Re: [Flightgear-devel] Terrain self-shading
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
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
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
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