> 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
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