that this
model must have the emmissive property set so it is always fully
self illuminating?
 
  The glow (as opposed to sun illumination) is the result of a different
  and strange effect -- it depends on the non-textured rgb value of the
  surface, even though the surface is textured.  Set rgb in the *.ac
  file to 1 1 1 (the default for many AC3D models exported from Blender)
  and the model glows at night; set rgb to 0 0 0 and the model is always
  black, even in the day time; set it to .5 .5 .5 and the model is
  always grey, etc.
 
  But wait, there's more ...
 
  For reasons unknown, the effect is different depending on whether
  you're inside or outside the plane.  This is best illustrated by two
  screenshots of the same buildings, one from inside view and one from
  outside view:
 
http://www.megginson.com/flightsim/inside-lighting.jpg
 
http://www.megginson.com/flightsim/outside-lighting.jpg
 
  Notice that not only the plane starts to glow, but also the water
  tower and most of the buildings.  For some reason, the rgb colour gets
  blended with the texture in external view (also in the two tower
  views) but not in cockpit view.

 I have just noticed that too, but models I send you yesterday are not
 glowing. Compare small-glass-office-building and cube-apartment.
 The first glow and not the second in the external (chase) view.
 I think your textures are rgba while mine are only rgb. Going to verify
 that point.

 Wait... the tower-hexa only glow on certain faces and not on others.
 It's going strangers...

Confirmed: when the tower-hexa-2.rgb is rgba, it glows, and when it is
only rgb, it don't glow anymore. Only in external views. Perhaps because
in the inside view, we are looking through the window !

Cheers,

-Fred




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re: [Flightgear-devel] Lighting

2002-07-22 Thread David Megginson

Frederic BOUVIER writes:

  I discovered that only textures with an alpha channel are glowing
  at night, and only when the c172 is in the view. Try the 4th view (
  free tower view ) and the magic fdm. When the 172 is viewed, trees
  around are emitting light but when you move to clip it away, trees
  stop shining.
  
  I modified my tower-hexa-2.rgb texture to remove the alpha channel
  ( export to bmp and reimport ) and the tower stopped glowing.

OK, here's how plib sets up the states in src/ssg/ssgLoadAC.cxx.  In
AC3D format, textures and materials are separate: each object in a
model can have only one texture, but it can use a different
material for each surface.  Each materials is defined with a line like
this near the top of the file:

  MATERIAL NoName rgb 1 1 1  amb 1 1 1  emis 0 0 0  spec 0 0 0 shi 72  trans 0

The static get_state function actually builds the ssgState for each
part of the model.  It immediately sets the specular, emissive, and
shininess properties directly from the parameters in the line (but
they have no apparent effect in FlightGear).  Next, it enables colour
material with GL_AMBIENT_AND_DIFFUSE, together with lighting and
smooth shading.

If there is a texture defined, it then sets GL_TEXTURE_2D.  Finally,
it checks the alpha value (1.0 - transparency), and if it is less than
1 *or* the texture file has an alpha channel, it disables
GL_ALPHA_TEST and enables GL_BLEND.

The rgb value is copied to the vertex table for each of the vertices.

So what's the interaction?  Frederic identified the difference between
a texture with and without an alpha channel.  Why does enabling
GL_BLEND seem to have this effect?

In any case, I also have alpha channels in the textures for a couple
of the buildings, and they don't start glowing unless the C172 is
visible as well.  Here's a different possibility -- the C172 has one
texture with an alpha channel (which would cause GL_BLEND to be
enabled), and one without (which would cause GL_BLEND to be
disabled).  Could that be the culprit?


All the best,


David

-- 
David Megginson, [EMAIL PROTECTED], http://www.megginson.com/

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RE: [Flightgear-devel] Lighting

2002-07-22 Thread Norman Vine

Norman Vine writes:

Curtis L. Olson writes:

The problem only seems to happen when the 3d model is in the view.  To
me, that would point to a problem with the model, or a problem with
plib's handling of the model.  For instance if the 3d model tickles
some material or lighting feature that plib doesn't normally handle or
doesn't handle at all.  But, I would be (maybe very) surprised to find
such a bug in plib that no one else has discovered previously.

It might be informative to dump out or use gdb to look at the
the actual
OpenGL state values being used
i.e the ambient, emissive, specular ect
in the pre and post callbacks for the 3d model

If one of these is being 'tromped on' then funny things are
bound to happen !

Not really sure what all it means and / or how they get there but ...
There are some 'interesting values in the file this generates

void
FGAircraftModel::init ()
{
  _aircraft = new FGModelPlacement;
  string path = fgGetString(/sim/model/path, Models/Geometry/glider.ac);
  try {
_aircraft-init(path);
  } catch (const sg_exception ex) {
SG_LOG(SG_GENERAL, SG_ALERT, Failed to load aircraft from   path);
SG_LOG(SG_GENERAL, SG_ALERT, (Falling back to glider.ac.));
_aircraft-init(Models/Geometry/glider.ac);
  }
  _scene-addKid(_aircraft-getSceneGraph());
  _selector-addKid(_aircraft-getSceneGraph());
  globals-get_scenery()-get_aircraft_branch()-addKid(_selector);
#if 0
  FILE *fp;
  fp = fopen(model.ascii, wt);
  _aircraft-getSceneGraph()-print(fp);
  fclose(fp);
#endif
}


e.g.
ssgVtxTable: Name=NoName
  Userdata = 0x0
  Num Parents=1
  ssgSimpleState: Name=NoName
Userdata = 0x0
Translucent  = True
ExternalProp = 0
Don't Care   = CULLFACE
Enabled  = TEXTURE2D COLOR_MATERIAL BLEND LIGHTING
TexHandle= 3
TexFilename  =
'/home/nhv/FlightGear/Aircraft/c172/Models/c172-01.rgb'
Shade Model  = 7425
Shininess= 2.00
AlphaClamp   = -0.326197
ColourMatMode= GL_AMBIENT_AND_DIFFUSE
Ambient  : (-0.455241,-0.326197,0.526312,-0.455241)
Diffuse  : (-0.326197,-0.468420,-0.832415,-0.326197)
Specular : (0.00,0.00,0.00,1.00)
Emission : (0.00,0.00,0.00,1.00)


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Re: [Flightgear-devel] Lighting

2002-07-22 Thread Frederic Bouvier

do you mean this kind of data :

 ssgSimpleState: Name=NoName
   Userdata = 
   Translucent  = False
   ExternalProp = 0
   Don't Care   = CULLFACE
   Enabled  = TEXTURE2D COLOR_MATERIAL LIGHTING
   TexHandle= 2
   TexFilename  =
'c:/flightgear/cvs/fgfsbase/Aircraft/c172/Models/c172-02.rgb'
   Shade Model  = 7425
   Shininess= 72.00
   AlphaClamp   = -431602080.00
   ColourMatMode= GL_AMBIENT_AND_DIFFUSE
   Ambient  :
(-431602080.00,-431602080.00,-431602080.00,-431602080.00)
   Diffuse  :
(-431602080.00,-431602080.00,-431602080.00,-431602080.00)
   Specular : (0.00,0.00,0.00,1.00)
   Emission : (0.00,0.00,0.00,1.00)

Shouldn't the values of color component in the range [0..1] ?

-Fred

- Original Message -
From: Norman Vine [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, July 22, 2002 8:21 PM
Subject: RE: [Flightgear-devel] Lighting


 Norman Vine writes:
 
 Curtis L. Olson writes:
 
 The problem only seems to happen when the 3d model is in the view.  To
 me, that would point to a problem with the model, or a problem with
 plib's handling of the model.  For instance if the 3d model tickles
 some material or lighting feature that plib doesn't normally handle or
 doesn't handle at all.  But, I would be (maybe very) surprised to find
 such a bug in plib that no one else has discovered previously.
 
 It might be informative to dump out or use gdb to look at the
 the actual
 OpenGL state values being used
 i.e the ambient, emissive, specular ect
 in the pre and post callbacks for the 3d model
 
 If one of these is being 'tromped on' then funny things are
 bound to happen !

 Not really sure what all it means and / or how they get there but ...
 There are some 'interesting values in the file this generates

 void
 FGAircraftModel::init ()
 {
   _aircraft = new FGModelPlacement;
   string path = fgGetString(/sim/model/path,
Models/Geometry/glider.ac);
   try {
 _aircraft-init(path);
   } catch (const sg_exception ex) {
 SG_LOG(SG_GENERAL, SG_ALERT, Failed to load aircraft from   path);
 SG_LOG(SG_GENERAL, SG_ALERT, (Falling back to glider.ac.));
 _aircraft-init(Models/Geometry/glider.ac);
   }
   _scene-addKid(_aircraft-getSceneGraph());
   _selector-addKid(_aircraft-getSceneGraph());
   globals-get_scenery()-get_aircraft_branch()-addKid(_selector);
 #if 0
   FILE *fp;
   fp = fopen(model.ascii, wt);
   _aircraft-getSceneGraph()-print(fp);
   fclose(fp);
 #endif
 }


 e.g.
 ssgVtxTable: Name=NoName
   Userdata = 0x0
   Num Parents=1
   ssgSimpleState: Name=NoName
 Userdata = 0x0
 Translucent  = True
 ExternalProp = 0
 Don't Care   = CULLFACE
 Enabled  = TEXTURE2D COLOR_MATERIAL BLEND LIGHTING
 TexHandle= 3
 TexFilename  =
 '/home/nhv/FlightGear/Aircraft/c172/Models/c172-01.rgb'
 Shade Model  = 7425
 Shininess= 2.00
 AlphaClamp   = -0.326197
 ColourMatMode= GL_AMBIENT_AND_DIFFUSE
 Ambient  : (-0.455241,-0.326197,0.526312,-0.455241)
 Diffuse  : (-0.326197,-0.468420,-0.832415,-0.326197)
 Specular : (0.00,0.00,0.00,1.00)
 Emission : (0.00,0.00,0.00,1.00)


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RE: [Flightgear-devel] lighting error

2001-12-09 Thread Richard Kis

I'm running latest version from CVS, I saw this error in both CVS and
last release version. 

Richard Kis


-Original Message-
From: Curtis L. Olson [mailto:[EMAIL PROTECTED]]
Sent: Monday, December 10, 2001 1:12 AM
To: [EMAIL PROTECTED]
Subject: Re: [Flightgear-devel] lighting error


What version of FlightGear are you running.  I believe we have fixed
at least on external view lighting bug matching your description for
0.7.9

Regards,

Curt.


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From: =?iso-8859-2?Q?Richard_Ki=B9?= [EMAIL PROTECTED]
Sender: [EMAIL PROTECTED]
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Subject: [Flightgear-devel] lighting error
Date: Sun, 9 Dec 2001 15:53:08 +0100

Hello,

There is a lighting error in the external  (look at) viewer. Everything
=
is OK when pilot offset heading/pitch is zero degrees. When I try set =
some heading / pitch  (for example heading 180 degrees - view from the =
tail), the sky is darkest on the sun site and brightest on the opposite
=
site. It means that calculated light source position is not equal to sun
=
position in case of use a pilot offset angles !=3D 0...

Richard  Kis

-- 
Curtis Olson   Intelligent Vehicles Lab FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt
http://www.flightgear.org

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