Re: [Flightgear-devel] Shader question
Heiko Schulz wrote: Now I have to learn to make normalmaps! :-) I've updated the normalmap utility in FlightGear/utils/Modeller to reflect the output of the following tutorial: http://www.katsbits.com/htm/tutorials/creating_bumpmaps_from_images.htm It's not a one size fits all solution but might be a decent start for aircraft relief maps. Unfortunately at this point the utility only accepts rgb files for input and output. Erik -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Shader question
Hi Erik, Le 14/03/2010 15:13, Erik Hofman a écrit : Heiko Schulz wrote: Now I have to learn to make normalmaps! :-) I've updated the normalmap utility in FlightGear/utils/Modeller to reflect the output of the following tutorial: http://www.katsbits.com/htm/tutorials/creating_bumpmaps_from_images.htm It's not a one size fits all solution but might be a decent start for aircraft relief maps. Unfortunately at this point the utility only accepts rgb files for input and output. There is a very good Gimp plugin that has a 3D preview, support relief maps and works under Windows : http://registry.gimp.org/node/69 Of course, source code is also available for Linux and Mac. I also found a tutorial here : http://developer.valvesoftware.com/wiki/Normal_Map_Creation_in_The_GIMP -Fred -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Shader question
There is also another approach to creating normal maps, using a detailed, high polygon count model of the object, from which you extract the normals and map them to the low polygon object which is used in the game. A nice tutorial for blender can be found here : http://blenderartists.org/forum/showthread.php?t=138194 These are very generic instructions for normal map baking, I didn't try the FG shader yet, so I presume this may need some tweaking, specially regarding the normal space to be used. See http://wiki.blender.org/index.php/Doc:Manual/Render/Bake for more details about normal space. This normal map shader work will be a huge step ahead for image quality in FG, congratulations ! On 14/03/2010 15:38, Frederic Bouvier wrote: Hi Erik, Le 14/03/2010 15:13, Erik Hofman a écrit : Heiko Schulz wrote: Now I have to learn to make normalmaps! :-) I've updated the normalmap utility in FlightGear/utils/Modeller to reflect the output of the following tutorial: http://www.katsbits.com/htm/tutorials/creating_bumpmaps_from_images.htm It's not a one size fits all solution but might be a decent start for aircraft relief maps. Unfortunately at this point the utility only accepts rgb files for input and output. There is a very good Gimp plugin that has a 3D preview, support relief maps and works under Windows : http://registry.gimp.org/node/69 Of course, source code is also available for Linux and Mac. I also found a tutorial here : http://developer.valvesoftware.com/wiki/Normal_Map_Creation_in_The_GIMP -Fred -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Shader question
Frederic Bouvier wrote: There is a very good Gimp plugin that has a 3D preview, support relief maps and works under Windows : http://registry.gimp.org/node/69 Of course, source code is also available for Linux and Mac. I also found a tutorial here : http://developer.valvesoftware.com/wiki/Normal_Map_Creation_in_The_GIMP Ah, that might be even better then Erik -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Shader question
Le 13/03/2010 16:09, Heiko Schulz a écrit : Would be great it would support nightlighting as well. (Switching between emissive nightlighted and daylighted textures) So we can get rid of those ugly lightpoints What about this (unfinished) one : http://frbouvi.free.fr/flightsim/fgfs-urban-night.jpg -Fred -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Shader question
What about this (unfinished) one : http://frbouvi.free.fr/flightsim/fgfs-urban-night.jpg -Fred Yep, exactly that was in my mind! __ Do You Yahoo!? Sie sind Spam leid? Yahoo! Mail verfügt über einen herausragenden Schutz gegen Massenmails. http://mail.yahoo.com -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Shader question
Hi Tim, Le 07/03/2010 18:53, Tim Moore a écrit : On Sun, Mar 7, 2010 at 6:37 PM, Frederic Bouvier wrote: Hi Tim, is there a way to have the value of an uniform updated every frame by the value of a live property ? I've been promising this to AndersG for some time now. I have code that basically makes this (the animation) work in my development tree, but haven't checked it in yet. I'll check it in for uniforms tonight, then start changing the code to support animations in the other effects parameters too. I see your code rely on property listener. Does it work on tied property like /sim/time/sun-angle-rad ? It seems it doesn't. Regards, -Fred -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Shader question
On Sat, Mar 13, 2010 at 10:35 AM, Frederic Bouvier fredfgf...@free.frwrote: Hi Tim, Le 07/03/2010 18:53, Tim Moore a écrit : On Sun, Mar 7, 2010 at 6:37 PM, Frederic Bouvier wrote: Hi Tim, is there a way to have the value of an uniform updated every frame by the value of a live property ? I've been promising this to AndersG for some time now. I have code that basically makes this (the animation) work in my development tree, but haven't checked it in yet. I'll check it in for uniforms tonight, then start changing the code to support animations in the other effects parameters too. I see your code rely on property listener. Does it work on tied property like /sim/time/sun-angle-rad ? It seems it doesn't. Regards, -Fred No, it doesn't. I has hoping to avoid iterating over all the effects that use property values every frame, but maybe there's no alternative. Urk. Tim -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Shader question
Le 13/03/2010 13:06, Tim Moore a écrit : On Sat, Mar 13, 2010 at 10:35 AM, Frederic Bouvier fredfgf...@free.fr mailto:fredfgf...@free.fr wrote: Hi Tim, Le 07/03/2010 18:53, Tim Moore a écrit : On Sun, Mar 7, 2010 at 6:37 PM, Frederic Bouvier wrote: Hi Tim, is there a way to have the value of an uniform updated every frame by the value of a live property ? I've been promising this to AndersG for some time now. I have code that basically makes this (the animation) work in my development tree, but haven't checked it in yet. I'll check it in for uniforms tonight, then start changing the code to support animations in the other effects parameters too. I see your code rely on property listener. Does it work on tied property like /sim/time/sun-angle-rad ? It seems it doesn't. Regards, -Fred No, it doesn't. I has hoping to avoid iterating over all the effects that use property values every frame, but maybe there's no alternative. Urk. Maybe a flag in the uniform element that tells the property needs to be polled -Fred -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Shader question
Hi, The shader is great! Though I have to admit it really works great on a middle to far distance, as the buildings don't show any windows, walls etc. Would be great it would support nightlighting as well. (Switching between emissive nightlighted and daylighted textures) So we can get rid of those ugly lightpoints But as an aircraft developer I'm really happy to see that it works on any 3d-object easily as well: http://www.hoerbird.net/fredswonderfullnewbumpmapshader.jpg Now I have to learn to make normalmaps! :-) Thanks to Fred! Cheers Heiko __ Do You Yahoo!? Sie sind Spam leid? Yahoo! Mail verfügt über einen herausragenden Schutz gegen Massenmails. http://mail.yahoo.com -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Shader question
Hi Tim, is there a way to have the value of an uniform updated every frame by the value of a live property ? I used : parameters sun-angleuse/sim/time/sun-angle-rad/use/sun-angle /parameters and then, in pass uniform namesun_angle/name typefloat/type valueusesun-angle/use/value /uniform According to README.effect, the value should dynamically change but my shader variable stay at 0.0. The readme also says [NOT IMPLEMENTED YET], but it is unclear to me what in not implemented : the copy of a value from the global property tree to a uniform, or the copy from a local property, or both ? Regards, -Fred -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Shader question
On Sun, Mar 7, 2010 at 6:37 PM, Frederic Bouvier fredfgf...@free.fr wrote: Hi Tim, is there a way to have the value of an uniform updated every frame by the value of a live property ? I've been promising this to AndersG for some time now. I have code that basically makes this (the animation) work in my development tree, but haven't checked it in yet. I'll check it in for uniforms tonight, then start changing the code to support animations in the other effects parameters too. Tim I used : parameters sun-angleuse/sim/time/sun-angle-rad/use/sun-angle /parameters and then, in pass uniform namesun_angle/name typefloat/type valueusesun-angle/use/value /uniform According to README.effect, the value should dynamically change but my shader variable stay at 0.0. The readme also says [NOT IMPLEMENTED YET], but it is unclear to me what in not implemented : the copy of a value from the global property tree to a uniform, or the copy from a local property, or both ? Initializing a value from a property works, animating it doesn't. Regards, -Fred -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel