Re: [Flightgear-devel] Will my updates be used/useful?

2006-01-15 Thread Paul Surgeon
On Sunday 15 January 2006 12:08, Christian Mayer wrote:
 (*) unless you want to get fancy with blending the textures, etc. pp.
 But this will create an big overhead.

Well yes but a half decent scenery engine using texture blending like the one 
in X-Plane and MSFS would do just fine and they actually run faster than FG 
when I increase the visibility to about 50km or greater.

We must be doing something wrong to get the worst of both worlds.

Paul


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Re: [Flightgear-devel] Will my updates be used/useful?

2006-01-15 Thread Christian Mayer
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Paul Surgeon schrieb:
 On Sunday 15 January 2006 12:08, Christian Mayer wrote:
 (*) unless you want to get fancy with blending the textures, etc. pp.
 But this will create an big overhead.
 
 Well yes but a half decent scenery engine using texture blending like the one 
 in X-Plane and MSFS would do just fine and they actually run faster than FG 
 when I increase the visibility to about 50km or greater.
 
 We must be doing something wrong to get the worst of both worlds.

Have you compared the frame rates when everything apart from the ground
is disabled (no other planes and no objects on the ground)?

Is the resolution the same (IIRC FGFS has a resolution of 30 or 40 meters)?

Does X-Plane or MSFS use a CLOD algorithm or are they tile based (do
those tiles have LOD or not)?

If we know the answers to those questions are the same for FGFS and the
other simes we can try to compare texture blending vs. not texture blending.

CU,
Christian



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Re: [Flightgear-devel] Will my updates be used/useful?

2006-01-15 Thread dene maxwell

Hi all,
my reading of the situation;
a) No adjustment of the textures takes place at the moment for sloping 
terrain...hence the stretch problem.
b) a cylindrical solution has been proposed(that I don't understand the 
maths of) that may/will have an unacceptable performance hit.
c) x-plane and MSFS have solutions to this problem that look great and don't 
have a performance hit at 50km distance (assumption; at 50km they do have a 
performance hit)

d) we put up with seams with very little performance hit

has anyone actually tested the various options to quantify the performance 
hits and/or the visual effects involved in the various solutions. Objective 
data would certainly be helpful?


or we could all join the flat earth society g

Cheers
Dene


From: Paul Surgeon [EMAIL PROTECTED]
On Sunday 15 January 2006 12:08, Christian Mayer wrote:
 (*) unless you want to get fancy with blending the textures, etc. pp.
 But this will create an big overhead.

Well yes but a half decent scenery engine using texture blending like the 
one

in X-Plane and MSFS would do just fine and they actually run faster than FG
when I increase the visibility to about 50km or greater.

We must be doing something wrong to get the worst of both worlds.

Paul


_
Become a fitness fanatic @  http://xtramsn.co.nz/health



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Re: [Flightgear-devel] Will my updates be used/useful?

2006-01-15 Thread Christian Mayer
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dene maxwell schrieb:
 Hi all,
 my reading of the situation;
 a) No adjustment of the textures takes place at the moment for sloping
 terrain...hence the stretch problem.
 b) a cylindrical solution has been proposed(that I don't understand
 the maths of) that may/will have an unacceptable performance hit.
 c) x-plane and MSFS have solutions to this problem that look great and
 don't have a performance hit at 50km distance (assumption; at 50km they
 do have a performance hit)
 d) we put up with seams with very little performance hit
 
 has anyone actually tested the various options to quantify the
 performance hits and/or the visual effects involved in the various
 solutions. Objective data would certainly be helpful?

a), b) and d) would have *no* runtime performance hit.
b) has a scenery generation performance hit (that depends on the number
of vertices that belong to one terrain type)
d) has a little, neglectable scenery generation performance hit - but
the visual results would be really ugly

c) would have a runtime performance hit (i.e. the frame rate drops)

I don't know the quantities of the hits though.
But I'd try b) first as it's compatible to the current approach and
doesn't create any runtime overhead.

CU,
Christian



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Re: OSG? was Re: [Flightgear-devel] Re: Graphics Engine

2006-01-15 Thread Mathias Fröhlich

Hi,

On Saturday 14 January 2006 19:07, Ampere K. Hardraade wrote:
 That was a suggestion.  I current am not working on any document regarding
 the graphic engine, so I have nothing to share.  However, I along with
 several others, are working on a document regarding the architecture of FG.

 If you have concrete plans, you need to put them in a document so those
 people who want to help can understand what you are trying to do, then make
 addition or proposal modifications to some of your ideas.
Well not that concrete. :)

It is just that I have already a plan in my desk if we want to do that. A plan 
which has prooven good in an other projekt.

I have for example a list of things just required to be done before. I believe 
it is out of discussion that the ac reader must just work like the plib one 
does.

 The idea is to get the design and analysis done before writing a single
 line of code.  For a project as big as FlightGear, writing design reports
 should not be an option; it should be a must.
Well, a scenegraph is a scenegraph - more or less. At least in this direction. 
There is nothing I know of you can do with plib you cannot do with osg. There 
are aprioriate callbacks in osg so that you can implement the animation 
infrastructure like we have it with ssg*. So there is not much design to do 
in this area.

Given that the precautions are are all satisfied, that is 
- all required loaders for osg work like expected,
- we have an additional loader for the scenery files
- we have a good tri/quad striper for osg geometries.
- we have a short proof of concept to see how this interacts with pui
and most important
- *we* have *decided* to do that(!)
then, I think the plan would be as follows:
- build up a very thin envelope around the ssg* calls just taking scenegraph
  independent datastructure which could be translated to the aprioriate
  scenegraph. The best case is here that the datatypes are scenegraph
  independent but fit directly into the ssg functions directly.
  That is how I designed that vectors this discussion started from.
  Consequently no copying needs to be done.
  The envelope calls will be inlined and optimized away.
- From that point we will not have any direct ssg call in the sources
  except in that envelop classes.
- Now we can provide a set of envelop classes with osg as backend.
- Now see how we can integrate our direct OpenGL calls into that stuff
  to make it work with both envelopes.
- Past that we can play with that and can even easily go back if there
  are some unsolvable problems (I do not expect them).
- If osg turns out the way to go, one can remove the ssg envelopes and may
  remove the indirections through the osg envelope.
- Now you are really free to just use the cool features osg provides.

   Greetings

Mathias

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Re: OSG? was Re: [Flightgear-devel] Re: Graphics Engine

2006-01-15 Thread Christian Mayer
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Mathias Fröhlich schrieb:
 The sg* vectors and matrices are created in such a way that they'll
 offer the higest possible performance and compatability for using OpenGL.
 column major like fortran :)
 Well, I worked, together with some collegues, on getting a linux cluster into 
 the top500 some time ago :)

Good to hear.

(BTW: my diploma thesis [= roughly a masters thesis] was the creation of
cache oblivious matrix operations in C++ using the space filling Peano
curve; I could beat the Intel Math Kernel Library in optimal cache use -
und even performance wise when I used only x87 instructions :) I put the
code and the thesis at http://tifammy.sf.net/
Space filling curves have very interesting properties for high
performance computing - not only for cache efficiency but also for
partitioning of problems for parallel computers / clusters)


 Yep, I believe that this small vector set will even provide more performance 
 since it will just work with all ss?g* functions natively. Instead of that 
 horrible mix of sg* and simgear point3d datatypes we have at the moment, 
 which do not interface well and thus needs masses of hand coded copies from 
 one datatype to the other. You can just use such a thing as a drop in 
 replacement for any sg type.

At the times I did active FGFS development I also didn't like the many
different vector classes.

 It takes me regularily needless time to clearify what I have in my hands if I 
 get a Point3D datatype.

Different classes (or just class names) sound like an good idea.


It might be interesting to offer the use of SSE values internally. This
could give a little performance boost for modern IA-32 processors.

CU,
Christian


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Re: OSG? was Re: [Flightgear-devel] Re: Graphics Engine

2006-01-15 Thread Mathias Fröhlich

Hi,

On Sunday 15 January 2006 12:54, Christian Mayer wrote:
 (BTW: my diploma thesis [= roughly a masters thesis] was the creation of
 cache oblivious matrix operations in C++ using the space filling Peano
 curve; I could beat the Intel Math Kernel Library in optimal cache use -
 und even performance wise when I used only x87 instructions :) I put the
 code and the thesis at http://tifammy.sf.net/
 Space filling curves have very interesting properties for high
 performance computing - not only for cache efficiency but also for
 partitioning of problems for parallel computers / clusters)
Sounds interresting.
Downloaded that matrix kernels.
... let's see what I can make use of :)
What did you study?

  Yep, I believe that this small vector set will even provide more
  performance since it will just work with all ss?g* functions natively.
  Instead of that horrible mix of sg* and simgear point3d datatypes we have
  at the moment, which do not interface well and thus needs masses of hand
  coded copies from one datatype to the other. You can just use such a
  thing as a drop in replacement for any sg type.

 At the times I did active FGFS development I also didn't like the many
 different vector classes.
Yep, the aim is that you have an intuitive usable thing you can use directly 
with the scenegraph.

 It might be interesting to offer the use of SSE values internally. This
 could give a little performance boost for modern IA-32 processors.
Well, wait for gcc 4.2.
There is much work going on in the direction of autovectorization. The tree 
optimization infrastructure has brought many improovments for optimizations. 
But a patch which has arrived yesterday in the svn head revision makes now 
definitly use of that. Richard Günther has yesterday checked in a patch which 
makes gcc see that array elements of the same array with different indices 
cannot alias. This now opens the door to do autovectorizations for small 
arrays. There is a tunable maximum array length of 4, but first tests with 16 
for the typical transform matrices have shown that gcc now uses some 
addp[sd]'s instead of the unpacked versions ...

Greetings

  Mathias

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Re: OSG? was Re: [Flightgear-devel] Re: Graphics Engine

2006-01-15 Thread Christian Mayer
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Hash: SHA1

Mathias Fröhlich schrieb:
 Hi,
 
 On Sunday 15 January 2006 12:54, Christian Mayer wrote:
 (BTW: my diploma thesis [= roughly a masters thesis] was the creation of
 cache oblivious matrix operations in C++ using the space filling Peano
 curve; I could beat the Intel Math Kernel Library in optimal cache use -
 und even performance wise when I used only x87 instructions :) I put the
 code and the thesis at http://tifammy.sf.net/
 Space filling curves have very interesting properties for high
 performance computing - not only for cache efficiency but also for
 partitioning of problems for parallel computers / clusters)
 Sounds interresting.
 Downloaded that matrix kernels.
 ... let's see what I can make use of :)
 What did you study?

Technomathematik (= applied mathematics)

Oh, I've just seen that I didn't link the thesis yet. Should be there
under documentation in a few minutes

 It might be interesting to offer the use of SSE values internally. This
 could give a little performance boost for modern IA-32 processors.
 Well, wait for gcc 4.2.

gcc isn't the only compiler though. For the IA-32 are at least the
MSVC++ and the Intel ICC important, too.

And my expericence (with ICC) are, that the vectorisation does only work
for loops.
The code of my thesis uses recursions and explicitly coded operations.
The ICC wansn't able to auto vectorise any of those.

CU,
Christian


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Re: OSG? was Re: [Flightgear-devel] Re: Graphics Engine

2006-01-15 Thread Mathias Fröhlich

Hi,

On Sunday 15 January 2006 13:18, Christian Mayer wrote:
 Technomathematik (= applied mathematics)
Karlsruhe?

Mathematician from Tübingen, did numerical analysis, mostly timestepping.

 Oh, I've just seen that I didn't link the thesis yet. Should be there
 under documentation in a few minutes
Thanks!

  It might be interesting to offer the use of SSE values internally. This
  could give a little performance boost for modern IA-32 processors.
 
  Well, wait for gcc 4.2.

 gcc isn't the only compiler though.
:)

 For the IA-32 are at least the 
 MSVC++ and the Intel ICC important, too.

 And my expericence (with ICC) are, that the vectorisation does only work
 for loops.
 The code of my thesis uses recursions and explicitly coded operations.
 The ICC wansn't able to auto vectorise any of those.
Ok, interresting. I heared that MSVC does vectorization for some time.
But as long as I am that used to unix in contrast to windows, MSVC is not an 
option for me :)
ICC is something I play with at some times. But I never tried how it 
vectorizes.
Also the gcc development is much more interresting since you can watch that 
development including the internal comments. With closed compilers you can 
see marketing headlines which mostly do not have any technical relevance ...
... 'see now you have only two clicks to refactor whatever'
:)

  Greetings

   Mathias

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Re: OSG? was Re: [Flightgear-devel] Re: Graphics Engine

2006-01-15 Thread Christian Mayer
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Mathias Fröhlich schrieb:
 Hi,
 
 On Sunday 15 January 2006 13:18, Christian Mayer wrote:
 Technomathematik (= applied mathematics)
 Karlsruhe?

Nope, TU München

 Mathematician from Tübingen, did numerical analysis, mostly timestepping.

Numerics is also the stuff that I do most (as well as lots of fluid
dynamics).

 And my expericence (with ICC) are, that the vectorisation does only work
 for loops.
 The code of my thesis uses recursions and explicitly coded operations.
 The ICC wansn't able to auto vectorise any of those.
 Ok, interresting. I heared that MSVC does vectorization for some time.

I've only used the .NET 2003 version (i.e. 7.1 IIRC). And that couldn't
do any vectorisation. It could use the scalar SSE instructions instead
of the x87 though (they are faster for the Pentium 4; my Pentium M was a
bit slower)

 Also the gcc development is much more interresting since you can watch that 
 development including the internal comments. With closed compilers you can 
 see marketing headlines which mostly do not have any technical relevance ...

Yes, but at least a shot time ago the IIC was supposed to do better
optimisations (I *think* that's still true - but have no measurements)

CU,
Christian


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Re: OSG? was Re: [Flightgear-devel] Re: Graphics Engine

2006-01-15 Thread Mathias Fröhlich

Hi,

On Sunday 15 January 2006 13:33, Christian Mayer wrote:
 Numerics is also the stuff that I do most (as well as lots of fluid
 dynamics).
Ok, so you are actually writing on your PHD?

  Ok, interresting. I heared that MSVC does vectorization for some time.

 I've only used the .NET 2003 version (i.e. 7.1 IIRC). And that couldn't
 do any vectorisation. It could use the scalar SSE instructions instead
 of the x87 though (they are faster for the Pentium 4; my Pentium M was a
 bit slower)
Ok, just the scalar ones is not something really interresting ...

   Greetings

 Mathias

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Re: OSG? was Re: [Flightgear-devel] Re: Graphics Engine

2006-01-15 Thread Christian Mayer
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Mathias Fröhlich schrieb:
 Hi,
 
 On Sunday 15 January 2006 13:33, Christian Mayer wrote:
 Numerics is also the stuff that I do most (as well as lots of fluid
 dynamics).
 Ok, so you are actually writing on your PHD?

Nein. Ich muß erst noch die Hauptdiplomprüfungen im Februar/März überstehen.

Dann mach evtl. bei BMW einen Dr. (falls die endlich mit der Stelle in
die Gänge kommen...) oder suche mir eine normale Anstellung.

CU,
Christian

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Re: OSG? was Re: [Flightgear-devel] Re: Graphics Engine

2006-01-15 Thread Mathias Fröhlich

Hi

Aem, sorry for that noise, As Christian started to reply in german, I thought 
that we have private mails

Sorry!

  Mathias 

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Re: [Flightgear-devel] Will my updates be used/useful?

2006-01-15 Thread Curtis L. Olson

dene maxwell wrote:


Hi Paul,


From: Paul Surgeon [EMAIL PROTECTED]
On Sunday 15 January 2006 10:25, dene maxwell wrote:
 Hi Paul, to my way of thinking the resolution is not important. 
Pythagarus
 is more important, the distance as seen in a birds-eye view as seen 
by FGSD

 is not the distance of the terrain. Hence if you cut a material to a
 birds-eye distance of say 10 what ever units it will be stretched 
to say
 14.14 units when the slope is 45 degrees. The greater the slope the 
larger
 the slope distortion, in the nth degree a vertical slope will have 
zero

 length stretched to infinite length.

 Dene

What I mean is that from a top down view you need to increase the 
resolution

of textures on the slopes so that when you look at the slope from a
perpendicular angle you still get the same resolution as on flat ground.

Example :
If a flat piece of ground has a texture resolution of 1m/pixel then a 
slope of
45 degrees should also have a texture resolution of 1m/pixel if you 
look at

it from a perpendicular perspective.



agreed

A 45 degree slope viewed from the *top* should have a texture 
resolution of

0.707 m/pixel. So from a top down view the texture resolution will be
higher. This will unstretch those slope textures.

Paul

this certainly seems to follow the geometric logic. One problem...it 
doesn't seem to work.


Without being familiar with the code concerned, my impression is that 
this logic is not being applied in a way that produces the desired 
result or something very important is being over looked in the logic. 
Perhaps applying this sinusoidal algorithm is the problem, why not try 
giving all perspectives a 1m/pixel view and see if the result is more 
pleasing? This might aleast give some idea where the observed 
stretching is occurringyeah?



Here's the downside though ... if you change the texture resolution or 
how you project the texture onto the surface based on slope, then you 
lose the seamless tiling across triangle edges.  We eventually need to 
come up with a better way to blend/dither non-tiled edges together, but 
for the moment we can't do that.


Regards,

Curt.

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HumanFIRST Program  http://www.humanfirst.umn.edu/
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Re: OSG? was Re: [Flightgear-devel] Re: Graphics Engine

2006-01-15 Thread Curtis L. Olson

Mathias Fröhlich wrote:


Hi

Aem, sorry for that noise, As Christian started to reply in german, I thought 
that we have private mails


Sorry!
 



I was reading through the thread this morning and as it progressed there 
were more and more german words intermixed and then wham all german.


I've been working on a large vehicle steering and guidance controller 
(snowplow/truck) for my day job and if pavement==english and 
grass==german, the language use of this thread, closely approximates 
what my truck does if I try to drive through a corner too fast. :-)


Curt.

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Re: [Flightgear-devel] Will my updates be used/useful?

2006-01-15 Thread David Luff
Ralf Gerlich writes:

 Hi,
 
 Paul Surgeon schrieb:
  When TerrorGear does the UV mapping calculations on the terrain polys it 
  should take the terrain slope into account.
  Flat ground = standard resolution
  More slope = higher resolution
 
 I think the only point where TerraGear assign UV coordinates is during 
 generation of airports (texture coordinates for the taxiways and 
 runways). All the other UV calculations are done by FlightGear when 
 loading the tile, IIRC.
 

No, I'm pretty sure that TerraGear does them all.  In the past I've extended 
the TerraGear uv generator to allow seamless tiling of the OSGB36 grid 
[--useUKgrid], and within a UTM zone, to remove the discontiunity at 
degree-latitude lines that the current TerraGear scheme gives, so unless 
something drastic has changed since then, it's definiately TerraGear that 
generates them.  FG does the ocean tile though, IIRC.

With regards to the slope texture stretching, unless I'm very much mistaken 
I've seen exactly the same problem in MSFS 2002.

Cheers - Dave



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Re: [Flightgear-devel] A little experiment with KSFO

2006-01-15 Thread Ampere K. Hardraade
On January 13, 2006 08:04 pm, Ampere K. Hardraade wrote:
 The process is trivial.

 In each file, there are lines that represent latitude and longitude.
 http://204.108.4.16/d-tpp/0513/00375AD.PDF

 The user would first use a program like Inkscape to rename at least four of
 those lines to the latitude and longitude that they represent.  Then,
 he/she would use a custom program to generate a new SVG file that have all
 the vertices of the airport in their proper location.  (Alternately we
 could integrate this program into FG, so that the users don't have to go
 through an extra step.)

 The program would recongize those latitude and longitude lines by their id
 field.  The correct coordinates of a vertex in the SVG file could then be
 computed by finding the shortest-distance between that vertex and the
 latitude/longitude lines.  It is simple algebra, but we need someone to
 code it.

 Ampere

Okay, here is a little example:
http://www.cs.yorku.ca/~cs233144/export_ksfo2.svg

Open the file in a text editor, and search for the strings lat and long.  
You should find the followings:

line
   id=lat37:36N
   y2=1.0930041
   x2=0.062879607
   y1=1.0381277
   x1=-0.015509823
   inkscape:label=#line3669 /

line
   id=long122:24W
   y2=0.28113425
   x2=0.18312363
   y1=0.49137598
   x1=0.03586068
   inkscape:label=#line3671 /

line
   id=lat37:38N
   y2=0.5338757
   x2=0.48925012
   y1=0.28250575
   x1=0.13024202
   inkscape:label=#line3691 /

line
   id=long122:23W
   y2=0.25000599
   x2=0.54600322
   y1=0.49837247
   x1=0.37225437
   inkscape:label=#line3687 /

So, we know what latitude/longitude the lines represent, and we know the end 
points of each of those lines.  Now, we can use the method shown here:
http://mathcentral.uregina.ca/QQ/database/QQ.09.04/carly1.html
to calculate the latitude and longitude of each vertices in the SVG file.

As I said, simple Algebra. :)

Ampere


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Re: [Flightgear-devel] Will my updates be used/useful?

2006-01-15 Thread dene maxwell

Hi Curt,
I suppose I'm less sensitive to the abrupt change problem as most of the 
scenery both face material and triangle edges show some form of abrupt 
change due the the mountainous terrain that covers most of the country.


Personally I like the blending solution for edges although this still 
doesn't solve the stretching problem. This could possibly be done for both 
face material changes and slope changes (smoothed edges)


There seem to be two issues;
a)  the stretching on slopes and
b) the seamless edges.

At the moment we have pretty much seamless edges on adjacent tiles of the 
same face material. This isn't the case for edges on adjacent tiles of 
different face material.


This is a known issue. I suggested a way to try and get a handle on it, 
unfortunately this would be at the cost of seamless edges. But this 
investigation process doesn't have to effect the production version. Could 
this be done locally by someone who can implement different slope alogrithms 
and report back findings.


I think the objective data would assist, rather than what appears to be most 
subjective assessment albeit very well educated.


I might be way off target here and I hope that I haven't caused offence to 
anyone. I realise I'm making rather bold statements for a newbie.


Cheers
Dene



From: Curtis L. Olson [EMAIL PROTECTED]
dene maxwell wrote:


Hi Paul,


From: Paul Surgeon [EMAIL PROTECTED]
On Sunday 15 January 2006 10:25, dene maxwell wrote:
 Hi Paul, to my way of thinking the resolution is not important. 
Pythagarus
 is more important, the distance as seen in a birds-eye view as seen by 
FGSD

 is not the distance of the terrain. Hence if you cut a material to a
 birds-eye distance of say 10 what ever units it will be stretched to 
say
 14.14 units when the slope is 45 degrees. The greater the slope the 
larger
 the slope distortion, in the nth degree a vertical slope will have 
zero

 length stretched to infinite length.

 Dene

What I mean is that from a top down view you need to increase the 
resolution

of textures on the slopes so that when you look at the slope from a
perpendicular angle you still get the same resolution as on flat ground.

Example :
If a flat piece of ground has a texture resolution of 1m/pixel then a 
slope of
45 degrees should also have a texture resolution of 1m/pixel if you look 
at

it from a perpendicular perspective.



agreed

A 45 degree slope viewed from the *top* should have a texture resolution 
of

0.707 m/pixel. So from a top down view the texture resolution will be
higher. This will unstretch those slope textures.

Paul

this certainly seems to follow the geometric logic. One problem...it 
doesn't seem to work.


Without being familiar with the code concerned, my impression is that this 
logic is not being applied in a way that produces the desired result or 
something very important is being over looked in the logic. Perhaps 
applying this sinusoidal algorithm is the problem, why not try giving all 
perspectives a 1m/pixel view and see if the result is more pleasing? This 
might aleast give some idea where the observed stretching is 
occurringyeah?



Here's the downside though ... if you change the texture resolution or how 
you project the texture onto the surface based on slope, then you lose the 
seamless tiling across triangle edges.  We eventually need to come up with 
a better way to blend/dither non-tiled edges together, but for the moment 
we can't do that.


Regards,

Curt.



_
Discover fun and games at  @  http://xtramsn.co.nz/kids



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Re: [Flightgear-devel] New JSBSim code

2006-01-15 Thread Stefan Seifert

Richard Harrison wrote:
I 100% agree with the way Jon has fixed this. Suggesting that there is 
simpler way of doing it indicates a lack of understanding of the 
complexities.


Yes, of course. I didn't say the way it's fixed is bad, or that it 
doesn't work. But as I never tried to code a FDM myself I really lack an 
understanding of the complexities, and so I ask. I'd say the question is 
the beginning of wisdom :)


I do not demand an answer, but if someone has a document or something 
about this at hand, so I can understand it better, it would just be 
nice. I'm always interested in learning.


Nine


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