[Flightgear-devel] Photo scenery patch: request for help
Benoit Laniel has developed a patch to fgdata and simgear that allows to add photo scenery images to flightgear very easily (http://blaniel.free.fr/pub/flightgear/brest/). It was first used for the second version of the Brest scenery. Unfortunately contacting Benoit failed several times and people I asked have not heard of him for a long time, hopefully he is fine. This is a request for help to see if his patch could be put into flightgear. I do not understand enough of flightgear to be able to push this forward myself. My only involvement in all this are some scenery images I made that use his patch (http://fgphotoscenery.square7.ch, http://www.flightgear.org/forums/viewtopic.php?f=5&t=15174). On my machine at least, also some modification of terrain-default.eff is necessary, because when using Benoit's patch as he made it, the standard texture is covering the photo texture except for very small regions like streets and just around airports. This is due to the fact that terrain-default.eff has evolved since Benoit made that patch of course. Because I don't know enough about the shaders, I only could make a very violent modification to terrain-default.eff that would allow me to see the photo texture on top. This modification does break a lot of the shading as Vivian and Frederic immediately pointed out. The request for help therefore also includes to have a look at what needs to be modified in terrain-default.eff in order to show the photo texture without breaking all the rest. Benoit's patches for the current master branches (including my change to terrain-default.eff) can be found here: http://fgphotoscenery.square7.ch/photo_2.7.0.patch.zip. Would anybody be willing to take this up? The photo scenery enthusiasts definitely would be extremely grateful. Cheers, Peter -- This SF email is sponsosred by: Try Windows Azure free for 90 days Click Here http://p.sf.net/sfu/sfd2d-msazure ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Change in failures.nas
On Sunday 25 March 2012 05:20:03 ThorstenB wrote: > Am 25.03.2012 00:46, schrieb Eugenio Mondini: > > I'd like to understand something that seems to affect only me. > > As you can see in the forum [0] after a recent fgdata update I couldn't > > use one plane because it checked against a property in failure-manager > > part of the tree, that was not appering for me. Once I understood more > > or less what was happening I reverted a part of the commit [1] only in > > the failures.nas file and it worked again. > > Oops, there was another change in my commit that wasn't supposed to be > pushed. I somehow missed that. Try latest fgdata and see if it's back to > normal now. The issue should have affected all aircraft using the > failure module. Works perfect again, now. Sorry for the delay but I had network troubles. Thanks for your help. > Thanks for reporting. > > cheers, > Thorsten Thanks, Eugenio. -- This SF email is sponsosred by: Try Windows Azure free for 90 days Click Here http://p.sf.net/sfu/sfd2d-msazure ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [Rembrandt] the plan
- Mail original - > De: "James Turner" > À: "FlightGear developers discussions" > > Envoyé: Dimanche 25 Mars 2012 21:51:19 > Objet: Re: [Flightgear-devel] [Rembrandt] the plan > On 25 Mar 2012, at 20:39, Frederic Bouvier wrote: > > It means that the driver doesn't support version 1.30 of glsl. I'll > > > try to simplify the shader > > Given that it's latest Mac OS-X, with a card purchased three months > ago, that's worrying :) > In other news, the Intel 3000-HD actually seems to work, with > --enable-rembrandt - not what I expected at all! Wait the shadows ;) -Fred -- This SF email is sponsosred by: Try Windows Azure free for 90 days Click Here http://p.sf.net/sfu/sfd2d-msazure___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [Rembrandt] the plan
On 25 Mar 2012, at 20:39, Frederic Bouvier wrote: > It means that the driver doesn't support version 1.30 of glsl. I'll > try to simplify the shader Given that it's latest Mac OS-X, with a card purchased three months ago, that's worrying :) In other news, the Intel 3000-HD actually seems to work, with --enable-rembrandt - not what I expected at all! James -- This SF email is sponsosred by: Try Windows Azure free for 90 days Click Here http://p.sf.net/sfu/sfd2d-msazure___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [Rembrandt] the plan
> De: James Turner > > On 25 Mar 2012, at 18:49, Frederic Bouvier wrote: > > > The Rembrandt renderer is enabled with the --enable-rembrandt > > option. > > *ALL SHADERS SHOULD BE SET TO OFF* unless someone want to begin to > > convert other shaders. > > On Ati 5770 / Mac / OSG 3.0.1, this is basically alive. > > Getting the following at startup which worries me: (the version not > supported error): > > = > End of harmless warning messages on effects not found > Initializing splash screen > FRAGMENT glCompileShader "" FAILED > FRAGMENT Shader "" infolog: > ERROR: 0:1: '' : version '130' is not supported > > glLinkProgram "" FAILED > Program "" infolog: > ERROR: One or more attached shaders not successfully compiled > > Warning: detected OpenGL error 'invalid operation' at After > Renderer::compile > It means that the driver doesn't support version 1.30 of glsl. I'll try to simplify the shader Regards, -Fred -- This SF email is sponsosred by: Try Windows Azure free for 90 days Click Here http://p.sf.net/sfu/sfd2d-msazure ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] (no subject)
On Sun, 25 Mar 2012, Chris Wilkinson wrote: > http://.com/av5.php > Chris Wilkinson > blobster...@yahoo.com.au > WilksJohn > 3/25/2012 11:33:09 AM Welcome to the wonderful world of comprimised Yahoo! email accounts! *snarls* g. -- Proud owner of F-15C 80-0007 http://www.f15sim.com - The only one of its kind. http://www.diy-cockpits.org/coll - Go Collimated or Go Home. Some people collect things for a hobby. Geeks collect hobbies. ScarletDME - The red hot Data Management Environment A Multi-Value database for the masses, not the classes. http://www.scarletdme.org - Get it _today_! Buying desktop hardware and installing a server OS doesn't make a server-class system any more than sitting in a puddle makes you a duck. [Cipher in a.s.r] -- This SF email is sponsosred by: Try Windows Azure free for 90 days Click Here http://p.sf.net/sfu/sfd2d-msazure ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] (no subject)
http://sorrynewyork.com/av5.php Chris Wilkinson blobster...@yahoo.com.au WilksJohn 3/25/2012 11:33:09 AM-- This SF email is sponsosred by: Try Windows Azure free for 90 days Click Here http://p.sf.net/sfu/sfd2d-msazure___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [Rembrandt] the plan
On 25 Mar 2012, at 18:49, Frederic Bouvier wrote: > The Rembrandt renderer is enabled with the --enable-rembrandt option. > *ALL SHADERS SHOULD BE SET TO OFF* unless someone want to begin to > convert other shaders. On Ati 5770 / Mac / OSG 3.0.1, this is basically alive. Getting the following at startup which worries me: (the version not supported error): = End of harmless warning messages on effects not found Initializing splash screen FRAGMENT glCompileShader "" FAILED FRAGMENT Shader "" infolog: ERROR: 0:1: '' : version '130' is not supported glLinkProgram "" FAILED Program "" infolog: ERROR: One or more attached shaders not successfully compiled Warning: detected OpenGL error 'invalid operation' at After Renderer::compile But GUI works, I can see the diffuse / depth / normal buffer previews, which is much better than I feared on the Mac :) Will try the Intel 3000HD equipped MacBookPro later, but I'm expecting complete failure there, based on Olaf's earlier reports. James -- This SF email is sponsosred by: Try Windows Azure free for 90 days Click Here http://p.sf.net/sfu/sfd2d-msazure ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [Rembrandt] the plan
The first batch of sources has been pushed to gitorious. These commits are intended mainly to check that the classical (forward) renderer is not broken and works as usual. They will also permit one to challenge his GPU and see how it behaves in front of the beast. In the plan exposed previously (see below), I skipped step 3. (define an XML format for a configurable renderer) as it appears to be more involved than expected. So what you have is a buggy step 5. :) Buggy because for some reason, sun light depends on the orientation of the camera. But you should get an image. The Rembrandt renderer is enabled with the --enable-rembrandt option. *ALL SHADERS SHOULD BE SET TO OFF* unless someone want to begin to convert other shaders. Regards, -Fred > Now that the introduction of Rembrandt "next", provided that the > current operation is retained, has been accepted, it is time to > outline the plan that I intend to apply: > > 1. update SimGear with additions made on the effects and animations > (done). The changes include the creation of "positioned" uniforms, > ie on which applies a MODELVIEW matrix transformation, which serve > to indicate the position of light sources in the shaders, and > "light" animations (spot and point). > > 2. modify the Renderer class to separate from the scenegraph, terrain > and models on one hand, the skydome and stars on the other, and > finally the clouds. These three elements are passed to the > CameraGroup class in order to be treated separately in the new > rendering engine (and put together in the current one). > > 3. define an XML format for describing the two possible rendering > pipelines (the current and new). The format will introduce optional > elements (such as shadows, ambient occlusion, glow). > > 4. modify the base effects for defining the techniques that apply to > one or the other renderers (a request for assistance has already > been sent to prepare the work and ensure that existing effects does > not apply to new rendering mode). > > 5. implement in the new rendering engine the basic lighting equation > (ambient + diffuse + specular) > > 6. add the shadows > > 7. add light management > > 8. with the help of Thorsten, add atmospheric scattering, haze and > the light field > > 9. add the ancillary effects (ambient occlusion and glow) > > 10. help migrate models and effects > > I certainly forgot something. Let the discussion plug the holes > > Regards, > -Fred > http://wiki.flightgear.org/Project_Rembrandt > > > -- > Keep Your Developer Skills Current with LearnDevNow! > The most comprehensive online learning library for Microsoft > developers > is just $99.99! Visual Studio, SharePoint, SQL - plus HTML5, CSS3, > MVC3, > Metro Style Apps, more. Free future releases when you subscribe now! > http://p.sf.net/sfu/learndevnow-d2d > ___ > Flightgear-devel mailing list > Flightgear-devel@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/flightgear-devel > -- This SF email is sponsosred by: Try Windows Azure free for 90 days Click Here http://p.sf.net/sfu/sfd2d-msazure ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Change in failures.nas
Am 25.03.2012 00:46, schrieb Eugenio Mondini: > I'd like to understand something that seems to affect only me. > As you can see in the forum [0] after a recent fgdata update I couldn't use > one plane because it checked against a property in failure-manager part of the > tree, that was not appering for me. Once I understood more or less what was > happening I reverted a part of the commit [1] only in the failures.nas file > and it worked again. Oops, there was another change in my commit that wasn't supposed to be pushed. I somehow missed that. Try latest fgdata and see if it's back to normal now. The issue should have affected all aircraft using the failure module. Thanks for reporting. cheers, Thorsten -- This SF email is sponsosred by: Try Windows Azure free for 90 days Click Here http://p.sf.net/sfu/sfd2d-msazure ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel