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

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