Re: [Flightgear-devel] Bug or Feature? Or an acciden tly way to landinglights; -)?

2008-10-04 Thread gerard robin
On mardi 30 septembre 2008, Vivian Meazza wrote:
 gerard robin wrote

On lundi 29 septembre 2008, Vivian Meazza wrote:
 gerard robin wrote



 So, if I understand you correctly, there are no missing features,
 
  just
 
the
   
 2 bugs: z buffer and jitter. Tim has submitted a fix for both those
 
  to
 
OSG.
   
 I've been using it for some time now. Works perfectly, but AFAIKS
 
  have
 
not
   
 been taken aboard by OSG.

 Before:

 ftp://ftp.abbeytheatre2.org.uk/fgfs/Screen-shots/bucc-particles.jpg

 After:

 ftp://ftp.abbeytheatre2.org.uk/fgfs/Screen-shots/bucc-particles-
 
  2.jpg
 
 Vivian
   
Not exactly what i mean.
Yes, with xml,  had bug with the z buffer
   
No ,xml don't gives every feature which are available with OSG
script, The result from FG xml script is very simple ( not far from
we had
 
  with
 
PLIB
effects ).
OSG script can be very complex with animations into animations
 
  regarding
 
particles  shapes, particles  colors ... and so on.
  
I'm not sure I understand the problems that you describe - the xml
   particles do particle colour, size, transparency, texture, and the
 
  gravity,
 
   fluid, and wind programs all work (which they don't in the .osg script)
 
  -
 
   I'm not aware of anything missing?  Only 2 shapes are available: QUAD
 
  and
 
   LINE. I would guess that they cover pretty much all our needs; do you
 
  have
 
   an example of requirement for another shape?
  
For instance, the effect does not need any texture which is processed
randomly, according the OSG script.
  
   Sorry you lost me there - random texture? Language difficulty perhaps?
 
  sorry,  my language is not good  ( out from the hospital, i need some
  rest :) , same problem in French :( )
 
To me (and today) there is only one way to get the best nice effects
(more realistic):
=  it is to use the OSG script,  but if it will be fully translated
 
  to
 
XML
(which could give some heavy coding).
  
   If you could describe what is missing in your opinion, we could perhaps
 
  at
 
   least put it on the TODO list. Don't think the coding would be too
 
  heavy.
 
 
  I had tried to get the  effect  that i get with the Catalina wakes OSG,
  without any success.
  When testing the xml scripts, i never got the same result ( may be i am
  wrong), the result was very poor.
 
  The content of the OSG scripts (when reading it)  shows that there is an
  animation into an other animation, and a processing of shape  colors and
  transparencies which avoid any texture ( the texture looks to be  created
  randomly).
 
  We can notice that,  these OSG  examples  are a very low level examples (
  even
  they are better than my  XML translation)
  With it we can have an higher complexity ( i am working on it) and i hope
  to
  get better and better effects, without any limitations, but the know how
  the writer and the power of the CPU.
 
  So, i concluded that only OSG script is able to answer the requested
  complexity.
 
So up to now, because OSG opened a wide door to many features, i
guess that we
must not reduce the size of that door :)
   
Again, i agree with the common usage  of it,  like trailing smoke, or
some dust on the wheel when touching the ground, however we can do
 
  more
 
than we did with PLIB.
  
   I haven't found an effect I couldn't do yet, but perhaps you have? Let
 
  us
 
   know and we will look into it.
 
  You are right, if we only want the basic ones, which answer  today to
  most of
  the generic requests, in addition to it, we still have Plib which
  answer too ( the Catalina water bomber use it, i don't need to translate
  it in OSG)
 
  However with OSG we can do more and better, the wake effects , the fire
  effect, exploding effect are other specific cases  which wants more
  complexity.

 Sorry to read that you have been in hospital - hope you are well now,

 Regards

 Vivian

Thanks, 
I feel being like a program in CVS, when a lot of persons are working on me  
It is never finished   :)

Unfortunately the comparison stops here, because there is not any improvement, 
only repair.   

Cheers

-- 
Gérard
http://pagesperso-orange.fr/GRTux/

J'ai décidé d'être heureux parce que c'est bon pour la santé. 
Voltaire 

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Re: [Flightgear-devel] Bug or Feature? Or an acciden tly way to landinglights; -)?

2008-09-29 Thread gerard robin
On lundi 29 septembre 2008, Vivian Meazza wrote:
 gerard robin wrote



 So, if I understand you correctly, there are no missing features, just the
 2 bugs: z buffer and jitter. Tim has submitted a fix for both those to OSG.
 I've been using it for some time now. Works perfectly, but AFAIKS have not
 been taken aboard by OSG.

 Before:

 ftp://ftp.abbeytheatre2.org.uk/fgfs/Screen-shots/bucc-particles.jpg

 After:

 ftp://ftp.abbeytheatre2.org.uk/fgfs/Screen-shots/bucc-particles-2.jpg

 Vivian


Not exactly what i mean.
Yes, with xml,  had bug with the z buffer

No ,xml don't gives every feature which are available with OSG script, 
The result from FG xml script is very simple ( not far from we had with PLIB 
effects ).
OSG script can be very complex with animations into animations regarding 
particles  shapes, particles  colors ... and so on.
For instance, the effect does not need any texture which is processed 
randomly, according the OSG script.

To me (and today) there is only one way to get the best nice effects (more 
realistic):
=  it is to use the OSG script,  but if it will be fully translated to XML 
(which could give some heavy coding).

So up to now, because OSG opened a wide door to many features, i guess that we 
must not reduce the size of that door :)

Again, i agree with the common usage  of it,  like trailing smoke, or some 
dust on the wheel when touching the ground, however we can do more than we 
did with PLIB.

Cheers




-- 
Gérard
http://pagesperso-orange.fr/GRTux/

J'ai décidé d'être heureux parce que c'est bon pour la santé. 
Voltaire 


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Re: [Flightgear-devel] Bug or Feature? Or an acciden tly way to landinglights; -)?

2008-09-29 Thread gerard robin
On lundi 29 septembre 2008, Vivian Meazza wrote:
 gerard robin wrote:
  -Original Message-
  From: [mailto:[EMAIL PROTECTED]
  Sent: 29 September 2008 15:45
  To: FlightGear developers discussions
  Subject: Re: [Flightgear-devel]Bug or Feature? Or an accidently way to
  landinglights; -)?
 
  On lundi 29 septembre 2008, Vivian Meazza wrote:
   gerard robin wrote
  
  
  
   So, if I understand you correctly, there are no missing features, just
 
  the
 
   2 bugs: z buffer and jitter. Tim has submitted a fix for both those to
 
  OSG.
 
   I've been using it for some time now. Works perfectly, but AFAIKS have
 
  not
 
   been taken aboard by OSG.
  
   Before:
  
   ftp://ftp.abbeytheatre2.org.uk/fgfs/Screen-shots/bucc-particles.jpg
  
   After:
  
   ftp://ftp.abbeytheatre2.org.uk/fgfs/Screen-shots/bucc-particles-2.jpg
  
   Vivian
 
  Not exactly what i mean.
  Yes, with xml,  had bug with the z buffer
 
  No ,xml don't gives every feature which are available with OSG script,
  The result from FG xml script is very simple ( not far from we had with
  PLIB
  effects ).
  OSG script can be very complex with animations into animations regarding
  particles  shapes, particles  colors ... and so on.

  I'm not sure I understand the problems that you describe - the xml
 particles do particle colour, size, transparency, texture, and the gravity,
 fluid, and wind programs all work (which they don't in the .osg script) -
 I'm not aware of anything missing?  Only 2 shapes are available: QUAD and
 LINE. I would guess that they cover pretty much all our needs; do you have
 an example of requirement for another shape?

  For instance, the effect does not need any texture which is processed
  randomly, according the OSG script.

 Sorry you lost me there - random texture? Language difficulty perhaps?

sorry,  my language is not good  ( out from the hospital, i need some 
rest :) , same problem in French :( )

  To me (and today) there is only one way to get the best nice effects
  (more realistic):
  =  it is to use the OSG script,  but if it will be fully translated to
  XML
  (which could give some heavy coding).

 If you could describe what is missing in your opinion, we could perhaps at
 least put it on the TODO list. Don't think the coding would be too heavy.


I had tried to get the  effect  that i get with the Catalina wakes OSG, 
without any success.
When testing the xml scripts, i never got the same result ( may be i am 
wrong), the result was very poor.

The content of the OSG scripts (when reading it)  shows that there is an 
animation into an other animation, and a processing of shape  colors and 
transparencies which avoid any texture ( the texture looks to be  created 
randomly).

We can notice that,  these OSG  examples  are a very low level examples ( even 
they are better than my  XML translation) 
With it we can have an higher complexity ( i am working on it) and i hope to 
get better and better effects, without any limitations, but the know how 
the writer and the power of the CPU.

So, i concluded that only OSG script is able to answer the requested 
complexity.
 



  So up to now, because OSG opened a wide door to many features, i guess
  that we
  must not reduce the size of that door :)
 
  Again, i agree with the common usage  of it,  like trailing smoke, or
  some dust on the wheel when touching the ground, however we can do more
  than we did with PLIB.

 I haven't found an effect I couldn't do yet, but perhaps you have? Let us
 know and we will look into it.

You are right, if we only want the basic ones, which answer  today to most of 
the generic requests, in addition to it, we still have Plib which answer 
too ( the Catalina water bomber use it, i don't need to translate it in OSG) 

However with OSG we can do more and better, the wake effects , the fire 
effect, exploding effect are other specific cases  which wants more 
complexity.


 Vivian

Cheers


-- 
Gérard
http://pagesperso-orange.fr/GRTux/

J'ai décidé d'être heureux parce que c'est bon pour la santé. 
Voltaire 


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Re: [Flightgear-devel] Bug or Feature? Or an acciden tly way to landinglights; -)?

2008-09-28 Thread gerard robin
On dimanche 28 septembre 2008, Vivian Meazza wrote:
 gerard robin wrote

  On dimanche 28 septembre 2008, Melchior FRANZ wrote:
   * Melchior FRANZ -- Sunday 28 September 2008:
The change wasn't/isn't even necessary (see above).
  
   Another reason for the patch was that we could use OSG's
   model embedded particles in the same scenery. Now that
   we have XML configured OSG particles, this reason is
   obsolete, too. No reasons left, as far as I can see.
  
   m.
 
  Not fully right, the XML doesn't give ( all) the  features which are into
  OSG, .
  So to me the paricles.osg  object  with  animations is longer necessary.
  For instance,  the Catalina and some others that i am working on.
 
  The OSG animation  particles models could be very accurate within XML,
  but unfortunately  there is missing a lot of features  ( more than a lot
  :) ) which are there  within OSG native model.

 I haven't noticed anything critical missing from the XML particles, and
 they do put the particles in the right frame of reference, and they do get
 the right wind, which the osg solution does not.

 What do you see as missing? Perhaps we can get on the case.

 There is an update to particles in osg in the pipeline, which I'm currently
 using, and that does improve the look of the .xml particles. I'm not aware
 of the current position of that patch.

 Vivian

Since i don't know what is new in the pipeline,  i can't precisely answer the 
question.

I only can get some comparison with the actual CVS process ( we had a talk 
about it before )  
The xml which is there, don't give the same result than we have with the .osg 
effects,  and, my models (which are in CVS) are not perfect, i am working on 
a huge improvement regarding the wake.osg  which will increase more  the 
differences.

Yes, a long line of trailing smoke is not possible, because there is not any 
interaction from .osg to .ac  and/or externals ( like winds).
So, i don't say that the xml is wrong, i only say that it don't give the same 
eye candy.


To remember the first talk we had about it here the link :

http://sourceforge.net/mailarchive/forum.php?thread_name=200808121328.41260.ghmalau%40gmail.comforum_name=flightgear-devel
=
 Are we sure that, all the Particle features which are within OSG, are
 available with the new XML coding particlesystem ?
 
 When translating one of my .osg file to particlesystem .xml file, i
 don't
 get the same quality of result.
 
 It could be just me. I can be wrong.  :(
 
 Or that new XML coding is may be a first step, and others improvements are
 coming :)
 

No, all the features of particles are not available with the xml version,
but I don't think that should affect performance. 

Tim recently fixed a bug which only showed up under MSVC9, and other bugs
have been reported, in particular that the particles jitter. 

There are no further enhancements planned to the xml stuff that I am aware
of, unless Tiago is doing something.

SNIP

Vivian

 =


Cheers 


-- 
Gérard
http://pagesperso-orange.fr/GRTux/

J'ai décidé d'être heureux parce que c'est bon pour la santé. 
Voltaire 


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