[Flightgear-devel] Moonlight reloaded

2012-11-09 Thread Renk Thorsten

I was toying with this for a while, but now I have a reasonably cheap solution 
to render moonlight effects:

http://www.flightgear.org/forums/viewtopic.php?f=47t=14755start=195#p170250

Now, all I need is the info about the current moon phase and if the moon is 
above the horizon which is *somewhere* to set the moonlight strength paramater, 
and we're good to go. Anyone knows how to get at this info?

Cheers,

* Thorsten
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Re: [Flightgear-devel] Moonlight reloaded

2012-11-09 Thread Lachlan Bruce
Interesting, looks good. So effectively it glows...

On Fri, Nov 9, 2012 at 9:19 PM, Renk Thorsten thorsten.i.r...@jyu.fiwrote:


 I was toying with this for a while, but now I have a reasonably cheap
 solution to render moonlight effects:


 http://www.flightgear.org/forums/viewtopic.php?f=47t=14755start=195#p170250

 Now, all I need is the info about the current moon phase and if the moon
 is above the horizon which is *somewhere* to set the moonlight strength
 paramater, and we're good to go. Anyone knows how to get at this info?

 Cheers,

 * Thorsten

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Re: [Flightgear-devel] Moonlight reloaded

2012-11-09 Thread Arnt Karlsen
On Fri, 9 Nov 2012 10:49:30 +, Renk wrote in message 
e495a106ff5f31448739e79d34138c191e161...@mbs1.ad.jyu.fi:

 
 I was toying with this for a while, but now I have a reasonably cheap
 solution to render moonlight effects:
 
 http://www.flightgear.org/forums/viewtopic.php?f=47t=14755start=195#p170250
 
 Now, all I need is the info about the current moon phase and if the
 moon is above the horizon which is *somewhere* to set the moonlight
 strength paramater, and we're good to go. Anyone knows how to get at
 this info?

..chk down $YOUR.GIT-ROOT/simgear/simgear/ephemeris 
Disclaimer: my tree was last updated Feb 21'st.

-- 
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Re: [Flightgear-devel] Moonlight reloaded

2012-11-09 Thread Renk Thorsten
 Interesting, looks good. So effectively it glows...

Not really - unlike glowing stuff, it is actually obscured by cloud cover for 
instance.

* Thorsten
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Re: [Flightgear-devel] Moonlight reloaded

2012-11-09 Thread Durk Talsma
Just a quick note for now, because I've got a lecture coming up in about 30 
minutes...


If you need any information about the moon's position and/or phase, just let me 
know. It should be trivial to extract these values from the ephemeris code.

Cheers,
Durk


On 09 Nov 2012, at 13:25, Renk Thorsten wrote:

 Interesting, looks good. So effectively it glows...
 
 Not really - unlike glowing stuff, it is actually obscured by cloud cover for 
 instance.
 
 * Thorsten
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Re: [Flightgear-devel] Moonlight reloaded

2012-11-09 Thread Curtis Olson
Hi Thorsten,

One more tidbit of info on phase of the moon.  The phase of the moon is
proportional to the relative location of the sun and the moon in the sky;
more specifically the angle between them.  For example, a full moon will be
rising precisely when the sun is setting -- in this case they are nearly
180 degrees opposite in the sky and you see the entire reflection of the
sun light off the moon.  When the moon is straight up in the sky at the
same time the sun is setting, it will be a 1/2 moon.  When the moon is
almost in the same place in the sky as the sun (near zero degrees) then you
either don't see the moon, or you may see an extremely thin sliver.  You
may recall seeing a very thin sliver of moon just above the horizon right
after sunset -- the sun and moon are very close together in the sky and
it's really hard to see the moon until the sun drops below the horizon.

FlightGear positions the sun and moon in their correct 'relative' positions
in the sky, and then we illuminate the moon sphere from the sun, and that
automatically gives us the correct phase/orientation of the moon in the sky
visually.  So that's a pretty cool way to get the correct moon in the sky
(I think), we don't do anything fancy, just copy nature's design. :-)

I don't know off hand if the direction (vectors) of sun  moon illumination
are available in the property tree.  But if they were or could be made
available, then your task is simply to compute the angle between these two
vectors.  That angle is proportional to the amount of the moon that is
visibly illuminated to us.  180 degrees = full moon, 90 degrees = 1/2 moon,
0 degrees = no moon.  Of course these values are rarely 180 or 0 degrees
exactly -- that would correspond to an eclipse which so far has been beyond
the scope of our rendering methods to properly display.  But now with
Rembrandt maybe we can begin to cast the earth's shadow onto the moon?
 What do you think Fred? :-)

Curt.


On Fri, Nov 9, 2012 at 7:08 AM, Durk Talsma  wrote:

 Just a quick note for now, because I've got a lecture coming up in about
 30 minutes...


 If you need any information about the moon's position and/or phase, just
 let me know. It should be trivial to extract these values from the
 ephemeris code.

 Cheers,
 Durk


 On 09 Nov 2012, at 13:25, Renk Thorsten wrote:

  Interesting, looks good. So effectively it glows...
 
  Not really - unlike glowing stuff, it is actually obscured by cloud
 cover for instance.
 
  * Thorsten
 
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Re: [Flightgear-devel] Moonlight reloaded

2012-11-09 Thread Frederic Bouvier
Hi Curt, 

 But now with Rembrandt maybe we can begin to cast the earth's shadow onto the 
 moon? What do you think Fred? :-) 

It should be just a matter of rendering two spheres inside an FBO and using the 
resulting shadow map when rendering the moon sphere to show moon eclipses, or 
altering the sun light with a shadow map lookup to render sun eclipses. 

Regards, 
-Fred 
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Re: [Flightgear-devel] 3d clouds on multi-display systems (was Re: FSWeekend 2012...)

2012-11-09 Thread Torsten Dreyer
Am 08.11.2012 23:24, schrieb Stuart Buchanan:
 I'm confused.  From my reading of Durk's post, 3D clouds would appear to work
 fine for a multi-display system out-of-the-box, but your comment
 here indicates
 that there is an issue that requires fixing by restricting the random seed.

Hi Stuart,

just one more note about multi-displays on a single machine: With our 
four cards driving eight displays at 1600x1200, the 3d clouds appear 
seamless across the individual displays and they work fine when clouds 
are scattered or few and you stay well clear of the clouds. When a cloud 
starts occupying a big part of one or more screens, there is a massive 
drop in frame rate, down to unusability.
The same hardware runs smooth with 60fps (synced to vblank) in any 
situation with just a single display.

Torsten

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Re: [Flightgear-devel] FlightGear at TU Delft

2012-11-09 Thread Stuart Buchanan
On Mon, Sep 10, 2012 at 12:26 PM, Jan Comans wrote:
 We should have a random number generator in simgear that returns the
 same random number within the same period of time (I believe it was set
 to 1 second) to prevent short time quirks between different machines.
 This was specially added for (random) clouds.

 I have looked at this, but as far as I can see FG calls the regular
 time seed intialization instead of the 'time period' one. I think the
 period is even 10min. But I recall having some issues with giving the
 whole simulation a fixed seed (either through the srand10 method or
 providing a custom seed). Next to that, the time period seed relies on
 the fact that system clocks are more or less in sync. Normally NTP
 should take care of that, but with our sim being tweaked constantly
 this is difficult to guarantee. This for me is also a reason for
 providing a separate rng to handle the part that I'm interested in.
 As I said before, form me this was just a quick and dirty hack to get
 the results we needed. Personally, I think it would be beneficial to
 put the randomness somewhere in the property tree so that the cloud
 code can build 'deterministic' clouds from these values. In this way,
 other FG instances could be coupled in way similar to using
 --fdm=external, and just receive the basic random seeds that would
 result in the same cloud fields on every instance. But that's just my
 idea without having looked at the code too much.

I've committed a change to keep the clouds in sync across multi-process
systems.

It relies on the clocks of the systems being roughly in sync as the seed
changes every 10 minutes.

Thanks for pointing out the problem Jan and for your patch which gave
me a simple recipe to follow of where needed change :).

I've limited ability to test this myself, but certainly re-starting FG
a couple of times created the same cloud-field.  Note that a reset
does not as the RNG seed is not re-generated.

-Stuart

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Re: [Flightgear-devel] 3d clouds on multi-display systems (was Re: FSWeekend 2012...)

2012-11-09 Thread Stuart Buchanan
On Thu, Nov 8, 2012 at 11:12 PM,  John wrote:
 Yes,  your are correct it you run a single instance of fg with three
 displays with whichever scheme you use; e.g. using the XML file to create a
 left, center, and right camera for the scene or one of the video splitters
 to break a single large camera into three channels for each display.

 However, if you run an instance of fg using, for example, the center as the
 master FDM, then create two slave fg's using the FDM=NULL option for each
 left and right instance each instance starts with a different random seed.
 This occurs whether you run all three instances on a single CPU or, as in
 our case, each instance on a single core of a multi-core machine since each
 instance creates it's own scene graph.  The advantage of the multi-core
 machine is performance limited only by the bandwidth of the busses and
 graphics pipelines and GPUs.  have not really drilled down just where or
 what are the limiting factors using a multi-core machine with multiple video
 cards;  just know it is faster based on fps for each core versus running
 everything on a single core machine.  The disadvantage is many of the
 dynamic features like clouds, AI traffic, etc are not sync'd across
 processes.

 Jan Comans solved the problem by using a *fixed* random seed ( another
 oxymoron ;-) ) for the 3d clouds at least.

As mentioned elsewhere, I've just committed a time-based random seed
for cloud generation to fix this in origin/next.  Please let me know
how you get on.

On Fri, Nov 9, 2012 at 8:08 PM, Torsten Dreyer wrote:
 just one more note about multi-displays on a single machine: With our
 four cards driving eight displays at 1600x1200, the 3d clouds appear
 seamless across the individual displays and they work fine when clouds
 are scattered or few and you stay well clear of the clouds. When a cloud
 starts occupying a big part of one or more screens, there is a massive
 drop in frame rate, down to unusability.
 The same hardware runs smooth with 60fps (synced to vblank) in any
 situation with just a single display.

I think that's just a side-effect of having so many pixels covered by
(multiple) quads with alpha.  I'm not sure there's much we can do
about that, unless we somehow start dropping sprites.  I'll have a
think - 3D cloud perf has always been a big challenge.

-Stuart

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[Flightgear-devel] Scenery not being loaded

2012-11-09 Thread Jon S. Berndt
I'm running the latest FlightGear (64 bit v2.8.0.5, under Windows 7). I'm
driving it from an external instance of JSBSim, and it's working very well
except that no terrain is loaded. I can see what looks like a planet below
me that is covered in fog. Altitude ranges from about 40kft to 200kft, and
then down again to an airfield at near sea level. It is very important that
I get this running very quickly (within the next 24 hours) so I can make a
video. I have downloaded the relevant scenery files and untarred them into
the $FG_ROOT/Scenery directory. I downloaded the archives for the south east
seaboard of the U.S.

Any suggestions and help will be much appreciated.

Jon



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Re: [Flightgear-devel] Scenery not being loaded

2012-11-09 Thread Jon S. Berndt
Another thing: the Moon descends through the fog and is still visible -
there doesn't seem to be any terrain that gets in the way and occludes it.
Even when I am right on top of where the runway should be, there is nothing
except blue water.

Jon

 -Original Message-
 From: Jon S. Berndt [mailto:jonsber...@comcast.net]
 Sent: Friday, November 09, 2012 3:53 PM
 To: 'FlightGear developers discussions'
 Subject: [Flightgear-devel] Scenery not being loaded
 
 I'm running the latest FlightGear (64 bit v2.8.0.5, under Windows 7).
 I'm driving it from an external instance of JSBSim, and it's working
 very well except that no terrain is loaded. I can see what looks like a
 planet below me that is covered in fog. Altitude ranges from about
 40kft to 200kft, and then down again to an airfield at near sea level.
 It is very important that I get this running very quickly (within the
 next 24 hours) so I can make a video. I have downloaded the relevant
 scenery files and untarred them into the $FG_ROOT/Scenery directory. I
 downloaded the archives for the south east seaboard of the U.S.
 
 Any suggestions and help will be much appreciated.
 
 Jon
 
 
 
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