Re: [Flightgear-devel] [RFC] ac3d and materials

2009-05-08 Thread Frederic Bouvier
Hi,

Martin Spott a écrit :
 Curtis Olson wrote:

   
 [] I think the more of these material settings we can support so
 that the model in the simulation looks just like the model in the 3d
 modeling tool, the better life will be.
 

 Indeed, this will also pave the way for interchangeability between the
 various OSG-supported formats. Certainly a good move - which leaves the
 orientation of AC3D models as a remaining issue 

 Now, we already have approx. 1k5 3D Scenery models, so chances are high
 that quite a few are affected by such a change and I'd be happy to
 apply an automated conversion if this is technically possible.

 What are we going to do about the users of our Scenery. Should we:
 a) leave the Scenery 3D models unchanged until the next software
release, thus leaving users of FlightGear/CVS with strange-looking
3D models;
 b) convert the Scenery 3D models _now_ together with the software at
the risk of unsatisfied users of the latest official software
release;
 c) sync this sort of major changes with a minor software release ?

 My vote goes to c).
   

I did not follow that thread carefully until today when I released few
models from me was affected by that change. I made the suggested fix (
copy rgb to amb ) as I don't have time to tweak all of them
independently. I made changes in the base package CVS repository and
they need now to be synch'ed with the scenery database.

Martin, I think that b) is preferable, and as quickly as possible. As
Mathias already said, that change won't affect users of v1.0.0 or
v1.9.1, but will improve the visual of users of the CVS snapshots.
Moreover, doing the copy now will allow future tweaking without the fear
that ambient color may be overwritten in an unknown ( but certain ) future.

Regards,
-Fred

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Re: [Flightgear-devel] [RFC] ac3d and materials

2009-05-08 Thread Martin Spott
Hi Frederic,

Frederic Bouvier wrote:

 I did not follow that thread carefully until today when I released few
 models from me was affected by that change. I made the suggested fix (
 copy rgb to amb ) as I don't have time to tweak all of them
 independently. I made changes in the base package CVS repository and
 they need now to be synch'ed with the scenery database.

Sooner or later we're going to apply the proposed change to every model
in the 'Scenemodels' repository, thus we're going to overwrite the
respective files in the CVS Base Package anyway. We're just waiting for
a few more opinions on wether we should have a software release which
allows us to sync the feature change between the different involved
repositories/packages/parties.

Thanks for your comment,

Martin.
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Re: [Flightgear-devel] [RFC] ac3d and materials

2009-03-20 Thread Mathias Fröhlich

Hi,

On Thursday 19 March 2009 12:57:17 gerard robin wrote:
 Since i have not followed that topic may be a stupid question:
  will that animation longer working

 typematerial/type
   emission
   
 factor-propcontrols/lighting/instruments-norm/factor-prop
   red0.60/red
   green0.30/green
   blue0.20/blue
   /emission
   diffuse
   red1/red
   green1/green
   blue1/blue
   /diffuse
   ambient
   red1/red
   green1/green
   blue1/blue
   /ambient
   specular
   red0/red
   green0/green
   blue0/blue
   /specular
   shininess4/shininess

 I am using it,  to light the instruments

XML model changes are not affected by the code change.
So, only material properties that are in the ac file are *no* *longer* changed 
by the loading process.
So, now you get in flightgear what you have in the ac file. Before, you got in 
flightgear, what flightgear changed in the ac file.

Greetings

Mathias

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Re: [Flightgear-devel] [RFC] ac3d and materials

2009-03-20 Thread Mathias Fröhlich

Hi Heiko,

On Thursday 19 March 2009 14:11:30 Heiko Schulz wrote:
 what does that mean in future for me as 3d-modeller?

 What I have to change when using Blender?
Since I do not know blender too much, I cannot give blender specific hints.

But in general, I would say:
Just go on like you are used to.
You have just more control over the material properties of the models.

What might happen, is that your modelers default viewer light settings have 
very different lighting components from the one you might find at different day 
times/light conditions in flightear. So you may need to play with different 
light settings in the viewer.

Greetings

Mathias

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Re: [Flightgear-devel] [RFC] ac3d and materials

2009-03-20 Thread Detlef Faber
Am Donnerstag, den 19.03.2009, 13:11 + schrieb Heiko Schulz:
 Hello,
 what does that mean in future for me as 3d-modeller?
 
 What I have to change when using Blender?

To get the same results as before you just need to change the Ambient
Value to 1.0. You find it in the Material Buttons Shaders menu Slider
Amb). 
However I think a setting of 0.75 gives a more realistic metal look,
especially in the morning or evening hours. 

Of course for less reflecting materials like fabric or wood this is
different. You may want to play with the Reflective settings (in Shaders
Menu Ref too.

I have commited some changes to the F4U and Beaufighter yesterday. You
may want to look at that.

Overall I like the new Look very much, the Modeller has better control
over the Materials now.

Thanks a lot Mathias! 

 Rgards
 HHS
 Hi,
 
 Given this thread.
 I have checked in the change to simgear.
 I have also updated the default c172 and selectively those submodels that I 
 thought need some update.
 And I have updated all the ac models in the AI and the Models subdirectory.
 
 For the specific aircraft models, I do not want to just overwrite what the 
 author might have done on purpose but what was not yet honoured by flightgear.
 
 So, if there are very dark models, the attached script to do the change on 
 the 
 model level might be a good starting point for further development.
 
 Greetings
 
 Mathias
 
 
   
 
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Re: [Flightgear-devel] [RFC] ac3d and materials

2009-03-20 Thread Heiko Schulz

Hi,
yes, it seems to me, that time was passing real fast since the old plib-days!
I have to wait until I have a new binary, then I will change my models.
Thanks for the helpfull answers
Regards
HHS
 Hello,
 what does that mean in future for me as 3d-modeller?
 
 What I have to change when using Blender?

To get the same results as before you just need to change the Ambient
Value to 1.0. You find it in the Material Buttons Shaders menu Slider
Amb). 
However I think a setting of 0.75 gives a more realistic metal look,
especially in the morning or evening hours. 

Of course for less reflecting materials like fabric or wood this is
different. You may want to play with the Reflective settings (in Shaders
Menu Ref too.

I have commited some changes to the F4U and Beaufighter yesterday. You
may want to look at that.

Overall I like the new Look very much, the Modeller has better control
over the Materials now.

Thanks a lot Mathias! 

 Rgards
 HHS
 Hi,
 
 Given this thread.
 I have checked in the change to simgear.
 I have also updated the default c172 and selectively those submodels that I 
 thought need some update.
 And I have updated all the ac models in the AI and the Models subdirectory.
 
 For the specific aircraft models, I do not want to just overwrite what the 
 author might have done on purpose but what was not yet honoured by flightgear.
 
 So, if there are very dark models, the attached script to do the change on 
 the 
 model level might be a good starting point for further development.
 
 Greetings
 
 Mathias
 
 
  
 
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Re: [Flightgear-devel] [RFC] ac3d and materials

2009-03-19 Thread Mathias Fröhlich

Hi Tim,

On Tuesday 17 March 2009 19:58:02 Tim Moore wrote:
 That needs to be handled in the shader program. The OpenGL fog parameters
 are available as uniforms in shaders.
Sure, but you need to rewrite that in every shader?
Sure, that is the was OpenGL/OpenSceneGraph does this.

  How does this interact with the proposed changes of Robert Osfield to
  plug together shader programs from some fixed pipeine state attributes
  together with custom parts of the scenegraph user?
  Did you follow this discussion on osg-users?

 I have been following that. I think that work applies to a situation where
 you don't have a fixed function pipeline anymore -- like in OpenGLES 2.0
 and OpenGL 3.x -- and want to keep OSG programs that use state sets
 running. Eventually, as we use shaders more ourselves and want to run in
 these new environments, we'll need to worry about being compatible, but for
 now it's not an issue.
Hmm, My impression was that OpenGL 3.0 was the starting point for that 
thoughts. But the consequences, that you can plug together your shaders from 
predefined components and replace only those components that need to be 
replaced is a critical thing for shader use. And this is currently a huge 
problem with OpenGL I think.
From my point of view, once shaders are in use, the fact that you have to 
replace the whole pipeline forces you to either:
* reimplement all the same common stuff in each shader that is in use. Which is 
a maintainance nightmare if you want to change something here.
* or reinvent such a shader component thing yourself which is a huge amount of 
work to get right.
Both is not nice to do!
Which one is your choice?

So my impression was that Robert started thinking about something that makes 
such a component wise shader structure happen.
So, all I think is that we should keep the eyes open to not end with something 
that we cannot handle in the longer term ...

OTOH, I see that people want to make use of that nifty shader thing...
Sure ...

While OpenGL 3.0 started to move things into a direction that brakes 
compatibility, that comment on OpenGL 3.1 changing again an a non OpenGL 
whateverversion compatible way made me frighten ...
So, I see very well, that this kind of changes need to happen, especially when 
you know how a gpu works and how bad the legacy OpenGL api is in terms of 
implementation and partly runtime complexity to map that api onto such a 
hardware.
But 
*sigh*

Greetings

Mathias


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Re: [Flightgear-devel] [RFC] ac3d and materials

2009-03-19 Thread Mathias Fröhlich

Hi,

Given this thread.
I have checked in the change to simgear.
I have also updated the default c172 and selectively those submodels that I 
thought need some update.
And I have updated all the ac models in the AI and the Models subdirectory.

For the specific aircraft models, I do not want to just overwrite what the 
author might have done on purpose but what was not yet honoured by flightgear.

So, if there are very dark models, the attached script to do the change on the 
model level might be a good starting point for further development.

Greetings

Mathias




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Re: [Flightgear-devel] [RFC] ac3d and materials

2009-03-19 Thread gerard robin
On jeudi 19 mars 2009, Mathias Fröhlich wrote:
 Hi,

 Given this thread.
 I have checked in the change to simgear.
 I have also updated the default c172 and selectively those submodels that I
 thought need some update.
 And I have updated all the ac models in the AI and the Models subdirectory.

 For the specific aircraft models, I do not want to just overwrite what the
 author might have done on purpose but what was not yet honoured by
 flightgear.

 So, if there are very dark models, the attached script to do the change on
 the model level might be a good starting point for further development.

 Greetings

 Mathias

Since i have not followed that topic may be a stupid question:
 will that animation longer working

typematerial/type
emission

factor-propcontrols/lighting/instruments-norm/factor-prop
red0.60/red
green0.30/green
blue0.20/blue
/emission
diffuse
red1/red
green1/green
blue1/blue
/diffuse
ambient
red1/red
green1/green
blue1/blue
/ambient
specular
red0/red
green0/green
blue0/blue
/specular
shininess4/shininess

I am using it,  to light the instruments

Thanks

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Re: [Flightgear-devel] [RFC] ac3d and materials

2009-03-19 Thread gerard robin
On jeudi 19 mars 2009, gerard robin wrote:
 On jeudi 19 mars 2009, Mathias Fröhlich wrote:
  Hi,
 
  Given this thread.
  I have checked in the change to simgear.
  I have also updated the default c172 and selectively those submodels that
  I thought need some update.
  And I have updated all the ac models in the AI and the Models
  subdirectory.
 
  For the specific aircraft models, I do not want to just overwrite what
  the author might have done on purpose but what was not yet honoured by
  flightgear.
 
  So, if there are very dark models, the attached script to do the change
  on the model level might be a good starting point for further
  development.
 
  Greetings
 
  Mathias

Again, with a remark, 

That last FG code makes contrast from light side to dark side very high .
It does not take in account the indirect  light which give some light on the 
dark side of an object.

Most of the aircrafts  are now black or white   :( 
Even with the noon time.

Won't it be possible to reduce the contrast , or to give some indirect 
enlightenment   ?




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Re: [Flightgear-devel] [RFC] ac3d and materials

2009-03-19 Thread Heiko Schulz

Hello,
what does that mean in future for me as 3d-modeller?

What I have to change when using Blender?
Rgards
HHS
Hi,

Given this thread.
I have checked in the change to simgear.
I have also updated the default c172 and selectively those submodels that I 
thought need some update.
And I have updated all the ac models in the AI and the Models subdirectory.

For the specific aircraft models, I do not want to just overwrite what the 
author might have done on purpose but what was not yet honoured by flightgear.

So, if there are very dark models, the attached script to do the change on the 
model level might be a good starting point for further development.

Greetings

Mathias


  

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Re: [Flightgear-devel] [RFC] ac3d and materials

2009-03-19 Thread gerard robin
On jeudi 19 mars 2009, gerard robin wrote:
 On jeudi 19 mars 2009, gerard robin wrote:
  On jeudi 19 mars 2009, Mathias Fröhlich wrote:
   Hi,
  
   Given this thread.
   I have checked in the change to simgear.
   I have also updated the default c172 and selectively those submodels
   that I thought need some update.
   And I have updated all the ac models in the AI and the Models
   subdirectory.
  
   For the specific aircraft models, I do not want to just overwrite what
   the author might have done on purpose but what was not yet honoured by
   flightgear.
  
   So, if there are very dark models, the attached script to do the change
   on the model level might be a good starting point for further
   development.
  
   Greetings
  
   Mathias

 Again, with a remark,

 That last FG code makes contrast from light side to dark side very high .
 It does not take in account the indirect  light which give some light on
 the dark side of an object.

 Most of the aircrafts  are now black or white   :(
 Even with the noon time.

 Won't it be possible to reduce the contrast , or to give some indirect
 enlightenment   ?

Hmmm, forget it , with modeling,  we will only have to take in account  that 
feature and probably to revisit the colors aspect.
Many days or night to spend on it.


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Re: [Flightgear-devel] [RFC] ac3d and materials

2009-03-17 Thread Mathias Fröhlich

Hi Martin,

On Monday 16 March 2009 21:25:06 Martin Spott wrote:
 Now, we already have approx. 1k5 3D Scenery models, so chances are high
 that quite a few are affected by such a change and I'd be happy to
 apply an automated conversion if this is technically possible.
Attached is the script I have tried for some models.
But be careful! We have many models that look better without material 
modification.

 What are we going to do about the users of our Scenery. Should we:
 a) leave the Scenery 3D models unchanged until the next software
release, thus leaving users of FlightGear/CVS with strange-looking
3D models;
 b) convert the Scenery 3D models _now_ together with the software at
the risk of unsatisfied users of the latest official software
release;
Note that, if you change any ac model, this change will *not* show up in the 
official release of flightgears viewer since the amb parameter in the material 
is 
*just* *ignored* with the past official release.

You can only see that change if we remove that post processing step in model 
loading as proposed.

Greetings

Mathias


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Re: [Flightgear-devel] [RFC] ac3d and materials

2009-03-17 Thread Mathias Fröhlich

Hi Tim,

On Monday 16 March 2009 22:43:22 Tim Moore wrote:
 I'm working on something that might completely ignore the material settings
 in the .ac file, but I think that's OK. I'm adding support for effects
 files that specify, in addition to the material and parameter properties we
 have now in the .ac file, shaders, uniform parameters for the shaders,
 fallbacks for environments that don't have shaders. So far I've been
 working with the terrain, but my idea for models is to associate an effect
 with a material in the .ac file by using the material's name.
Ok!

How does this handle scenery wide settings like fog or changes to the fog 
settings?
How does this interact with the proposed changes of Robert Osfield to plug 
together shader programs from some fixed pipeine state attributes together with 
custom parts of the scenegraph user?
Did you follow this discussion on osg-users?

 There will more to comment on when I check in the first effects stuff later
 this week.
I am curious! :)

So what files/parts are you working on. I have some time this week, as you 
might have noticed. I do not want to introduce unnecessary (CVS) conflicts with 
your work ...

Greetings

Mathias

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Re: [Flightgear-devel] [RFC] ac3d and materials

2009-03-17 Thread Tim Moore
Mathias Fröhlich wrote:
 Hi Tim,
 
 On Monday 16 March 2009 22:43:22 Tim Moore wrote:
 I'm working on something that might completely ignore the material settings
 in the .ac file, but I think that's OK. I'm adding support for effects
 files that specify, in addition to the material and parameter properties we
 have now in the .ac file, shaders, uniform parameters for the shaders,
 fallbacks for environments that don't have shaders. So far I've been
 working with the terrain, but my idea for models is to associate an effect
 with a material in the .ac file by using the material's name.
 Ok!
 
 How does this handle scenery wide settings like fog or changes to the fog 
 settings?
That needs to be handled in the shader program. The OpenGL fog parameters are
available as uniforms in shaders.
 How does this interact with the proposed changes of Robert Osfield to plug 
 together shader programs from some fixed pipeine state attributes together 
 with 
 custom parts of the scenegraph user?
 Did you follow this discussion on osg-users?
I have been following that. I think that work applies to a situation where you
don't have a fixed function pipeline anymore -- like in OpenGLES 2.0 and OpenGL 
3.x
-- and want to keep OSG programs that use state sets running. Eventually, as we 
use
shaders more ourselves and want to run in these new environments, we'll need to
worry about being compatible, but for now it's not an issue.
 
 There will more to comment on when I check in the first effects stuff later
 this week.
 I am curious! :)
 
 So what files/parts are you working on. I have some time this week, as you 
 might have noticed. I do not want to introduce unnecessary (CVS) conflicts 
 with 
 your work ...
 
I don't think we'll conflict. I've made a bunch of changes to SGExpression.hxx, 
some
hacks to the property system, and files in scene/material.

Tim

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Re: [Flightgear-devel] [RFC] ac3d and materials

2009-03-16 Thread Heiko Schulz

Hi,
it depends on how many models are currently involved in these changes and what 
are the advantages? 

Hi all,

For ac models, we have currently a step in the scenery loading process that 
modifies the material settings to match the material settings of the old plib 
loader.
In fact this just overwrites the material settings and throws away useful 
information that is in the ac file that is still there up to the point where we 
just destroy that information.
I introduced that step at the time of the openscenegraph switch to make the 
transition easier.

I would like to remove that step now and make use of the full material 
information contained in the ac file.
I believe that this is a step into the right direction, but this *does* change 
the visual appearance of some of our models. So when this gets removed, I 
guess that some of the models material colours need to be adjusted in some 
way.

Comments?

Greetings

Mathias

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Re: [Flightgear-devel] [RFC] ac3d and materials

2009-03-16 Thread Melchior FRANZ
* Mathias Fröhlich -- Monday 16 March 2009:
 In fact this just overwrites the material settings and throws away
 useful information [...]
 I would like to remove that step now and make use of the full material 
 information contained in the ac file.

Gets my vote! Which elements of the MATERIAL entry are thrown away
at the moment, or which adjustments do people have to be prepared
for?

m.

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Re: [Flightgear-devel] [RFC] ac3d and materials

2009-03-16 Thread gerard robin
On lundi 16 mars 2009, Mathias Fröhlich wrote:
 Hi all,

 For ac models, we have currently a step in the scenery loading process that
 modifies the material settings to match the material settings of the old
 plib loader.
 In fact this just overwrites the material settings and throws away useful
 information that is in the ac file that is still there up to the point
 where we just destroy that information.
 I introduced that step at the time of the openscenegraph switch to make the
 transition easier.

 I would like to remove that step now and make use of the full material
 information contained in the ac file.
 I believe that this is a step into the right direction, but this *does*
 change the visual appearance of some of our models. So when this gets
 removed, I guess that some of the models material colours need to be
 adjusted in some way.

 Comments?

 Greetings

 Mathias


AND now, again,  working with poly ( face) not  triangulated.
Thanks for the work

Cheers


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Re: [Flightgear-devel] [RFC] ac3d and materials

2009-03-16 Thread gerard robin
On lundi 16 mars 2009, gerard robin wrote:
 On lundi 16 mars 2009, Mathias Fröhlich wrote:
  Hi all,
 
  For ac models, we have currently a step in the scenery loading process
  that modifies the material settings to match the material settings of the
  old plib loader.
  In fact this just overwrites the material settings and throws away useful
  information that is in the ac file that is still there up to the point
  where we just destroy that information.
  I introduced that step at the time of the openscenegraph switch to make
  the transition easier.
 
  I would like to remove that step now and make use of the full material
  information contained in the ac file.
  I believe that this is a step into the right direction, but this *does*
  change the visual appearance of some of our models. So when this gets
  removed, I guess that some of the models material colours need to be
  adjusted in some way.
 
  Comments?
 
  Greetings
 
  Mathias

 AND now, again,  working with poly ( face) not  triangulated.
 Thanks for the work

 Cheers

Ouups sorry was the wrong topic

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Re: [Flightgear-devel] [RFC] ac3d and materials

2009-03-16 Thread Mathias Fröhlich

Hi,

On Monday 16 March 2009 11:31:08 Heiko Schulz wrote:
 it depends on how many models are currently involved in these changes and
 what are the advantages?

I do not know which models are affected.
And this is not easy to say. As some of the models just look different but not 
worse. Some of the models are just way too dark.

The advantage is that you have more control over the material property of your 
surfaces.
My personal impression with that change here in my local tree is that the 
models look better when they move - even if some colors look too dark at the 
first time. The surfaces behave more natural when the light direction changes. 
Well this is clearly my personal impression.

The ac3d format has all 4 fields for the OpenGL material definitions. As far as 
I remember this post processing step ignores the ambient color and sets that 
equal to the diffuse one - or the other way round.
... may be I need to dig into that.

I had at some time a sed script that just modified the material definitions the 
same way the post processing step did. But that is questionable too.

Greetings

Mathias

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Re: [Flightgear-devel] [RFC] ac3d and materials

2009-03-16 Thread Mathias Fröhlich

Hi,

On Monday 16 March 2009 12:22:31 Melchior FRANZ wrote:
 Gets my vote! Which elements of the MATERIAL entry are thrown away
 at the moment, or which adjustments do people have to be prepared
 for?

The ambient part (amb in the ac file) in the ac files is just ignored and set 
to 
the diffuse (rgb in the ac file) color part by the post processing step.

So, all models with a different ambient color than the diffuse color will look 
different. It appears to me that some models have a very dark ambient color and 
this appear very dark on that side that points away from the sun.

Greetings

Mathias

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Re: [Flightgear-devel] [RFC] ac3d and materials

2009-03-16 Thread Ron Jensen
On Mon, 2009-03-16 at 16:50 +0100, Mathias Fröhlich wrote:
 Hi,
 
 On Monday 16 March 2009 12:22:31 Melchior FRANZ wrote:
  Gets my vote! Which elements of the MATERIAL entry are thrown away
  at the moment, or which adjustments do people have to be prepared
  for?
 
 The ambient part (amb in the ac file) in the ac files is just ignored and set 
 to 
 the diffuse (rgb in the ac file) color part by the post processing step.
 
 So, all models with a different ambient color than the diffuse color will 
 look 
 different. It appears to me that some models have a very dark ambient color 
 and 
 this appear very dark on that side that points away from the sun.
 
 Greetings
 
 Mathias

Shouldn't ambient color be set scene wide?  From an artistic point of
view I can see setting it on a per-material basis, but for a simulation
environment that controls the direct lighting already it makes sense to
give the ambient color over to the environment.  

My two cents,

Thanks,

Ron



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Re: [Flightgear-devel] [RFC] ac3d and materials

2009-03-16 Thread Melchior FRANZ
* Mathias Fröhlich -- Monday 16 March 2009:
 The ambient part (amb in the ac file) in the ac files is just
 ignored and set to the diffuse (rgb in the ac file) color part
 by the post processing step. 

Thanks. So getting the old result is beyond trivial. Then there's
IMHO no reason to delay this step. Taking the settings in *.ac
files seriously is the right thing to do. Ignoring parts of them
was acceptable for the transition phase, but in the long term it's
just a bug. For me that's a clear please go ahead!

(If someome doesn't want to bother fixing his/her aircraft: Just
tell me and I'll make amb=rgb for them. Or rather, as script will
do that.  :-)

m.



PS: Thanks for all your recent work on fgfs. To me none of that
looks like a fun job, but people are already noticing the
big improvements. Sometimes I wonder what frame rates we would
have today without your contributions, and my guess is 50%.
It started with your rewriting/overhauling of plib's ac3d loader,
then osg's ac3d loader, and ...

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Re: [Flightgear-devel] [RFC] ac3d and materials

2009-03-16 Thread Melchior FRANZ
* Ron Jensen -- Monday 16 March 2009:
 Shouldn't ambient color be set scene wide?  From an artistic point of
 view I can see setting it on a per-material basis, but for a simulation
 environment that controls the direct lighting already it makes sense to
 give the ambient color over to the environment.  

Hmm, maybe. But if you run the bo105 and use the Ctrl-y dialog, then
you see what effects the various sliders have. And while some of them
look just ugly and unrealistic, others don't. People who don't want
separate control over diffuse and ambient can still just use the same
values for both. But there's no reason to artificially limit
possibilities IMHO. And in the end, different ambient and diffuse
is what people will see in the AC3D editor. Breaking that appearance
in fgfs is hard to justify.

m.

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Re: [Flightgear-devel] [RFC] ac3d and materials

2009-03-16 Thread Curtis Olson
On Mon, Mar 16, 2009 at 11:48 AM, Ron Jensen wrote:

 Shouldn't ambient color be set scene wide?  From an artistic point of
 view I can see setting it on a per-material basis, but for a simulation
 environment that controls the direct lighting already it makes sense to
 give the ambient color over to the environment.


Actually no.

For each surface there are ambient, diffuse, specular, and emissive
properties.  These define the surface properties.

For each light souce there are also ambient, diffuse, specular, and and
emissive components.  This defines the nature of the light that is cast on
the surface.

OpenGL combines the light source properties and the surface material
properties to produce the actual visible color of the surface that is
reflected back to the viewer.

So it is correct to define the ambient, diffuse, specular, and emissive
properties of the model surfaces.  The environment defines the corresponding
values for the light that illuminates the surface.  OpenGl computes the
correct color that is reflected back for each pixel.

Regards,

Curt.
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Re: [Flightgear-devel] [RFC] ac3d and materials

2009-03-16 Thread syd adams
Im also in favor of this change 
I prefer to control the ambient property , myself.
Cheers
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Re: [Flightgear-devel] [RFC] ac3d and materials

2009-03-16 Thread Curtis Olson
On Mon, Mar 16, 2009 at 2:16 PM, syd adams wrote:

 Im also in favor of this change 
 I prefer to control the ambient property , myself.


Let me also chip in that in a past simulation system I worked with, it was
always highly annoying when a model looked good in the 3d modeler tool, but
looked awful or just different once it was loaded up in the real time
simulation.  I think the more of these material settings we can support so
that the model in the simulation looks just like the model in the 3d
modeling tool, the better life will be.

Regards,

Curt.
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Re: [Flightgear-devel] [RFC] ac3d and materials

2009-03-16 Thread Martin Spott
Curtis Olson wrote:

 [] I think the more of these material settings we can support so
 that the model in the simulation looks just like the model in the 3d
 modeling tool, the better life will be.

Indeed, this will also pave the way for interchangeability between the
various OSG-supported formats. Certainly a good move - which leaves the
orientation of AC3D models as a remaining issue 

Now, we already have approx. 1k5 3D Scenery models, so chances are high
that quite a few are affected by such a change and I'd be happy to
apply an automated conversion if this is technically possible.

What are we going to do about the users of our Scenery. Should we:
a) leave the Scenery 3D models unchanged until the next software
   release, thus leaving users of FlightGear/CVS with strange-looking
   3D models;
b) convert the Scenery 3D models _now_ together with the software at
   the risk of unsatisfied users of the latest official software
   release;
c) sync this sort of major changes with a minor software release ?

My vote goes to c).

Cheers,
Martin.
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Re: [Flightgear-devel] [RFC] ac3d and materials

2009-03-16 Thread Tim Moore
Mathias Fröhlich wrote:
 Hi all,
 
 For ac models, we have currently a step in the scenery loading process that 
 modifies the material settings to match the material settings of the old plib 
 loader.
 In fact this just overwrites the material settings and throws away useful 
 information that is in the ac file that is still there up to the point where 
 we 
 just destroy that information.
 I introduced that step at the time of the openscenegraph switch to make the 
 transition easier.
 
 I would like to remove that step now and make use of the full material 
 information contained in the ac file.
 I believe that this is a step into the right direction, but this *does* 
 change 
 the visual appearance of some of our models. So when this gets removed, I 
 guess that some of the models material colours need to be adjusted in some 
 way.
 
 Comments?
I'm working on something that might completely ignore the material settings in 
the
.ac file, but I think that's OK. I'm adding support for effects files that
specify, in addition to the material and parameter properties we have now in 
the .ac
file, shaders, uniform parameters for the shaders, fallbacks for environments 
that
don't have shaders. So far I've been working with the terrain, but my idea for
models is to associate an effect with a material in the .ac file by using the 
material's name.

There will more to comment on when I check in the first effects stuff later 
this week.

Tim

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