Le mercredi 24 avril 2013 06:58:41 Renk Thorsten a écrit :
> It occurred to me yesterday that there seems to be a major misunderstanding
> in the way Atmospheric Light Scattering (ALS) is perceived by different
> people. So in order to avoid future misunderstandings, let me try to
> clarify my side once again.
> Vivian:
> > Do we need to go down this road? We are breaking more and
> > more for minimal gains. Did we ever restore the wake effect on the Carrier
> > with Atmospheric Light Scattering?
> 
> Emilian (a while ago):
> > I have nothing about the core of the Advanced weather engine, I have an
> > issue of how you interact with it, and how it interacts with other parts
> > of the whole system... and in my view this is broken.
> > 
> > I also have nothing against the idea of the atmospheric scattering, I have
> > an issue with how it's done, which is suboptimal in my view... and again
> > of how you can interact with it/ how it affects other systems, and how
> > it's affected by other systems.
> 
> The common theme here is the perception that something is broken, which is
> naturally not my perception. For instance, the fact that ALS doesn't have a
> wake shader effect indicates its brokenness the same way as the fact that
> the default rendering doesn't have procedural texturing working - which is
> to say, not at all.
> 
> Vivian might correct me, but I think I finally understand where that notion
> comes from. I think it comes from the view that ALS is in essence just
> another way to compute fog and light for what the default rendering scheme
> does, and from this perspective, any effect that doesn't work is indeed
> broken.
> 
> The original plan was indeed to implement things as just different fog and
> light, there is still the parameter 'fog-type' in the effects which would
> support such an implementation, and there was a 6 months window during
> which Emilian and Vivian had the opportunity to implement it that way. As
> this didn't happen (for whatever reason) I decided to ask for some help and
> Fred kindly told me how to implement it as a different rendering framework
> (i.e. loading a whole different effect rather than a different fog shader
> only).
> 
> So, from where I stand, that decision is done and it is now a different
> rendering framework, which means clean slate, all effects have to be
> written from scratch, with all the pros and cons to that (which we might
> debate endlessly). So since this window of opportunity to start from
> scratch happened, I took the opportunity to address a few things I saw as
> shortcomings in the default rendering framework we had. Just to give a few
> examples:
> 
> * Environment interfacing:
> 
> Emilian's view that the way ALS and Advanced Weather interact with the rest
> is broken is... bold. Just to give an example for how he addressed the
> interface, for instance the water shader needs to know the amount of
> reflected light at the water surface in order to compute reflection.
> 
> Emilian's and Vivian's version of the water sine shader solves this by
> passing the cloud layer configuration settings of Basic Weather to the
> shader and then compute in the fragment shader from that the amount of
> light. This means that a) Advanced Weather has no chance (even
> conceptually) of ever passing the correct information to the shader since
> it doesn't use the Basic Weather config properties to create clouds and my
> understanding is that it is even impossible to write these properties
> without actually generating visible clouds interfering with what Advanced
> Weather does, and that b) a quantity which changes in Basic Weather once a
> few minutes (when a new METAR comes in) is computed about 60 million times
> each second. I may not be a rendering wizard, but this doesn't sound like
> the way to implement an environment interface to me.
> 
> My supposedly broken interface references a single property 'light reaching
> the ground'  for the same purpose. That property isn't native to the
> weather system, it can be set by hand with the browser without affecting
> anything else but the shader or be computed by any weather system currently
> running, i.e. shader control parameters are explicitly and always separated
> from native weather system parameters. This means the computation can be
> done if and only if needed, and the interface doesn't prefer one weather
> system over the other.
> 
> * Consistency
> 
> I've witnessed quite a few forum discussions with people complaining that
> they didn't think selecting higher quality shader settings would give them
> higher quality visuals (usually this was about the crop and forest overlay
> texture effects which some like and some don't - I have my opinion which is
> irrelevant here). Likewise, snow and fog were not always consistent across
> landclasses (I believe this is fixed now).
> 
> Starting from scratch offered the opportunity to organize quality settings
> with a clear idea in mind, using a consistently selected set of effects.
> Now, consistent doesn't necessarily mean superior, it just says it's all my
> idea of visual quality, not a mixture of different ideas.  But then again,
> I might argue that after all I won the screenshot contest, so if anyone
> here has something like an 'official' stamp for widely shared visual
> quality judgements, that'd probably be me then.
> 
> * Toolkit
> 
> Together with the regional texturing, giving an easy and xml-configurable
> way to users to change the scenery appearance is something which I consider
> very important, as it lowers the entry barrier tremendously for everyone
> who wants to work with scenery. I have never seen so many people play with
> scenery before than in the recent months. Personally I think in terms of
> configurability, having a terrain ubershader completely driven from
> materials.xml is much superior to having to write effects for individual
> landclasses. Again, this might not be everyone's idea of how things are
> supposed to be, but since it doesn't interfere with the previous way of
> doing things - a surprisingly simple solution for everyone who doesn't like
> the idea is to not use it.
> 
> 
> So, to summarize my position: Atmospheric Light Scattering is a different
> rendering framework with its very own set of effects (which some people
> consider better, others worse than the default). It is not a different way
> to draw fog and compute light for the default rendering framework. I think
> the way it interfaces with environment in terms of neutral control
> properties and computations done outside the shader is very reasonable, and
> if someone considers calling the interface 'broken' in the future, I would
> kindly ask for concrete evidence, or I will dismiss such statements
> immediately as obviously unfounded.
> 
> The set of effects which ALS provides doesn't default to all effects in the
> default rendering framework, it defaults to the choice I consider being
> most interesting plus whatever others contribute because they consider it
> interesting. I don't see it as my duty to provide every effect which is  in
> the default framework, just the same way as I don't see it as anyone's duty
> to implement every of my new effects in default. I certainly listen to what
> people would like to have, but I don't feel under obligation to deliver for
> every wish. Having the model ubershader available is obviously a legitimate
> wish of modellers, but asking that it does exactly what its counterpart
> does and should never get any new options is not.
> 
> So if the definition of 'broken' is 'doesn't work as in the default
> framework' then I would suggest to revise the definition - it's not
> supposed to work the same way, because I see merit in doing it differently.
> We can argue about how a proper interface should look like, or how users
> should get access to terrain shaders, but please on the basic of actual
> arguments. Anyone how thinks it really should be implemented as just
> additional fog and light is also free to grab my code and do so, it's all
> GPL.
> 
> Hopefully these comments help to provide realistic expectations and reduce
> frustration on both sides.
> 
> Best,
> 

> * Thorsten

 Hello Renk,

I don't use to talk within this devel-mail.
However your approach is questionable.
I can understand you are working on an other FlightGear "variant" for 
yourself. You call it Atmospheric Light Scattering, you could call it Renk ALS  
:)

It is not the Atmospheric Light Scattering, we want.

Referring to your explanation, and some other talks you had with Emilian ( who 
unfortunately gave up ), you are ignoring the flightgear users community 
interest.
It is not the Atmospheric Light Scattering, we want.

We want, so far, a consistent flightgear system, any features should be 
compatible each other, and not breaking each other.
What about  Rembrandt ? To reproduce the reality, isn't it the main tool which  
gives the best effect ?  Won't the effort should done on that side ?

I hope that the next Flightgear version will offer a consistent system and not 
several independents systems ( including your Flightgear) which won't be 
compatible each other.

Thank

Henri 

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