[Flightgear-devel] Night textures: two files vs. textranslate

2011-04-30 Thread Thomas Albrecht
Dear all, I'm in the process of converting X-Plane scenery to FG. As far as I understood, X-Plane uses two separate texture files for day/night lighting. The FG wiki (http://wiki.flightgear.org/Howto:_Illuminate_faces#Changing_texture_if_illuminated) says This does not work with any version

Re: [Flightgear-devel] Night textures: two files vs. textranslate

2011-05-06 Thread Thomas Albrecht
Heiko, Emilian, thanks for your answers! @Heiko: The wiki article correctly describes the textranslate method. What puzzled me was that it says the previous, two-file solution would no longer work. Well, apparently it does here... http://flightgear.org/forums/viewtopic.php?f=5t=11870#p123517

[Flightgear-devel] FG hangs on loading scenery when using many objects

2011-09-20 Thread Thomas Albrecht
Hey group, I've come across a problem with FG when many (static) objects are to be loaded on FG startup. Usually, on my (faily old) PC FG loads for about 20 seconds, then says loading scenery for about 6 seconds, and places me in the c172 ready for takeoff. During all this CPU load is at

Re: [Flightgear-devel] FG hangs on loading scenery when using many objects

2011-09-21 Thread Thomas Albrecht
Hi Geoff, thanks for testing! Indeed, I forgot the texture, sorry about that. It is included in a new package: http://www.mediafire.com/?q99zyzkyu2tw04w For further testing, I wrote a small python script which fills a rectangular area at EHLE (because it's mostly flat there, so I can use

Re: [Flightgear-devel] FG hangs on loading scenery when using many objects

2011-09-21 Thread Thomas Albrecht
Hi Jon! I've seen something similar before, it's incredibly annoying, and I suspect you'll eventually track it down to a typo in an stg file. I've also had typos/missing objects in .stgs before, causing similiar effects. However, for testing, I'm creating the .stg with a very simple python

Re: [Flightgear-devel] FG hangs on loading scenery when using many objects

2011-09-23 Thread Thomas Albrecht
Hey Csaba, hey Geoff, thanks a lot for looking into this! void SGPagedLOD::forceLoad(osgDB::DatabasePager *dbp, FrameStamp* framestamp, ? ? ? ? ? ? ? ? ? ? ? ? ???NodePath path) { ? ? //SG_LOG(SG_GENERAL, SG_ALERT, SGPagedLOD::forceLoad( ? ? //getFileName(getNumChildren()) )); And now

[Flightgear-devel] Generating ground textures on the fly?

2013-03-11 Thread Thomas Albrecht
I've been playing with populating my home airport's area with buildings derived from OSM floorplan data. I think having many buildings in the correct place greatly improves realism over the current random buildings/sparse static models, especially when you know the area. However, now the

Re: [Flightgear-devel] Generating ground textures on the fly?

2013-03-12 Thread Thomas Albrecht
Hi James, Thank you for your input! I wasn't aware there is such thing as fgviewer. It's definately a good starting point, I will have a look at it. Oh, and if you can do IRC, I'm sure the guys in #fg_scenery would be delighted to discuss what you've done and a whole range of possibilities

Re: [Flightgear-devel] Generating ground textures on the fly?

2013-03-12 Thread Thomas Albrecht
Hi Thorsten, Thank you, too! This becomes a performance issue eventually - see Paris (France). Random buildings scale well for memory and performance because they're numerous instances of the same building, so just the various positions need to be stored separately - a city full of unique

Re: [Flightgear-devel] Terrain self-shading

2013-04-15 Thread Thomas Albrecht
On a related note, the thread highlights that our tree textures are rather small, so our trees look quite blocky. Stuart, I created new textures for tropical trees a while ago, and I intend to improve central European tree textures in the near future. Thorsten suggested [1] separating

Re: [Flightgear-devel] Terrain self-shading (plain text)

2013-04-15 Thread Thomas Albrecht
Sorry for that HTML-crap. Here's the plain text again. On a related note, the thread highlights that our tree textures are rather small, so our trees look quite blocky.   Stuart,   I created new textures for tropical trees a while ago, and I intend to improve central European tree textures in

Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-25 Thread Thomas Albrecht
Henri, Thorsten only said, that _if_ you ask him to remove ALS because of concern for users without good graphics cards, you should aks FredB as well to remove Rembrandt, because the same argument would apply. Not doing it just shows that different standards are applied which is simply

[Flightgear-devel] Lightmap question

2013-04-30 Thread Thomas Albrecht
Dear shader experts, Can I have a single-channel lightmap, and still use a vec3d in my model.xml to end up with green or red (or whatever) light rendered? As in (roughly) on_screen_color[0] = lightmap-grey-value * vec3d[0] * texture[0] on_screen_color[1] = lightmap-grey-value * vec3d[1] *

Re: [Flightgear-devel] Lightmap question

2013-05-01 Thread Thomas Albrecht
You can do what you want, but not inline in the model.xml file - the type=vec3d is not recognized anywhere outside an effect and is causing the error. Do your effect config in a local .eff file, then inherit from that in your model. Thanks Vivian, I wasn't aware of that. Works great now.

[Flightgear-devel] osm2city.py

2013-05-12 Thread Thomas Albrecht
Dear list, in particular Stuart, please let me 'officially' announce my project osm2city.py [1,2] here. This python script takes OSM floor plans and generates 3D buildings for use with flightgear. I'm planning to develop this into a procedural city generator which would take a street network

Re: [Flightgear-devel] osm2city.py

2013-05-13 Thread Thomas Albrecht
James, Could the floor-plan data be pulled live from OSM servers, or does it need to be processed offline before hand? We have most of the infrastructure to pull data from web-services already in place. Currently data is processed offline before hand. Basically, it parses the OSM xml,

[Flightgear-devel] fgelev

2013-09-09 Thread Thomas Albrecht
Hi, can someone (Mathias?) please enlighten me about fgelev usage? Skimming through the source, I understand that I need to provide --fg-root and --fg-scenery, but how do I specify which location to probe? fgelev --fg-root $FG_ROOT --fg-scenery $FG_SCENERY EOF 13.0 51.0 EOF doesn't seem to

[Flightgear-devel] terragear.git: gdalchop.cxx undef reference to sgWriteLong

2013-09-19 Thread Thomas Albrecht
I'm trying to compile terragear.git on a fresh Manjaro Linux, but linking fails on gdalchop.cxx with gdalchop.cxx:(.text+0x4f4): undefined reference to `sgWriteLong(gzFile_s*, int)' gdalchop.cxx:(.text+0x4ff): undefined reference to `sgWriteInt(gzFile_s*, int)' gdalchop.cxx:(.text+0x578):

Re: [Flightgear-devel] terragear.git: gdalchop.cxx undef reference to sgWriteLong

2013-09-22 Thread Thomas Albrecht
Hi Rebecca, Thanks for the pointers! Yes, I compile SG myself, but the version TG would link against might have been compiled on Ubuntu (I'm migrating to Manjaro). Compiling everything again solved my problem. Most likely an ID-10T error. Tom

[Flightgear-devel] procedural bridge generation

2013-09-22 Thread Thomas Albrecht
With my python coding for OSM buildings in FG coming along nicely, I recently thought about creating semi-generic bridges. Is anyone else working on this? Or is anyone aware of an open source procedural bridge generator? Searching the net mostly turned out stuff for Houdini etc. Tom

Re: [Flightgear-devel] fgelev

2013-09-22 Thread Thomas Albrecht
the first element appears to be an label so the input format is label lon lat\n Thanks Stuart, that works! Tom -- LIMITED TIME SALE - Full Year of Microsoft Training For Just $49.99! 1,500+ hours of tutorials

Re: [Flightgear-devel] procedural bridge generation

2013-09-23 Thread Thomas Albrecht
Hi Adrian, I was thinking to circumvent the Terragear toolchain completely (for now), and 'just' generate 3d bridge models based on OSM data. These could then go into the scenery DB, perhaps with a tag that indicates they were automatically generated. I _guess_ the next scenery build will

Re: [Flightgear-devel] Moving menus (aka, usability)

2013-09-26 Thread Thomas Albrecht
The Autopilot menu change does make sense (although there may possibly be a case for keeping such a flight-critical menu rapidly accessed at the top level?) I don't see this need. When I'm in a hurry, I use my left hand to enter a keyboard shortcut, rather than taking my right hand off the