Re: [Flightgear-devel] Procedural texturing merge request

2012-08-08 Thread Renk Thorsten
 Do I want atmospheric scattering on or off?  That affects which are the  
 top two sliders.

You want atmospheric scattering on. Then the top sliders are 'Landmass' and 
'Transition'. These you want at 5. 

What did it take to make the correct dialog appear? Are you sure you have the 
updated effects and shader code? For instance, terrain-default.eff should 
contain the new texture declarations with indices 11 and 12 in the initial 
parameter section. Is that the case in your file?

texture n=11
imageTextures/Terrain/void.png/image
filterlinear-mipmap-linear/filter
wrap-srepeat/wrap-s
wrap-trepeat/wrap-t
internal-formatnormalized/internal-format
/texture
texture n=12
imageTextures/Terrain/void.png/image
filterlinear-mipmap-linear/filter
wrap-srepeat/wrap-s
wrap-trepeat/wrap-t
internal-formatnormalized/internal-format
/texture

But I'm not seeing anything different in the ground textures.  Or do I need to 
have some 
 sort of custom scenery installed that references the new material definitions?

No, the overlay textures are declared in the materials file, no custom scenery 
required. For instance, ShrubCover in summer should contain a block

 texture-set
   textureTerrain/shrub1.png/texture
   texture n=11Terrain/grass_hires.png/texture
   texture n=12Terrain/dirtrock.png/texture
  /texture-set

which defines the overlay textures in addition to the base texture. So this 
works in default scenery. 

You would notice when it's on - the result looks very different from the base 
texture alone.

* Thorsten
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Re: [Flightgear-devel] Procedural texturing merge request

2012-08-07 Thread Frederic Bouvier
Hi Thorsten,

  Hi Fred,
  
  I have created a merge request containing part of my recent
  experiments with procedural terrain texturing - please have a look
  (I hope I haven't messed up the request again...).
  
  https://www.gitorious.org/fg/fgdata/merge_requests/175
 
 I will take care of it asap

The request is merged

Regards,
-Fred

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Re: [Flightgear-devel] Procedural texturing merge request

2012-08-07 Thread Roland Häder
Hi Thorsten,

are there any screenshots available which compares before/after?

Regards,
  Roland

 Original-Nachricht 
 Hi Fred,
 
 I have created a merge request containing part of my recent experiments
 with procedural terrain texturing - please have a look (I hope I haven't
 messed up the request again...). 
 
 https://www.gitorious.org/fg/fgdata/merge_requests/175
 
 Thanks,
 
 * Thorsten
 

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Re: [Flightgear-devel] Procedural texturing merge request

2012-08-07 Thread Renk Thorsten
 are there any screenshots available which compares before/after?

Not as such... A collection of work in progress is in the forum

http://www.flightgear.org/forums/viewtopic.php?f=47t=16884

but this is with my private not-necessarily-GPL development environment.

The comparison is otherwise quite easily done in-sim - the transition and 
landmass quality sliders control the texturing, setting them both to zero when 
atmospheric light scattering is on restores default texturing.

Note that currently only /Materials/regions/materials.xml contains the overlay 
texture definitions and that not all landclasses are done - I still have some 
textures only in non-GPL compatible form.

* Thorsten
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Re: [Flightgear-devel] Procedural texturing merge request

2012-08-07 Thread Curtis Olson
Is this work something that is active by default or does it need to be
turned on?  Or is it only availble in a particular area?  Do I need to do
anything special to look at the results beyond just take off and fly around
anywhere?

Thanks,

Curt.


On Tue, Aug 7, 2012 at 9:52 AM, Renk Thorsten thorsten.i.r...@jyu.fiwrote:

  are there any screenshots available which compares before/after?

 Not as such... A collection of work in progress is in the forum

 http://www.flightgear.org/forums/viewtopic.php?f=47t=16884

 but this is with my private not-necessarily-GPL development environment.

 The comparison is otherwise quite easily done in-sim - the transition and
 landmass quality sliders control the texturing, setting them both to zero
 when atmospheric light scattering is on restores default texturing.

 Note that currently only /Materials/regions/materials.xml contains the
 overlay texture definitions and that not all landclasses are done - I still
 have some textures only in non-GPL compatible form.

 * Thorsten

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Re: [Flightgear-devel] Procedural texturing merge request

2012-08-07 Thread Renk Thorsten
 Is this work something that is active by default or does it need to be
 turned on?  Or is it only availble in a particular area?  Do I need to do
 anything special to look at the results beyond just take off and fly  
 around
 anywhere?

Forgot: Works currently only with Materials/regions/materials.xml since I 
declared the overlay textures only in there. 

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Re: [Flightgear-devel] Procedural texturing merge request

2012-08-07 Thread Renk Thorsten
 Is this work something that is active by default or does it need to be
 turned on?  Or is it only availble in a particular area?  Do I need to do
 anything special to look at the results beyond just take off and fly  
 around
 anywhere?

* atmospheric light scattering: on
* shader micromanagement dialog: landmass and transition effects to max (or 
above 3 in order to see partial effects)

 - look for any shrub or herbtundra landclass, they have the full bells and 
whistles, sand has some detail overlay

* also play with Advanced Weather/Environment dust cover and terrain wetness 
for more fun

The area around Las Vegas is very nice - it's almost all shrub and gets the 
full blast of the effect. 

- Mojave desert should look like this
http://users.jyu.fi/~trenk/pics/xb70.jpg

Watch console for shader compilation errors if this doesn't work, experience 
tells me that nVidia drivers are very tolerant, ATI drivers are not, so it is 
possible that some GLSL runs fine for me, but not for others, which is very 
hard to anticipate.

* Thorsten
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Re: [Flightgear-devel] Procedural texturing merge request

2012-08-07 Thread Curtis Olson
On Tue, Aug 7, 2012 at 11:10 AM, Renk Thorsten wrote:

  Is this work something that is active by default or does it need to be
  turned on?  Or is it only availble in a particular area?  Do I need to do
  anything special to look at the results beyond just take off and fly
  around
  anywhere?

 * atmospheric light scattering: on
 * shader micromanagement dialog: landmass and transition effects to max
 (or above 3 in order to see partial effects)


Hmmm, my shader micromanagement dialog box is only showing two options
right now.  Category General: landmass and water.  There is an aicraft
category at the bottom of the dialog, but no actual options to set.  I'm
running a pretty advanced nvidia card with very recent nvidia drivers.  Has
the system decided I don't have any shader options I can set other than
these two ... this must be a recent change -- not long ago I remember
having lots of shader options I could tweak.




  - look for any shrub or herbtundra landclass, they have the full bells
 and whistles, sand has some detail overlay

 * also play with Advanced Weather/Environment dust cover and terrain
 wetness for more fun

 The area around Las Vegas is very nice - it's almost all shrub and gets
 the full blast of the effect.

 - Mojave desert should look like this
 http://users.jyu.fi/~trenk/pics/xb70.jpg

 Watch console for shader compilation errors if this doesn't work,
 experience tells me that nVidia drivers are very tolerant, ATI drivers are
 not, so it is possible that some GLSL runs fine for me, but not for others,
 which is very hard to anticipate.

 * Thorsten

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Re: [Flightgear-devel] Procedural texturing merge request

2012-08-07 Thread Renk Thorsten
 Hmmm, my shader micromanagement dialog box is only showing two options
 right now.  Category General: landmass and water. 

I don't have the bandwidth at the moment to pull back master, but I've checked 
the local branch from which I merged and I checked the log for FGData master on 
GIT -  among other things,  gui/dialogs/shaders-lightfield.xml should have 
received an update enabling the settings for urban and transition shader - 
which you are not seeing.

I can actually see the dialog with the correct options here

https://www.gitorious.org/fg/fgdata/blobs/9e8735c64996614174d2d86526f258f44bacd7c4/gui/dialogs/shaders-lightfield.xml

So to my ability to check, FGData master should allow you to see the additional 
options and make the shaders work for you. Are you by any chance on the release 
branch?

* Thorsten
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Re: [Flightgear-devel] Procedural texturing merge request

2012-08-07 Thread Curtis Olson
On Tue, Aug 7, 2012 at 1:22 PM, Renk Thorsten wrote:

  Hmmm, my shader micromanagement dialog box is only showing two options
  right now.  Category General: landmass and water.

 I don't have the bandwidth at the moment to pull back master, but I've
 checked the local branch from which I merged and I checked the log for
 FGData master on GIT -  among other things,
  gui/dialogs/shaders-lightfield.xml should have received an update enabling
 the settings for urban and transition shader - which you are not seeing.

 I can actually see the dialog with the correct options here


 https://www.gitorious.org/fg/fgdata/blobs/9e8735c64996614174d2d86526f258f44bacd7c4/gui/dialogs/shaders-lightfield.xml

 So to my ability to check, FGData master should allow you to see the
 additional options and make the shaders work for you. Are you by any chance
 on the release branch?


I'm on the master/next branch here for these tests.   But I haven't kept
close enough tabs on the lightfield/regional gui options dialog box to
quite know exactly what I should be seeing or where to start for hunting
what's going on.  Shouldn't I be seeing quite a few detailed shader options
-- that used to be the case.  Are the regional textures automatic?

Curt.
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Re: [Flightgear-devel] Procedural texturing merge request

2012-08-07 Thread Renk Thorsten
 I'm on the master/next branch here for these tests.   But I haven't kept
 close enough tabs on the lightfield/regional gui options dialog box to
 quite know exactly what I should be seeing or where to start for hunting
 what's going on.  Shouldn't I be seeing quite a few detailed shader  
 options
 -- that used to be the case. 

Gijs (?) created special micro-management dialogs which are different for 
default and atmospheric scattering (and Rembrandt?). In the release branch, the 
available options are just landmass and water if the atmospheric light 
scattering box is ticked.

As of today, that should be expanded to give you control over

* landmass (0-5)
* transition (0-5)
* urban (0-5)
* water (0-5)

followed by the old Mie, Rayleigh and Density sliders shown as long as Advanced 
Weather is off.

Last is the aircraft section, which doesn't do anything. Procedural texturing 
is controlled by the first two.

Do you have the shaders, i.e. does anything interesting happen if you set 

/sim/rendering/shaders/transition to 5 by the property browser?

 Are the regional textures automatic?

Regional textures are automatic if you use Materials/regions/materials.xml and 
enter a certain region. If the regional set has dedicated landclass declaration 
(such as shrub in Hawaii), it overrides the procedural textures, i.e. you can't 
see them yet.

* Thorsten
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Re: [Flightgear-devel] Procedural texturing merge request

2012-08-07 Thread Frederic Bouvier
 Hmmm, my shader micromanagement dialog box is only showing two options right 
 now. 
 Category General: landmass and water. There is an aicraft category at the 
 bottom 
 of the dialog, but no actual options to set. I'm running a pretty advanced 
 nvidia 
 card with very recent nvidia drivers. Has the system decided I don't have any 
 shader options I can set other than these two ... this must be a recent 
 change -- 
 not long ago I remember having lots of shader options I could tweak. 

Here is how the dialog looks here :
http://frbouvi.free.fr/flightsim/fgfs-shader-dialog.jpg

Left: without atmospheric scattering
Right: with atmospheric scattering

(Rembrandt off of course)

Regards,
-Fred

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Re: [Flightgear-devel] Procedural texturing merge request

2012-08-07 Thread Curtis Olson
Hi Fred and Thorsten,

I exited and restarted and seem to be getting the dialog more correctly now
-- but I don't think I'm seeing the regional or procedure textures around
Mojave.  What should I be looking for there?  I'm running with:
 --materials-file=Materials/regions/materials.xml and rembrandt off.
 Turning atmospheric scattering on/off seems to do the right thing now with
the shader dialog box.  But I'm not seeing anything different in the ground
textures.  Or do I need to have some sort of custom scenery installed that
references the new material definitions?

Thanks,

Curt.


On Tue, Aug 7, 2012 at 2:11 PM, Frederic Bouvier wrote:

  Hmmm, my shader micromanagement dialog box is only showing two options
 right now.
  Category General: landmass and water. There is an aicraft category at
 the bottom
  of the dialog, but no actual options to set. I'm running a pretty
 advanced nvidia
  card with very recent nvidia drivers. Has the system decided I don't
 have any
  shader options I can set other than these two ... this must be a recent
 change --
  not long ago I remember having lots of shader options I could tweak.

 Here is how the dialog looks here :
 http://frbouvi.free.fr/flightsim/fgfs-shader-dialog.jpg

 Left: without atmospheric scattering
 Right: with atmospheric scattering

 (Rembrandt off of course)

 Regards,
 -Fred


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Re: [Flightgear-devel] Procedural texturing merge request

2012-08-07 Thread Frederic Bouvier
You need to set the top two sliders on the right side 

-Fred 

- Mail original -

 De: Curtis Olson curtol...@gmail.com
 À: FlightGear developers discussions
 flightgear-devel@lists.sourceforge.net
 Envoyé: Mardi 7 Août 2012 22:49:05
 Objet: Re: [Flightgear-devel] Procedural texturing merge request

 Hi Fred and Thorsten,

 I exited and restarted and seem to be getting the dialog more
 correctly now -- but I don't think I'm seeing the regional or
 procedure textures around Mojave. What should I be looking for
 there? I'm running with:
 --materials-file=Materials/regions/materials.xml and rembrandt off.
 Turning atmospheric scattering on/off seems to do the right thing
 now with the shader dialog box. But I'm not seeing anything
 different in the ground textures. Or do I need to have some sort of
 custom scenery installed that references the new material
 definitions?

 Thanks,

 Curt.

 On Tue, Aug 7, 2012 at 2:11 PM, Frederic Bouvier wrote:

   Hmmm, my shader micromanagement dialog box is only showing two
   options right now.
 
   Category General: landmass and water. There is an aicraft
   category
   at the bottom
 
   of the dialog, but no actual options to set. I'm running a pretty
   advanced nvidia
 
   card with very recent nvidia drivers. Has the system decided I
   don't have any
 
   shader options I can set other than these two ... this must be a
   recent change --
 
   not long ago I remember having lots of shader options I could
   tweak.
 

  Here is how the dialog looks here :
 
  http://frbouvi.free.fr/flightsim/fgfs-shader-dialog.jpg
 

  Left: without atmospheric scattering
 
  Right: with atmospheric scattering
 

  (Rembrandt off of course)
 

  Regards,
 
  -Fred
 

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Re: [Flightgear-devel] Procedural texturing merge request

2012-08-06 Thread Frederic Bouvier
Hi Thorsten,

 Hi Fred,
 
 I have created a merge request containing part of my recent
 experiments with procedural terrain texturing - please have a look
 (I hope I haven't messed up the request again...).
 
 https://www.gitorious.org/fg/fgdata/merge_requests/175

I will take care of it asap

Regards,
-Fred

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