> 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 ------------------------------------------------------------------------------ Learn Windows Azure Live! Tuesday, Dec 13, 2011 Microsoft is holding a special Learn Windows Azure training event for developers. It will provide a great way to learn Windows Azure and what it provides. You can attend the event by watching it streamed LIVE online. Learn more at http://p.sf.net/sfu/ms-windowsazure _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel