> It is the largest expanse of intertidal mudflats and sand in the United > Kingdom! Neither of these locations could be remotely described as deep > ocean, and yes, we should certainly be investigating how to best model > such areas of sea.
Okay, if you're specifically after deep ocean (i.e. 'sufficiently far' away from the coast, sufficiently deep), then I would agree that it looks pretty much the same everywhere apart from seasonal phenomena. I never really fly across ocean, and so most of the modelling issues I'm interested in are in some sense close to the coast. > I do feel free to disagree - the Caribbean just isn't turquoise, as you > say. There was a time when we prided ourselves on FG being the most realistic > > sim around. Making the ocean the wrong colour to maintain an illusion just > doesn't seem to me to sit right with that. You're talking as if there is an alternative 1a) we make a realistic model of the ocean color 1b) we make the ocean a location dependent plausible but ultimately wrong color But the real alternative is 2a) we make the ocean a constant wrong color everywhere 2b) we make the ocean a location dependent plausible but ultimately wrong color If I had the choice between 1a) and 1b), I would choose 1a) - but I don't see that it can be done. However, given the choice 2), I go for the more realistic alternative there. So - what are you actually arguing or disagreeing with? That a constant sea color everywhere is superior to a location dependent color because the latter is still not 'the real thing'? That we should create a model for sediment transport and algae bloom? That we should feed sea depth information to the shader (but where does it come from, and how is it stored)? > Yup - getting to grips with all that is difficult. Not too dissimilar to > getting reasonable representations of towns and countryside in various > regions in the world, I suppose Getting the town is way easier, because it doesn't need to blend smoothly into anything. So local information is sufficient - all we need to tell the shader is 'If the location is in this (lat, lon) range, use this texture, this set of random buildings, this normal map, this placement mask,... Getting the sea color requires either all depth info tied to the vertex (elevation of the water bottom and elevation of the surface to get lakes) which isn't really forseen in our terrain generating or storing toolchain, or then to somehow do non-local magic in the shader (= how far is this vertex from the coast, then interpolating it's probably that deep). In addition you need (rgb) extinction parameters how the light intensity changes as it passes through water, these are in general location-dependent even inside the scene, since it was mentioned you would need abnormal position dependent reflection for oil films, ... I can see how to get city, town and countryside reasonable for various parts of the world within our current infrastructure. I can't see how to do a realistic sea color model without major modifications of how we store and manage scenery data and how information flows to the shaders. > Anyway, on a more prosaic note - your sea colour script appears to be > bugged here. Hm, you're right. I wasn't really factoring in someone would want to re-start Advanced Weather a few times... and I've found a scheme to optimize it a bit more, so there is potentially a lot of improve. > I wish I could run Advanced Weather here - the frame rates are not at all > bad, but the stagger in the frame rate is too much, and seems to give me > a headache. Okay, maybe we can just try to find out what the problem is and restructure/reconfigure if needed. Single core or multi-core machine with multithreading on (my Nasal runs way smoother if a second core is available)? Does the problem go away if you set local-weather/dynamics-loop-flag=1 from the property browser *after* Advanced Weather is started? Does the problem go away if you set local-weather/timing-loop-flag=1 from the property browser *after* Advanced Weather is started? Does the problem go away if you set local-weather/effect-loop-flag=1 from the property browser *after* Advanced Weather is started? Does the problem go away if you set local-weather/interpolation-loop-flag=1 from the property browser *after* Advanced Weather is started? Does the problem go away if you set local-weather/housekeeping-loop-flag=1 from the property browser *after* Advanced Weather is started? Does the problem go away if you set local-weather/tile-loop-flag=1 from the property browser *after* Advanced Weather is started? (Please test from top to bottom, since this starts with the 'make it more realistic even where most users won't notice' functions and ends with the things which really will break functionality). * Thorsten ------------------------------------------------------------------------------ Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. 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