Re: [Flightgear-devel] animation problem (bo105 shadow)

2004-03-23 Thread Erik Hofman
Lee Elliott wrote:
I'm glad someone else mentioned this:)  I've noticed the same thing, and 
depending on which way you're looking, there are distinct 'ridges' or creases 
in the cloud layers, seemingly as a consequence of the reduced cloud layer 
radii.


Just for the record, the cloud radii hasn't been changed, just the fact 
that it fades out to the edges.

Erik

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Re: [Flightgear-devel] animation problem (bo105 shadow)

2004-03-22 Thread Mathias Fröhlich

Hi,

It lookes like a problem I had before...
I had the strange effect that every ac3d object which I want to animate in 
some way needs to have at least two surfaces. So a simple sqare flat polygon 
will not be animated. Triangulating it to have two surfaces works well.

On Montag, 22. März 2004 13:34, Melchior FRANZ wrote:
 I've added two shadows for the bo105 (after Jim beat me to it :-),
[...]
 http://mail.flightgear.org/mailman/listinfo/flightgear-devel

 Greetings

 Mathias

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Re: [Flightgear-devel] animation problem (bo105 shadow)

2004-03-22 Thread Frederic BOUVIER
Melchior FRANZ wrote:

 1. Problem: it *has* to be a box. SimGear refuses to translate a
 mere (2D) plane!

Do you tried splitting your quad into 2 triangles ?
 
 2. SimGear refuses to rotate the rotor shadow alone (A). The object
 remains fixed like the fuselage shadow. If I add the fuselage
 shadow, both are rotated! The rotor shadow is also rotated if I
 remove the fuselage shadow from steps B and C. 
 
 3. Where the rotor shadow overlays the fuselage shadow, the resulting
 color is darker than either shadow. The shadows add. I mentioned
 that problem a while ago, and as a solution it was suggested to
 swap the two objects in the *.ac file. This, however, doesn't work.

The resulting color is a percentage of the terrain color and a percentage 
of the shadow color, because I guess you are using alpha  1.
When you draw 2 objects, the second ( whatever it is ) use the already 
modified color as the terrain color, and you have something darker.
The only solution is to draw something that doesn't overlap.

 I don't understand what animation type alpha-test really does.
 The documentation is quite vague and lacks an explanation that can
 be understood by idiots like me. (The effect is to avoid depth
 buffer writing of pixel that are not seen because they are transparent.
 ?? why would I want to do that in some cases, but not in others.
 How does the problem look like, and how does it look when it's fixed.
 What does the value do? The textures do already have an alpha
 factor!?)

Imagine you are drawing a tree with a quad with a texture of the tree.
The pixel outside the shape of the tree are transparent. But because 
you are also writing to the depth buffer, because you don't want the 
object behind clear your tree, the transparent area is also written 
and objects behind this transparent area are discarded althougt they 
should appear.

When you enable alpha test, transparent pixels are not drawn in the 
depth buffer, so objects in the background are not obscured by 
transparency, and you don't have to worry about drawing order, 
although generally result are better if the order is back to front.

The effect can be seen in the suspension chains or the structures of 
the bridges. Without alpha test, you won't be able to see ground 
light through structures, and on bridge would disappear behind 
another.

It is also applied to cloud layers, with an artefact though : when 
there are few clouds in a valley and you are below, you can see 
the sky through mountains. I experienced that flying in the 
Mont Blanc area recently.

-Fred


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Re: [Flightgear-devel] animation problem (bo105 shadow)

2004-03-22 Thread Jim Wilson
Melchior FRANZ said:

 I've added two shadows for the bo105 (after Jim beat me to it :-),
 but I can't animate them correctly. The situation is so strange that
 it must be a bug in fgfs.
 
 I've got objects shadow_fuselage and shadow_rotor. Both are very
 flat, textured boxes. The strategy is:
 
 A. rotate the rotor shadow
 B. scale both shadows according to pitch/roll
 C. translate both shadows down to -AGL height
 
 
 1. Problem: it *has* to be a box. SimGear refuses to translate a
mere (2D) plane!

It probably has to be more than one surface.  Thanks to the @#$%^ optimizer in
plib.  All you need to do is cut it in half.

 2. SimGear refuses to rotate the rotor shadow alone (A). The object
remains fixed like the fuselage shadow. If I add the fuselage
shadow, both are rotated! The rotor shadow is also rotated if I
remove the fuselage shadow from steps B and C. 

Be careful about listing more than one object in a single animation entry. 
It'll merge previously listed animations.
 
 3. Where the rotor shadow overlays the fuselage shadow, the resulting
color is darker than either shadow. The shadows add. I mentioned
that problem a while ago, and as a solution it was suggested to
swap the two objects in the *.ac file. This, however, doesn't work.

That's right it doesn't.  I'm not sure that there is a solution for this 
issue in the ac3d format.
 
I don't understand what animation type alpha-test really does.
The documentation is quite vague and lacks an explanation that can
be understood by idiots like me. (The effect is to avoid depth
buffer writing of pixel that are not seen because they are transparent.
?? why would I want to do that in some cases, but not in others.
How does the problem look like, and how does it look when it's fixed.
What does the value do? The textures do already have an alpha
factor!?)

This I'm not sure of,  but it might have something to do with not processing
fully transparent objects.  Transparency could vary depending on the
alpha-blend settings and if the transparency is full this might be a way of
just deselecting the object at the application level.  Based on my
recollection of discussion on the list last week,  that's probably what you
are looking at.

Best,

Jim


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Re: [Flightgear-devel] animation problem (bo105 shadow)

2004-03-22 Thread Jim Wilson
Frederic BOUVIER said:

 
 Imagine you are drawing a tree with a quad with a texture of the tree.
 The pixel outside the shape of the tree are transparent. But because 
 you are also writing to the depth buffer, because you don't want the 
 object behind clear your tree, the transparent area is also written 
 and objects behind this transparent area are discarded althougt they 
 should appear.
 
 When you enable alpha test, transparent pixels are not drawn in the 
 depth buffer, so objects in the background are not obscured by 
 transparency, and you don't have to worry about drawing order, 
 although generally result are better if the order is back to front.

Ah ok.  I guessed wrong on that one :-)
 
 The effect can be seen in the suspension chains or the structures of 
 the bridges. Without alpha test, you won't be able to see ground 
 light through structures, and on bridge would disappear behind 
 another.
 
 It is also applied to cloud layers, with an artefact though : when 
 there are few clouds in a valley and you are below, you can see 
 the sky through mountains. I experienced that flying in the 
 Mont Blanc area recently.

Could we just dynamically reorder the rendering of the layers based on
location of the viewer rather than using the alpha-test?  This problem
actually shows up at KSFO most days with metar turned on.

Best,

Jim


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RE: [Flightgear-devel] animation problem (bo105 shadow)

2004-03-22 Thread Vivian Meazza


 Melchior FRANZ
 
 I've added two shadows for the bo105 (after Jim beat me to it 
 :-), but I can't animate them correctly. The situation is so 
 strange that it must be a bug in fgfs.
 
 I've got objects shadow_fuselage and shadow_rotor. Both 
 are very flat, textured boxes. The strategy is:
 
 A. rotate the rotor shadow
 B. scale both shadows according to pitch/roll
 C. translate both shadows down to -AGL height
 
 
 1. Problem: it *has* to be a box. SimGear refuses to translate a
mere (2D) plane!
 
 2. SimGear refuses to rotate the rotor shadow alone (A). The object
remains fixed like the fuselage shadow. If I add the fuselage
shadow, both are rotated! The rotor shadow is also rotated if I
remove the fuselage shadow from steps B and C. 
 
 3. Where the rotor shadow overlays the fuselage shadow, the resulting
color is darker than either shadow. The shadows add. I mentioned
that problem a while ago, and as a solution it was suggested to
swap the two objects in the *.ac file. This, however, doesn't work.
 
I don't understand what animation type alpha-test really does.
The documentation is quite vague and lacks an explanation that can
be understood by idiots like me. (The effect is to avoid depth
buffer writing of pixel that are not seen because they are 
 transparent.
?? why would I want to do that in some cases, but not in others.
How does the problem look like, and how does it look when 
 it's fixed.
What does the value do? The textures do already have an alpha
factor!?)
 
 I'd like the bo105 shadow to go into 0.9.4 (and Erik does, too :-).
 
 m.
 
 
 
 
 Here is the code that IMHO should work, but doesn't:
 
 animation
 typerotate/type
 object-nameshadow_rotor/object-name
 propertyrotors/main[0]/blade1_pos/property
 axis
 x0/x
 y0/y
 z1/z
 /axis
 /animation
 
 animation
 typerotate/type
 object-nameshadow_fuselage/object-name
 object-nameshadow_rotor/object-name
 propertyorientation/pitch-deg/property
 axis
 x0/x
 y-1/y
 z0/z
 /axis
 /animation
 
 animation
 typerotate/type
 object-nameshadow_fuselage/object-name
 object-nameshadow_rotor/object-name
 propertyorientation/roll-deg/property
 axis
 x1/x
 y0/y
 z0/z
 /axis
 /animation
 
 animation
 typetranslate/type
 object-nameshadow_fuselage/object-name
 object-nameshadow_rotor/object-name
 propertyposition/altitude-agl-ft/property
 factor0.2/factor
 axis
 x0/x
 y0/y
 z-1/z
 /axis
 /animation
 
 

Perhaps not so much a bug, more just the way it is :-). I suggest you try
the following:

A. Does propertyrotors/main[0]/blade1_pos/property contain a valid value
that will cause a rotation?

B. Once an animation has tied 2 objects together, it seems not to
subsequently separate them - try your rotations separately.

C. Is a box necessary? - in 0.9.3 (don't know about CVS) more than one
surface seems to do the trick.

Regards

Vivian M.



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Re: [Flightgear-devel] animation problem (bo105 shadow)

2004-03-22 Thread Frederic BOUVIER
Jim Wilson wrote:

  It is also applied to cloud layers, with an artefact though : when 
  there are few clouds in a valley and you are below, you can see 
  the sky through mountains. I experienced that flying in the 
  Mont Blanc area recently.
 
 Could we just dynamically reorder the rendering of the layers based on
 location of the viewer rather than using the alpha-test? This problem
 actually shows up at KSFO most days with metar turned on.

I noticed that at KSFO too. The problem with clouds is rather tough. 
Without alpha-test, we wouldn't see anything above clouds from below.
The bottom of clouds ( the side of the quad pointing downward ) is 
drawn before the scene and the upper side after so we can see clouds 
through bridges or trees. This was needed before alpha test was used 
in models ( although I think alpha-test is not used yet for trees ). We can 
try to come back to the previous situation where all sides of clouds are 
drawn after the scene and rely on alpha test. There will be an ugly,
not blended border around transparent patterns but It could be 
acceptable if it only show up at close distance.

We can also begin to think about a multi pass method that would :
 1. draw the clouds above the viewer without depth update,
 2. draw the scene,
 3 .redraw the clouds above with depth test

With an impact on framerate due to double writing and problem like 
the one Melchior is experiencing with overlapping semi transparent 
objects. Haven't thought about it much of that.

-Fred


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Re: [Flightgear-devel] animation problem (bo105 shadow)

2004-03-22 Thread Curtis L. Olson
Fred,

There is a different problem with the clouds; we need to be careful not 
to get distracted with a side issue here.

In the case of the clouds, the primary problem is that the shape of the 
cloud bowl is much more curved than the shape of the earth.  This means 
the elevation above ground of the clouds at some distance away is much 
lower than the elevation of the clouds at the view point.

This doesn't show up much in flat areas, but you can *really* see it in 
mountainous areas.  The cloud bowl is centered around the view point, 
so as you fly, watch the clouds that appear in front of mountains, as 
you get closer they will raise up and the intersection point will change.

This is a primarily a problem with the shape of the cloud bowl, and not 
a problem with transparency or draw order or alpha test or anything like 
that.

Ideally, the curvature of the cloud bowl should closely match the 
curvature of the surface of the earth which is *nearly* flat within 
visible distances.  I would propose that a flat plane would more 
accurately match reality that our super hyper exagerated cloud bowl does 
now.

The person who added the clould bowl was trying to make the clouds fade 
at the horizon, but I'm not sure this is the best way to go about it.

Regards,

Curt.

Frederic BOUVIER wrote:

I noticed that at KSFO too. The problem with clouds is rather tough. 
Without alpha-test, we wouldn't see anything above clouds from below.
The bottom of clouds ( the side of the quad pointing downward ) is 
drawn before the scene and the upper side after so we can see clouds 
through bridges or trees. This was needed before alpha test was used 
in models ( although I think alpha-test is not used yet for trees ). We can 
try to come back to the previous situation where all sides of clouds are 
drawn after the scene and rely on alpha test. There will be an ugly,
not blended border around transparent patterns but It could be 
acceptable if it only show up at close distance.

We can also begin to think about a multi pass method that would :
1. draw the clouds above the viewer without depth update,
2. draw the scene,
3 .redraw the clouds above with depth test
With an impact on framerate due to double writing and problem like 
the one Melchior is experiencing with overlapping semi transparent 
objects. Haven't thought about it much of that.

-Fred

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Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.flightgear.org/~curt  http://www.flightgear.org


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Re: [Flightgear-devel] animation problem (bo105 shadow)

2004-03-22 Thread Lee Elliott
I'm glad someone else mentioned this:)  I've noticed the same thing, and 
depending on which way you're looking, there are distinct 'ridges' or creases 
in the cloud layers, seemingly as a consequence of the reduced cloud layer 
radii.

It wasn't always this way, so I deduced that it had been done deliberately, 
some good reason.

LeeE

On Monday 22 March 2004 15:12, Curtis L. Olson wrote:
 Fred,

 There is a different problem with the clouds; we need to be careful not
 to get distracted with a side issue here.

 In the case of the clouds, the primary problem is that the shape of the
 cloud bowl is much more curved than the shape of the earth.  This means
 the elevation above ground of the clouds at some distance away is much
 lower than the elevation of the clouds at the view point.

 This doesn't show up much in flat areas, but you can *really* see it in
 mountainous areas.  The cloud bowl is centered around the view point,
 so as you fly, watch the clouds that appear in front of mountains, as
 you get closer they will raise up and the intersection point will change.

 This is a primarily a problem with the shape of the cloud bowl, and not
 a problem with transparency or draw order or alpha test or anything like
 that.

 Ideally, the curvature of the cloud bowl should closely match the
 curvature of the surface of the earth which is *nearly* flat within
 visible distances.  I would propose that a flat plane would more
 accurately match reality that our super hyper exagerated cloud bowl does
 now.

 The person who added the clould bowl was trying to make the clouds fade
 at the horizon, but I'm not sure this is the best way to go about it.

 Regards,

 Curt.

 Frederic BOUVIER wrote:
 I noticed that at KSFO too. The problem with clouds is rather tough.
 Without alpha-test, we wouldn't see anything above clouds from below.
 The bottom of clouds ( the side of the quad pointing downward ) is
 drawn before the scene and the upper side after so we can see clouds
 through bridges or trees. This was needed before alpha test was used
 in models ( although I think alpha-test is not used yet for trees ). We
  can try to come back to the previous situation where all sides of clouds
  are drawn after the scene and rely on alpha test. There will be an ugly,
  not blended border around transparent patterns but It could be
 acceptable if it only show up at close distance.
 
 We can also begin to think about a multi pass method that would :
  1. draw the clouds above the viewer without depth update,
  2. draw the scene,
  3 .redraw the clouds above with depth test
 
 With an impact on framerate due to double writing and problem like
 the one Melchior is experiencing with overlapping semi transparent
 objects. Haven't thought about it much of that.
 
 -Fred
 
 
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