[Flightgear-devel] Cloud altitudes in shader?
Hi Stuart, is gl_Vertex.z a reasonably approximate guess for the altitude in which the cloud finally appears or do I have to look elsewhere? There's lots of reshuffling of the vertex coordinates going on in the shader, and I've kind of lost track a bit... * Thorsten -- Ridiculously easy VDI. With Citrix VDI-in-a-Box, you don't need a complex infrastructure or vast IT resources to deliver seamless, secure access to virtual desktops. With this all-in-one solution, easily deploy virtual desktops for less than the cost of PCs and save 60% on VDI infrastructure costs. Try it free! http://p.sf.net/sfu/Citrix-VDIinabox ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Aircraft issues: Vostok-1, (dc-3, dhc6, CRJ700, pa24-250-CIIB)
Thorsten, can you make a test flight and see if the instruments behave as they used to? I've just updated everything and had a short hop with Vostok to ~100 km altitude and 2nd stage burnout - at least five minutes into the mission, everything was looking and responding normally, so I'd assume that your fix was good. I'll try a full orbital insertion and return in the next few days (it's quite tricky and takes some time) - I want to test the the skydome shader performance anyway. Thanks, * Thorsten -- Ridiculously easy VDI. With Citrix VDI-in-a-Box, you don't need a complex infrastructure or vast IT resources to deliver seamless, secure access to virtual desktops. With this all-in-one solution, easily deploy virtual desktops for less than the cost of PCs and save 60% on VDI infrastructure costs. Try it free! http://p.sf.net/sfu/Citrix-VDIinabox ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Aircraft issues: Vostok-1, (dc-3, dhc6, CRJ700, pa24-250-CIIB)
On Mon, 9 Jan 2012, thorsten.i.r...@jyu.fi wrote: Thorsten, can you make a test flight and see if the instruments behave as they used to? I've just updated everything and had a short hop with Vostok to ~100 km altitude and 2nd stage burnout - at least five minutes into the mission, everything was looking and responding normally, so I'd assume that your fix was good. I'll try a full orbital insertion and return in the next few days (it's quite tricky and takes some time) - I want to test the the skydome shader performance anyway. Great! Thanks for testing the bug fix. Cheers, Anders -- --- Anders Gidenstam WWW: http://gitorious.org/anders-hangar http://www.gidenstam.org/FlightGear/ -- Ridiculously easy VDI. With Citrix VDI-in-a-Box, you don't need a complex infrastructure or vast IT resources to deliver seamless, secure access to virtual desktops. With this all-in-one solution, easily deploy virtual desktops for less than the cost of PCs and save 60% on VDI infrastructure costs. Try it free! http://p.sf.net/sfu/Citrix-VDIinabox ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Cloud altitudes in shader?
Hi Thorsten, No, I don't think gl_Vertex.z will give you the cloud altitude. That's just the vertex position relative to the sprite center. glColor is used to pass in the sprite location relative to the cloud center, and the Model Matrix places the cloud relative to the rest of the scene. I don't think the Model matrix will help you much either, as IIRC (0,0,0) is the center of the earth spheroid. What do you need it for? sunrise/sunset lighting? As it happens, the Impostor changes will reduce the number of variables required by the shader significantly, so I could add it in as an additional variable if it would be useful. -Stuart On Mon, Jan 9, 2012 at 8:08 AM, thorsten.i.r...@jyu.fi wrote: Hi Stuart, is gl_Vertex.z a reasonably approximate guess for the altitude in which the cloud finally appears or do I have to look elsewhere? There's lots of reshuffling of the vertex coordinates going on in the shader, and I've kind of lost track a bit... * Thorsten -- Ridiculously easy VDI. With Citrix VDI-in-a-Box, you don't need a complex infrastructure or vast IT resources to deliver seamless, secure access to virtual desktops. With this all-in-one solution, easily deploy virtual desktops for less than the cost of PCs and save 60% on VDI infrastructure costs. Try it free! http://p.sf.net/sfu/Citrix-VDIinabox ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Ridiculously easy VDI. With Citrix VDI-in-a-Box, you don't need a complex infrastructure or vast IT resources to deliver seamless, secure access to virtual desktops. With this all-in-one solution, easily deploy virtual desktops for less than the cost of PCs and save 60% on VDI infrastructure costs. Try it free! http://p.sf.net/sfu/Citrix-VDIinabox ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Cloud altitudes in shader?
I don't think the Model matrix will help you much either, as IIRC (0,0,0) is the center of the earth spheroid. Hm, the line is gl_Position = gl_ModelViewProjectionMatrix * gl_Position; Doesn't gl_ModelViewProjectionMatrix transform things into 2d screen coordinates? Would it work if I use a different matrix instead? Apparently vec4 groundPoint = gl_ModelViewMatrix * vec4(0.0, 0.0, 0.0, 1.0); can be used to generate the zero altitude point just below the current view, so then the length of the difference vector dotted with an 'up' normal would represent altitude (?) What do you need it for? sunrise/sunset lighting? Yes, the earthShade factor should affect objects dependent on their altitude, basically I want glowing high-altitude clouds whereas the lower clouds are still dark. * Thorsten -- Ridiculously easy VDI. With Citrix VDI-in-a-Box, you don't need a complex infrastructure or vast IT resources to deliver seamless, secure access to virtual desktops. With this all-in-one solution, easily deploy virtual desktops for less than the cost of PCs and save 60% on VDI infrastructure costs. Try it free! http://p.sf.net/sfu/Citrix-VDIinabox ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Cloud altitudes in shader?
On Monday 09 January 2012 10:31:24 Stuart Buchanan wrote: On Mon, Jan 9, 2012 at 10:00 AM, thorsten.i.renk wrote: I don't think the Model matrix will help you much either, as IIRC (0,0,0) is the center of the earth spheroid. Hm, the line is gl_Position = gl_ModelViewProjectionMatrix * gl_Position; Doesn't gl_ModelViewProjectionMatrix transform things into 2d screen coordinates? Correct (hence my reference to the Model matrix, rather than ModelViewProjection matrix). Would it work if I use a different matrix instead? Apparently vec4 groundPoint = gl_ModelViewMatrix * vec4(0.0, 0.0, 0.0, 1.0); can be used to generate the zero altitude point just below the current view, so then the length of the difference vector dotted with an 'up' normal would represent altitude (?) I didn't know that. What do you need it for? sunrise/sunset lighting? Yes, the earthShade factor should affect objects dependent on their altitude, basically I want glowing high-altitude clouds whereas the lower clouds are still dark. Thought so. That would be yet another nice effect to add :) On Mon, Jan 9, 2012 at 10:08 AM, Emilian Huminiuc wrote: In the transition shader (and the other terrain shaders), using gl_Vertex.z works as a good aproximation (it's used to determine if there should be snow painted, sometimes it behaves funny, but it's generally reliable enough), but for clouds maybe using the final value of gl_Position.z might give you what you want? The gl_Vertex of the terrain has a different coordinate system (presumably based on (0,0,0) being the center of the tile at sealevel?) than the clouds (where (0,0,0) is the center of the sprite). -Stuart I know that, that's why I suggested the final position, which should be actually given by ecPosition.z. (At least for fogging the trees that works as expected, I assume the trees use roughly the same approach).-- Ridiculously easy VDI. With Citrix VDI-in-a-Box, you don't need a complex infrastructure or vast IT resources to deliver seamless, secure access to virtual desktops. With this all-in-one solution, easily deploy virtual desktops for less than the cost of PCs and save 60% on VDI infrastructure costs. Try it free! http://p.sf.net/sfu/Citrix-VDIinabox___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Cloud altitudes in shader?
On Monday 09 January 2012 12:48:25 Emilian Huminiuc wrote: I know that, that's why I suggested the final position, which should be actually given by ecPosition.z. (At least for fogging the trees that works as expected, I assume the trees use roughly the same approach). Actually meant gl_Position.z (ecPosition is in screen coordinates)-- Ridiculously easy VDI. With Citrix VDI-in-a-Box, you don't need a complex infrastructure or vast IT resources to deliver seamless, secure access to virtual desktops. With this all-in-one solution, easily deploy virtual desktops for less than the cost of PCs and save 60% on VDI infrastructure costs. Try it free! http://p.sf.net/sfu/Citrix-VDIinabox___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Cloud altitudes in shader?
Hi Thorsten, De: thorsten i renk I don't think the Model matrix will help you much either, as IIRC (0,0,0) is the center of the earth spheroid. Hm, the line is gl_Position = gl_ModelViewProjectionMatrix * gl_Position; Doesn't gl_ModelViewProjectionMatrix transform things into 2d screen coordinates? Would it work if I use a different matrix instead? Apparently vec4 groundPoint = gl_ModelViewMatrix * vec4(0.0, 0.0, 0.0, 1.0); can be used to generate the zero altitude point just below the current view, so then the length of the difference vector dotted with an 'up' normal would represent altitude (?) gl_ModelViewMatrix * vec4(0.0, 0.0, 0.0, 1.0); has always been the position of the camera in world coordinates. If object center is at altitude 0, and up vector is (0,0,1,0), you could use gl_Vertex.z/gl_Vertex.w as the altitude of the vertex, but you'll probably see numerical inaccuracy because transforming big numbers with matrices of float is not recommended. If you need world coordinates of any vertex, OSG predefined this : // add me to the shader uniform mat4 osg_ViewMatrixInverse; that you can use like this : vec3 wPos = osg_ViewMatrixInverse * gl_ModelViewMatrix * gl_Vertex; Regards, -Fred -- Ridiculously easy VDI. With Citrix VDI-in-a-Box, you don't need a complex infrastructure or vast IT resources to deliver seamless, secure access to virtual desktops. With this all-in-one solution, easily deploy virtual desktops for less than the cost of PCs and save 60% on VDI infrastructure costs. Try it free! http://p.sf.net/sfu/Citrix-VDIinabox ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] G115; Was Aircraft issues: dg101g, Lightning
Martin Spott wrote: Which motor aircraft do you use for towing ? Given the above figures I suspect you're using the Piper Cub, right ? Did you ever try the Grob G115 ? I've never flown that one, neither in RL nor in FG, but I *guess* it's probably the closest in performance and FDM credibiliy to commonly used towing aircraft. I tried it today and as far as I can tell from a simple setup with mouse-control only I'd say the G115 behaves sufficiently reasonable. BUT I'm _very_ surprised: Don't these birds have neither a speed indicator nor engine gauges on the pilots side of the panel ? Cheers, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- -- Ridiculously easy VDI. With Citrix VDI-in-a-Box, you don't need a complex infrastructure or vast IT resources to deliver seamless, secure access to virtual desktops. With this all-in-one solution, easily deploy virtual desktops for less than the cost of PCs and save 60% on VDI infrastructure costs. Try it free! http://p.sf.net/sfu/Citrix-VDIinabox ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] G115; Was Aircraft issues: dg101g, Lightning
Martin Spott wrote: I tried it today and as far as I can tell from a simple setup with mouse-control only I'd say the G115 behaves sufficiently reasonable. BUT I'm _very_ surprised: Don't these birds have neither a speed indicator nor engine gauges on the pilots side of the panel ? Finally I've found out that the pilot-viewpoint and -model must be sitting on the wrong side in FlightGear's G-115, because the real G-115 Tutor is supposed to be flown solo from the right seat :-) http://www.raf.mod.uk/equipment/tutorgriffin.cfm Cheers, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- -- Ridiculously easy VDI. With Citrix VDI-in-a-Box, you don't need a complex infrastructure or vast IT resources to deliver seamless, secure access to virtual desktops. With this all-in-one solution, easily deploy virtual desktops for less than the cost of PCs and save 60% on VDI infrastructure costs. Try it free! http://p.sf.net/sfu/Citrix-VDIinabox ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel