Re: [Flightgear-devel] Random vegetation and Atmospheric light scattering (was Re: Shader menu structure)

2012-07-07 Thread Renk Thorsten

Hi Stuart,

 Question for Thorsten:  I've only integrated the
 terrain-haze.[vert|frag], not terrain-haze-detailed.[vert|frag]. How
 much additonal quality does that add, and is it appropriate for trees?

I'm in the middle of my holiday right now and will basically be mostly offline 
for another week - so I can't actually pull current GIT and test anything at 
the moment. 

The detailed version of the shader offers in addition the snow cover, the dust 
cover and the structured fog option (in addition some things are planned which 
only exist in my mind at the moment...). Snow is a bit of an open issue - both 
trees without snow sticking out of snow cover and snow-covered trees can occur, 
but in any case trees should never make use of the default snow texture. Trees 
can be dusty. For the structured fog, I don't think it makes any difference. My 
impression is that using the default shaders is just fine, the problems created 
when anyone runs the detailed version for the terrain and default version for 
trees are very minor, very low priority, need special attention and should be 
bumped way down the priority list.

In short, I think it's very reasonable how you've done it.

Cheers,

* Thorsten 
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Re: [Flightgear-devel] Shader menu structure

2012-07-07 Thread Renk Thorsten
 I get to see a seamless
 and plausible match between sky and terrain from ground level to low  
 Earth orbit, at all times of the day and under any weather condition.  
 Scenery and models are now rendered correctly with the sky at all locations 
 and
 all times.

 Really? Look at the trees- Does they blend correct here?
 http://www.hoerbird.net/Treeblend.jpg


Heiko, you really walked into this...  I wrote 'scenery and models', I did not 
write 'trees'. I explained earlier: 

quote myself:

 http://www.hoerbird.net/fgfs-screen-764.jpg illustrates that the random 
vegetation shader isn't converted - trees are fogged too weakly as compared 
with the rest of the scene. 

Which of these two statements did you find hard to understand?

 We have shaders. We decided once ago to haven them.
 And when a user is also able to have them, as his computer allows them  
 to have, he wants to have them all of course.

And what's the relevance of this? I want plenty of things... Someone with GLSL 
knowledge to explain things to me so that I can get rid of trial and error 
based development for starters. Someone who learned digital image processing to 
help me with cloud texture extraction. Someone who flies his own plane to take 
GPL compatible semi-ortho-images to create textures and to take aerial images 
of some rare cloud types. I want people to pick up some of the space 
capabilities of Flightgear, create orbiting AI model code and some more 
spacecraft so that we could fly to ISS. Do I get any of these things? No, I 
don't, and I'm guessing there is a reason every no.

I know pretty well what what users want - you can get a good impression here 
for instance: http://www.flightgear.org/forums/viewtopic.php?f=68t=16800

Everything should be as realistic as possible, but under no circumstances 
should it lead to a loss of framerate, and every idea needs to be implemented 
yesterday. So, yes, users may want to use all shaders at the same time, but as 
I (and Emilian) have said a few times by now, it is not simple to do and takes 
development time, and time is a rare commodity. So people may wish for it all 
they want, but that doesn't give me the time to do it, and as long as my time 
is the limiting factor, it gets done when I have time, end of story. You can 
pick it up and do it if you want it done faster. Besides, I'll take a 50 Euro 
bet that once all shaders are working together, we get frequent complaints that 
the framerates are very low from users which max out all quality sliders. So 
then the users simply want different things. Anyone wants to take that bet?

 The user doesn't want to check everytime which of the shaders is  
 compatible with others. That's one BIG secret behind the success of some  
 flightsimulators and even a requirement there. If a shader can be  
 deselected, than just for perfomance reasons, but not due to being not  
 compatible with other shaders.

Well, he doesn't have to check anything - incompatible shaders are de-selected 
automatically.

In essence, your suggestion is to 'dumb down' flightgear and not to offer any 
features which are not completely integrated with everything else because the 
user may not be willing to accept that not everything works with everything 
else. Sounds like a bad idea to me. We are not a commercial enterprise, and we 
play by different rules. Trying to adopt commercial development strategies will 
only make us fail.

 And that's exactly the problem here. We had no consistently way in  
 developing and adding shaders.

I beg to differ - you are not in shader development. I am, and I have talked on 
and off-list with Emilian, Fred and Vivian who also are (sometimes a lot), and 
I would say that we have a pretty clear picture of what the issues are and a 
general agreement what the development goals are (we also have some 
disagreements over details how to solve particular problems). Nobody disputes 
that eventually aircraft shaders should work with Rembrandt and atmospheric 
scattering.  

 1.)Zan's shader was known that it gave artifacts on the horizon. But it  
 wasn't plain wrong. 

Show me the screenshot from 2.6 with visibility set to 3000 m, skydome shader 
on and repeat your claim  (I'll also take the sunrise picture from cruise 
altitude).

 It was  included in the hope that this issue can be solved.
 Now you introduced a shader which doesn't have problems with the  
 horizon, but other shaders doesn't work.

If you don't like the solution, then show me a better one. Anyone who 
understands shader development agrees on how to solve the horizon problem. 
There is no known solution which does not require to re-write all other shaders 
to some degree, which means that other shaders don't work till this is done.

 It is not really an improvement- unless you just look at the horizon and  
 nothing else.

Common sentiment seems to be that atmospheric scattering does quite spectacular 
things, but I take note of your different opinion. Personally, I 

Re: [Flightgear-devel] Shader menu structure

2012-07-07 Thread Heiko Schulz

Thorsten,

What I really, really hate in FlightGear's last years developement, is how the 
ego of some people involved (yes, I think that's include me as well) seems to 
make things and discussions more and more difficult. And this discussion shows 
it again. 

But maybe it is only the translation from german to english and from english to 
german we both have to do make things here difficult.

But well, the whole discussion was more or less my fault- I have been warned 
off-list that I will open a can of worms with my posting*sigh*

Again: I criticed NOT YOU as person, simply the way what happend with the 
shaders, and especially the atmospheric shader. As you was the main developer 
behind the atmospheric shader, you was being adressed. 

So no reason the get polemic or arrogant:

I wrote 'scenery and models', I did not write 'trees'.
...
 Which of these two statements did you find hard to understand?


However, I simply I had the feeling that I somewhere read that there has been a 
more simple way proposed to have your shader working together along with the 
other shaders. 

Don't worry - I really, really understand, that you have a different view on 
it, and my proposal to get a middle thing isn't a good solution. That's why I 
asked, and that's why I got clear and understandable answers here- 
unfortunately just not from you. 

You have to know that beeing involved myself since 2006, (more than as a simple 
stupid user) I think I'm allowed to say what I think what is mabye not right. 
That doesn't mean of course I'm right at the end. That doesn't mean that really 
everyone thinks so. But different to a closed project, in FGFS different views, 
even from outside, are sometimes wished and accepted.

But something like that...:

 And what's the relevance of this? I want plenty of things... Someone
 with GLSL knowledge to explain things to me so that I can get rid of
 trial and error based development for starters. Someone who learned
 digital image processing to help me with cloud texture extraction.
 Someone who flies his own plane to take GPL compatible semi-ortho-images  to 
 create textures and to take aerial images of some rare cloud types. I  want 
 people to pick up some of the space capabilities of Flightgear,
 create orbiting AI model code and some more spacecraft so that we could  fly 
 to ISS. Do I get any of these things? No, I don't, and I'm guessing  there 
 is a reason every no.

... could have written in one short sentence:
 
Sorry, some things goes behind my knowledge, that's why it isn't there. If 
anyone interested to help, you are welcome! or anything like that.

or

There is currently no technical way in the moment to do so.

Accetable by everyone, even by me ;-). But flooding with texts, especially in a 
manner that others make looks like a dumbhead makes you look like being 
ignorant and shows some strange attitude to some. And at the end we wonder we 
have it again, that people come up and say Uh, there is now way to 
contribute; there are all feeling like elites..;  the don't listen to 
users; ... etc, etc.

I hope you understand, then at least that's exactly the feeling I got here with 
your replies, and I hope that wasn't that what you wanted. 

 Everything should be as realistic as possible, but under no circumstances
 should it lead to a loss of framerate, ...

Sorry,  that's the goal of every flight simulator: realistic as possible, 
perfomance friendly as possible. Only knowledge and hardware is the limit here, 
and this limit is pushed further every year.


 In essence, your suggestion is to 'dumb down' flightgear and not to 
 offer any features which are not completely integrated with everything
 else because the user may not be willing to accept that not everything
 works with everything else. Sounds like a bad idea to me. We are not a
 commercial enterprise, and we play by different rules. Trying to adopt
 commercial development strategies will only make us fail.


Again: my whole statements was from users point of view.  FlightGear was based 
on the idea to be an alternative to MSFS for many reasons. 
Since then,  up to this day we are being measured with MSFS and other flight 
simulations, commercial or free. 

The good thing is, and there I agree, that we aren't bound on earning money, so 
we can make things without the risque beeing not that successful with. That 
makes us indeed strong! 
But that doesn't mean that we should forget users- Because the users from today 
are the developers from tomorrow and NO, in this context I don't mean problems 
with framerates here. Users and heir contributions are our gain, not money. 

But you also wouldn't have made such a statement if you wouldn't have forget 
that FGFS is used in some research and even commercial projects, and that's 
even one goal of our project.
I hope you are aware that under Users are not only meant pimpled teenagers 
with a bag of crisps sitting in front of their computers.

While our big 

Re: [Flightgear-devel] Default materials.xml file (was Re: Hawaii regional textures merge request)

2012-07-07 Thread Stuart Buchanan
On Tue, Jul 3, 2012 at 11:25 AM, Stuart Buchanan wrote:
 On Sat, Jun 9, 2012 at 8:27 PM, Stuart Buchanan wrote:
 I wonder whether we should set the regions/materials.xml as the
 default in preferences.xml?  They represent a significant improvement
 to texturing in the regions that are defined.

 Hi All,

 I don't think I saw any response to this either for or against.

 I realize it's a bit late, but I'd still like to do this for the 2.8.0
 release.  Any
 objections?

As you may have noticed (if you fly in Europe or Hawaii!), I've
changed the default in preferences.xml

 After the release I may also see if we can have the materials.xml file
 selectable from a dialog and re-loadable from in-sim.

FYI, I already have this working and will commit it after the release.

This should make creating new regional material definitions much easier,
as you'll be able to edit the materials.xml file and simply reload it rather
than having to restart FG.

I'm also working on some regional improvements for the Caribbean,
which I'll also commit after the release.

-Stuart

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[Flightgear-devel] autosave question

2012-07-07 Thread D-NXKT
Hello,

I have a problem with autosave when using the same property in a variant/livery 
file and with the aircraft-data-mechanism. 

Let's assume that in the livery.xml-File the properties A=3 and B=5 are set. 
During flight I manipulate property B to B=10. Property B is autosaved with the 
aircraft-data-mechanism in myaircraft-set.xml. After restart I get B=5 
instead of B=10. I found out that in the aircraft-autosave-file  
~/.fgfs/aircraft-data/myaircraft.xml property B AND the variant name are 
stored. I assume that at restart first the aircraft-data properties are read 
(B=10) and subsequent the variant name, which overwrites B with the value in 
the variant.xml-File.

Question 1:
Is there a possibility to define the order properties are read from the 
autosave-file at restart? I think in my case first read the variant name and 
then the properties would do the job.

Question2:
Alternatively I could live without storing the variant name in the 
autosave-file. Unfortunately I'm not able to do this with the 
archive/userarchive-method ( I set the following in all my variant-files:
sim
  model
   livery
    name type=string archive=nDefault/name
   /livery
   myaircraft
 name type=string archive=nDefault/name
).
What's wrong with this? Do I have to do something else?

Question 3:
Maybe there is an other solution to my problem?

Thanks in advance!

Best regards
D-NXKT

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