Re: [Flightgear-devel] Shaders experiments

2010-03-19 Thread Frederic Bouvier
Hi Erik,

- Erik Hofman a écrit :
 Frederic Bouvier wrote:
  The relief (you mean the height of the buildings) can be adjusted in
 the effect file. The more important thing to me is to get the right
 horizontal scale.
  Nothing will change until the next scenery release because the scale
 is engraved in the scenery files (as texture coordinates)
 
 As far as I know the texture coordinates are normalized, so changing
 the coverage size in the materials.xml file changes the horizontal scale.
 As can be seen in the latest version of that file.
 
 BTW the heightmap changes accordingly to match the main texture.

looking for coverage in the sources, I can't find something related 
to the texture. As far as I can see, tex coords are computed by 
sgCalcTexCoords, and this function is called at run time only for 
ocean tiles. Otherwise, in is called from Terragear, in 
int TGGenOutput::build( TGConstruct c ) function for terrain except 
airports.


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Re: [Flightgear-devel] Shaders experiments

2010-03-19 Thread Erik Hofman
Frederic Bouvier wrote:
 looking for coverage in the sources, I can't find something related 
 to the texture. As far as I can see, tex coords are computed by 
 sgCalcTexCoords, and this function is called at run time only for 
 ocean tiles. Otherwise, in is called from Terragear, in 
 int TGGenOutput::build( TGConstruct c ) function for terrain except 
 airports.

It's in mat.hxx:
   SGVec2f get_tex_coord_scale() const
   {
 float tex_width = get_xsize();
 float tex_height = get_ysize();

 return SGVec2f((0  tex_width) ? 1000.0f/tex_width : 1.0f,
(0  tex_height) ? 1000.0f/tex_height : 1.0f);
   }


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Re: [Flightgear-devel] Shaders experiments

2010-03-18 Thread Erik Hofman
Frederic Bouvier wrote:
 The relief (you mean the height of the buildings) can be adjusted in the 
 effect file. The more important thing to me is to get the right horizontal 
 scale.
 Nothing will change until the next scenery release because the scale is 
 engraved in the scenery files (as texture coordinates)

As far as I know the texture coordinates are normalized, so changing the 
coverage size in the materials.xml file changes the horizontal scale. As 
can be seen in the latest version of that file.

BTW the heightmap changes accordingly to match the main texture.

Erik

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Re: [Flightgear-devel] Shaders experiments

2010-03-18 Thread Erik Hofman
HB-GRAL wrote:
 Erik Hofman schrieb:
 I've changed the coverage size of the textures from 1024 to 2000 meter. 
 
 Hello Erik
 
 I guess it is better not to change the texture size to 2000 meters(?) in 
 materials.xml. As I can see the size of the textures fits exactly to the 
 relief when it is 1024 at the moment.

I've already changed it in CVS and the relief/height map is still in 
line with the main texture. Otherwise I wouldn't have committed it.

Erik

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Re: [Flightgear-devel] Shaders experiments

2010-03-18 Thread HB-GRAL
Erik Hofman schrieb:
 
 I've already changed it in CVS and the relief/height map is still in 
 line with the main texture. Otherwise I wouldn't have committed it.
 
 Erik
 

Yes, I apologize this is my conclusion with the new effect here. I 
changed the size yesterday in materials.xml to 1024 and I saw that the 
houses/roofs/streets match to the mask I sent to Frederic.

-Yves

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Re: [Flightgear-devel] Shaders experiments

2010-03-18 Thread Torsten Dreyer
 Le 01/03/2010 00:22, Vivian Meazza a écrit :
  I think both effects should be in cvs so that we can do a bit of testing.
  We can then make some informed comment.
 
 The urban shader is in CVS. I find that the houses are too small,
 compared to 3D models, and I would like to crop the texture a bit. What
 do you thing ?
 
 -Fred
First of all: That's a really cool eye candy, good work!

What I noticed from a close up is, that it seems that the floor of the 
buildings is below elevation zero and the roof is at elevation zero. It 
looks somewhat as if the cities were carved out of the landscape instead of 
been built uppon it. This is especially irritating when a waterway is crossing 
an urban area and the water surface is several meters above the ground.

Torsten

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Re: [Flightgear-devel] Shaders experiments

2010-03-17 Thread HB-GRAL
Erik Hofman schrieb:
 I've changed the coverage size of the textures from 1024 to 2000 meter. 

Hello Erik

I guess it is better not to change the texture size to 2000 meters(?) in 
materials.xml. As I can see the size of the textures fits exactly to the 
relief when it is 1024 at the moment.

-Yves

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Re: [Flightgear-devel] Shaders experiments

2010-03-17 Thread Frederic Bouvier

- HB-GRAL flightg...@sablonier.ch a écrit :

 Erik Hofman schrieb:
  I've changed the coverage size of the textures from 1024 to 2000
 meter. 
 
 Hello Erik
 
 I guess it is better not to change the texture size to 2000 meters(?)
 in materials.xml. As I can see the size of the textures fits exactly to
 the relief when it is 1024 at the moment.

The relief (you mean the height of the buildings) can be adjusted in the effect 
file. The more important thing to me is to get the right horizontal scale.
Nothing will change until the next scenery release because the scale is 
engraved in the scenery files (as texture coordinates)

-Fred

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Re: [Flightgear-devel] Shaders experiments

2010-03-13 Thread Erik Hofman
Frederic Bouvier wrote:
 The urban shader is in CVS. I find that the houses are too small,
 compared to 3D models, and I would like to crop the texture a bit. What
 do you thing ?

Impressive!
I've changed the coverage size of the textures from 1024 to 2000 meter. 
I guess someone thought the size should reflect the number of pixels of 
the texture rather that then number of squared meters it covers.

Erik

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Re: [Flightgear-devel] Shaders experiments

2010-03-13 Thread Vivian Meazza
Frederic Bouvier wrote:

 
 Le 01/03/2010 00:22, Vivian Meazza a écrit :
  I think both effects should be in cvs so that we can do a bit of
 testing. We
  can then make some informed comment.
 
 
 The urban shader is in CVS. I find that the houses are too small,
 compared to 3D models, and I would like to crop the texture a bit. What
 do you thing ?
 

I can't help feeling a little disappointed close to - the sugar loaf
houses look a bit peculiar. From a distance, it's all pretty good. The
houses are probably high enough, but a bit small in the other dimensions.
You have probably pushed this technique as far as it will go, but some
further adjustment might be possible.

I think the results with forest top might be even better suited to this
treatment.

Well done: I think this is all a very worthwhile step for FG.

Vivian 



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Re: [Flightgear-devel] Shaders experiments

2010-03-12 Thread Frederic Bouvier
Le 01/03/2010 00:22, Vivian Meazza a écrit :
 I think both effects should be in cvs so that we can do a bit of testing. We
 can then make some informed comment. 
   

The urban shader is in CVS. I find that the houses are too small,
compared to 3D models, and I would like to crop the texture a bit. What
do you thing ?

-Fred


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Re: [Flightgear-devel] Shaders experiments

2010-03-01 Thread Vadym Kukhtin
Thanks you very much Frederic for work with these normalmaps - it was
my dream for a few last years )



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Re: [Flightgear-devel] Shaders experiments

2010-03-01 Thread David Megginson
Wow!


David

On Sun, Feb 28, 2010 at 5:41 PM, Frederic Bouvier fredfgf...@free.fr wrote:
 What do you think of this effect :

 http://www.youtube.com/watch?v=kUyH-4c0-qM
 http://www.youtube.com/watch?v=wYb1Vy-uTS0

 and a screenshot : http://frbouvi.free.fr/flightsim/fgfs-shader-test.jpg

 Regards,
 -Fred


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Re: [Flightgear-devel] Shaders experiments

2010-03-01 Thread evilslut
That looks really cool!! :) personally i think it works nicer on the
city/building area's then on the forest covered mountains.

Kind Regards
Rob / Evil

On 02/28/2010 11:41 PM, Frederic Bouvier wrote:
 What do you think of this effect :

 http://www.youtube.com/watch?v=kUyH-4c0-qM
 http://www.youtube.com/watch?v=wYb1Vy-uTS0

 and a screenshot : http://frbouvi.free.fr/flightsim/fgfs-shader-test.jpg

 Regards,
 -Fred


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Re: [Flightgear-devel] Shaders experiments

2010-03-01 Thread Brant Gipson
Wow!  This can be a great shader feature in FG! :)

On Mon, Mar 1, 2010 at 12:34 PM, evilslut flightg...@evilslut82.com wrote:
 That looks really cool!! :) personally i think it works nicer on the
 city/building area's then on the forest covered mountains.

 Kind Regards
 Rob / Evil

 On 02/28/2010 11:41 PM, Frederic Bouvier wrote:
 What do you think of this effect :

 http://www.youtube.com/watch?v=kUyH-4c0-qM
 http://www.youtube.com/watch?v=wYb1Vy-uTS0

 and a screenshot : http://frbouvi.free.fr/flightsim/fgfs-shader-test.jpg

 Regards,
 -Fred


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Re: [Flightgear-devel] Shaders experiments

2010-03-01 Thread syd adams
The city looks fantastic fr0m a distance ! I dont like the terrain shader as
shown , but looks really promising if the shading could be changed per
material ...
 Great work .
Syd
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[Flightgear-devel] Shaders experiments

2010-02-28 Thread Frederic Bouvier
What do you think of this effect :

http://www.youtube.com/watch?v=kUyH-4c0-qM
http://www.youtube.com/watch?v=wYb1Vy-uTS0

and a screenshot : http://frbouvi.free.fr/flightsim/fgfs-shader-test.jpg

Regards,
-Fred


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Re: [Flightgear-devel] Shaders experiments

2010-02-28 Thread Durk Talsma
On Sunday 28 February 2010 11:41:04 pm Frederic Bouvier wrote:
 and a screenshot : http://frbouvi.free.fr/flightsim/fgfs-shader-test.jpg


Didn't have a chance to look at the video's yet, but the screen shot looks 
magnificant!

Cheers,
Durk

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Re: [Flightgear-devel] Shaders experiments

2010-02-28 Thread Heiko Schulz
Hi,

 What do you think of this effect :
 
 http://www.youtube.com/watch?v=kUyH-4c0-qM
 http://www.youtube.com/watch?v=wYb1Vy-uTS0
 
 and a screenshot : http://frbouvi.free.fr/flightsim/fgfs-shader-test.jpg
 
 Regards,
 -Fred
 
The first one doesn't look very interesting, but the technic behind could be 
used for the rocky textures. 

The second one is more interesing- so you have screenshots from this shader?

Cheers
Heiko

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Re: [Flightgear-devel] Shaders experiments

2010-02-28 Thread James Sleeman
On 01/03/10 11:41, Frederic Bouvier wrote:
 What do you think of this effect :
   
Very nice.  Very nice indeed.  The urban area in video #2 especially is 
a dramatic difference. 

How do the effects look when you get close to the ground?


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Re: [Flightgear-devel] Shaders experiments

2010-02-28 Thread leee
On Sunday 28 Feb 2010, Frederic Bouvier wrote:
 What do you think of this effect :

 http://www.youtube.com/watch?v=kUyH-4c0-qM
 http://www.youtube.com/watch?v=wYb1Vy-uTS0

 and a screenshot :
 http://frbouvi.free.fr/flightsim/fgfs-shader-test.jpg

 Regards,
 -Fred

Overlaying a geometry shader on the FG scenery is pretty cool: is 
there the scope to tune it to the terrain gradient i.e. adapt the 
shader according to the steepness of the terrain slope?

LeeE

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Re: [Flightgear-devel] Shaders experiments

2010-02-28 Thread Frederic Bouvier

- leee a écrit :

 On Sunday 28 Feb 2010, Frederic Bouvier wrote:
  What do you think of this effect :
 
  http://www.youtube.com/watch?v=kUyH-4c0-qM
  http://www.youtube.com/watch?v=wYb1Vy-uTS0
 
  and a screenshot :
  http://frbouvi.free.fr/flightsim/fgfs-shader-test.jpg
 
  Regards,
  -Fred
 
 Overlaying a geometry shader on the FG scenery is pretty cool: is 
 there the scope to tune it to the terrain gradient i.e. adapt the 
 shader according to the steepness of the terrain slope?

This is not a geometry shader, but a relief mapping effect.
I am not fully happy with the result yet, but the relief map (normals + 
heightfield in a RGBA texture) was quickly made.
City from low altitude : http://frbouvi.free.fr/flightsim/fgfs-city-relief.jpg
I'll bet a better artist than me could do a better job.
You can test it if you install the normal map plugin for the GIMP 
(http://registry.gimp.org/node/69)

-Fred

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Re: [Flightgear-devel] Shaders experiments

2010-02-28 Thread Vivian Meazza
Frederic Bouvier wrote

 -Original Message-
 From: [mailto:fredfgf...@free.fr]
 Sent: 28 February 2010 22:41
 To: Flightgear-devel@lists.sourceforge.net
 Subject: [Flightgear-devel] Shaders experiments
 
 What do you think of this effect :
 
 http://www.youtube.com/watch?v=kUyH-4c0-qM
 http://www.youtube.com/watch?v=wYb1Vy-uTS0
 
 and a screenshot : http://frbouvi.free.fr/flightsim/fgfs-shader-test.jpg
 

That's the best forest effect so far. Not quite so sure about the urban
effect, but certainly better than we have atm. 

How does it look close up?

I think both effects should be in cvs so that we can do a bit of testing. We
can then make some informed comment. 

Vivian



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Re: [Flightgear-devel] Shaders experiments

2010-02-28 Thread Christian Buchner
2010/2/28 Frederic Bouvier fredfgf...@free.fr:

 What do you think of this effect :

Wow.

Congratulations, you are starting to beat graphics benchmark set by
Flight Simulator X.

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Re: [Flightgear-devel] Shaders experiments

2010-02-28 Thread Victhor
If anyone here ever played Gran Turismo 5 Prologue/Time Trial
Demo/Whatever knows what a graphics API from 1998 is capable of ;)
 
 On Sun, Feb 28, 2010 at 6:41 PM, Christian Buchner wrote:
 2010/2/28 Frederic Bouvier 
 
  What do you think of this effect :
 
 
 Wow.
 
 Congratulations, you are starting to beat graphics benchmark
 set by
 Flight Simulator X.
  
 No no no no, according to the slashdot comments, we use graphics
 engine from 1998. :-)
 
 
 Great work Fred, these show a *lot* of interesting potential.
 
 
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Re: [Flightgear-devel] Shaders experiments

2010-02-28 Thread Johnathan Van Why
I think these effects look great.

As for the urban map, you could possibly do something with a transition
between this effect and actual models, as this effect obviously looks poor
from close up, while models kill framerate for large areas.

Good job, and I hope to see an improved version of this in CVS soon. This
will definitely beat MSFS's graphics capabilities.
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Try the new software tools for yourself. Speed compiling, find bugs
proactively, and fine-tune applications for parallel performance.
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