On Friday 20 January 2012 16:16:18 Emilian Huminiuc wrote:
> On Friday 20 January 2012 15:01:35 Torsten Dreyer wrote:
> > > The shader scales the texture with windspeed and rotates it to get
> > > the
> > > right orientation, but the actual rate those change is too quick to
> > > look good, and gives the impression of very high speed, that's why
> > > I suggested a longer interpolation time for the values passed to
> > > the shader, and to avoid doing the interpolations in the shader
> > > itself (as that would hit performance).
> > > 
> > > Only the two values of wind-from-north-fps and wind-from-east-fps
> > > are
> > > the ones that need this applied, as everything else is derived from
> > > these.
> > 
> > OK - that explains the impression of fast movements during wind-speed
> > changes. I have now added a time based interpolation to the wind vector
> > components in /environment/sea/surface/wind-from-XXX-fps. I made the
> > timing configurable at runtime in
> > /environment/sea/surface/config/wind-filter-time which sets the
> > filter-time for both exponential filters.
> > This is initialized to 60 in FGDATA/Environment/environment.xml and
> > looks reasonable to me. You might want to play around with that value
> > and we can adjust it if desired.
> > 
> > Along with this commit, I cleaned up water.eff and flutter.eff files
> > from unused properties wind-from-(heading-)deg which seemed to be
> > unused. Please check if that was correct.
> > 
> > The relevant commit is 2071a3297c9bc3a7f8df397fd8acaa71bc110f06 in
> > fgdata.
> > 
> > Torsten
> 
> Hi,
> 
> Sorry previous reply was written before receiving this, I will play around
> with the wind-filter-time prop.
> 
> Emilian

Played around with it a bit. I got reasonable "movement" sensation with wind-
filter-time set at ~1000.
The flutter effect might need the wind in realtime though, as flags usualy 
react imediately to wind direction changes.
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