Re: [Flightgear-devel] Autumn colors

2013-02-16 Thread Renk Thorsten
 I'm not sure this is necessary. I think an opt-in checkbox would
 suffice. After all FlightGear has been around for personal experiments
 for a very long time. So why not this option.

I don't mind leaving it - the rational for deleting it is that the texture 
sheets take up space and download bandwidth and the shader instructions take up 
GPU registers for everyone - even those who are not interested.


So, let me just try to explain better, because we do have a case study to see 
what's likely to happen next.

Lauri introduced the skydome shader a while ago. That was controlled by 
Rayleigh, Mie and density sliders. I think these are pretty technical terms - 
I'm not sure the average user knows or is interested in what Rayleigh 
scattering is. So we have a new project with impressive graphics arriving on 
the scene. What was the reaction?

The developer community largely supported it, someone coded a place in the GUI. 
What I did not hear are Mathias' remarks that all this is a very bad idea and 
Lauri should have done it differently. I did not hear that Rayleigh, Mie and 
density are complicated concepts and we need to simplify that because the user 
gets confused otherwise. I did not hear that cranking density all the way down 
or up it is completely possible to generate an airless Mars-sky or a 
super-dense greenish gas giant atmosphere and that we need to prevent the user 
from moving the sliders that way. I did not hear that we shouldn't implement 
this because it produces glaring graphical artefacts due to the mismatch with 
the terrain shading. I did not hear that it doesn't work under any amount of 
heavier fog, because the skydome is never fogged.

The user by and large community loved it. There are series of screenshots from 
the time where you can see that users happily accept playing with Rayleigh and 
Mie, accept looking at obvious mismatches with the terrain just to get the sky 
pictures.

(Well, there was one rather critical voice - that was me. But since I believe 
in constructive criticism, I didn't point out the flaws before I had read up 
O'Neill's original article, concluded that he doesn't understand what he's 
really solving, re-derived the scheme from scratch by just solving the 
integrals analytically, and then concluded what was missing in order to make 
things realistic, and when I started pointing out the flaws, I could offer a 
clear path to correct them. As it turned out, I also ended up implementing it 
myself.)

We may conclude that the user loves shiny and exciting graphical features, is 
willing to accept an un-intuitive GUI that can produce unrealistic outcome and 
is even willing to accept massive graphical artefacts under some conditions.

The funny thing is - when I finally fixed the artefacts by writing the matching 
terrain shader, THEN everyone started complaining why effect XY didn't work any 
more when the skydome was on. It was irrelevant that the artefacts matching 
terrain and skydome were gone, but the fact that one could not longer have 
bumpmapped planes together with the skydome shader really bugged people. We may 
conclude that the user *really* loves shiny graphics, no matter the cost 
otherwise.

(Btw, - could anyone tell Mathias what the end user wants? The user wants an 
ubershader - that's the single most requested feature I had to deal with in the 
last year...)

Of course, the skydome shader is a non-trivial beast with lots of dynamics in, 
so once one changes from the isotropic default skydome to the dynamical beast, 
the minimal matching terrain shader suddenly uses 220 lines of light and fog 
code rather than just 2 lines. Pretty much anyone can tell you that if you make 
a system 100 times more complex, it's going to take some time to get it free of 
all trouble. At which point it's very helpful if the surrounding community 
realizes that simple fact and tries for some constructive input - which may be 
as simple as one or two more folks who explain forum users how the FG shader 
system works and why effects can't simply be switched on in a new framework and 
why this is not a bug, or helps by diagnosing flaws rather than just pointing 
at them.

It turns out that in the event I was also able to remap the 
Rayleigh/Mie/density parameter space to a 2-parameter space covering all the 
situations relevant for the Earth atmosphere, ths preventing unrealistic input, 
 handing one of the new parameters to the weather system and leaving the other 
under user control. In principle this implies we could have removed the 
Rayleigh/Mie/density control - but when I asked if that should be done, the 
decision was made here to keep it (!). 

So, what do I learn from that case study as it applied to a potential 
procedural season model?

1) Users are likely to love it, no matter if the GUI has three additional 
sliders or not. Enthusiastic forum responses seem to confirm that.

2) In the case of the skydome, I was able to get a heuristics throwing out the 

Re: [Flightgear-devel] Autumn colors

2013-02-16 Thread Erik Hofman

Hi THorsten,

On 02/16/2013 09:13 AM, Renk Thorsten wrote:

 So, let me just try to explain better, because we do have a case study to see 
 what's likely to happen next.

I really want to respond to all this but I feel I'm not really entitled 
to because I did little coding for FlightGear the past two years.

Let me emphasize that while I joined FlightGear because it really was an 
accurate simulator rather than in-flight game concept like all the other 
simulators at that time I do bribe about FlightGear these days, pointing 
out the realistic weather conditions for soaring for example.

Your work is highly appreciated by many and please take criticism more 
like there's room for improvement in this area rather than your 
implementation is rubbish because it's not .. 99% of the time which is 
a great achievement!

Your comments do let me believe that an opt-out checkbox might indeed be 
a better idea. The user base of FlightGear Starts to shift from 'real 
aviation/simulator enthusiasts' and more towards users who are used to 
Microsoft Flight(simulator). The latter will be impressed by many other 
things than the accuracy of the Flight Models (which is more or less 
taken for granted nowadays).

Anyhow, don't feel frustrated. Take criticism for what it's worth and 
reject it if it sounds unrealistic. Also there's no need to defend 
yourself every time, you for one have proven yourself to be highly 
capable at your area of expertise (which for FlightGear was sparse until 
now).

Erik

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Re: [Flightgear-devel] Autumn colors

2013-02-15 Thread Renk Thorsten

Okay, after sleeping over this and going over all the feedback on this list:

My original idea was that the whole concept of a continuous season model in 
combination with a user-customizable environment by pixel processing is a big 
thing - I doubt many other simulators have something like this (it doesn't 
really work with photo-texturing for instance) and I saw this as unique selling 
point for a 3.0 if this is expanded and implemented properly.

After having the discussion, reading zero enthusiastic feedback and mainly 
concerns that this is too complicated, potentially confusing and observing that 
the focus of the whole discussion is more on the snags (which a complex system, 
especially initially,  inevitably has when compared to a simple one) than on 
the opportunities, I realize that my opinion about the thing is just my opinion 
and not more widely shared.

But having a dropdown menu for season selection to drive a continuous season 
model by pixel postprocessing just makes no sense, it's a waste of perfectly 
good GPU performance. If you want pre-defined seasons, the way to do it is 
using seasonal textures.

So I will remove the option from GIT again and clear out  the *-autumn.png 
textures in the next days and develop this further for my own private enjoyment 
(with the understanding that I'll make it available on request to anyone 
interested), which should give anyone else the chance to implement a drop-down 
seasons model for 3.0 without generating confusing clashes. No hard feelings 
from my side, I don't come with the expectation that everyone shares my 
enthusiasm for painting the terrain. Admittedly it's not at the core of what 
makes a Flightsim.


* Thorsten


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Re: [Flightgear-devel] Autumn colors

2013-02-15 Thread Erik Hofman
On 02/15/2013 10:00 AM, Renk Thorsten wrote:

 So I will remove the option from GIT again and clear out  the *-autumn.png 
 textures in the next days and develop this further for my own private 
 enjoyment (with the understanding that I'll make it available on request to 
 anyone interested), which should give anyone else the chance to implement a 
 drop-down seasons model for 3.0 without generating confusing clashes. No hard 
 feelings from my side, I don't come with the expectation that everyone shares 
 my enthusiasm for painting the terrain. Admittedly it's not at the core of 
 what makes a Flightsim.

I'm not sure this is necessary. I think an opt-in checkbox would 
suffice. After all FlightGear has been around for personal experiments 
for a very long time. So why not this option.

Erik

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Re: [Flightgear-devel] Autumn colors

2013-02-15 Thread Stuart Buchanan
On Fri, Feb 15, 2013 at 9:33 AM, Erik Hofman wrote:
 On 02/15/2013 10:00 AM, Renk Thorsten wrote:
 So I will remove the option from GIT again and clear out  the *-autumn.png 
 textures in the next days and develop this further for my own private 
 enjoyment (with the understanding that I'll make it available on request to 
 anyone interested), which should give anyone else the chance to implement a 
 drop-down seasons model for 3.0 without generating confusing clashes. No 
 hard feelings from my side, I don't come with the expectation that everyone 
 shares my enthusiasm for painting the terrain. Admittedly it's not at the 
 core of what makes a Flightsim.

 I'm not sure this is necessary. I think an opt-in checkbox would
 suffice. After all FlightGear has been around for personal experiments
 for a very long time. So why not this option.

+1.  I think removing it is going a bit far.  It's early in the
release cycle as well, so there's plenty of time to iron out issues
and work out a suitable scheme that satisfies those who just want a
quick'n'dirty way to get a roughly autumnal palette, and those willing
to take the time to tune the environment to exactly match what they
see outside.

I've still to look into this in detail (too many other things on my
plate right now), but I'm confident I can some up with a sensible user
interface.

Finally, it's worth remembering the -devel list only represents a
small part of the FG userbase, and those not using git have not even
had the chance to try this yet.

-Stuart

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Re: [Flightgear-devel] Autumn colors

2013-02-15 Thread Anders Gidenstam
On Fri, 15 Feb 2013, Renk Thorsten wrote:


 Okay, after sleeping over this and going over all the feedback on this 
 list:

...

 But having a dropdown menu for season selection to drive a continuous 
 season model by pixel postprocessing just makes no sense, it's a waste 
 of perfectly good GPU performance. If you want pre-defined seasons, the 
 way to do it is using seasonal textures.

 So I will remove the option from GIT again and clear out  the 
 *-autumn.png textures in the next days and develop this further for my 
 own private enjoyment (with the understanding that I'll make it 
 available on request to anyone interested), which should give anyone 
 else the chance to implement a drop-down seasons model for 3.0 without 
 generating confusing clashes. No hard feelings from my side, I don't 
 come with the expectation that everyone shares my enthusiasm for 
 painting the terrain. Admittedly it's not at the core of what makes a 
 Flightsim.

Hi,

I, for one, would regret that choice. I see it as a promising and 
interesting rendering mechanism - a building block that asks for the 
development of heuristics to set the inputs to plausible values (for a 
region and season and ...). The fact that we do not have those yet does 
not make the mechanism useless.

The user interface issue can be handled by hiding the controls from those 
who do not want the complexity. (Hidden by default, obviously.)

Cheers,

Anders
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Re: [Flightgear-devel] Autumn colors

2013-02-15 Thread James Turner

On 15 Feb 2013, at 15:35, Anders Gidenstam anders-...@gidenstam.org wrote:

 The user interface issue can be handled by hiding the controls from those 
 who do not want the complexity. (Hidden by default, obviously.)

Exactly.

James


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Re: [Flightgear-devel] Autumn colors

2013-02-14 Thread Erik Hofman
On 02/13/2013 09:17 AM, Renk Thorsten wrote:
 OK, now I understand. Here's a screenshot:

 https://dl.dropbox.com/u/57645542/fgfs-screen-099.png

 It's not good for UK - but I guess we can fix that eventually.


 Do you have any reference material how autumn/winter colors in the UK should 
 look like?

I think this is a reasonable representation (and happens to be my local 
  airport (and former airbase) Twente Airport:
https://fbcdn-sphotos-a-a.akamaihd.net/hphotos-ak-prn1/69693_121284614717550_631215147_n.jpg

Erik

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Re: [Flightgear-devel] Autumn colors

2013-02-14 Thread Alan Teeder


-Original Message- 
From: Erik Hofman
Sent: Thursday, February 14, 2013 9:25 AM
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Autumn colors

On 02/13/2013 09:17 AM, Renk Thorsten wrote:
 OK, now I understand. Here's a screenshot:

 https://dl.dropbox.com/u/57645542/fgfs-screen-099.png

 It's not good for UK - but I guess we can fix that eventually.


 Do you have any reference material how autumn/winter colors in the UK 
 should look like?

I think this is a reasonable representation (and happens to be my local
  airport (and former airbase) Twente Airport:
https://fbcdn-sphotos-a-a.akamaihd.net/hphotos-ak-prn1/69693_121284614717550_631215147_n.jpg

Erik

-- 

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The Netherlands does not look like that from the air (according to the 
English newspapers)

See 
http://i.dailymail.co.uk/i/pix/2011/04/24/article-0-0BC2A68F0578-251_964x565.jpg

;)

Alan 


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Re: [Flightgear-devel] Autumn colors

2013-02-14 Thread James Turner

On 14 Feb 2013, at 07:25, Renk Thorsten thorsten.i.r...@jyu.fi wrote:

 My goal is to be able to simulate a realistic seasonal change of the terrain 
 by _suitable_ slider adjustments which need to be chosen based on region, 
 vegetation and conditions. My goal is not to make any combination of slider 
 adjustments work everywhere.
 
 But if there is otherwise general consensus that we should operate FG in such 
 a mode as to prevent unrealistic user input, just let me know, and I remove 
 the environment postprocessing from GIT and keep it in my own devel branch. I 
 am decidedly not keen on feedback along the lines 'Oh, look, if I adjust the 
 sliders like that, it really looks bad!'
 
 So if climate change affects your region and you believe that vegetation 
 doesn't get all brown, then just do not move the slider all the way. It's as 
 simple as that, and I really shouldn't need to write that here.

Not trying to pick on Thorsten here, but in the general case, this is a 
dangerous approach where end-users are concerned :)

In general, giving users choice is bad. What developers should do, is figure 
out what the user *wanted*, and then do it. Excessive choices / options / 
preferences are a failure to be sufficiently smart, about what the user 
actually wants.

(Here ends the user-experience lecture)

In this specific case, that means there shouldn't be a slider, there should be 
some additional values in a place that can be customised per-region. Since what 
the *user* wants is that in the region they are in, the colours / effect look 
plausible - that's all. Messing around with sliders they don't really 
understand, is not a good thing for them to be doing.

If a *developer* (which, in our case is often conflated with 'user', but that's 
often a mistake that most Linux/open-source projects make in UX design) thinks 
it can be improved for a region, then they make the appropriate XML edits and 
submit them.

Yhis approach is the most complicated to maintain, but also quite easy to 
*support*, because the potential for users to break themselves is limited. 
Giving lots of controls (checkboxes, properties, etc) to users to twiddle is 
easier to maintain, but a nightmare to *support*, as we experienced with the 
original shader management system :)

James

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Re: [Flightgear-devel] Autumn colors

2013-02-14 Thread Erik Hofman
On 02/14/2013 10:39 AM, Alan Teeder wrote:


 -Original Message-
 From: Erik Hofman
 I think this is a reasonable representation (and happens to be my local
airport (and former airbase) Twente Airport:
 https://fbcdn-sphotos-a-a.akamaihd.net/hphotos-ak-prn1/69693_121284614717550_631215147_n.jpg

 Eric

 The Netherlands does not look like that from the air (according to the
 English newspapers)

 See
 http://i.dailymail.co.uk/i/pix/2011/04/24/article-0-0BC2A68F0578-251_964x565.jpg


Haha, that's just a very small part of the Netherlands, but probably
  the most noticeable.

Erik

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Re: [Flightgear-devel] Autumn colors

2013-02-14 Thread Stuart Buchanan
On Thu, Feb 14, 2013 at 9:40 AM, James Turner wrote:
 In this specific case, that means there shouldn't be a slider, there should
 be some additional values in a place that can be customised per-region.
 Since what the *user* wants is that in the region they are in, the colours /
 effect look plausible - that's all. Messing around with sliders they don't
 really understand, is not a good thing for them to be doing.

We could provide some per-region customization within materials.xml,
for example.
Unfortunately the current materials.xml format is getting quite
unwieldy, particularly
with all the regionalized settings.  I have a long-term plan to
structure the information
better.

A shorter term solution might be to offer a default Autumn drop-down
with generic
plausible values, and an Advanced dialog with sliders.  I need to
integrate support
for autumnal trees anyway, so this fits in with that.

-Stuart

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Re: [Flightgear-devel] Autumn colors

2013-02-14 Thread Renk Thorsten
 In general, giving users choice is bad. What developers should do, is  
 figure out what the user *wanted*, and then do it. Excessive choices /  
 options / preferences are a failure to be sufficiently smart, about what  
 the user actually wants.

I disagree with this on a very general basis.

It seems to me the whole point about OpenSource is freedom (we're advertizing 
Fly Free! as well). Freedom inevitably means giving choices to the 
user/redeveloper/ and not making that choice for him. I would agree that it 
is my task to figure out what the customer wants and provide that to him in a 
commercial environment, but this is not what we are. There is an (admittedly 
small) fraction of users who enjoy that freedom they can never get with a 
commercial product - does it make any sense to focus on the others and try to 
emulate commercial?

* Thorsten
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Re: [Flightgear-devel] Autumn colors

2013-02-14 Thread Alan Teeder


-Original Message- 
From: Erik Hofman
Sent: Thursday, February 14, 2013 9:42 AM
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Autumn colors

On 02/14/2013 10:39 AM, Alan Teeder wrote:


 -Original Message-
 From: Erik Hofman
 I think this is a reasonable representation (and happens to be my local
airport (and former airbase) Twente Airport:
 https://fbcdn-sphotos-a-a.akamaihd.net/hphotos-ak-prn1/69693_121284614717550_631215147_n.jpg

 Eric

 The Netherlands does not look like that from the air (according to the
 English newspapers)

 See
 http://i.dailymail.co.uk/i/pix/2011/04/24/article-0-0BC2A68F0578-251_964x565.jpg


Haha, that's just a very small part of the Netherlands, but probably
  the most noticeable.

Erik

Yes, I have friends in the area and have visited Anna Paulowna many times to 
see the annual flower festival.

ongelooflijk  !!

Alan 


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Re: [Flightgear-devel] Autumn colors

2013-02-14 Thread Renk Thorsten

Just what is it you want to customize?

Consider a simple 'snow in the mountains'. You can have

* early snow up north, the leaves have just started turning and the snow is on 
slightly yellowish trees up the slopes, no snow on green trees down
* one day later - a bit of snow is still on the ground but has dropped from the 
trees

* late snow - no snow on either slopes or valleys, but all leaves have fallen

* snowfall a while ago, then winds - snow on the ground both on the slopes and 
in the valley, but the wind has cleared the snow from the trees on the slopes 

* fresh snowfall in midwinter - both ground and trees are snw covered

(...) add your other 10 different combinations here

Each of these can occur - so how is FG supposed to know what you'd like to see? 
Well, we don't need to simulate all of them, but the point is - I actually want 
to simulate all of them, because I like the idea of having infinite ways to see 
the same scene.

Just how would you teach FG that the Netherlands are unlikely to be 
dust-covered, that autumn colors in Finland are never red, that German farmers 
tend to plough their fields before the winter so they appear earth-coloured in 
late fall, that tropical environments do not have four seasons, ... and at the 
same time consider plausible assumptions for what has happened the last few 
days?

If you start thinking about it, the problem doesn't really factorize into 
regional xml and pre-defined dropdowns. Allowing the user to use snow-covered 
textures in Hawaii (about which nobody complained so far - it's a bit telling 
that the glaring flaws of the current scheme never seem to be a topic, but the 
inevitable flaws of any novel idea immediately make it prominently into the 
discussion ) is as bad as allowing the user to set too strong vegetation decay 
because he is still south. If you really want a heuristics which drives the 
shader based on some understanding of vegetation patterns, you need a lot of 
additional parameters. A dropdown doesn't solve anything on its own.

* Thorsten
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Re: [Flightgear-devel] Autumn colors

2013-02-14 Thread Vivian Meazza
Thorsten Renk

 -Original Message-
 From: [mailto:thorsten.i.r...@jyu.fi]
 Sent: 14 February 2013 07:25
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Autumn colors
 
  ..maybe in the old days, nowadays, some grass is green, most of it,
  say 4/5 is a pale dull yellow when the snow comes.
  Climate change, grass grows about 3 months longer now, than in the
  1960-ies when grass was cut once, nowadays farmers get
  3 harvests.
 
 The whole discussion brings again a long standing issue to my mind.
 
 It's a slider. It's in fact part of a menu of several
environent-controlling
 sliders. Which means that you (the user) is supposed to adjust it.
 
 Now, my philosophy is - what you get as a user here is a tool which gives
you
 infinite options how precisely your terrain may look like. You can have a
dry
 autumn, a wet autumn, just a bit of snow on dry autumn - all by adjusting
the
 sliders.
 
 The price you have to pay is that you actually have to think a bit,
because the
 system allows you to select silly and unnatural combinations. You can have
 snow in Hawaii, you can have desert dust in rainforest, you can combine
dust
 and season to kill vegetation off completely in central Europe.
 
 From where I stand, having infinite possibilities seems more interesting
 than just having 4 pre-defined season textures. But having 4 pre-defined
 scenarios is on the other hand fool-proof - you will not be able to select
a silly
 combination. But we may disagree on that.
 
 My goal is to be able to simulate a realistic seasonal change of the
terrain by
 _suitable_ slider adjustments which need to be chosen based on region,
 vegetation and conditions. My goal is not to make any combination of
slider
 adjustments work everywhere.
 
 
 But if there is otherwise general consensus that we should operate FG in
 such a mode as to prevent unrealistic user input, just let me know, and I
 remove the environment postprocessing from GIT and keep it in my own
 devel branch. I am decidedly not keen on feedback along the lines 'Oh,
look,
 if I adjust the sliders like that, it really looks bad!'
 
 So if climate change affects your region and you believe that vegetation
 doesn't get all brown, then just do not move the slider all the way. It's
as
 simple as that, and I really shouldn't need to write that here.
 

I fell into the pooh trap - I read your instructions, looked at the slider,
set late autumn, and Kent turned an impossible shade of brown. Now that you
have explained it, I see that if the slider is set to  early autumn that
this gives me much more reasonable results for a southern UK late autumn.

What I expected was that having selected Regional scenery, then the slider
would give me reasonable results for my region. Perhaps that's simply too
difficult, or the region is defined too widely. I also see that the regional
scenery for the area is wrong as well, but I'm working on that.

Right now there are a number of inconsistent approaches. We can select
pre-set Summer/Winter, but not Autumn. We can select snow by METAR, but not
in Winter, however, the slider works even when METAR is selected. We can set
various parameters by slider for the scenery, which the GUI says requires
shader effects, but apart from the snow thickness, in fact all require
Atmospheric Light Scattering, which is in a different menu and this
connection is not mentioned.  In addition one slider only works with
Regional scenery, and that's not mentioned anywhere either. Wetness effects
the scenery, but not runways, while moss seems to grow on taxiways and
runways. It it's raining, there's a nice effect of puddles on runways and
taxiways, but nowhere else.

 I'm not at all sure that I've got that all right, and  I can't imagine how
the average user is going to figure it out. I suspect that the user will try
it, might or might not discover how it works, and never try it again. It's
just too complex to get the average head around. Even just trying to
summarise it makes mine ache!

Finally, I write this in the hope it might be helpful, and not be taken as
negative criticism.

Vivian



 




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Re: [Flightgear-devel] Autumn colors

2013-02-14 Thread Arnt Karlsen
On Thu, 14 Feb 2013 10:17:13 +, Renk wrote in message 
e495a106ff5f31448739e79d34138c192789b...@mbs2.ad.jyu.fi:

 Just what is it you want to customize?
 
 Consider a simple 'snow in the mountains'. You can have
 
 * early snow up north, the leaves have just started turning and the
 snow is on slightly yellowish trees up the slopes, no snow on green
 trees down
 * one day later - a bit of snow is still on the ground but has
 dropped from the trees
 
 * late snow - no snow on either slopes or valleys, but all leaves
 have fallen
 
 * snowfall a while ago, then winds - snow on the ground both on the
 slopes and in the valley, but the wind has cleared the snow from the
 trees on the slopes 
 
 * fresh snowfall in midwinter - both ground and trees are snw covered
 
 (...) add your other 10 different combinations here

..the obvious way to control all this, is use e.g. FG time 
and METAR history to set up a credible scenery appearance.

-- 
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...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.

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Re: [Flightgear-devel] Autumn colors

2013-02-14 Thread Renk Thorsten
 What I expected was that having selected Regional scenery, then the  
 slider would give me reasonable results for my region. Perhaps that's simply 
 too
 difficult, or the region is defined too widely. I also see that the  
 regional  scenery for the area is wrong as well, but I'm working on that.

We have a very limited set of regions defined at all. It's a bit of a high 
expectation that a proof of concept comes out as corrrect per region.

 Right now there are a number of inconsistent approaches. We can select
 pre-set Summer/Winter, but not Autumn. 

That's purely texture-based approaches, we can't do autumn because we don't 
have autumn terrain textures, and we've recently discussed the merit of keeping 
texture-based winter because shader-based stuff is always and unconditionally 
more demanding for the GPU.

So I would consider that a fallback scheme for the folks with Intel chipsets.

 We can select snow by METAR, but  
 not in Winter, however, the slider works even when METAR is selected.

Long standing discussion - METAR can't really tell if snow is on the ground or 
not. But some people like snowline by METAR (I'm not a fan).

 We can  set
 various parameters by slider for the scenery, which the GUI says requires
 shader effects, but apart from the snow thickness, in fact all require
 Atmospheric Light Scattering, which is in a different menu and this
 connection is not mentioned. 

Okay, that's our development model striking.

We add features, but we don't delete or heavily modify features added by others 
without their consent. 

I frankly never wanted to get into terrain texturing, I was always more 
interested in weather phenomena. But atmospheric light scattering needed new 
terrain shaders anyway - so that gave me the chance to code things how I 
personally believe they should be coded - i.e. in an xml-configurable approach 
consistent with regional texturing which enables a user to make use of the full 
effect suite for any regional texturing project without the necessity of  
learning GLSL or how effect files work. 

So, Advanced Weather, Atmospheric Light Scattering and the procedural/regional  
terrain texturing form an integrated environment with well-defined interfaces. 
The rest, default scheme effects, Basic Weather and other materials definitions 
do not. 

I've offered certainly 10 times here that I'll help anyone who wants to 
interface Basic Weather properly with the framework. I'm not the maintainer of 
Basic Weather, it's not my call to make. I've offered at least 5 times that 
I'll help anyone interested in doing so to port all the procedural texturing 
strategies to other frameworks. I'm not the maintainer of Rembrandt or default, 
it's not my call to make.

Can you actually imagine the storm that would break if I would simply start 
removing other schemes so that our GUI gets less cluttered and we end up with a 
consistent approach? 


 In addition one slider only works with
 Regional scenery, and that's not mentioned anywhere either.

Well, yes, again, that's a bit of a high expectation for a week-old proof of 
concept just arrived on GIT to have a crystal-clear GUI.

 Wetness   effects
 the scenery, but not runways, while moss seems to grow on taxiways and
 runways.

I'm pretty sure it affects runways... Moss grows on runways, I thought that'd 
be a nice touch for some really wet locations, but it's easy to make it go away.

  It it's raining, there's a nice effect of puddles on runways and
 taxiways, but nowhere else.

http://users.jyu.fi/~trenk/pics/ultra11.jpg

 I'm not at all sure that I've got that all right, and  I can't imagine  
 how  the average user is going to figure it out.

You know, that's kind of not my problem. I mention these issues every half 
year, offer to work with the maintainers on a solution, and that's where it 
stops for me. I can code a consistent framework for the stuff I maintain, but I 
can't be consistent with other frameworks without the help of other 
maintainers. So I care up to a point, but not beyond. And I'm most definitely 
not the intuitive GUI designer. If someone else comes up with a better GUI, I 
haven't refused in the past. 

* Thorsten
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Re: [Flightgear-devel] Autumn colors

2013-02-14 Thread Renk Thorsten
 ..the obvious way to control all this, is use e.g. FG time
 and METAR history to set up a credible scenery appearance.

Right, so we somehow get the METARs for the last month for a location, have the 
environment model run the consequences and use that. Sounds not so easy to me.

But... I never fly with real weather fetch, and I sometimes feel like flying in 
summer even when it's actually winter!

* Thorsten
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Re: [Flightgear-devel] Autumn colors

2013-02-14 Thread Arnt Karlsen
On Thu, 14 Feb 2013 13:01:58 +, Renk wrote in message 
e495a106ff5f31448739e79d34138c192789b...@mbs2.ad.jyu.fi:

  ..the obvious way to control all this, is use e.g. FG time

..to clarify FG time: what we set using FG's Time Options:

  and METAR history to set up a credible scenery appearance.
 
 Right, so we somehow get the METARs for the last month for a
 location, 

..from weather history databases, and not only METARs, 
e.g. http://om.yr.no/verdata/klimadata/ (or in googlish:
http://translate.google.com/translate?sl=autotl=enjs=nprev=_thl=enie=UTF-8eotf=1u=http%3A%2F%2Fom.yr.no%2Fverdata%2Fklimadata%2F
) 

..and more people are thinking this way, e.g.:
http://forums.vatsim.net/viewtopic.php?t=23335
 

 have the environment model run the consequences and use
 that. Sounds not so easy to me.

..no, but it's possible to shag in meteorologists here, best way 
is polish the build-from-source scripts and expand them beyond 
Debian and ubuntu users, most people are still using Wintendo, 
and today we only offer them the binaries, and the big scare.

..even if we have a sizable GNU/Linux crowd in e.g. yr.no, we 
don't wanna scare them off with POSIX sh, cvs, svn, git, gcc,
autotools, cmake _etc_, I want them diving right into the FG
weather model source trees and give us clue whacks.

 But... I never fly with real weather fetch, and I sometimes feel like
 flying in summer even when it's actually winter!

..I went for the real deal on the fjord ice, 5 cm snow on top 
of the ice, floats are nice skis. ;o)  I tested tufts to see 
stalls, worked nicely.  I use the big 7mm fluffy kinda wool 
yarn taped to the leading edge and stretched back to the 
trailing edge, that leaves it half way back onto the ailerons 
in flight.

-- 
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...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.

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Re: [Flightgear-devel] Autumn colors

2013-02-13 Thread Renk Thorsten
 OK, now I understand. Here's a screenshot:

 https://dl.dropbox.com/u/57645542/fgfs-screen-099.png

 It's not good for UK - but I guess we can fix that eventually.


Do you have any reference material how autumn/winter colors in the UK should 
look like?


 ..desert?  Severe drought?

-20 degrees, 10 cm snow - now remove the snow, and what is underneath will 
pretty much look like this - soil, dead branches, dead plants, decayed leaves. 
This is what the color is for - providing a plausible background for frost and 
snow patterns with incomplete cover of the ground (which look silly 
superimposed on bright breen fields).

* Thorsten

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Re: [Flightgear-devel] Autumn colors

2013-02-13 Thread James Turner

On 12 Feb 2013, at 22:08, Vivian Meazza vivian.mea...@lineone.net wrote:

 OK, now I understand. Here's a screenshot:
 
 https://dl.dropbox.com/u/57645542/fgfs-screen-099.png
 
 It's not good for UK - but I guess we can fix that eventually.

I'd say for Scotland in autumn / winter, with potential snow on top, and trees 
separately changing/keeping colour, it looks plausible. That's based more on 
moorland than farmed agriculture of course.

James

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Re: [Flightgear-devel] Autumn colors

2013-02-13 Thread Arnt Karlsen
On Wed, 13 Feb 2013 08:17:32 +, Renk wrote in message 
e495a106ff5f31448739e79d34138c192789a...@mbs2.ad.jyu.fi:

  OK, now I understand. Here's a screenshot:
 
  https://dl.dropbox.com/u/57645542/fgfs-screen-099.png
 
  It's not good for UK - but I guess we can fix that eventually.
 
 
 Do you have any reference material how autumn/winter colors in the UK
 should look like?
 
 
  ..desert?  Severe drought?

..those were suggestions ;o), looked quite like the desert around 
In Amenas, Algeria, if I can believe the oily news pictures.

 -20 degrees, 10 cm snow - now remove the snow, and what is underneath
 will pretty much look like this - soil, dead branches, dead plants,
 decayed leaves. This is what the color is for - providing a plausible
 background for frost and snow patterns with incomplete cover of the
 ground (which look silly superimposed on bright breen fields).

..maybe in the old days, nowadays, some grass is green, most 
of it, say 4/5 is a pale dull yellow when the snow comes.
Climate change, grass grows about 3 months longer now, than 
in the 1960-ies when grass was cut once, nowadays farmers get 
3 harvests.

-- 
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...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.

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Re: [Flightgear-devel] Autumn colors

2013-02-13 Thread Renk Thorsten
 ..maybe in the old days, nowadays, some grass is green, most
 of it, say 4/5 is a pale dull yellow when the snow comes.
 Climate change, grass grows about 3 months longer now, than
 in the 1960-ies when grass was cut once, nowadays farmers get
 3 harvests.

The whole discussion brings again a long standing issue to my mind.

It's a slider. It's in fact part of a menu of several environent-controlling 
sliders. Which means that you (the user) is supposed to adjust it.

Now, my philosophy is - what you get as a user here is a tool which gives you 
infinite options how precisely your terrain may look like. You can have a dry 
autumn, a wet autumn, just a bit of snow on dry autumn - all by adjusting the 
sliders. 

The price you have to pay is that you actually have to think a bit, because the 
system allows you to select silly and unnatural combinations. You can have snow 
in Hawaii, you can have desert dust in rainforest, you can combine dust and 
season to kill vegetation off completely in central Europe.

From where I stand, having infinite possibilities seems more interesting than 
just having 4 pre-defined season textures. But having 4 pre-defined scenarios 
is on the other hand fool-proof - you will not be able to select a silly 
combination. But we may disagree on that. 

My goal is to be able to simulate a realistic seasonal change of the terrain by 
_suitable_ slider adjustments which need to be chosen based on region, 
vegetation and conditions. My goal is not to make any combination of slider 
adjustments work everywhere.

But if there is otherwise general consensus that we should operate FG in such a 
mode as to prevent unrealistic user input, just let me know, and I remove the 
environment postprocessing from GIT and keep it in my own devel branch. I am 
decidedly not keen on feedback along the lines 'Oh, look, if I adjust the 
sliders like that, it really looks bad!'

So if climate change affects your region and you believe that vegetation 
doesn't get all brown, then just do not move the slider all the way. It's as 
simple as that, and I really shouldn't need to write that here.

* Thorsten
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Re: [Flightgear-devel] Autumn colors

2013-02-12 Thread Vivian Meazza
Thorsten  Renk wrote

 I've just pushed the current state of the autumn color model where the
 amount of coloring is encoded in the texture alpha channel. I've tried to
be
 very conservative and pushed alternative textures (marked with *-
 autumn.png) where this is done - I could not see any negative effects in
the
 default rendering scheme (no terrain holes or so), but this way it's easy
to roll
 back in case of unexpected problems - only the regional texture scheme
 references the alternative textures, neither dds or default do. Please let
me
 know if there is trouble.
 
 If anyone wants to try the scheme, use high quality level with the
 Atmospheric Light Scattering scheme and the regional texturing scheme,
 then change season in the environment settings.
 
 I have tested mainly in central Europe, so it's rather likely that there
will be
 texture sheets without alpha channel set, which will stick out if you test
 elsewhere.
 
 I regard the current state as proof of concept. If there is a graphic
artist
 available who wants to optimize the texture alpha channel settings for
best
 effect, please get in touch - I am not very good with gimp, and I've just
 coarsely painted on the textures to get a feeling for the effect.
 
 Trees are not color-changed, so if you want autumn trees, you have to edit
 Materials/regions/materials.xml manually and change to the autumn or
 winter tree variants. It looks nice though...
 
 Otherwise enjoy!
 

I think I must have something wrong here: much of the textures which were
green turn a horrid brown colour, it looks like nothing I have ever seen on
the ground in the UK. Is that what is intended?

Vivian



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Re: [Flightgear-devel] Autumn colors

2013-02-12 Thread Renk Thorsten
 I think I must have something wrong here: much of the textures which were
 green turn a horrid brown colour, it looks like nothing I have ever seen  
 on  the ground in the UK. Is that what is intended?

That'd depend on the slider position and the landclass I guess - no way to tell 
without a screenshot. Full late autumn  turns everything earth-coloured and is 
supposed to be the background for a snow cover. I doubt the UK gets cold enough 
in winter that the vegetation dies off to such a degree (it does in Finland...) 
 and there is no attempt made to regionalize the slider effect - it probably 
looks really silly if you use it in a tropical location.

Otherwise:

I have tested mainly in central Europe (...) I regard the current state as 
proof of concept. If there is a graphic  artist available who wants to optimize 
the texture alpha channel settings for  best effect,  please get in touch. 

Best,

* Thorsten
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Re: [Flightgear-devel] Autumn colors

2013-02-12 Thread Vivian Meazza
Thorsten Renk wrote

 
  I think I must have something wrong here: much of the textures which
  were green turn a horrid brown colour, it looks like nothing I have
  ever seen on  the ground in the UK. Is that what is intended?
 
 That'd depend on the slider position and the landclass I guess - no way to
tell
 without a screenshot. Full late autumn  turns everything earth-coloured
and
 is supposed to be the background for a snow cover. I doubt the UK gets
cold
 enough in winter that the vegetation dies off to such a degree (it does in
 Finland...)  and there is no attempt made to regionalize the slider effect
- it
 probably looks really silly if you use it in a tropical location.
 
 Otherwise:
 
 I have tested mainly in central Europe (...) I regard the current state
as proof
 of concept. If there is a graphic  artist available who wants to optimize
the
 texture alpha channel settings for  best effect,  please get in touch.
 

OK, now I understand. Here's a screenshot:

https://dl.dropbox.com/u/57645542/fgfs-screen-099.png

It's not good for UK - but I guess we can fix that eventually.

Vivian



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Re: [Flightgear-devel] Autumn colors

2013-02-12 Thread Arnt Karlsen
On Tue, 12 Feb 2013 22:08:54 -, Vivian wrote in message 
000301ce096d$8bf3d0a0$a3db71e0$@lineone.net:
 
 OK, now I understand. Here's a screenshot:
 
 https://dl.dropbox.com/u/57645542/fgfs-screen-099.png
 
 It's not good for UK - but I guess we can fix that eventually.

..desert?  Severe drought?

-- 
..med vennlig hilsen = with Kind Regards from Arnt Karlsen
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.

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