Re: [Flightgear-devel] upper atmosphere ambient changes

2009-04-06 Thread Vivian Meazza
S Andreason wrote

 
 Erik Hofman wrote:
  Why wait for a NASA Shuttle? There already exist several models to see
  the /interesting/ effects at altitude, some which have changed with the
  new ambient values.
 
 
  For good or for bad?
  (and if for bad what exactly, or as precise as possible).
 
 
 Bad, of course.
 Oh yes, I can be precise.
 :D
 I made a web page of thumbnail screenshots (enlargable), along with
 narrative at
 http://seahorseCorral.org/fgfs-bug-report.html

The thunmbnail inks don't work here.
 
 To summarize:
 I previously reported the white-out bug on IRC on 2008.Dec.16 saying,
 /I was flying at 39,000 asl and the white-out bug returned. This is
 lower altitude than last seen. I discovered the threshold was changing
 with sun-angle, so mapped the threshold. It occurs down to 36,400 when
 sun-angle is 1.56/
 
 A combination of sun-angle and altitude defines the threshold for where
 this occurs. As the sun-angle decreases, or the sun gets higher in the
 sky, the altitude at which this occurs gets higher.
 Also, at lower altitudes, the problem seems to occur when the sun is on
 the horizon, perhaps the specular effects at sunrise are the problem?
 Because continuing into night from day, the white-out disappears at
 sun-angle 1.65
 
 It also becomes apparant, this white-out causes material-only surfaces
 to turn completely white, while textured surfaces lose their ambient and
 diffuse values, and then look like the plain texture-image file.
 
  One problem with higher altitudes is that it's not as easy to model as
  lower altitude coloring.
 
 
 I don't think the atmosphere darkening to black is bad at all. In fact,
 except for the lack of Earth along the true horizon, it looks quite nice.
 

This is very interesting. Do the new ambient adjustments as of yesterday
give the same results?

Vivian



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Re: [Flightgear-devel] *** SPAM *** Re: upper atmosphere ambient changes

2009-04-06 Thread Erik Hofman


Vivian Meazza wrote:
 S Andreason wrote
 
 Erik Hofman wrote:
 Why wait for a NASA Shuttle? There already exist several models to see
 the /interesting/ effects at altitude, some which have changed with the
 new ambient values.

 For good or for bad?
 (and if for bad what exactly, or as precise as possible).


 Bad, of course.

Darn :)

 Oh yes, I can be precise.
 :D
 I made a web page of thumbnail screenshots (enlargable), along with
 narrative at
 http://seahorseCorral.org/fgfs-bug-report.html

Ah I see, this turns out to be a bug.
All color components of specular and diffuse change to NaN's at some 
point. I'll look into it.

Erik

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Re: [Flightgear-devel] Second Class Properties (was: Re: RFC: graphics effects files)

2009-04-06 Thread LeeE
It's not because of the 'misconception' about having to 
amend/convert existing stuff to use the new data types that I think 
introducing these new datatypes is a bad idea.

It is because:

1. It introduces the scope for errors where currently no scope 
exists because the identification of each value is only implicit 
and derived from the ordering of the data within the type.  This 
means it will therefore become possible to specify the data in the 
incorrect order, whereas with explicitly identified data items this 
cannot happen.  Thus a new scope for errors is introduced where 
there was none.

2. As Ron mentioned, the property tree currently presents data in a 
consistent and atomic way but introducing these compound datatypes 
would break that.  I can't go along with your assertion that 
strings are really just arrays of characters; the data is the 
string, not the characters that make up the string.  You could as 
easily argue that Int's were arrays of digits and floats/doubles 
were linked pairs of arrays of digits and then, for example, start 
specifying a series switch states as '10011010' instead of 
identifying each one explicitly.  Then see point 1. above again.

3. The new compound datatypes are just about how data is represented 
in the property tree and I can't see how they would make something 
possible that would otherwise be impossible without them.  As such, 
they just seem like duplication to me.

4. If the new datatypes were to be accepted, and given that they are 
just another way of representing data, is it intended to prevent 
people from using them in other areas, such as within model 
animation files?  Will it be possible to use either representation 
anywhere and if so, how do we choose which representation to use 
where?  What will happen if someone tries to use the wrong 
representation in the wrong place?  Doesn't point 1. above also 
apply again?

No, the issue I have with the new datatypes is not that it would be 
a lot of work to change existing stuff.  It is because it seems 
like bad design; it doesn't seem to be required to enable an 
otherwise impossible feature but at the same time introduces the 
scope for new errors whilst breaking the consistency of the current 
data atomicity.

LeeE


On Sunday 05 April 2009, Curtis Olson wrote:
 I agree that the property system is for generic data ... so
 adding color_vectors or position_vectors is really out of the
 scope of what it should be intended for.  This is too specific
 and I agree that it creates a mess and there's then no good place
 to draw the line when the next person comes along and wants to
 add some other specific aggregate structure.

 However, if the proposal is to add support for storing generic
 float (or double, or int) arrays in the property system, then I
 think that could be supported.  Again we already support
 character arrays (although as has been pointed out, without an
 interface to be able to access individual elements of the array.)

 Two misconceptions I am hearing, and maybe Tim can respond to
 these:

 1. Adding float arrays to the property system for the purpose of
 representing colors and vectors will require all modelers to
 convert all their existing models, structures, and code to the
 new system.  There seems to be a lot of push back from modelers
 based on this fear, and I wonder if this is going to be the case?
  If so, then they have a point.  Is this a misconception of Tim's
 proposal or not?

 2. Adding float/double arrays to the property system will also
 require adding a myriad of operations on those arrays ... do we
 need to now implement a full suite of vector and matrix math
 operations inside the property system.

 I just want to keep the discussion clear and make sure that we
 are all on the same page with what we are talking about here.  I
 sense that a large amount of negative imagination is creeping
 into the discussion, so let's clarify if these fears are founded
 or not?

 Regards,

 Curt.

 On Sun, Apr 5, 2009 at 9:19 AM, wrote:
   Except for a few inconsistencies in xml style that already
   have been mentioned I think it's worth adding it then.
 
  Maybe I am misunderstanding this issue, but I have been
  involved in using FlightGear at work for a number of simulation
  related projects during the last couple of years, and to me
  some things are still unclear:
 
  Personally, my understanding of the property tree is that of an
  IPC enabling mechanism, that ties together all FlightGear
  subsystems and often also many non-FlightGear related
  tools/software even outside its own address space.
 
  So from my point of view, it is seems important to keep in mind
  that the property tree is not only about global variable
  storage but that it's also FlightGear's one and only
  standardized IPC mechanism, all subsystems and many FlightGear
  related tools that work outside the fgfs process space
  communicate with each other using the property tree and its
  natively 

Re: [Flightgear-devel] Scene ambient and specularcolor changes

2009-04-06 Thread S Andreason
Vivian Meazza wrote:
 I think it's as right as we are going to get it, given all the unknowns
 about the objects and the scattering particles in the environment at any
 time or place.

   


One more thing, the trees are still very dark, especially noticeable in 
daylight and sunny skies.

looking at Models/Trees/deciduous-tree.ac for example,
MATERIAL NoName rgb 1 1 0.8  amb 1 1 0.8  emis 0 0 0  spec 0 0 0 shi
2  trans 0

Is the specularity supposed to be zero? I don't think so.
All the trees need spec to be set to the rgb or amb color at least.

However, after making these changs, I see no difference. So I tried 
setting the emissions to get glow-in-the-dark trees.
Nothing.

Is there something causing these values to be ignored?

Stewart




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Re: [Flightgear-devel] Scene ambient and specularcolor changes

2009-04-06 Thread Curtis Olson
On Mon, Apr 6, 2009 at 11:13 AM, S Andreason wrote:

 One more thing, the trees are still very dark, especially noticeable in
 daylight and sunny skies.

 looking at Models/Trees/deciduous-tree.ac for example,
 MATERIAL NoName rgb 1 1 0.8  amb 1 1 0.8  emis 0 0 0  spec 0 0 0 shi
 2  trans 0

 Is the specularity supposed to be zero? I don't think so.
 All the trees need spec to be set to the rgb or amb color at least.

 However, after making these changs, I see no difference. So I tried
 setting the emissions to get glow-in-the-dark trees.
 Nothing.

 Is there something causing these values to be ignored?


I believe trees are drawn with a shader so perhaps the shader itself needs
to be modified to adjust the tree material properties?

Curt.
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Re: [Flightgear-devel] upper atmosphere ambient changes

2009-04-06 Thread S Andreason
Vivian Meazza wrote:
 The thunmbnail inks don't work here.
   

Oops.

Fixed.


 This is very interesting. Do the new ambient adjustments as of yesterday
 give the same results?
   

This is as of CVS on 2009.Apr.05
and today's checkout has no changes to source.

Stewart

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Re: [Flightgear-devel] Scene ambient and specularcolor changes

2009-04-06 Thread Vivian Meazza
S Andreason wrote

 
 Vivian Meazza wrote:
  I think it's as right as we are going to get it, given all the unknowns
  about the objects and the scattering particles in the environment at any
  time or place.
 
 
 
 
 One more thing, the trees are still very dark, especially noticeable in
 daylight and sunny skies.
 
 looking at Models/Trees/deciduous-tree.ac for example,
 MATERIAL NoName rgb 1 1 0.8  amb 1 1 0.8  emis 0 0 0  spec 0 0 0 shi
 2  trans 0
 
 Is the specularity supposed to be zero? I don't think so.
 All the trees need spec to be set to the rgb or amb color at least.
 
 However, after making these changs, I see no difference. So I tried
 setting the emissions to get glow-in-the-dark trees.
 Nothing.
 
 Is there something causing these values to be ignored?
 

The critical update is in data/Lighting, not source, AM 05/04/2009.

Vivian






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Re: [Flightgear-devel] upper atmosphere ambient changes

2009-04-06 Thread Erik Hofman

This should now be fixed in simgear/scene/sky/oursun.cxx

Erik

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Re: [Flightgear-devel] RFC: graphics effects files

2009-04-06 Thread Mathias Fröhlich

Hi,

Catching up with an already heated up discussion.

IMO:
Tim should go on and include arrays into the property system.
I even believe that aggregates and more sophisticated types will be something 
good to have.
But anyway. Tims change gets my vote.

Greetings
Mathias

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Re: [Flightgear-devel] RFC: graphics effects files

2009-04-06 Thread Tatsuhiro Nishioka
Hi,

I agree with those who are against the proposed new vector format even  
though I like Tim's basic idea that improves vector calculation  
performance.

As Melchior alrwady said, the new format has nothing to do with what  
Tim really wants (performance improvement). A node with 3 or 4 float  
numbers can be converted into a vector class internally in C++ code  
without the new vector format inside an XML tag.

Moreover, the new vector format doesn't improve the usability at all.  
a user-defined text format inside an XML tag is not recommended since  
it decreases the readability unless you give a comment, which is way  
not better than using tags. If we really need more concise format that  
improves usability, then we need to throw away our current xml files  
and make new files in our own new format, which I believe is nonsense.

The new format also needs a parser, property browser changes, and  
converter(s) that don't help us improve any usability or performance  
at runtime, I guess. If such new format gives us some usability or  
performance improvement, I can accept it even if some extra work is  
required, but this is not the case.

The JSBSim's table format, which I believe, also lacks the  
readability. It ,however, gives aircraft developers some usability  
like easier to copy and paste some table data from external tools like  
javaprop or excel. I know some helper script can create a well- 
formatted XML tags, but it could be true that many aircraft developers  
like simple copy-paste things while tweeking prop/engine things tons  
of times a day. Nevertheless to say, these tables don't need  
converters or browser changes since these are only read at launch  
time, and are not readable from the property browser or telnet. So  
comparing JSBSim table and the vector format doesn't seems  fair to me.

I hope many people understands what Melchior said on the property  
system. His going home thing didn't mean that he just wants to hide  
away unless his opinion is accepted, but he wanted to say the proposed  
vector format is that bad in terms of software architecture.

He might be sometimes brutal in his written words, but I really like  
his software architecture related comments. These are almost always  
right, at least to me. I don't say anything on his other comments  
though :-p

Tat

p.s.
I've moved and my network connection is limit only to iphone until at  
the end of this month.
Sorry for my vry slow response, especially to Mac users.

-
Tatsuhiro Nishioka

On 2009/04/06, at 5:33, Erik Hofman e...@ehofman.com wrote:

 Curtis Olson wrote:
 This isn't an argument for or against Tim's proposal in and of  
 itself,
 but it's at least interesting to observe other real world cases that
 are at least partially similar.  Has JSBSim run into any problems  
 with
 it's journey down this path?
 This has been one reason why I have been cautious about including it,
 this setup does tend to result more errors than laying it down is
 separate xml nodes. Also, the JSBSim configuration files are often
 generated by a script (aeromatic in this case) first and then altered.
 This minimizes human error.

 That said, it looks to me the best way to eliminate all concerns is to
 make sure that subsystems that are going to use array-properties use a
 detached property tree (not attached to the root tree as shown in the
 property manager). It looks to me that would be no problem for the
 shader subsystem since it (like JSBSim) only uses the property tree to
 read the configuration file. After it has been read there would  
 probable
 little or no need to adjust the individual properties using the  
 property
 manager, or to send them over the network, anyhow.

 Erik

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