> We are still looking into this one. At first glance there doesn't seem
> to be
> any good reason for the wind not being honoured. The overcast is a
> problem
> of interpreting different implementations between Global and Local
> weather.
> Now you are back operational we will try to come up with a suggestion in
> the
> next couple of days

Seems you are currently referencing /environment/sea/wind-from-east-fps
for the actual shader work(?) which seem to be tied to the global weather
boundary layer. Problem is, I can't set that directly, but I wrote a hack
yesterday to write into
/environment/config/boundary/entry[0]/wind-from-heading-deg , and that
does the trick quite nicely

(see
http://www.flightgear.org/forums/viewtopic.php?f=19&t=9446&p=144955#p144955
for screenshots)

But I'd much prefer a different interface - writing into global weather
config isn't something I should be doing - so this was just a test for me
to see how it looks like.

A couple of observations:

* I've been unable to work out what triggers the color of the water. In
some cases I had overcast and reduced lighting set and got green water, in
others it went grey (I haven't looked into the shader code though).

* I have an implementation of gusty winds which I tried. My code actually
provided the mean wind (i.e. before the gust correction) to
/environment/config/boundary/entry[0]/ , but set the actual wind felt by
the aircraft after gusts. Nevertheless, each gust triggered a redraw of
the wave pattern, so that's something we'd perhaps rather avoid. It seems
a change in wind triggers new parameters being passed to the shader and a
redrawing, but it doesn't actually take the wind parameters (?) -
something is confusing me. Anyway, an interface should be robust against
gusts and ask for an average rather than the actual per-frame winds.

* The wake effect of the carrier is also something that is drawn before
the cloud - you can see it through an overcast layer, which makes the
carrier unusually easy to find in bad weather.

> We had some problems with adapting the ground haze shader to the new,
> universal fog scheme. At the moment, our results are unacceptable for
> release. We are not clear at this stage if we can do it at all, and we
> are
> unlikely to come up with a tested and tuned solution by the 17th. We will
> continue to work on it in the next few days to come up with a better
> informed decision on the way ahead.

Okay. Is there something I should still be doing? I'll try to rebase my
haze shader branch with the recent developments to see if I can keep it
alive. Maybe it's better to try to insert this into the 2.8 release, as it
is quite a substantial and capricious piece of work...

> Some "improvements" to the wake of Vinson are likely to have cost some
> framerate. These can be reverted by selecting a lower quality setting so
> it
> should be possible to compare like-with-like.

Yes, I did that. Switching all water shaders off got me from 15 up to 20
fps - it used to be around 35, so there's still a chunk missing. Could AI
traffic cost that much?

* Thorsten


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