Hi Thorsten, > De: "Renk Thorsten" > > > If I may bother everyone again - here's my current list of open > questions. Any help or pointers would be appreciated: > > > * Where do the runway and taxiway lights enter the rendering scheme? > They need to be fogged consistently with the rest of the scene, but > I do not know where to set this - which effect are they using? > > Context: In low visibility scenes, lights remain visible to large > distances because they go to the default fog color rather than the > atmospheric light scattering fog color. > > See http://users.jyu.fi/~trenk/pics/catIIIb.jpg
Light objects are built in simgear/scene/tgdb/pt_lights.cxx There effect is built in C++ in the getLightEffect function. It is not configurable as it is now. Ideally, this function should be replaced by a lookup in the material file to find a configurable effect. But I didn't thought about the implications of doing so. > * Where does precipitation enter the rendering scheme? > > Context: I have received the suggestion to change the lighting of > rain and snow to agree better with the environment lighting - but I > don't know where the lighting for precipitation is defined in the > first place. > > See > http://www.flightgear.org/forums/viewtopic.php?f=69&t=7358&start=555#p176734 Precipitations use the OSG particle effect. I don't thing it is something configurable as the shader is coded in OSG C++ code. Maybe this is something we should try rewriting in order to make the lighting different. The implementation of the effect is in simgear/environment/precipitation.cxx > * Why are the runway and taxiway designation signs using the terrain > shader? Can (should) this be changed? > > Context: The terrain ubershader at high detail assumes that vertical > surfaces need to be rock. If a sign is rendered by the terrain > shader, the shader consequently makes the sign vanish and replaces > it with rock unless the rock texture is explicitly set to 'off'. > This could be hacked around by just setting it off for every sign, > but I am thinking that a better solution would be to render these > objects with a model shader because the features of a terrain shader > do not really make sense in this context. > > See http://www.flightgear.org/forums/viewtopic.php?f=47&t=18999 No idea. Certainly a shortcoming. > > * Can we generate more vertex attributes than tangents, normals and > binormals? For instance, can we do components of the curvature? > > Context: Lots of vegetation patterns in nature are 'on the valley > floors' or 'along a ridge'. In order to tag those with shader > effects, one would need curvature. For instance, valley floors are > defined by normal pointing upward and positive curvature, the ridges > are defined by normal pointing upward and negative curvature. This > would allow much more natural distributions of overlay patterns. Problem : it consumes GPU memory even if the technique requiring the extra attributes is not selected > * How difficult would it be to expand the tree generating system to a > multi-tier system in which we can in addition generate a circle of > vegetation in the range of ~50-100 m for high resolution scenes > landing off airfields? Do we generate the memory load from trees at > tile loading time, or at tree loading time? > > Context: Would be very cool to have ;-) > > * Just how are the LOD ranges defined in the view menu used? I am > genuinely confused, I understand that LOD bare sets the terrain, but > that's the limit. Does anyone know? These properties were introduced by me back in 2004 when I began to populate the SFO area with static buildings. I originally provided 2 or 3 versions of the geometry in the same model selected by a range animation. > Thanks in advance for any help with these! Regards, -Fred ------------------------------------------------------------------------------ Minimize network downtime and maximize team effectiveness. Reduce network management and security costs.Learn how to hire the most talented Cisco Certified professionals. Visit the Employer Resources Portal http://www.cisco.com/web/learning/employer_resources/index.html _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel