Tim Moore wrote:

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>Harald JOHNSEN wrote:
>  
>
>>Vivian Meazza wrote:
>>
>>    
>>
>>>John Wojnaroski
>>>
>>> 
>>>
>>>      
>>>
>...
>  
>
>>>>I've yet to see a system that IMHO tops what Mark Harris did 
>>>>a few years 
>>>>ago part of his doctoral thesis.
>>>>
>>>>See http://www.lfstech.com/img/sfo_clouds.jpg.
>>>>
>>>>Someone made a decision a few years ago to replace rather 
>>>>than improve.  
>>>>Think we all lost a very promising
>>>>implementation, but there might be an opportunity to recover 
>>>>what was lost.
>>>>
>>>>Stay tuned...
>>>>
>>>>John
>>>>
>>>>   
>>>>
>>>>        
>>>>
>>There are methods today to do real volumetric display with slices from a 
>>3d volume, so yes there is method to draw clouds a lot better than those.
>>The old implementation of the Harris code in fg was using hard coded 
>>cloud shape, hard coded cloud relative position between clouds, hard 
>>coded group of cloud around ksfo. The next implementation could do 
>>clouds everywhere on the planet, parametrable cloud shapes in an xml 
>>file (Harris was using a non editable binary format), parametrable cloud 
>>formation type.
>>Wasn't that some kind of improvement ? What could have been improved 
>>then is some new texture for the cloud particles or new shapes or 
>>whatever, frankly anybody could enhance what I did.
>>Hm wait, you did not realize that Harris clouds are *slow* and ppl on 
>>this list were using depreciated hardware...
>>Using his method to render the clouds is very easy to integrate in our code.
>>    
>>
>For what it's worth, I recently ported Harris' old SkyWorks code, on which his
>contribution to FlightGear was based, to Linux for some playing around. I'll 
>make
>that code available soon, but I have to agree with Harald's critique of the old
>code. In particular, the key illumination step for a particular cloud is *very*
>expensive -- in the SkyWorks code it repeatedly reads back color values from 
>the
>frame buffer for each particle in a cloud -- which is why particular clouds 
>were
>hard-coded. Harris has since described algorithms that are more dynamic and 
>which
>require heavy-duty GPU firepower, something that always seems to be sensitive 
>topic
>here.
>
>A free cloud library based on Harris' work, integratable with other OSG 
>applications,
>would attract a large following and would be a very cool thing. In the mean 
>time,
>in order to learn some of the issues, it would be very good to port Harald's 
>plib-based
>work into OSG FlightGear.
>
>  
>
Are you suggesting a library based on Harris' work or Harald's? or both?

John


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