Hi,
For all, I made a small package with the textures I used in the video- there
are more to come and more shaping of the clouds.
You can take a look here:
www.hoerbird.net/clouds_cumulus.zip
Cheers
HHS
-
This
Heiko Schulz wrote:
I began with making new cloud textures and shaping via xml. Creating clouds
is
easier than I thought though it is a lot of work- like building an aircraft!
;-)
Here is a video featuring the 3d-clouds with new textures. I need still work
on
shaping and creating
On Sun, 16 Nov 2008 08:38:18 + (GMT), Stuart wrote in message
[EMAIL PROTECTED]:
Heiko Schulz wrote:
I began with making new cloud textures and shaping via xml.
Creating clouds is easier than I thought though it is a lot of
work- like building an aircraft! ;-)
Here is a video
..aye, just one li'l thing, shouldn't the other 2
planes vanish in the
denser clouds? I've seen wings 'n engines
disappear in cloudy hide 'n
seek, can happen several times a second.
Yep- and so much as I know it is on the To-Do-List of Stuart
But when you look into other sims liek
On Sun, 16 Nov 2008 22:58:36 + (GMT), Heiko wrote in message
[EMAIL PROTECTED]:
..aye, just one li'l thing, shouldn't the other 2
planes vanish in the
denser clouds? I've seen wings 'n engines
disappear in cloudy hide 'n
seek, can happen several times a second.
Yep- and
Hi at all,
The tools are there for anyone to take a look at and help
improve.
I'm not very good with GIMP, so I'm hoping that
someone else
can spend some time improving them.
There are details of the XML format in
data/Docs/README.3DClouds
-Stuart
I began with making new cloud
We have this
http://pagesperso-orange.fr/GRTux/3DClouds-img6.jpg
AND this
http://pagesperso-orange.fr/GRTux/3DClouds-img8.jpg
Which means that the layer(behind) being the cause of
these ugly edges
could be Clouds and Sea.
We may hope that could be fixed, since, we have now these
]; FlightGear developers discussions
Subject: Re: [Flightgear-devel] Improved 3D Clouds patch
Heiko Schulz wrote:
For now I which a bit more documentation about making the cloudshapes.
I did understand that there are layers with Boxes with a set of clouds.
But I have problems
[mailto:[EMAIL PROTECTED]
Sent: Monday, November 10, 2008 12:27 AM
To: [EMAIL PROTECTED]; FlightGear developers discussions
Subject: Re: [Flightgear-devel] Improved 3D Clouds patch
Heiko Schulz wrote:
For now I which a bit more documentation about making the cloudshapes.
I did understand
Hi Roman,
I played with 3D clouds patch in my sandbox and forgive me if I'm not
familiar with whole flightgear/simgear system.
Now I try modify existing code of 3Dclouds to pointsprite usage.
Roman
I am not sure point sprites are a good solution here...
Altough they're put to good use in
12:23 PM
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Improved 3D Clouds patch (further
invesigations)
Roman Grigoriev wrote:
Hi Stuart!
Thanx for your greatest 3D clouds patch
Works great but I find something that can totally eliminate glitches -
Z-buffer precision
Hello,
Imposters would be good, if they worked :(
I think our current clouds if they had slightly better textures and
smoother alpha blending would look pretty good.
The tools are there for anyone to take a look at and help improve.
I'm not very good with GIMP, so I'm hoping that
One thing that Mark Harris' clouds considered was lighting I believe.
Portions of the cloud that were shaded were darker and portions of the cloud
most exposed to the sun light were lighter. I don't know the exact
algorithm, but I believe he was doing some extra work with lighting. Then
all of
On lundi 10 novembre 2008, Stuart Buchanan wrote:
Our 3D clouds perform similar lighting calculations. The cloud texture is
lit based on the dot product of it's position relative to the center of
the cloud mass, and the lighting vector. So the sprites on side of the
cloud facing away from
Heiko Schulz wrote:
There is only thing I miss, or can't see it really- are the clouds moving due
to
the wind?
I know that the old clouds did this...
Not yet.That's on my list of things to solve next.
-Stuart
Hi,
On Nov 9, 2008, at 3:30 PM, Ron Jensen wrote:
On Sun, 2008-11-09 at 05:30 +0100, Manuel Massing wrote:
Hi Stuart,
Attached is a small fix for the sorting in CloudShaderGeometry.cxx.
I think the sorting problem stems from the osg idiosyncracy
to store transposed matrices...so the
On dimanche 09 novembre 2008, Heiko Schulz wrote:
Well, that seems to have solved the alpha blending
issues! Thanks!
Not 100% but way much better than the last one.
I saw some unexpected sky/scenery blending, probably when a
half of cloud is in front of another one and the other
Well, that seems to have solved the alpha blending
issues! Thanks!
Not 100% but way much better than the last one.
I saw some unexpected sky/scenery blending, probably when a
half of cloud is in front of another one and the other half
has nothing behind, but I'm not 100% sure on this.
If thereis'nt other cloud layers, looks great from any angles, thanks!
If any other cloud layer above, then from ground look same as without patch
:(
Now time to tune textures and xml, maybe
--
---
WBR, Vadym.
-
This SF.Net
Here is my attempt to improve textures
http://img.uz/images/128039fgfs-screen-055.jpg
http://img.uz/images/958274fgfs-screen-057.jpg
http://img.uz/images/614841fgfs-screen-060.jpg
http://img.uz/images/853167fgfs-screen-059.jpg
http://img.uz/images/876560fgfs-screen-068.jpg
On Sat, Nov 8, 2008 at 10:30 PM, Manuel Massing wrote:
Hi Stuart,
Attached is a small fix for the sorting in CloudShaderGeometry.cxx.
I think the sorting problem stems from the osg idiosyncracy
to store transposed matrices...so the intuitive
osg::Vec4f p = vm *
It is only first try, but its look like we can make it better than in
plib-fg.
Oh - they look good!
Thanks to all of you working on 3d clouds. I have assembled some in flight
pictures showing various types of clouds that might aid in creating textures.
Find it here:
Tatsuhiro Nishioka wrote:
By the way, I found a very interesting thing that the clouds always face to
the
aircraft.
I placed ufo in the middle of clouds and made a spin by pressing left cursor.
Then all the clouds were turning toward me, changing their order.
I don't complain about this.
On dimanche 09 novembre 2008, Torsten Dreyer wrote:
It is only first try, but its look like we can make it better than in
plib-fg.
Oh - they look good!
Thanks to all of you working on 3d clouds. I have assembled some in flight
pictures showing various types of clouds that might aid in
Heiko Schulz wrote:
For now I which a bit more documentation about making the cloudshapes.
I did understand that there are layers with Boxes with a set of clouds.
But I have problems with these coordinates:
box
x3200/x
y0/y
z2400/z
typest-large/type
/box
On dimanche 09 novembre 2008, Stuart Buchanan wrote:
Gerard Robin wrote:
I do like that new version , i hope that the next one without that
ordering problem will be perfect.
It appears that Manuel has solved the ordering bug.
Yeah, change nothing it is perfect, and the textures are
Gerard Robin wrote:
I do like that new version , i hope that the next one without that ordering
problem will be perfect.
It appears that Manuel has solved the ordering bug.
http://pagesperso-orange.fr/GRTux/3DClouds-img6.jpg
with that screenshot we may identify where the problem is:
Manuel Massing wrote:
Attached is a small fix for the sorting in CloudShaderGeometry.cxx.
I think the sorting problem stems from the osg idiosyncracy
to store transposed matrices...so the intuitive
osg::Vec4f p = vm * osg::Vec4f(_cloudsprites[i]-position.osg(), 1.0f);
needs to be
Ron Jensen wrote:
Well, that seems to have solved the alpha blending issues! Thanks!
Is this applicable to the trees, too?
The cloud code does a single bubble sort pass per frame, to avoid the
performance penalty of sorting the entire cloud set each frame.
We could do something similar for
Hi,
I've put together an improved 3D clouds patch,
available from here:
http://www.nanjika.co.uk/flightgear/clouds2.tar.gz
It fixes the following issues (to a greater or lesser
extent):
1) Performance. Quad trees used to improve culling, and the
sprites are placed on the surface of a
On dimanche 09 novembre 2008, Heiko Schulz wrote:
Hi,
I've put together an improved 3D clouds patch,
available from here:
http://www.nanjika.co.uk/flightgear/clouds2.tar.gz
It fixes the following issues (to a greater or lesser
extent):
1) Performance. Quad trees used to improve
Hi again,
5) Iterative sorting of sprites. This doesn't
appear to
solve the alpha blending problem completely, but may
help a
bit.
There is no much improvement for me- still very visible. I
wonder if this would disappear if we could add some
volume to the clouds, but this would mean
Hi Stuart,
Attached is a small fix for the sorting in CloudShaderGeometry.cxx.
I think the sorting problem stems from the osg idiosyncracy
to store transposed matrices...so the intuitive
osg::Vec4f p = vm * osg::Vec4f(_cloudsprites[i]-position.osg(), 1.0f);
needs to be replaced with...
On Sun, 2008-11-09 at 05:30 +0100, Manuel Massing wrote:
Hi Stuart,
Attached is a small fix for the sorting in CloudShaderGeometry.cxx.
I think the sorting problem stems from the osg idiosyncracy
to store transposed matrices...so the intuitive
osg::Vec4f p = vm *
On vendredi 07 novembre 2008, Ron Jensen wrote:
On Thu, 2008-11-06 at 20:47 +, Stuart Buchanan wrote:
Hi All,
I've put together an improved 3D clouds patch, available from here:
http://www.nanjika.co.uk/flightgear/clouds2.tar.gz
It fixes the following issues (to a greater or
Hi,
On Nov 7, 2008, at 1:50 PM, Ron Jensen wrote:
On Thu, 2008-11-06 at 20:47 +, Stuart Buchanan wrote:
Hi All,
I've put together an improved 3D clouds patch, available from here:
http://www.nanjika.co.uk/flightgear/clouds2.tar.gz
It fixes the following issues (to a greater or
On Nov 7, 2008, at 9:49 AM, Syd wrote:
Dont know if this is related , but the shader trees have the same edge
problem , though not as noticeable with a ground texture behind it.
Unfortunately , I dont know enough about the code to help out .
On another note , was / is it possible to disable
On Nov 8, 2008, at 2:34 AM, gerard robin wrote:
Working on the F4U-7, this was the opportunity to test that last 3DClouds
patch.
It is, to me, a dramatic improvement .
Only one case has some problem = img3.jpg ( some strange shape)
You must pay attention to the img1.jpg, we are in
Hi All,
I've put together an improved 3D clouds patch, available from here:
http://www.nanjika.co.uk/flightgear/clouds2.tar.gz
It fixes the following issues (to a greater or lesser extent):
1) Performance. Quad trees used to improve culling, and the sprites are placed
on the surface of a
2008/11/6 Stuart Buchanan [EMAIL PROTECTED]
Hi All,
I've put together an improved 3D clouds patch, available from here:
http://www.nanjika.co.uk/flightgear/clouds2.tar.gz
Works fine for me!
I don't test much, but can say, that fps with 3Dclouds drops now from 50 to
30 instead 50 to 10.
Stuart Buchanan wrote:
Hi All,
I've put together an improved 3D clouds patch, available from here:
http://www.nanjika.co.uk/flightgear/clouds2.tar.gz
It fixes the following issues (to a greater or lesser extent):
1) Performance. Quad trees used to improve culling, and the sprites are
On Thu, 2008-11-06 at 20:47 +, Stuart Buchanan wrote:
Hi All,
I've put together an improved 3D clouds patch, available from here:
http://www.nanjika.co.uk/flightgear/clouds2.tar.gz
It fixes the following issues (to a greater or lesser extent):
1) Performance. Quad trees used to
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