Re: [Flightgear-devel] Terrain self-shading

2013-04-21 Thread tuomas . kuosmanen
Then fall and windy could be combined with particles (?) to simulate wind 
blown leaves and dynamically painting the foliage part of the texture with 
alpha to make leaves fall off on windy weather..? ;) Kinda special case and 
maybe not worth the effort but might be quite awesome jaw-dropper on the right 
moment.. ;-)

//Tuomas



On 15.4.2013 23:27 Thomas Albrecht wrote:

 On a related note, the thread highlights that our tree textures are
 rather small, so our trees look quite blocky.

Stuart,

I created new textures for tropical trees a while ago, and I intend to improve
central European tree textures in the near future. Thorsten suggested [1]
separating foilage and trunk; is this what you have in mind?
I'm just waiting for the right weather to take pictures of the trunks -- and
then of course, for the trees become green again -- but then I can provide hi-
res tree textures.

Tom

[1]
http://www.flightgear.org/forums/viewtopic.php?f=5t=19265sid=d60eca7e515a1fcd8f7a8e881aba1a3cstart=15#p179241



--
Precog is a next-generation analytics platform capable of advanced
analytics on semi-structured data. The platform includes APIs for building
apps and a phenomenal toolset for data science. Developers can use
our toolset for easy data analysis  visualization. Get a free account!
http://www2.precog.com/precogplatform/slashdotnewsletter___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Terrain self-shading

2013-04-21 Thread Vivian Meazza
Stuart

 On Sun, Apr 14, 2013 at 10:41 PM, Stuart Buchanan wrote:
  As it happens, I'm part way through a change that would allow varying
  snow- and leaf- cover without having to load different textures, so
  trees above the snowline could be snow covered while those below are
  not.  This will increase the size of the textures to 512x512, while an
  individual tree will remain on 128 pixels tall.
 
 This is now checked in.
 
 Tree foliage is now consistent with the experimental Season slide on the
 Environment Setting dialog (deciduous trees shed their leaves towards late
 autumn) and the snow line (trees above the snow-line have a small covering
 of snow).
 
 Of course, we really should only add snow cover to the trees if the
snowfall is
 recent and there isn't much wind, so perhaps we should just have
 summer/winter variants and no snow-covered... to be discussed.
 
 There are changes to both simgear and data for this change.  Picking up
one
 or other results in very odd looking trees :).
 
 This retires the -summer.[png|dds] and -winter.[png|dds] variants, which
 have been removed.  Those creating tree textures for regional project will
 now need to follow the new format.  I'll update the next newsletter to
 ensure that this information is distributed.
 
 On Tue, Apr 16, 2013 at 7:22 AM, Renk Thorsten wrote:
  Just to be clear - if we had textures, this is something I would do
  the work for since I suggested it, I'm not expecting Stuart to do this
  for me :-) (This is not to imply that I would object against Stuart
  giving a try, but as long as I can follow up an idea I like myself, I
try not to fill
 someone else's to-do list).
 
 That's fine.
 
  So I would suggest to implement this as a high-quality option for
  those who have the hardware to crunch substantial fragment shaders and
  leave the current implementation as a fallback.
 
 That sounds reasonable, though the current implementation has changed
 in the meantime :).
 

We seem to have slight misalignment in the tree texture:

https://dl.dropboxusercontent.com/u/57645542/fgfs-screen-004.png

Is having a single texture sheet the most efficient way of doing it? Just
asking.

Vivian



--
Precog is a next-generation analytics platform capable of advanced
analytics on semi-structured data. The platform includes APIs for building
apps and a phenomenal toolset for data science. Developers can use
our toolset for easy data analysis  visualization. Get a free account!
http://www2.precog.com/precogplatform/slashdotnewsletter
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Terrain self-shading

2013-04-21 Thread Stuart Buchanan
On Sun, Apr 21, 2013 at 6:17 PM, Vivian Meazza wrote:
 We seem to have slight misalignment in the tree texture:

 https://dl.dropboxusercontent.com/u/57645542/fgfs-screen-004.png

Definitely looks like it.   Could you provide some further details on
this please:
a) Where are you seeing this ?
b) which materials file (dds ? regions? )
c) Have you deleted the Textures.high file to use lower resolution
textures?  The
trees in the screenshot look even more blocky than normal.

 Is having a single texture sheet the most efficient way of doing it? Just
 asking.

I think so.  The textures here are very small (512x512) so the
difference between
a 512x128 and a 512x512 texture would be miniscule while loading 4
textures rather
than 1 from disk might be significant.  IIRC Thorsten also did
some experiments and found that having additional textures references
in a shader
had a significant performance impact.

-Stuart

--
Precog is a next-generation analytics platform capable of advanced
analytics on semi-structured data. The platform includes APIs for building
apps and a phenomenal toolset for data science. Developers can use
our toolset for easy data analysis  visualization. Get a free account!
http://www2.precog.com/precogplatform/slashdotnewsletter
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


[Flightgear-devel] DDS textures

2013-04-21 Thread syd adams
Just thought I'd mention that README-textures-ng states that dds textures
can be enabled with :

 --prop:/sim/rendering/materials-file=materials-dds.xml.

The correct line is :
--prop:/sim/rendering/materials-file=/Materials/dds/materials.xml.

Syd
--
Precog is a next-generation analytics platform capable of advanced
analytics on semi-structured data. The platform includes APIs for building
apps and a phenomenal toolset for data science. Developers can use
our toolset for easy data analysis  visualization. Get a free account!
http://www2.precog.com/precogplatform/slashdotnewsletter___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel