Re: [Flightgear-devel] [Flightgear-commitlogs] FlightGear Base Package branch, master, updated. b0fd1613629ccb89622e3e268588ee69498263dc

2012-04-22 Thread James Turner

On 22 Apr 2012, at 03:14, Flightgear-commitlogs wrote:

Bravo updates.changed map range select;property-cycle too buggy

Something to be fixed here?

(In a backwards compatible way...)

James


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Re: [Flightgear-devel] Water shader issues

2012-04-22 Thread Renk Thorsten

After the last related discussion, I've really been thinking a while if I 
should bring this up again or not. I don't want to annoy people just for the 
sake of it, I know open source development is often a thankless task in which 
one frequently gets to hear more complaints about things not working than 
thanks for things working, and all in all I perfer a pleasant atmosphere on the 
mailing list, and critique of someone's code tends to lead to the opposite.

But then, we had a performance discussion, and I had my share of criticism 
about my use of Nasal slowing things down, and in the end it's information 
which is better transmitted than not.

Let me nevertheless start off by thanking all the people who worked on the 
shader codes I've been looking at - I learned a lot about how this is done and 
what can be done by just taking things apart and putting it back together 
again, I have often enjoyed the effects before starting to mess with shaders 
myself, and I guess many others also do.

I've been over the water sine wave shader again, seeing if I could make run it 
faster. What I found reminded me of something I (mean-spirited as I am) did to 
a PhD student starting to work for me. I asked him to write a code evaluating a 
quantum mechanical scattering process.  He did so using an established 
general-purpose Monte Carlo integral solver. I wrote a code for the same 
problem, we compared the results and they were the same, so we did solve the 
same problem and had the same solution - just my code was 100 times faster. 
Afterwards, he was ready to accept that he can learn from me how to code 
physics properly.

That miracle was accomplished by me telling the integral solver where 
performance is needed and where not (technically, this involves using an a 
priori suitably biased sampling distribution, which after the fact gets 
corrected by conditional probability calculus - which can be proven to work, 
but looks like black magic). To give a very simple simple example, if we want 
to evaluate r^2 pi and know r^2 with an accuracy of 10%, it isn't really a good 
strategy to spend an hour to calculate a billion digits of pi. It requires to 
understand the problem and not use all-purpose, but specially designed 
problem-solving strategies.

The same accuracy statement is true of the shaders by the way - so far all I 
have seen use the Blinn–Phong shading model, so it's completely useless to aim 
for an accuracy beyond what that can deliver, because Blinn-Phong is already an 
approximation which limits the precision that can be achieved.

Now, it struck me that the water shader computes wave patterns and foam on a 
meter-scale. It does so even for a pixel which is 120 km distant (and which 
probably represents an area of 100x400 m or so). We first calculate a very 
detailed wave pattern and foam for that pixel, then let the renderer average 
everything out again to give the pixel a color. That didn't strike me as a 
particularly efficient way to do things.

I replaced the wave pattern in the distance by something that averages to the 
same thing. That's not the average wave pattern (=a flat surface) because 
reflected light intensity is a non-linear function of the surface distortion, 
but noise with the right amplitude, leading to the same standard deviation and 
the same average, gets the job done. I also asked not to compute any foam 
beyond some other distance. As a result, the shader performance jumped from 30 
fps to 42 fps in a benchmark situation (ufo at 30.000 ft looking at the 
horizon, 120 km visibility range). 

In general, how much performance one spends on distant stuff doesn't influence 
the visuals drastically, because these pixels are more and more fogged and more 
and more details are averaged out. But more than 80% of the vertices in the 
scene are farther than half the visibility range, and a fair share of pixels 
is, and that's the stuff you see from a typical cockpit perspective. So in 
terms of performance, simplifying the rendering of distant objects counts a lot.

I have spent 30 minutes testing the visual impression of my changes in 
different winds, in different light and from different altitudes, and I could 
not spot any problem - the shader just ran faster. Despite this, it's possible 
that there is a problematic situation somewhere. But the answer to this should 
not be to revert the changes, the proper answer should be to code an exception 
dealing with the particular problem.

I did not get the impression that there was so far any attempt made to optimize 
the performance of the water sine shader. It's difficult to compare directly 
since I added the whole terrain haze and lightfield rendering, but I suspect 
that if all I did (remove redundant operations, throw per-frame constant 
computations out of the shader, do not use textures to sample constant colors, 
do not interpolate the normal of water, do simplified rendering for large 
distances,...) would be applied to the 

Re: [Flightgear-devel] Water shader issues

2012-04-22 Thread Emilian Huminiuc
On Sunday 22 April 2012 11:02:46 Renk Thorsten wrote:
 After the last related discussion, I've really been thinking a while if I
 should bring this up again or not. I don't want to annoy people just for
 the sake of it, I know open source development is often a thankless task in
 which one frequently gets to hear more complaints about things not working
 than thanks for things working, and all in all I perfer a pleasant
 atmosphere on the mailing list, and critique of someone's code tends to
 lead to the opposite.
 
 But then, we had a performance discussion, and I had my share of criticism
 about my use of Nasal slowing things down, and in the end it's information
 which is better transmitted than not.
 
 Let me nevertheless start off by thanking all the people who worked on the
 shader codes I've been looking at - I learned a lot about how this is done
 and what can be done by just taking things apart and putting it back
 together again, I have often enjoyed the effects before starting to mess
 with shaders myself, and I guess many others also do.
 
 I've been over the water sine wave shader again, seeing if I could make run
 it faster. What I found reminded me of something I (mean-spirited as I am)
 did to a PhD student starting to work for me. I asked him to write a code
 evaluating a quantum mechanical scattering process.  He did so using an
 established general-purpose Monte Carlo integral solver. I wrote a code for
 the same problem, we compared the results and they were the same, so we did
 solve the same problem and had the same solution - just my code was 100
 times faster. Afterwards, he was ready to accept that he can learn from me
 how to code physics properly.
 
 That miracle was accomplished by me telling the integral solver where
 performance is needed and where not (technically, this involves using an a
 priori suitably biased sampling distribution, which after the fact gets
 corrected by conditional probability calculus - which can be proven to
 work, but looks like black magic). To give a very simple simple example, if
 we want to evaluate r^2 pi and know r^2 with an accuracy of 10%, it isn't
 really a good strategy to spend an hour to calculate a billion digits of
 pi. It requires to understand the problem and not use all-purpose, but
 specially designed problem-solving strategies.
 
 The same accuracy statement is true of the shaders by the way - so far all I
 have seen use the Blinn–Phong shading model, so it's completely useless to
 aim for an accuracy beyond what that can deliver, because Blinn-Phong is
 already an approximation which limits the precision that can be achieved.
 
 Now, it struck me that the water shader computes wave patterns and foam on a
 meter-scale. It does so even for a pixel which is 120 km distant (and which
 probably represents an area of 100x400 m or so). We first calculate a very
 detailed wave pattern and foam for that pixel, then let the renderer
 average everything out again to give the pixel a color. That didn't strike
 me as a particularly efficient way to do things.
 
 I replaced the wave pattern in the distance by something that averages to
 the same thing. That's not the average wave pattern (=a flat surface)
 because reflected light intensity is a non-linear function of the surface
 distortion, but noise with the right amplitude, leading to the same
 standard deviation and the same average, gets the job done. I also asked
 not to compute any foam beyond some other distance. As a result, the shader
 performance jumped from 30 fps to 42 fps in a benchmark situation (ufo at
 30.000 ft looking at the horizon, 120 km visibility range).
 
 In general, how much performance one spends on distant stuff doesn't
 influence the visuals drastically, because these pixels are more and more
 fogged and more and more details are averaged out. But more than 80% of the
 vertices in the scene are farther than half the visibility range, and a
 fair share of pixels is, and that's the stuff you see from a typical
 cockpit perspective. So in terms of performance, simplifying the rendering
 of distant objects counts a lot.
 
 I have spent 30 minutes testing the visual impression of my changes in
 different winds, in different light and from different altitudes, and I
 could not spot any problem - the shader just ran faster. Despite this, it's
 possible that there is a problematic situation somewhere. But the answer to
 this should not be to revert the changes, the proper answer should be to
 code an exception dealing with the particular problem.
 
 I did not get the impression that there was so far any attempt made to
 optimize the performance of the water sine shader. It's difficult to
 compare directly since I added the whole terrain haze and lightfield
 rendering, but I suspect that if all I did (remove redundant operations,
 throw per-frame constant computations out of the shader, do not use
 textures to sample constant colors, do not interpolate the normal of water,
 

Re: [Flightgear-devel] Water shader issues

2012-04-22 Thread Bertrand Coconnier
2012/4/22 Renk Thorsten thorsten.i.r...@jyu.fi:

 After the last related discussion, I've really been thinking a while if I 
 should bring this up again or not. I don't want to annoy people just for the 
 sake of it, I know open source development is often a thankless task in which 
 one frequently gets to hear more complaints about things not working than 
 thanks for things working, and all in all I perfer a pleasant atmosphere on 
 the mailing list, and critique of someone's code tends to lead to the 
 opposite.

 But then, we had a performance discussion, and I had my share of criticism 
 about my use of Nasal slowing things down, and in the end it's information 
 which is better transmitted than not.

 Let me nevertheless start off by thanking all the people who worked on the 
 shader codes I've been looking at - I learned a lot about how this is done 
 and what can be done by just taking things apart and putting it back together 
 again, I have often enjoyed the effects before starting to mess with shaders 
 myself, and I guess many others also do.

 I've been over the water sine wave shader again, seeing if I could make run 
 it faster. What I found reminded me of something I (mean-spirited as I am) 
 did to a PhD student starting to work for me. I asked him to write a code 
 evaluating a quantum mechanical scattering process.  He did so using an 
 established general-purpose Monte Carlo integral solver. I wrote a code for 
 the same problem, we compared the results and they were the same, so we did 
 solve the same problem and had the same solution - just my code was 100 times 
 faster. Afterwards, he was ready to accept that he can learn from me how to 
 code physics properly.

 That miracle was accomplished by me telling the integral solver where 
 performance is needed and where not (technically, this involves using an a 
 priori suitably biased sampling distribution, which after the fact gets 
 corrected by conditional probability calculus - which can be proven to work, 
 but looks like black magic). To give a very simple simple example, if we want 
 to evaluate r^2 pi and know r^2 with an accuracy of 10%, it isn't really a 
 good strategy to spend an hour to calculate a billion digits of pi. It 
 requires to understand the problem and not use all-purpose, but specially 
 designed problem-solving strategies.

 The same accuracy statement is true of the shaders by the way - so far all I 
 have seen use the Blinn–Phong shading model, so it's completely useless to 
 aim for an accuracy beyond what that can deliver, because Blinn-Phong is 
 already an approximation which limits the precision that can be achieved.

 Now, it struck me that the water shader computes wave patterns and foam on a 
 meter-scale. It does so even for a pixel which is 120 km distant (and which 
 probably represents an area of 100x400 m or so). We first calculate a very 
 detailed wave pattern and foam for that pixel, then let the renderer average 
 everything out again to give the pixel a color. That didn't strike me as a 
 particularly efficient way to do things.

 I replaced the wave pattern in the distance by something that averages to the 
 same thing. That's not the average wave pattern (=a flat surface) because 
 reflected light intensity is a non-linear function of the surface distortion, 
 but noise with the right amplitude, leading to the same standard deviation 
 and the same average, gets the job done. I also asked not to compute any foam 
 beyond some other distance. As a result, the shader performance jumped from 
 30 fps to 42 fps in a benchmark situation (ufo at 30.000 ft looking at the 
 horizon, 120 km visibility range).

 In general, how much performance one spends on distant stuff doesn't 
 influence the visuals drastically, because these pixels are more and more 
 fogged and more and more details are averaged out. But more than 80% of the 
 vertices in the scene are farther than half the visibility range, and a fair 
 share of pixels is, and that's the stuff you see from a typical cockpit 
 perspective. So in terms of performance, simplifying the rendering of distant 
 objects counts a lot.

 I have spent 30 minutes testing the visual impression of my changes in 
 different winds, in different light and from different altitudes, and I could 
 not spot any problem - the shader just ran faster. Despite this, it's 
 possible that there is a problematic situation somewhere. But the answer to 
 this should not be to revert the changes, the proper answer should be to code 
 an exception dealing with the particular problem.

 I did not get the impression that there was so far any attempt made to 
 optimize the performance of the water sine shader. It's difficult to compare 
 directly since I added the whole terrain haze and lightfield rendering, but I 
 suspect that if all I did (remove redundant operations, throw per-frame 
 constant computations out of the shader, do not use textures to sample 
 constant 

Re: [Flightgear-devel] Water shader issues

2012-04-22 Thread Erik Hofman
On Sun, 2012-04-22 at 11:02 +, Renk Thorsten wrote:
 After the last related discussion, I've really been thinking a while if I 
 should bring this up again or not.

Let me just add to the discussion that 'technically perfect' always will
look a tad odd to humans since the world around us is not perfect. It's
the moment I added actuators (with delayed responses) to surface
movements of the F-16 it did start to feel 'real'

This discussion (and the one prior to this about flat ocean surface) is
probably of the same magnitude; if the end result doesn't look obviously
wrong it is probably just as good as a technically perfect solutions and
might even feel more natural (because it's a bit imperfect like the
world around us).

Erik


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Re: [Flightgear-devel] Water shader issues

2012-04-22 Thread Curtis Olson
I have one quick comment.  Open-source projects tend to be merit based
rather than authoritative.  One could read Thorsten's message not as
appealing to his authority, but simply trying to establish some merit
points by referencing another situation outside the FlightGear project.

Thorsten did not emphasize his work with sky and could shaders -- I assume
not wanting to take his message over the top, and leaving it to the
developers and contributors to connect the dots.  Let me connect just a bit
...

If you follow the forums, you will notice that Thorsten has been one of the
few people that has really dived into trying to understand the subtle
effects of lighting and shading and illumination and all of that as it
relates to human perception -- with the end goal to make FlightGear sky,
clouds, fog, haze, sunrises, sunsets, etc. far more realistic than they are
now.  He is way down into the subtleties that most of us would never think
about except when he posts his screenshots we say WOW!

I also say WOW! when I look at the water effects -- those have been a great
addition too -- especially at a personal level because I do some marine
aviation work for my day job and have been able to show some really nice
results in the simulator that parallel reality quite closely.

So I think Thorsten has way more than established his credibility within
the FlightGear project.  And also so has Emelian.

One of the original flightgear contributors used to use a marine saying to
describe what I think is going on here.  Every man has his own way to tie
up his boat.

The great tradition of the FlightGear project is to try to find a way to
offer both methods when faced with strong opinions about how the boat
should be tied up.  I don't know if that would be easy or hard in this case
-- but could the changes be presented in a way where an average person
could easily switch back and forth between them and look for rendering
differences and performance differences?

Thanks,

Curt.

On Apr 22, 2012 7:48 AM, Bertrand Coconnier bcoco...@gmail.com wrote:

 2012/4/22 Renk Thorsten thorsten.i.r...@jyu.fi:
 
  After the last related discussion, I've really been thinking a while if
I should bring this up again or not. I don't want to annoy people just for
the sake of it, I know open source development is often a thankless task in
which one frequently gets to hear more complaints about things not working
than thanks for things working, and all in all I perfer a pleasant
atmosphere on the mailing list, and critique of someone's code tends to
lead to the opposite.
 
  But then, we had a performance discussion, and I had my share of
criticism about my use of Nasal slowing things down, and in the end it's
information which is better transmitted than not.
 
  Let me nevertheless start off by thanking all the people who worked on
the shader codes I've been looking at - I learned a lot about how this is
done and what can be done by just taking things apart and putting it back
together again, I have often enjoyed the effects before starting to mess
with shaders myself, and I guess many others also do.
 
  I've been over the water sine wave shader again, seeing if I could make
run it faster. What I found reminded me of something I (mean-spirited as I
am) did to a PhD student starting to work for me. I asked him to write a
code evaluating a quantum mechanical scattering process.  He did so using
an established general-purpose Monte Carlo integral solver. I wrote a code
for the same problem, we compared the results and they were the same, so we
did solve the same problem and had the same solution - just my code was 100
times faster. Afterwards, he was ready to accept that he can learn from me
how to code physics properly.
 
  That miracle was accomplished by me telling the integral solver where
performance is needed and where not (technically, this involves using an a
priori suitably biased sampling distribution, which after the fact gets
corrected by conditional probability calculus - which can be proven to
work, but looks like black magic). To give a very simple simple example, if
we want to evaluate r^2 pi and know r^2 with an accuracy of 10%, it isn't
really a good strategy to spend an hour to calculate a billion digits of
pi. It requires to understand the problem and not use all-purpose, but
specially designed problem-solving strategies.
 
  The same accuracy statement is true of the shaders by the way - so far
all I have seen use the Blinn–Phong shading model, so it's completely
useless to aim for an accuracy beyond what that can deliver, because
Blinn-Phong is already an approximation which limits the precision that can
be achieved.
 
  Now, it struck me that the water shader computes wave patterns and foam
on a meter-scale. It does so even for a pixel which is 120 km distant (and
which probably represents an area of 100x400 m or so). We first calculate a
very detailed wave pattern and foam for that pixel, then let the renderer
average 

Re: [Flightgear-devel] An empassioned plea

2012-04-22 Thread Vic Marriott
 a Mac Pro can get periodic upgrades just like any other PC or Linux box. 

As I hinted before Gene, those of us on limited budgets can't really justify 
the spend for a Mac Pro.

Erik, You are forgiven :0)

James, I think you have an advantage in that you run Linux on your Mac, so you 
can utilise the best of both worlds.

I think this topic has been spent now. Thanks for all your replies. I shall 
just have to go on choosing which special effect to have switched on on any 
particular flight.

Best regards,
Vic
p.s. Really looking forward to Rembrant (if it will run on my ancient hardware).--
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Boundary is the first to Know...and Tell You.
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Re: [Flightgear-devel] Water shader issues

2012-04-22 Thread Vivian Meazza
Thorsten wrote

 -Original Message-
 From: Renk mailto:thorsten.i.r...@jyu.fi]
 Sent: 22 April 2012 12:03
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Water shader issues
 
 
 After the last related discussion, I've really been thinking a while if I
should
 bring this up again or not. I don't want to annoy people just for the sake
of it,
 I know open source development is often a thankless task in which one
 frequently gets to hear more complaints about things not working than
 thanks for things working, and all in all I perfer a pleasant atmosphere
on the
 mailing list, and critique of someone's code tends to lead to the
opposite.
 
 But then, we had a performance discussion, and I had my share of criticism
 about my use of Nasal slowing things down, and in the end it's information
 which is better transmitted than not.
 
 Let me nevertheless start off by thanking all the people who worked on the
 shader codes I've been looking at - I learned a lot about how this is done
and
 what can be done by just taking things apart and putting it back together
 again, I have often enjoyed the effects before starting to mess with
shaders
 myself, and I guess many others also do.
 
 I've been over the water sine wave shader again, seeing if I could make
run it
 faster. What I found reminded me of something I (mean-spirited as I am)
did
 to a PhD student starting to work for me. I asked him to write a code
 evaluating a quantum mechanical scattering process.  He did so using an
 established general-purpose Monte Carlo integral solver. I wrote a code
for
 the same problem, we compared the results and they were the same, so we
 did solve the same problem and had the same solution - just my code was
 100 times faster. Afterwards, he was ready to accept that he can learn
from
 me how to code physics properly.
 
 That miracle was accomplished by me telling the integral solver where
 performance is needed and where not (technically, this involves using an a
 priori suitably biased sampling distribution, which after the fact gets
 corrected by conditional probability calculus - which can be proven to
work,
 but looks like black magic). To give a very simple simple example, if we
want
 to evaluate r^2 pi and know r^2 with an accuracy of 10%, it isn't really a
good
 strategy to spend an hour to calculate a billion digits of pi. It requires
to
 understand the problem and not use all-purpose, but specially designed
 problem-solving strategies.
 
 The same accuracy statement is true of the shaders by the way - so far all
I
 have seen use the Blinn-Phong shading model, so it's completely useless to
 aim for an accuracy beyond what that can deliver, because Blinn-Phong is
 already an approximation which limits the precision that can be achieved.
 
 Now, it struck me that the water shader computes wave patterns and foam
 on a meter-scale. It does so even for a pixel which is 120 km distant (and
 which probably represents an area of 100x400 m or so). We first calculate
a
 very detailed wave pattern and foam for that pixel, then let the renderer
 average everything out again to give the pixel a color. That didn't strike
me as
 a particularly efficient way to do things.
 
 I replaced the wave pattern in the distance by something that averages to
 the same thing. That's not the average wave pattern (=a flat surface)
 because reflected light intensity is a non-linear function of the surface
 distortion, but noise with the right amplitude, leading to the same
standard
 deviation and the same average, gets the job done. I also asked not to
 compute any foam beyond some other distance. As a result, the shader
 performance jumped from 30 fps to 42 fps in a benchmark situation (ufo at
 30.000 ft looking at the horizon, 120 km visibility range).
 
 In general, how much performance one spends on distant stuff doesn't
 influence the visuals drastically, because these pixels are more and more
 fogged and more and more details are averaged out. But more than 80% of
 the vertices in the scene are farther than half the visibility range, and
a fair
 share of pixels is, and that's the stuff you see from a typical cockpit
 perspective. So in terms of performance, simplifying the rendering of
distant
 objects counts a lot.
 
 I have spent 30 minutes testing the visual impression of my changes in
 different winds, in different light and from different altitudes, and I
could not
 spot any problem - the shader just ran faster. Despite this, it's possible
that
 there is a problematic situation somewhere. But the answer to this should
 not be to revert the changes, the proper answer should be to code an
 exception dealing with the particular problem.
 
 I did not get the impression that there was so far any attempt made to
 optimize the performance of the water sine shader. It's difficult to
compare
 directly since I added the whole terrain haze and lightfield rendering,
but I
 suspect that if all I did (remove redundant 

Re: [Flightgear-devel] [Flightgear-commitlogs] FlightGear Base Package branch, master, updated. b0fd1613629ccb89622e3e268588ee69498263dc

2012-04-22 Thread syd adams
On Sun, Apr 22, 2012 at 3:16 AM, James Turner zakal...@mac.com wrote:

 On 22 Apr 2012, at 03:14, Flightgear-commitlogs wrote:

    Bravo updates.changed map range select;property-cycle too buggy

 Something to be fixed here?

 (In a backwards compatible way...)

 James


 --
 For Developers, A Lot Can Happen In A Second.
 Boundary is the first to Know...and Tell You.
 Monitor Your Applications in Ultra-Fine Resolution. Try it FREE!
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 ___
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 Flightgear-devel@lists.sourceforge.net
 https://lists.sourceforge.net/lists/listinfo/flightgear-devel

Probably , I haven't looked at the code itself, but changing direction
,  cycling up and then down through the list, doesn't appear to
continue from the current index... stepping up will work fine , then
stepping down seems to jump to the end or start of the list . (if that
explanation makes sense).I'll take a look and see if anything obvious
pops out at me.
Syd

--
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Boundary is the first to Know...and Tell You.
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Re: [Flightgear-devel] An empassioned plea

2012-04-22 Thread Gene Buckle
On Sun, 22 Apr 2012, Vic Marriott wrote:

 a Mac Pro can get periodic upgrades just like any other PC or Linux box. 
 

 As I hinted before Gene, those of us on limited budgets can't really 
 justify the spend for a Mac Pro.

Maybe not, but you could buy a used one and tweak it if you're insistant 
on having Apple hardware.  Personally, I'd build the best white-box 
machine I could afford and throw Linux on it.

g.

-- 
Proud owner of F-15C 80-0007
http://www.f15sim.com - The only one of its kind.
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[Cipher in a.s.r]

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[Flightgear-devel] Netiquette

2012-04-22 Thread Christian Mayer
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA256

Hello everyone,

probably I'm not the right person to write this as my last code commit
was ages ago - but I'm still following the discussions on this list:

Currently I'm seeing quite a few mails with a full quote of the mail
referring to (e.g. the Water shader issues thread).
This doesn't help understanging the new point - it's causing the
opposite, as the new comment has to be found in all the quotating...

So can you please stick to the general rules about right quotating in
mails as defined by the netiquette?

Thank you,
Chris

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=UiIN
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Re: [Flightgear-devel] Netiquette

2012-04-22 Thread Gene Buckle
On Sun, 22 Apr 2012, Christian Mayer wrote:

 Currently I'm seeing quite a few mails with a full quote of the mail
 referring to (e.g. the Water shader issues thread).
 This doesn't help understanging the new point - it's causing the
 opposite, as the new comment has to be found in all the quotating...

My hero! \o/

:)

g.

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Re: [Flightgear-devel] Random Buildings

2012-04-22 Thread HB-GRAL
Am 19.04.12 17:52, schrieb Stuart Buchanan:
 On Thu, Apr 19, 2012 at 4:39 PM,  rickbritto wrote:
 hello friends, Is possible to separate the random loading by types
 of buildings?

 Yes.  The materials.xml file allows you to define different parameters
 for different landlclasses (e.g. Urban, Suburban, Commercial), and as
 mentioned above I'm adding parameters to control the ratio of the
 different building types. So a residential zone will have (say) 90%
 small buildings, and 10% medium, while an Urban zone will have
 50% medium and 50% large.

 -Stuart

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Hi Stuart

Just a small question because I’m currently looking to OSM street data 
and try to use it for scenery creation ... in your last screenshot of 
your improvements I still see buildings on streets (not the streets on 
urban textures, I mean the real roads coming originally from road line 
shapefiles). Will it be possible not to cover/overlap roads with random 
buildings, or is this planned anyway and I missed this point?

Cheers, Yves

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[Flightgear-devel] California Scenery Update

2012-04-22 Thread J. Holden

I now have landcover for more than 2/3rds of the state of california batch 
processed, along with parts of Southern Oregon (including Crater Lake): 
http://www.stattosoftware.com/california_fg.png

The exciting news is the very northern block actually is flush with the very 
southern edge of the Pacific Northwest scenery, so once all of this is actually 
turned from data into scenery, a flight from Seattle to Orange County will be 
possible without flying over any vmap0 scenery using data specifically 
generated for use in FlightGear - about 1000 miles in length.

If you would like any of these chunks to turn into scenery yourself, please let 
me know - I will be uploading them to a server (not mapserver) in May.

Thanks
John

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