Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-07 Thread thorsten . i . renk
I think that you have to add new techniques (an XML element) to existing effect file. You leave the current technique intact and copy/paste it in the same file, add or change what is needed and Modify its predicate. Look at model-default.eff that implements 2 techniques. Techniques can

[Flightgear-devel] Lightfields to GIT - some more advice?

2012-03-07 Thread thorsten . i . renk
Techniques (with their predicate) are tested in ascending order of their index (the n attribute), so you can create a new technique with a lower index than the one for the current technique and add a predicate that test (for example) /sim/rendering/lightfield. Thanks Frederic - this seems to

[Flightgear-devel] Two small weather issues

2012-03-07 Thread thorsten . i . renk
I still have two small (weather-related) issues which I can't resolve myself: * rain is still 'smart' i.e. de-activates above the lowest cloud layer. Since Advanced Weather has its own precipitation region control, I'd need a dumb version which just rains when I set the property * for

Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-05 Thread thorsten . i . renk
Do you mean that v1.1 as posted on the forum can't be committed as is to git ? Technically it could, but at the expense of forcing everyone to use lightfield shaders. It overwrites for instance the default terrain and model shaders. The reason why this is implemented in that way is that I have

Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-05 Thread thorsten . i . renk
There is an important issue though, the functions appear to be different for objects and terrain. What?? Both model-default.eff and terrain-default.eff refer to terrain-haze.vert/frag as shaders - how can the fog function be different if they're using the same shader code??? I think you're

Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-04 Thread thorsten . i . renk
I agree that we should merge the project rembrandt work sooner rather than later. However, we should also take some time and effort to make sure Thorsten's sky/haze/horizon effects are accounted for as well. I don't know what issues we will find when trying to merge these two efforts, but

Re: [Flightgear-devel] Web 2.0 paradigms

2012-02-29 Thread thorsten . i . renk
Actually I wonder a little why you accept using a modern tool like LaTeX being just 20 years old - while we all learned that the optimum scholar-environment was developed by the old Greeks (to my knowledge without any computers and/or LaTeX) -- after that we never had such a development of

Re: [Flightgear-devel] Windturbines facing in wrong wind direction

2012-02-29 Thread thorsten . i . renk
1a. wind turbine orientation and rotation/spin speed is bound to /environment/wind-from-heading-deg and /environment/wind-speed-kt which represent current wind at the FDM position. This should probably change to ground wind. The same is true for the windsock, btw. Turbines should probably use

Re: [Flightgear-devel] Web 2.0 paradigms

2012-02-29 Thread thorsten . i . renk
~20 years ago: Those wonderful PDF-files were introduced - we now could even transfer documents from one PC to another - even with different Operating Systems and/or different printer capabilities! That was also when LaTeX was developed [...] I'll skip all the other stuff because I've

[Flightgear-devel] Web 2.0 paradigms (was: New styled FGFS--Manual)

2012-02-28 Thread thorsten . i . renk
I discovered I really need a break from coding and debugging (found myself dreaming about haze rendering lately, and that's usually a warning sign), so I may have time for some philosophy (feel free to skip, it's not about FGFS in particular). I was surprised that this shift in Paradigms has

Re: [Flightgear-devel] Sanitizing materials.xml

2012-02-24 Thread thorsten . i . renk
The end result is that I'd like to do the following: - Create a new Materials directory under fgdata - Move materials-dds.xml and materials.xml into it - Create a new Materials/materials-base.xml file containing material definitions common to both materials files. - Create a number of small

Re: [Flightgear-devel] Looking at a nice project from outside

2012-02-24 Thread thorsten . i . renk
Basically I see two different approaches in FlightGear Scenery world (aside from a few minor blends): 1.) Focus all ressources on one common World Scenery. 2.) Build pools of individual (and sometimes even contradicting) scenarios - also known as the M$FS way. It's obvious that 1.) was

Re: [Flightgear-devel] New styled FGFS--Manual

2012-02-20 Thread thorsten . i . renk
As we accept that any professional can participate in the design, we should also trust our users to generate and maintain their manuals by themselves! FGFS, FGFS-wiki, Wikipedia, Linux, etc. etc. -- they all proved that it works! Here's an actual user commenting on the state of the Wiki:

Re: [Flightgear-devel] Fair practice autorisations

2012-02-17 Thread thorsten . i . renk
All people need to know that 60% (or more... it's approximate) of aircraft available for flightgear are created by helijah. More than 80% of them are totaly crappy ! They aren't a good point for FlightGear project ! I think you're mistaking Flightgear for a commercial project here. Sure, in

Re: [Flightgear-devel] Fair practice autorisations

2012-02-17 Thread thorsten . i . renk
The fact that we have now 3 different threads about the same topics: DC3, licence violation and cooperation in an OpenSource project, makes it difficult to see where the real problems are. There's a number of separate issues here. * license violation of some commits - this is a real problem,

Re: [Flightgear-devel] Shader debugging

2012-02-13 Thread thorsten . i . renk
The second problem is the 'checkerboard' appearance of fog rendering over ocean. To the limit of my ability to test, the cause is incorrect interpolation of distances and angles due to very large vertex spacing Update: Emilian kindly educated me how to deal with this properly: If the relative

[Flightgear-devel] Shader debugging

2012-02-12 Thread thorsten . i . renk
I've spent four hours yesterday to trace down the cause for fog inconsistencies which I observed in custom terrain. One of them was the fact that the top fog level was sometimes displaced by some offset from terrain chunk to terrain chunk in the new CORINE Italy scenery and the other is the

Re: [Flightgear-devel] Final 2.6.0 Release Preparations

2012-02-11 Thread thorsten . i . renk
Best of all, the new features are based on user community requests, and not driven by economic incentives. Some of these features are already in the works for the next FG release [give continuity message about the development] That'd be suspiciously close to dishonest advertizing. I spend a

[Flightgear-devel] Local Weather documentation update

2012-02-10 Thread thorsten . i . renk
I feel a bit bad that it has taken that long to get it done, but at least I made it before the 2.6 release - here are the updated documentation files for Advanced (Local) Weather 1.4 http://users.jyu.fi/~trenk/doc_update.tgz including the description of the new gui and updates on the 'known

Re: [Flightgear-devel] Shader performance

2012-02-08 Thread thorsten . i . renk
After a few more tests, some more observations which seem to be right to me listed here (if that is confirmed, we may perhaps gather these and other statements to the Wiki to get some guidelines for efficient shader coding): * 'big' performance users seem to be the scientists's friends, i.e.

Re: [Flightgear-devel] Shader performance

2012-02-07 Thread thorsten . i . renk
Gary adressed those creating the 3d-models and aircraft in FGFS. Yes, quite. And since your own aircraft doesn't repeat and is there independent of visibility range, so in some sense this is a special case anyway. Problem is, once you have created a model, you don't control what others do with

Re: [Flightgear-devel] Shader performance

2012-02-06 Thread thorsten . i . renk
Heiko wrote: And especially in FGFS not really Vertices is one of the big problems, but .xml's and nasal-scripts. No, you can't say that in general. It quite depends on what you do and what options you use. Whatever you compute, it costs some amount of resource, and how long your frame takes

Re: [Flightgear-devel] Shader performance

2012-02-06 Thread thorsten . i . renk
Pushing most of the haze shader computation from the vertex to the fragment level would seem to suggest an approximately constant cost for the haze for the same view regardless of scenery complexity since the number of hazy fragments remain about the same. Thanks for the explanations - that

[Flightgear-devel] Shader performance

2012-02-05 Thread thorsten . i . renk
I haven't really seen any guidelines about efficient shader coding, but I've come across a few statements here and in the forum now and then, which I so far assumed to be true. I've now spent the last few days benchmarking my lightfield/terrain haze framework to see if I can't squeeze a bit more

Re: [Flightgear-devel] Local Weather menu structure: Wind settings

2012-01-30 Thread thorsten . i . renk
I just faild to set the wind speed and direction in the new weather menue structure (up to date next-branch). My intention was to set the wind profile from ground up to 3000ft. Hence I used the Basic Weather menue and set the desired values in the table. But I found that I got the wind

Re: [Flightgear-devel] Local Weather menu structure

2012-01-24 Thread thorsten . i . renk
The change is releatively small but I'd feel better if ThorstenR tested it before it gets picked. The menu structure works like a charm - I think the switching button is a very elegant solution. I did a couple of tests yesterday, and I didn't run into any problems here. I've also had a look at

Re: [Flightgear-devel] Local Weather menu structure

2012-01-23 Thread thorsten . i . renk
I am hesitating from picking this into the release branch as one could argue if that was a bug fix. But if it's general consensus that this a an improvement that should make it into the release, we should do it. The change is releatively small but I'd feel better if ThorstenR tested it

Re: [Flightgear-devel] Local Weather menu structure

2012-01-21 Thread thorsten . i . renk
Just an idea: as global and local weather are mutually exclusive, what about having just one single weather menu item and add button in each, global and local weather dialog causing the current dialog disappear and open the other dialog. While we are at it, I'd like to rename global and local

[Flightgear-devel] Local Weather menu structure

2012-01-20 Thread thorsten . i . renk
My GIT is now a week old, but in all likelihood this hasn't changed and is in the release branch: In reaction to concerns about a confusing menu structure, I moved all relevant configurations to /gui/dialogs/local_weather_tiles.xml (insofar as they are not controlled by the rendering dialog,

Re: [Flightgear-devel] Local Weather menu structure

2012-01-20 Thread thorsten . i . renk
It's not clear from your mail whether the local_weather_config dialog in the release branch can be removed once this checkbox issues is resolved. Can you confirm? I haven't actually tried if removing it causes an error somewhere, but it's not needed any more - all functions are either shifted

[Flightgear-devel] Atmosphere light - some personal perspective

2012-01-17 Thread thorsten . i . renk
And with Project Rembrandt waiting in the wings is this worth doing at this stage at all? Project Rembrandt seems to be about something different - detailed rendering of shadows in the near zone (~15 km) - what I do is about approximate rendering of atmospheric shading in the far zone

[Flightgear-devel] Default effects for cockpit

2012-01-16 Thread thorsten . i . renk
I've noticed recently more or less by accident and to my dismay that model-default.eff is used both by models placed in the scenery and by typical aircraft 3d cockpits. This is rapidly looking like a bad idea when a more detailed atmosphere model enters the game - the terrain haze shader has

Re: [Flightgear-devel] Default effects for cockpit

2012-01-16 Thread thorsten . i . renk
This behaviour is hardcoded, as there needs to be a default fallback effect/shader when none is specified in the model and shaders are turned on. Yes, I know that - but can you somehow catch that it's a cockpit you're loading rather than a scene model and hard-code that pointing to a different

Re: [Flightgear-devel] Default effects for cockpit

2012-01-16 Thread thorsten . i . renk
If I understand this correctly, you want to change the default behaviour for the scenery models while leaving the cockpit as is with the current default behaviour? Does it also involve changing the behaviour of the non-cockpit parts of the aircraft model? That depends... For most external

Re: [Flightgear-devel] Default effects for cockpit

2012-01-16 Thread thorsten . i . renk
I don't think you want to be changing the behaviour for all cockpits, just the one that is your aircraft. For other aircraft (AI/MP), you want them to fade etc. just like the scenery and the rest of the aircraft model. We seriously show cockpits over MP?? I actually wouldn't want to show

Re: [Flightgear-devel] Reminder for the release process for version 2.6.0

2012-01-13 Thread thorsten . i . renk
* All major bugs fixed? I found three in the last days - one major and two minor - since I have added some sunrise/sunset support features to my working copy of Local Weather, I'll just list the fixes rather than provide the updated files: *** local_weather.nas, line 2917 (just after 'Starting

Re: [Flightgear-devel] Reminder for the release process for version 2.6.0

2012-01-13 Thread thorsten . i . renk
*** weather_tiles.nas, line 1004; var alt = spread * 400.0 + local_weather.cloud_vertical_size_map[Nimbus] * 0.5 * m_to_ft; has an obsolete altitude correction in and should just be var alt = 400.0; to get the correct altitude for Nimbostratus layers *** make that var alt = spread

Re: [Flightgear-devel] Cloud altitudes in shader?

2012-01-11 Thread thorsten . i . renk
If you want to know the altitude, you need to have the matrix that transforms from the current view position/orientation to the earths center. And you need to transform from cartesian space into the earth ellipsoid. The best you can do is to do this per vertex. And even that is way too much

Re: [Flightgear-devel] G115; Was Aircraft issues: dg101g, Lightning

2012-01-11 Thread thorsten . i . renk
Which motor aircraft do you use for towing ? Given the above figures I suspect you're using the Piper Cub, right ? Did you ever try the Grob G115 ? I've never flown that one, neither in RL nor in FG, but I *guess* it's probably the closest in performance and FDM credibiliy to commonly used

Re: [Flightgear-devel] Cloud altitudes in shader?

2012-01-11 Thread thorsten . i . renk
Rather than passing in the eye position as a uniform, why not pass in the cloud altitude instead? Is this simply to avoid needing to modify the C++ code? I thought uniforms are things which are per frame constant in the scene and apply to all objects the same way - i.e. I pass light

[Flightgear-devel] Cloud altitudes in shader?

2012-01-09 Thread thorsten . i . renk
Hi Stuart, is gl_Vertex.z a reasonably approximate guess for the altitude in which the cloud finally appears or do I have to look elsewhere? There's lots of reshuffling of the vertex coordinates going on in the shader, and I've kind of lost track a bit... * Thorsten

Re: [Flightgear-devel] Aircraft issues: Vostok-1, (dc-3, dhc6, CRJ700, pa24-250-CIIB)

2012-01-09 Thread thorsten . i . renk
Thorsten, can you make a test flight and see if the instruments behave as they used to? I've just updated everything and had a short hop with Vostok to ~100 km altitude and 2nd stage burnout - at least five minutes into the mission, everything was looking and responding normally, so I'd assume

Re: [Flightgear-devel] Cloud altitudes in shader?

2012-01-09 Thread thorsten . i . renk
I don't think the Model matrix will help you much either, as IIRC (0,0,0) is the center of the earth spheroid. Hm, the line is gl_Position = gl_ModelViewProjectionMatrix * gl_Position; Doesn't gl_ModelViewProjectionMatrix transform things into 2d screen coordinates? Would it work if I use

Re: [Flightgear-devel] Aircraft issues: Vostok-1, (dc-3, dhc6, CRJ700, pa24-250-CIIB)

2012-01-07 Thread thorsten . i . renk
Thorsten, can you make a test flight and see if the instruments behave as they used to? To try it get the vostok-1 branch from my fgdata clone: git://gitorious.org/~andersg/fg/anders-fgdata.git If you tell me how to pull only Vostok from your fgdata? I have a GSM connection from home and

Re: [Flightgear-devel] Local Weather 1.4

2012-01-03 Thread thorsten . i . renk
I've just committed to origin/next a better fix for the LoD range that adjusts based on the view distance, and also attempts to account for the possible size of the cloud itself. Thanks - working fine here! Does this contain the impostor functionality already or not? Cheers, * Thorsten

[Flightgear-devel] Aircraft issues: dg101g, Lightning

2012-01-02 Thread thorsten . i . renk
Continuing the list: DG-101G: I tried to do some soaring in the DG-101G. There seems to be something wrong with the plane's inertia. * To turbulence, it reacts much more violently than other planes. I thought a while ago that this may be due to a different implementation of turbulence in YaSim

[Flightgear-devel] Aircraft issues: Vostok-1, dc-3, dhc6, CRJ700, pa24-250-CIIB

2012-01-01 Thread thorsten . i . renk
An (incomplete) list of issues I have observed in flying various aircraft recently - maybe some of them can be fixed by maintainers before the release: * Vostok-1 is currenty a no-show - it crashes before doing anything, the log seems to point to a property as the cause. I guess it *may* be a

[Flightgear-devel] High altitude horizon

2011-12-30 Thread thorsten . i . renk
In case there is any lingering doubt that Flightgear can't deal with horizon curvature at high altitude: http://www.flightgear.org/forums/viewtopic.php?f=19t=14844 (taking the X-15 to 270.000 ft) Done with recent Local Weather (which, as I discovered, is fine with Mach 6) and Terrain Haze

Re: [Flightgear-devel] Local Weather 1.4

2011-12-29 Thread thorsten . i . renk
The LoD is currently hardcoded to 20km, so if visibility 20km, it kicks in before the transparency effect. I have a good fix that takes into account the current visibility as part of the Impostors work, but that won't be available until after the release. In the meantime, I can

Re: [Flightgear-devel] Local Weather 1.4

2011-12-29 Thread thorsten . i . renk
At view distances 100 km it becomes more and more apparent that the flightgear scenery is flat and not a sphere, doesn't it? I think a realistic horizon is impossible as long as scenery/world is a disc. What's more important from high altitude is what happens beyond view distance where no

Re: [Flightgear-devel] Local Weather 1.4

2011-12-29 Thread thorsten . i . renk
We should agree on a common place to publish actual surface wind (for one or many given locations?) in the property tree. /environment/config is definitely not the best place to use but due to historical reasons, many objects rely on these properties (windsock, chimneys/smoke, many more).

[Flightgear-devel] Local Weather 1.4

2011-12-28 Thread thorsten . i . renk
Local Weather is now (almost) in the shape I would like to see in the release, and I've worked quite a bit through the list of issues: 1) Local Weather places clouds at the wrong altitude. I've corrected that. 2) The GUI is not consistent with the system (I will fix that) A new gui combines

[Flightgear-devel] Grassland vs. GrassLand

2011-12-22 Thread thorsten . i . renk
And another materials.xml issue: materials.xml has the spelling 'Grassland' whereas materials-dds.xml knows both 'Grassland' and 'GrassLand'. I believe the intended spelling is 'GrassLand', at least the other spelling leads to problems with the newly compiled Colorado and Minneapolis sceneries.

[Flightgear-devel] AI traffic off?

2011-12-17 Thread thorsten . i . renk
Does anyone know how to switch AI traffic off? I edited preferences.xml and autosave to verify that it's set to false, I checked /sim/ai-traffic/enabled to be 'false' - and yet tons of messages still pass my screen about AI aircraft starting up. Am I missing something obvious? * Thorsten

Re: [Flightgear-devel] Weather issues for 2.6

2011-12-16 Thread thorsten . i . renk
We are still looking into this one. At first glance there doesn't seem to be any good reason for the wind not being honoured. The overcast is a problem of interpreting different implementations between Global and Local weather. Now you are back operational we will try to come up with a

Re: [Flightgear-devel] Weather issues for 2.6

2011-12-15 Thread thorsten . i . renk
I've just placed a patch into the forum fixing the altitudes, providing a new GUI which makes Local Weather Config obsolete and ports Cb towers also to the new rendering system. I haven't tested it excessively yesterday, but most of it was written and tested before my computer died, so it should

[Flightgear-devel] Weather issues for 2.6

2011-12-14 Thread thorsten . i . renk
Thanks to Hooray who helped me setting up the CMake environment and the guys at Infocare who finally managed to fix heat management of my computer, I am now back on the devel tree. I've done a few tests yesterday and identified a list of weather-related issues which I think should be addressed

Re: [Flightgear-devel] Trying to get more performance out of the 3Dclouds!

2011-12-13 Thread thorsten . i . renk
IIRC clouds were moved into bin 10 to improve appearance vis-à-vis particles. If we put clouds back into bin 9 and particles remain in 10 all the cooling towers, chimney efflux, aircraft contrails, exhausts etc. are drawn after the clouds i.e, in front. Rather looks as if we can have realism

Re: [Flightgear-devel] Trying to get more performance out of the 3Dclouds!

2011-12-07 Thread thorsten . i . renk
But this is definitely some food for the brain. Here is what they write: So, how do we render these clouds in x-plane 10? the answer is levels of detail, which is a display of resolutions of buckets. (...) AGAIN! NO MATTER HOW BIG THE SKY, EACH LEVEL OF DETAIL ONLY COSTS US 1,000 PUFFS!

[Flightgear-devel] Trying to get more performance out of the 3D clouds!

2011-12-05 Thread thorsten . i . renk
Since according to the newsletter Stuart's current ongoing quest is to get better performance for 3d clouds, here are some of my observation: * I've noticed that when I use the relatively lowres Altocumulus texture sheet (3x3 on one sheet) I can basically use a ridiculous number of sprites

Re: [Flightgear-devel] Trying to get more performance out of the 3Dclouds!

2011-12-05 Thread thorsten . i . renk
Vivian: We also note that you are back to using the .png textures with their black edges etc., rather than the .dds that we provided. Use of .dds textures should at least be no worse than .png and at best will provide a small performance advantage. That's a technical requirement of Stuart's

[Flightgear-devel] Off-topic help request

2011-11-23 Thread thorsten . i . renk
Not related to Flightgear, but with the hope for some help from Linux-knowledgeable people here: I received my laptop back with a replaced motherboard yesterday, and it seems to be working fine apart from... a suspicion that I've lost fan control. I can't be sure, I never checked the state of

Re: [Flightgear-devel] Shaders vs. frame rate;

2011-11-22 Thread thorsten . i . renk
Spoke too soon. The trees look great, but the frame rate hit makes it unusable (from 30-35 to 2-4) even with the other shaders disabled. Thank you! I haven't had seen trees in FlightGear for ages (can't run with shaders). I didn't realize the trees were supported at all without shaders.

Re: [Flightgear-devel] Shader properties and dialog

2011-11-21 Thread thorsten . i . renk
In any case, the 3 frame rate killers here are 3d Clouds, Trees, and AITraffic. Compared to these, the effect on frame rate by shaders is trivial. Not for me. For me, the landmass effect at quality 3.5 (or 4? - I can't check without computer) is the killer - with nothing else enabled, it

Re: [Flightgear-devel] Local weather stopped working

2011-10-31 Thread thorsten . i . renk
Hi, I know that Thorsten Renk is having to deal with some hardware problems, so that he may not be around for sometime. Nevertheless, we have been promoting the local weather stuff quite exensively, so I would really like to demonstrate it at FSWeekend. The problem here is that still the

Re: [Flightgear-devel] FW: Skydome and Terrain shader with haze - some helprequired

2011-10-24 Thread thorsten . i . renk
My current setup can be found here http://www.phy.duke.edu/~trenk/files/terrain-haze-shader24102011.tgz I've now tested a few more things: There are still some issues with ocean tiles left - I *think* throwing in more vertices will fix this, or Emilian's hack of testing point altitude against

Re: [Flightgear-devel] FW: Skydome and Terrain shader with haze - some helprequired

2011-10-24 Thread thorsten . i . renk
Also there's a bigger issue here. The number of varyings is limited (in fact it's the most constraining limit of all the limits present), and integrating this with other shaders will become problematic. Moving stuff in the vertex shader has the unwanted effect of requiring more varyings...

Re: [Flightgear-devel] FW: Skydome and Terrain shader with haze - some helprequired

2011-10-24 Thread thorsten . i . renk
Yes, doing stuff once per vertex rather than once per pixel is faster, but also may lead to poor results. The more stuff you do in the vertex shader the more visible the mesh grid will be. Maybe someone can really enlighten me on this point: My understanding is that * the vertex shader

Re: [Flightgear-devel] FW: Skydome and Terrain shader with haze - some helprequired

2011-10-24 Thread thorsten . i . renk
1. You forget the fact that in the end this all gets applied to faces (triangles), and a point inside the triangle will have a value interpolated between the values of the three corners. I don't think that's a linear function anymore. Then the fragment shader would never get correctly

Re: [Flightgear-devel] FW: Skydome and Terrain shader with haze - some helprequired

2011-10-24 Thread thorsten . i . renk
I'm using 100-300m thick layers with visibility anywhere between 200 to 600 meters, in the layer.. then I play with the global visibility using z/shift-z. Problems arise with increased global visibility, at higher altitudes. Okay, got it - thanks - mean one. Basically, you're never looking

Re: [Flightgear-devel] FW: Skydome and Terrain shader with haze - some helprequired

2011-10-24 Thread thorsten . i . renk
After spending half an evening trying to wrap my head around the ocean problem, here's what I found out: Just to be sure, I moved the geometry back into the fragment part - this indeed seems to work more accurately. Then I switched ground layer effects off and computed just with distance

Re: [Flightgear-devel] FW: Skydome and Terrain shader with haze - some helprequired

2011-10-23 Thread thorsten . i . renk
Emilian and I have been busy investigating the integration of these shaders into the shader system that we are evolving. The good news is that we have come up with a fog function that can be easily included in all relevant shaders. The bad news is that in doing so we have bumped up against

Re: [Flightgear-devel] FlightGear aircraft repository

2011-10-19 Thread thorsten . i . renk
As for the topic brought up here, I sense a bit of sentimentalism clouding the technical judgment of some. (...) In a positive creative development structure you leave the contributors their freedom. Contribute your planes! rather than Come to Gitorious, ask for our permission to get your

Re: [Flightgear-devel] FlightGear aircraft repository

2011-10-19 Thread thorsten . i . renk
This is exactly the deal which I think you are rather hurting yourself with. I allege, that contributers of planes are not looking to make a deal with you, at least I would not. First, you're talking to the wrong person. I'm not Thorsten B, I am Thorsten R, and I do not represent the core

Re: [Flightgear-devel] FlightGear aircraft repository

2011-10-19 Thread thorsten . i . renk
I would have happily continued to maintain/upgrade them , and I,m hoping this change might make things easier ... but if Im now being told that my work can be changed without any notice to me , that i have no say over my own contributions, then I wont waste any more time here. I think that

Re: [Flightgear-devel] GIT

2011-10-17 Thread thorsten . i . renk
The Models folder for example, since that's not maintained there - it's just a copy of what is maintained in the scenery database and we shouldn't modify it directly in fgdata. Um... not true. Cloud textures and models currently reside in /Models/Weather/ and as far as I know are modified

Re: [Flightgear-devel] GIT

2011-10-17 Thread thorsten . i . renk
Yes, true, we noticed that already. Hence we'll have to leave it as it is right now. A bit unfortunate, this would have really shrunk the archive significantly. But we may still be able to do that one day... The two biggest chunks in Models/ are Weather/ (110 MByte) and Geometry/ (35 MByte).

[Flightgear-devel] Rain

2011-10-15 Thread thorsten . i . renk
Just adding to the list of issues which might need attention: I've recently noticed a weird behaviour of rain - was okay on the ground, but it faded out 300 ft above ground in spite of /environment/rain-norm being set to some number. After some thinking, I think I understand why: The current

Re: [Flightgear-devel] Default 3d clouds in Local Weather

2011-10-13 Thread thorsten . i . renk
Hi Stuart, after some testing of the new scheme, I have two minor and one major comment. Minor stuff first: * how is the cloud density slider supposed to influence the clouds generated by add-cloud? Heiko claims that he gets to see an effect, I tried to reproduce that but all that happened is

[Flightgear-devel] Skydome and Terrain shader with haze - some help required

2011-10-11 Thread thorsten . i . renk
Im the last weeks, I've been working on integrating Lauri's skydome scattering shader in a seamless way with the rest of the environment. I have now a working version of the shaders available which could be committed. This is: * the original skydome shader, with an added simulation of a low

Re: [Flightgear-devel] Default 3d clouds in Local Weather

2011-10-10 Thread thorsten . i . renk
Hi Stuart, This should now be fixed, and the clouds should be white once more. Thorsten R. - regarding the 3000ft altitude offset problem, can you check that you haven't got an altitude set for the layer itself? Offsets as such are okay. I used to have some models with internal coordinates

Re: [Flightgear-devel] A collection of issues

2011-10-07 Thread thorsten . i . renk
Hmm - after double-checking, it looks good to me. Checked with running --prop:/environment/terrain/area[0]/enabled=1 That seems to be the key, thanks. Works fine if I set the property on startup in the commandline, doesn't work if I don't. We used to have a state where it wasn't necessary to

Re: [Flightgear-devel] Default 3d clouds in Local Weather

2011-10-07 Thread thorsten . i . renk
Torsten has kindly committed my recent merge requests. So, not only should the curved field be fixed, but there are also many more shading parameters available for the top/middle/bottom/shaded part of the cloud. See README.3Dclouds for details. Thanks, I'll pull this right away! * Thorsten

[Flightgear-devel] New environment properties (Was: A collection of issues)

2011-10-07 Thread thorsten . i . renk
We would like surface-wind/speed-kt, /direction-from-deg, /velocity-from-east-fps, velocity-from-north-fps, (please not 'from heading' ), but use whatever is easiest, we can handle the conversions easily enough. Torsten, does that sound viable to you? I'll be happy to write them from Local

[Flightgear-devel] Cloud shadows

2011-10-07 Thread thorsten . i . renk
We already adjust the greyness of the sea to reflect the overcast value. (It would also be nice if the visible weather in Global matched the description a bit better: we make the sea grey when it's overcast, but the sky is still mostly blue). This sounds all really nice and thank you very

Re: [Flightgear-devel] Default 3d clouds in Local Weather

2011-10-07 Thread thorsten . i . renk
So, not only should the curved field be fixed, but there are also many more shading parameters available for the top/middle/bottom/shaded part of the cloud. See README.3Dclouds for details. Somehow, that didn't work out for me. * clouds are now black (see also

[Flightgear-devel] A collection of issues

2011-10-06 Thread thorsten . i . renk
Some observations I've made in the last couple of days: * hardcoded terrain presampling: This seems to have died on me after the last pull (probably even earlier?) - currently all I get out is zero everywhere. Since geodinfo() is now 50 times faster than it used to be, falling back to the old

Re: [Flightgear-devel] Default 3d clouds in Local Weather

2011-10-03 Thread thorsten . i . renk
I see. So what do I do when I want to change the wind and want the clouds to follow the new setting? Simply do a setprop for the layer height setting it to the same value it was? For the moment, Yes. At some point in the future we should fix it so that we're picking up the wind from the

Re: [Flightgear-devel] Default 3d clouds in Local Weather

2011-10-03 Thread thorsten . i . renk
What's the status of the flat layer on curved Earth problem by the way? This should have been fixed since September 12th in git. https://gitorious.org/fg/simgear/commit/d2dfb81a0907276f36cf7582c4274fa1784972d6 Are you still seeing the problem? Unfortunately yes. I've pulled and compiled

Re: [Flightgear-devel] Atmospheric haze modelling

2011-10-01 Thread thorsten . i . renk
Hi Curt, thanks for your comments and explanations. We always recognized potential difficulties with blending the sky into the terrain. The original design used the fog color as the opengl clear color (the color that the display buffer is cleared to before starting to draw any of the

Re: [Flightgear-devel] Default 3d clouds in Local Weather

2011-10-01 Thread thorsten . i . renk
Hi Stuart, (Apologies if I've missed this already) Are you planning put this into git? Should actually be in now - you might have to activate it though, because I haven't changed the gui and some menu options cause errors with the new rendering system because they are not implemented or

[Flightgear-devel] Atmospheric haze modelling

2011-09-27 Thread thorsten . i . renk
I've spent some time over the last days to add a model for an optically thick regime to the skydome scattering shader. I am rather happy with the model (as far as the skydome is concerned, it now renders visibilities down to 1000 m in a plausible way, the transition to the optically thin regime

Re: [Flightgear-devel] Links for new FlightGear pilots

2011-09-14 Thread thorsten . i . renk
LaTeX is not a word processor, it is a professional typesetting tool. I see all the reasons to keep the docs in LaTex (like keeping the process efficient at the moment), but this sentence here about professional tools is probably not that serious as I read it, right ? I don't know how you

Re: [Flightgear-devel] Repeatable random seeds

2011-09-14 Thread thorsten . i . renk
Thorsten Renk - If this something we need to be thinking about for the Local Weather as well? We've been tossing the idea around in the forum that Local Weather stops using the rand() function from Nasal and uses its own internal random number generator. In this way, it could be initialized in

Re: [Flightgear-devel] Links for new FlightGear pilots

2011-09-13 Thread thorsten . i . renk
Thanks for the info - that confirms what I noticed: After Installing and doing some tests with LaTex and LyX I did not find a feasible way to import the newly designed appearance - seems you really have to just extract everything except the plain text and and build it up new - without the

Re: [Flightgear-devel] Display existing path?

2011-09-12 Thread thorsten . i . renk
Nasal can handle pretty general problems (you can run a whole weather system in it...). 3) Finally, what seems most general would be to write some code in nasal that can read in a csv file, and then to display objects in those locations. Is this feasible? Can nasal import a csv file or

Re: [Flightgear-devel] Local weather, apt.dat 8.5 and scenery textures

2011-09-12 Thread thorsten . i . renk
for inspecting the upcoming Swiss airports, I obviously needed to zoom out (see my posts in the forum's hardware and scenery section) After looking through the Forum - I guess what you mean is that you want a viewpoint from high above (outer space)? As established in lengthy discussions with

Re: [Flightgear-devel] Local weather, apt.dat 8.5 and scenery textures

2011-09-12 Thread thorsten . i . renk
See some screens. Default before and after using local weather. both with high z Yes, just shows that you haven't understood the issue. Fact 1: The Scattering Skydome shader doesn't work for low visibility (100 km) because the haze it creates (the yellow-black stuff) doesn't blend with the

Re: [Flightgear-devel] Local weather, apt.dat 8.5 and scenery textures

2011-09-12 Thread thorsten . i . renk
no definitely not not even your explanations...so i have to live with such as local weather is not capable of doing such? ok no problem Quoting myself: This has *nothing* to do with Local Weather, it's only related to the value of /environment/visibility-m at your position. What in these

Re: [Flightgear-devel] Default 3d clouds in Local Weather

2011-09-12 Thread thorsten . i . renk
3) Antishading If you can provide the parameters of a cloud that is exhibiting the problem, that would be most useful. Okay, I've decided over the weekend that I'll make my current code available this week, because there's so much new stuff in which is not related to the transition to the new

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