Re: [Flightgear-devel] Re: old 3d clouds code

2005-06-20 Thread Mathias Fröhlich
On Freitag 17 Juni 2005 09:59, Erik Hofman wrote:
  Are we sure that the pbuffer extension initialization/usage is entierly
  correct?

 It should be, The RenderTexture code is adapted from the RenderTexture
 class written by Mark Harris:

 http://www.markmark.net/misc/rendertexture.html
 http://gpgpu.sourceforge.net/

 As far as I know it is used by several other projects.
I was digging in this area at the weekend. It looks like initiailzation works 
like documented it should be.

I get more the impression, that the dri client components send a request to 
the X server it does not understand.

I guess we must ask the dri folks after making sure that there is not one of 
these components components outdated ...

   Greetings

Mathias

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Re: [Flightgear-devel] Re: old 3d clouds code

2005-06-17 Thread Ampere K. Hardraade
On June 17, 2005 01:17 am, Mathias Frhlich wrote:
 On Donnerstag 16 Juni 2005 21:12, Ampere K. Hardraade wrote:
   I have short circuted that with an unconditional false return in line
   461 in RenderTexture.cpp.
   The crash happens in the first call to glXCreateGLXPbufferSGIX a few
   lines later.
 
  Is the error fixable?

 I just started the debugger to see where it happens.
 Dont' know so far.

 Are we sure that the pbuffer extension initialization/usage is entierly
 correct?

   Greetings Mathias
I am also seeing these errors when I am running FlightGear under 16 bits 
color:

RenderTexture Error: Couldn't find a suitable pixel format.
WARNING: ssgLoadAC: Failed to open 
'/usr/local/FlightGear/share/FlightGear/Aircraft/c172r/Models/c172-dpm.ac' 
for reading

This is with the latest version of the CVS.  Could the problems be related?



Ampere

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Re: [Flightgear-devel] Re: old 3d clouds code

2005-06-17 Thread Erik Hofman

Mathias Frhlich wrote:

On Donnerstag 16 Juni 2005 21:12, Ampere K. Hardraade wrote:


I have short circuted that with an unconditional false return in line 461
in RenderTexture.cpp.
The crash happens in the first call to glXCreateGLXPbufferSGIX a few
lines later.


Is the error fixable?


I just started the debugger to see where it happens.
Dont' know so far.

Are we sure that the pbuffer extension initialization/usage is entierly 
correct?


It should be, The RenderTexture code is adapted from the RenderTexture 
class written by Mark Harris:


http://www.markmark.net/misc/rendertexture.html
http://gpgpu.sourceforge.net/

As far as I know it is used by several other projects.

Erik

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Re: [Flightgear-devel] Re: old 3d clouds code

2005-06-17 Thread Erik Hofman

Mathias Frhlich wrote:

On Donnerstag 16 Juni 2005 09:58, Erik Hofman wrote:


Again, I don't believe this part of the code is actually implemented for
FlightGear and the new code has some early implementation for doings the
same. It really requires much more work to make the old code plib aware,
 improve plib to support impostors and additionally to add the airflow
code into the picture (I haven't even talked about making it METAR aware).

Unless one of you starts to implement it now, it will probably be removed.


Ok.
In this case sory for the noise.


No problem, there is nothing like a good discussion :-)

Erik

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Re: [Flightgear-devel] Re: old 3d clouds code

2005-06-17 Thread Erik Hofman

Ampere K. Hardraade wrote:

I am also seeing these errors when I am running FlightGear under 16 bits 
color:


RenderTexture Error: Couldn't find a suitable pixel format.
WARNING: ssgLoadAC: Failed to open 
'/usr/local/FlightGear/share/FlightGear/Aircraft/c172r/Models/c172-dpm.ac' 
for reading


This is with the latest version of the CVS.  Could the problems be related?


No, the first problem tries to tell it can't find a proper pbuffer 
object using the specified settings (which also might mean it is running 
out of video ram).


Erik

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RE: [Flightgear-devel] Re: old 3d clouds code

2005-06-17 Thread Vivian Meazza
Erik Hofman wrote

  Ok.
  In this case sory for the noise.
 
 No problem, there is nothing like a good discussion :-)
 
 Erik
 

And this was nothing like a good discussion :-). 

No, actually, I think we all developed our knowledge of this subject.

V.



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Re: [Flightgear-devel] Re: old 3d clouds code

2005-06-17 Thread Martin Spott
Erik Hofman wrote:

 http://gpgpu.sourceforge.net/

Well, now that I have an NVidia chip in the Octane - still I don't
believe FlightGear can use it for such purpose,

Martin.
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Re: [Flightgear-devel] Re: old 3d clouds code

2005-06-17 Thread Erik Hofman

Martin Spott wrote:

Erik Hofman wrote:



http://gpgpu.sourceforge.net/



Well, now that I have an NVidia chip in the Octane - still I don't
believe FlightGear can use it for such purpose,


If you can see the 3d clouds you already are using it ...

Erik

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Re: [Flightgear-devel] Re: old 3d clouds code

2005-06-16 Thread Ampere K. Hardraade
On June 16, 2005 01:18 am, Mathias Frhlich wrote:
 Look into that. I believed that this was integrated somehow. That looks
 phantastic and does things like that.
 Watch the video on the bottom of that page.

Greetings

  Mathias

I have just finished watching the video.  Yes, the clouds do interact with the 
airflow.  I see the potential for it to be used not only for eye candy, but 
to simulate realistic weather effects.  In my opinion, the code for the old 
3D clouds should definately be kept in the CVS.



Ampere

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Re: [Flightgear-devel] Re: old 3d clouds code

2005-06-16 Thread Erik Hofman

Ampere K. Hardraade wrote:

On June 16, 2005 01:18 am, Mathias Frhlich wrote:


Look into that. I believed that this was integrated somehow. That looks
phantastic and does things like that.
Watch the video on the bottom of that page.

  Greetings

Mathias



I have just finished watching the video.  Yes, the clouds do interact with the 
airflow.  I see the potential for it to be used not only for eye candy, but 
to simulate realistic weather effects.  In my opinion, the code for the old 
3D clouds should definately be kept in the CVS.


Again, I don't believe this part of the code is actually implemented for 
FlightGear and the new code has some early implementation for doings the 
same. It really requires much more work to make the old code plib aware, 
 improve plib to support impostors and additionally to add the airflow 
code into the picture (I haven't even talked about making it METAR aware).


Unless one of you starts to implement it now, it will probably be removed.

Erik

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RE: [Flightgear-devel] Re: old 3d clouds code

2005-06-16 Thread Vivian Meazza
Mathias Frhlich wrote

 
 On Mittwoch 15 Juni 2005 11:00, Vivian Meazza wrote:
   When browsing Mark Harris' web page I got the impression that he
   simulates the
   airflow.
 
  This one?
 
  http://www.markmark.net/clouds/
 
  I can't find any reference in the site or the papers there to simulating
  airflow. It just renders clouds.
 
 http://www.markmark.net/cloudsim/index.html
 
 Look into that. I believed that this was integrated somehow. That looks
 phantastic and does things like that.
 Watch the video on the bottom of that page.
 

Wonderful - just what we need! However, where's the code? I don't think it's
what we have. The OpenGL stuff for download from Mark's site just renders
cloud. This is Simulation of Cloud Dynamics on Graphics Hardware 

From his paper:

5. Hardware Implementation

As mentioned before, we perform all of the numerical
computation for our cloud simulator in the programmable,
floating point fragment unit of a graphics processor.

Hmmm. Have I got this one wrong? 

Mark's code (OpenGL) renders up to 51 fixed shape clouds. His lighting and
shading is good. I like the way the aircraft penetrates cloud from an
outside view. Harald's clouds are nicer, more varied, but perhaps not quite
as well lit and shaded. The cloud penetration from an outside view could be
improved (and I'm sure will be). Mark's code does not seem to be under
active development, while Harald's is. I therefore support the retirement of
Mark's OpenGL code.

Of course, if we can go the Simulation of Cloud Dynamics on Graphics
Hardware route, then wow! All bets are off. 

Anyone know how to program graphics hardware so that any/all cards would
work?

V.







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Re: [Flightgear-devel] Re: old 3d clouds code

2005-06-16 Thread Harald JOHNSEN

Vivian Meazza wrote:


Mathias Frhlich wrote


 


On Mittwoch 15 Juni 2005 11:00, Vivian Meazza wrote:
   


When browsing Mark Harris' web page I got the impression that he
simulates the
airflow.
   


This one?

http://www.markmark.net/clouds/

I can't find any reference in the site or the papers there to simulating
airflow. It just renders clouds.
 


http://www.markmark.net/cloudsim/index.html

Look into that. I believed that this was integrated somehow. That looks
phantastic and does things like that.
Watch the video on the bottom of that page.

   



Wonderful - just what we need! However, where's the code? I don't think it's
what we have. The OpenGL stuff for download from Mark's site just renders
cloud. This is Simulation of Cloud Dynamics on Graphics Hardware 


From his paper:


5. Hardware Implementation

As mentioned before, we perform all of the numerical
computation for our cloud simulator in the programmable,
floating point fragment unit of a graphics processor.

Hmmm. Have I got this one wrong? 


Mark's code (OpenGL) renders up to 51 fixed shape clouds. His lighting and
shading is good. I like the way the aircraft penetrates cloud from an
outside view. Harald's clouds are nicer, more varied, but perhaps not quite
as well lit and shaded. The cloud penetration from an outside view could be
improved (and I'm sure will be). Mark's code does not seem to be under
active development, while Harald's is. I therefore support the retirement of
Mark's OpenGL code.

Of course, if we can go the Simulation of Cloud Dynamics on Graphics
Hardware route, then wow! All bets are off. 


Anyone know how to program graphics hardware so that any/all cards would
work?

V.


 


On Harris pages there is two different things.
One is about cloud rendering - physical aspect of scattering of light 
and technical implementation using dynamic billboards, etc.
The other is about simulating the formation of clouds (and simulating 
fluids in general).
The 'Skywork' code available on his site and integrated in FG only 
handle the rendering, the simulation of formation of clouds is usually 
non real time anyway. It could be done realltime of course, it all 
depends of the degree of realism one wants. Other papers show how to do 
that with non physical rules and still have nice results.
See Dobashi and Nishita paper : 
http://nis-lab.is.s.u-tokyo.ac.jp/~nis/abs_sig.html#sig00


About the current lighting of clouds : I admit that it is very 
simplistic but it has at least the advantage of being light

for the cpu and the graphic card.
Now it is possible to integrate the Harris lighting method with the 
existing code and have something perhaps not so far
from his rendering. This is easy to do, I could make a prototype (err 
when I have a free moment).


Harald.


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Re: [Flightgear-devel] Re: old 3d clouds code

2005-06-16 Thread Ampere K. Hardraade
On June 16, 2005 01:24 am, Mathias Frhlich wrote:
 I tried with 24.
 On a recent Mesa CVS r200 driver I get the same error message.
 With the r200 driver from my distro it just crashes.

 I have short circuted that with an unconditional false return in line 461
 in RenderTexture.cpp.
 The crash happens in the first call to glXCreateGLXPbufferSGIX a few lines
 later.

   Greetings

 Mathias
Is the error fixable?



Ampere

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Re: [Flightgear-devel] Re: old 3d clouds code

2005-06-16 Thread Arnt Karlsen
On Thu, 16 Jun 2005 09:35:23 +0100, Vivian wrote in message 
[EMAIL PROTECTED]:

 Mathias Frhlich wrote
 
  
  On Mittwoch 15 Juni 2005 11:00, Vivian Meazza wrote:
When browsing Mark Harris' web page I got the impression that he
simulates the
airflow.
  
   This one?
  
   http://www.markmark.net/clouds/
  
   I can't find any reference in the site or the papers there to
   simulating airflow. It just renders clouds.
  
  http://www.markmark.net/cloudsim/index.html
  
  Look into that. I believed that this was integrated somehow. That
  looks phantastic and does things like that.
  Watch the video on the bottom of that page.
  
 
 Wonderful - just what we need! However, where's the code? I don't
 think it's what we have. The OpenGL stuff for download from Mark's
 site just renders cloud. This is Simulation of Cloud Dynamics on
 Graphics Hardware 
 
 From his paper:
 
 5. Hardware Implementation
 
 As mentioned before, we perform all of the numerical
 computation for our cloud simulator in the programmable,
 floating point fragment unit of a graphics processor.
 
 Hmmm. Have I got this one wrong? 
 
 Mark's code (OpenGL) renders up to 51 fixed shape clouds. His lighting
 and shading is good. I like the way the aircraft penetrates cloud from
 an outside view. Harald's clouds are nicer, more varied, but perhaps
 not quite as well lit and shaded. The cloud penetration from an
 outside view could be improved (and I'm sure will be). Mark's code
 does not seem to be under active development, while Harald's is. I
 therefore support the retirement of Mark's OpenGL code.
 
 Of course, if we can go the Simulation of Cloud Dynamics on Graphics
 Hardware route, then wow! All bets are off. 
 
 Anyone know how to program graphics hardware so that any/all cards
 would work?

..I proposed using the graphics hardware a while back, in January:
Subject: Re: [Flightgear-devel] Is this usefull for flightgear/jsbsim?
Message-Id: [EMAIL PROTECTED]
Subject: Re: [Flightgear-devel] Is this usefull for flightgear/jsbsim?
Message-Id: [EMAIL PROTECTED]

..Andy cautioned in Message-ID: [EMAIL PROTECTED].

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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RE: [Flightgear-devel] Re: old 3d clouds code

2005-06-16 Thread Vivian Meazza
Harald JOHNSEN

 
 Vivian Meazza wrote:
 
 Mathias Frhlich wrote
 
 
 
 
 On Mittwoch 15 Juni 2005 11:00, Vivian Meazza wrote:
 
 
 When browsing Mark Harris' web page I got the impression that he
 simulates the
 airflow.
 
 
 This one?
 
 http://www.markmark.net/clouds/
 
 I can't find any reference in the site or the papers there to
 simulating
 airflow. It just renders clouds.
 
 
 http://www.markmark.net/cloudsim/index.html
 
 Look into that. I believed that this was integrated somehow. That looks
 phantastic and does things like that.
 Watch the video on the bottom of that page.
 
 
 
 
 Wonderful - just what we need! However, where's the code? I don't think
 it's
 what we have. The OpenGL stuff for download from Mark's site just renders
 cloud. This is Simulation of Cloud Dynamics on Graphics Hardware
 
 From his paper:
 
 5. Hardware Implementation
 
 As mentioned before, we perform all of the numerical
 computation for our cloud simulator in the programmable,
 floating point fragment unit of a graphics processor.
 
 Hmmm. Have I got this one wrong?
 
 Mark's code (OpenGL) renders up to 51 fixed shape clouds. His lighting
 and
 shading is good. I like the way the aircraft penetrates cloud from an
 outside view. Harald's clouds are nicer, more varied, but perhaps not
 quite
 as well lit and shaded. The cloud penetration from an outside view could
 be
 improved (and I'm sure will be). Mark's code does not seem to be under
 active development, while Harald's is. I therefore support the retirement
 of
 Mark's OpenGL code.
 
 Of course, if we can go the Simulation of Cloud Dynamics on Graphics
 Hardware route, then wow! All bets are off.
 
 Anyone know how to program graphics hardware so that any/all cards would
 work?
 
 V.
 
 
 
 
 On Harris pages there is two different things.
 One is about cloud rendering - physical aspect of scattering of light
 and technical implementation using dynamic billboards, etc.
 The other is about simulating the formation of clouds (and simulating
 fluids in general).
 The 'Skywork' code available on his site and integrated in FG only
 handle the rendering, the simulation of formation of clouds is usually
 non real time anyway. It could be done realltime of course, it all
 depends of the degree of realism one wants. Other papers show how to do
 that with non physical rules and still have nice results.
 See Dobashi and Nishita paper :
 http://nis-lab.is.s.u-tokyo.ac.jp/~nis/abs_sig.html#sig00
 
 About the current lighting of clouds : I admit that it is very
 simplistic but it has at least the advantage of being light
 for the cpu and the graphic card.
 Now it is possible to integrate the Harris lighting method with the
 existing code and have something perhaps not so far
 from his rendering. This is easy to do, I could make a prototype (err
 when I have a free moment).
 

That would be very nice indeed; then we would have the best of both worlds.
The cloud penetration method is probably the biggest difference visually.

V.



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Re: [Flightgear-devel] Re: old 3d clouds code

2005-06-16 Thread Mathias Fröhlich
On Donnerstag 16 Juni 2005 21:12, Ampere K. Hardraade wrote:
  I have short circuted that with an unconditional false return in line 461
  in RenderTexture.cpp.
  The crash happens in the first call to glXCreateGLXPbufferSGIX a few
  lines later.

 Is the error fixable?
I just started the debugger to see where it happens.
Dont' know so far.

Are we sure that the pbuffer extension initialization/usage is entierly 
correct?

  Greetings Mathias

-- 
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Re: [Flightgear-devel] Re: old 3d clouds code

2005-06-16 Thread Mathias Fröhlich
On Donnerstag 16 Juni 2005 09:58, Erik Hofman wrote:
 Again, I don't believe this part of the code is actually implemented for
 FlightGear and the new code has some early implementation for doings the
 same. It really requires much more work to make the old code plib aware,
   improve plib to support impostors and additionally to add the airflow
 code into the picture (I haven't even talked about making it METAR aware).

 Unless one of you starts to implement it now, it will probably be removed.
Ok.
In this case sory for the noise.

 Greetings

   Mathias

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Re: [Flightgear-devel] Re: old 3d clouds code

2005-06-16 Thread Mathias Fröhlich
On Donnerstag 16 Juni 2005 20:13, Harald JOHNSEN wrote:
 On Harris pages there is two different things.
 One is about cloud rendering - physical aspect of scattering of light
 and technical implementation using dynamic billboards, etc.
 The other is about simulating the formation of clouds (and simulating
 fluids in general).
 The 'Skywork' code available on his site and integrated in FG only
 handle the rendering, the simulation of formation of clouds is usually
 non real time anyway. It could be done realltime of course, it all
 depends of the degree of realism one wants. Other papers show how to do
 that with non physical rules and still have nice results.
 See Dobashi and Nishita paper :
 http://nis-lab.is.s.u-tokyo.ac.jp/~nis/abs_sig.html#sig00

 About the current lighting of clouds : I admit that it is very
 simplistic but it has at least the advantage of being light
 for the cpu and the graphic card.
 Now it is possible to integrate the Harris lighting method with the
 existing code and have something perhaps not so far

 from his rendering. This is easy to do, I could make a prototype (err

 when I have a free moment).
That would be great!!!

  Greetings

 Mathias

-- 
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Re: [Flightgear-devel] Re: old 3d clouds code

2005-06-15 Thread Mathias Fröhlich
On Dienstag 14 Juni 2005 10:16, Erik Hofman wrote:
 Mathias Fröhlich wrote:
  So the last thing I remembered was that flying through clouds was much
  better with the old code. The new clouds seem to be afraid from an
  aircraft. They just move out of the flight path. As a result you almost
  never fly through clouds.
  Is this still the case?

 Nope.
Ok.
... I still cannot test. Even with different/newer/older r200 modules.
My radeon on the notebook starts with enabled texture rendering, but I cannot 
see any cloud.
I think I first need to dig in the archives how to enable correctly ... 

  If I understood right the Harris code really simulates the air. That
  means one could extract realistic upwinds and downwinds from that
  simulation.

 This has been added by David Culp, we just put a thundercloud and a
 ThunderStorm AIModel at the same location.
I was not talking about one single change to the winds in such a clould.

When browsing Mark Harris' web page I got the impression that he simulates the 
airflow. He seems to have upwinds at mountain slopes.
When you look into that video he has on this page, you can even inject wind 
speed with the mouse into the scenery. This shows up in the clouds movement.
... one could then propably integrate the down wash of an aircraft into the 
clouds. When looking into that video, I get the impression that one could 
probably get very realistic contrails for free.
From that, I believe that Harris' code is only horribly integrated.
I did never look into the code to see if this would be easy to do.

  It's a pity, but since I don't have the time to look into that I cannot
  vote for keeping that ...

 I think It's safe to say the new clouds code supersedes the old one.
Not convinced when looking at the Harris' page, but also not willing to proove 
the oposite.
Ok, remove ...
May be you could tag the cvs before you remove.

   Greetings

  Mathias

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Re: [Flightgear-devel] Re: old 3d clouds code

2005-06-15 Thread Erik Hofman

Mathias Fröhlich wrote:

On Dienstag 14 Juni 2005 10:16, Erik Hofman wrote:


Mathias Fröhlich wrote:


So the last thing I remembered was that flying through clouds was much
better with the old code. The new clouds seem to be afraid from an
aircraft. They just move out of the flight path. As a result you almost
never fly through clouds.
Is this still the case?


Nope.


Ok.
... I still cannot test. Even with different/newer/older r200 modules.
My radeon on the notebook starts with enabled texture rendering, but I cannot 
see any cloud.
I think I first need to dig in the archives how to enable correctly ... 


There where a few reports that one would need at least 24/32 bit colors 
to get it working (although it used to work with 16 bits in previous 
versions).


When browsing Mark Harris' web page I got the impression that he simulates the 
airflow. He seems to have upwinds at mountain slopes.
When you look into that video he has on this page, you can even inject wind 
speed with the mouse into the scenery. This shows up in the clouds movement.
... one could then propably integrate the down wash of an aircraft into the 
clouds. When looking into that video, I get the impression that one could 
probably get very realistic contrails for free.

From that, I believe that Harris' code is only horribly integrated.
I did never look into the code to see if this would be easy to do.


I don't think that part of the code was ever added to FlightGear, just 
the cloud rendering. The new code does have some early implementation 
for clouds changing over time. Since this one is better integrated it 
might be better to modify the new code to support it.



May be you could tag the cvs before you remove.


Since there is no rush I'll leave it in for a few more days.

Erik

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Re: [Flightgear-devel] Re: old 3d clouds code

2005-06-15 Thread Erik Hofman

Mathias Fröhlich wrote:

I think I first need to dig in the archives how to enable correctly ... 


Oh, one more thing, the code is disabled by default now. Use the 
rendering dialog to enable it again.


Erik

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RE: [Flightgear-devel] Re: old 3d clouds code

2005-06-15 Thread Vivian Meazza
Mathias Fröhlich wrote

 
 On Dienstag 14 Juni 2005 10:16, Erik Hofman wrote:
 
 When browsing Mark Harris' web page I got the impression that he simulates
 the
 airflow.

This one?

http://www.markmark.net/clouds/

I can't find any reference in the site or the papers there to simulating
airflow. It just renders clouds.

 He seems to have upwinds at mountain slopes.
 When you look into that video he has on this page, you can even inject
 wind
 speed with the mouse into the scenery. This shows up in the clouds
 movement.

I can't do that - do I have the wrong website?

 ... one could then propably integrate the down wash of an aircraft into
 the
 clouds. When looking into that video, I get the impression that one could
 probably get very realistic contrails for free.
 From that, I believe that Harris' code is only horribly integrated.
 I did never look into the code to see if this would be easy to do.

The particle method is good, and quick. We still need better smoke/contrails
- the hack using ballistic objects is not very good (my code - I can
criticize it). The problem is the way transparency is handled by plib, and I
can't see a way round it.

Still, no one else complains ...


V.



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Re: [Flightgear-devel] Re: old 3d clouds code

2005-06-15 Thread Curtis L. Olson

Erik Hofman wrote:



There where a few reports that one would need at least 24/32 bit 
colors to get it working (although it used to work with 16 bits in 
previous versions).



Doesn't work here in 16 bits ... I get some sort of invalid render 
context error message.  FlightGear runs, but no 3d clouds show up.



--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] Re: old 3d clouds code

2005-06-15 Thread Ampere K. Hardraade
On June 15, 2005 04:05 am, Erik Hofman wrote:
 There where a few reports that one would need at least 24/32 bit colors
 to get it working (although it used to work with 16 bits in previous
 versions).
It used to work with 16 bits.  After I upgraded from the latest CVS version, 
the 3D clouds don't work in 16 bits anymore.  When I switched to 24/32 bits, 
I get this error messages:

X Error of failed request:  GLXUnsupportedPrivateRequest
  Major opcode of failed request:  143 (GLX)
  Minor opcode of failed request:  16 (X_GLXVendorPrivate)
  Serial number of failed request:  41
  Current serial number in output stream:  42

=(
Ampere

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Re: [Flightgear-devel] Re: old 3d clouds code

2005-06-15 Thread Mathias Fröhlich

Hi,

On Donnerstag 16 Juni 2005 03:20, Ampere K. Hardraade wrote:
 On June 15, 2005 04:05 am, Erik Hofman wrote:
  There where a few reports that one would need at least 24/32 bit colors
  to get it working (although it used to work with 16 bits in previous
  versions).

 It used to work with 16 bits.  After I upgraded from the latest CVS
 version, the 3D clouds don't work in 16 bits anymore.  When I switched to
 24/32 bits, I get this error messages:

 X Error of failed request:  GLXUnsupportedPrivateRequest
   Major opcode of failed request:  143 (GLX)
   Minor opcode of failed request:  16 (X_GLXVendorPrivate)
   Serial number of failed request:  41
   Current serial number in output stream:  42
I tried with 24.
On a recent Mesa CVS r200 driver I get the same error message.
With the r200 driver from my distro it just crashes.

I have short circuted that with an unconditional false return in line 461 in 
RenderTexture.cpp.
The crash happens in the first call to glXCreateGLXPbufferSGIX a few lines 
later.

Greetings

 Mathias

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Re: [Flightgear-devel] Re: old 3d clouds code

2005-06-15 Thread Mathias Fröhlich

Hi,

On Mittwoch 15 Juni 2005 11:00, Vivian Meazza wrote:
  When browsing Mark Harris' web page I got the impression that he
  simulates the
  airflow.

 This one?

 http://www.markmark.net/clouds/

 I can't find any reference in the site or the papers there to simulating
 airflow. It just renders clouds.

http://www.markmark.net/cloudsim/index.html

Look into that. I believed that this was integrated somehow. That looks 
phantastic and does things like that.
Watch the video on the bottom of that page.

   Greetings

 Mathias

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Re: [Flightgear-devel] Re: old 3d clouds code

2005-06-14 Thread Mathias Fröhlich
On Montag 13 Juni 2005 11:03, Melchior FRANZ wrote:
 Probably a good idea. The old code is broken, unmaintained, and uses nasty
 binary cloud definition files, while the new code yields much better
 results (except when flying through clouds). The old code may be more
 advanced in some respect (and slower :-), but it'll remain in the Attic/
 anyway, so if someone wants to pick it up again, fix it, and make it better
 than the new clouds, go ahead ...
Hmm, while I am a bit late now.

I have not used the new code for some weeks. That is because of a crash in the 
OpenGL driver when called from the 'render in texture' initialization. So I 
cannot really tell how it looks like. Since nobody other complained I think 
it is a problem in this driver.
So the last thing I remembered was that flying through clouds was much better 
with the old code. The new clouds seem to be afraid from an aircraft. They 
just move out of the flight path. As a result you almost never fly through 
clouds.
Is this still the case?
And if so, could the new cloud code be changed to behave like the old one in 
this case?

If I understood right the Harris code really simulates the air. That means one 
could extract realistic upwinds and downwinds from that simulation.

It's a pity, but since I don't have the time to look into that I cannot vote 
for keeping that ...

   Greetings

  Mathias

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Re: [Flightgear-devel] Re: old 3d clouds code

2005-06-14 Thread Erik Hofman

Mathias Fröhlich wrote:

So the last thing I remembered was that flying through clouds was much better 
with the old code. The new clouds seem to be afraid from an aircraft. They 
just move out of the flight path. As a result you almost never fly through 
clouds.

Is this still the case?


Nope.

If I understood right the Harris code really simulates the air. That means one 
could extract realistic upwinds and downwinds from that simulation.


This has been added by David Culp, we just put a thundercloud and a 
ThunderStorm AIModel at the same location.


It's a pity, but since I don't have the time to look into that I cannot vote 
for keeping that ...


I think It's safe to say the new clouds code supersedes the old one.

Erik

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Re: [Flightgear-devel] Re: old 3d clouds code

2005-06-13 Thread Erik Hofman

Melchior FRANZ wrote:


Both the old 2D clouds (note the TWO) and the new 3D clouds consider METAR.
The old 3D clouds that Erik is talking about do AFAIK not. They are ugly and
broken, and aren't representative for anything. It sounds as if you are mixing
up 2D and 3D.


As far as I know the old 3d clouds do not use metar for anything. In 
fact it just shows the same cloudfield over and over again.


Erik

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Re: [Flightgear-devel] Re: old 3d clouds code

2005-06-13 Thread Gerard Robin
Le lundi 13 juin 2005  12:58 +0200, Melchior FRANZ a crit :
 * Gerard Robin -- Monday 13 June 2005 12:21:
  Le lundi 13 juin 2005  10:29 +0200, Erik Hofman a crit :
   How would you all feel about making the old Haris' 3d clouds code 
   obsolete by now?
 
  We must keep it, with Metar it is the most Representative of the real
  weather the new 3D clouds is beautiful only. 
 
 Both the old 2D clouds (note the TWO) and the new 3D clouds consider 
 METAR.
 The old 3D clouds that Erik is talking about do AFAIK not. They are ugly and
 broken, and aren't representative for anything. It sounds as if you are mixing
 up 2D and 3D.
 
 m.
 
 Oh sorry if you mean _bumped_ clouds it can be removed. We must be able
to choose between normal clouds and new 3D clouds, because, with Metar,
when i look at the windows (you probably can do it :-)  ), 
i worry, i see a  sky which is nearly the same than that i have on my
screen, 
and an other sky with new 3D clouds.
I do not contest that new 3D Clouds takes in account Metar, up to now,
it is not able to give the real picture. (that could be probably
improved).

You could understand that i must, now, be careful when i give my
opinion, since the _JSB_crash_handling_affair_ which makes for me crash
down many hours of work.( to keep it i must run with a permanent patched
fg). But i get off the main subject... OK!!

 
-- 
Gerard


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Re: [Flightgear-devel] Re: old 3d clouds code

2005-06-13 Thread Gerard Robin
Le lundi 13 juin 2005  13:05 +0200, Erik Hofman a crit :
 Melchior FRANZ wrote:
 
  Both the old 2D clouds (note the TWO) and the new 3D clouds consider 
  METAR.
  The old 3D clouds that Erik is talking about do AFAIK not. They are ugly and
  broken, and aren't representative for anything. It sounds as if you are 
  mixing
  up 2D and 3D.
 
 As far as I know the old 3d clouds do not use metar for anything. In 
 fact it just shows the same cloudfield over and over again.
 
 Erik
 
 OK i understand what you mean, i haver used it.

-- 
Gerard


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Re: [Flightgear-devel] Re: old 3d clouds code

2005-06-13 Thread Erik Hofman

Gerard Robin wrote:


 Oh sorry if you mean _bumped_ clouds it can be removed.


Eh, no. It's yet another one...

Erik

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