Re: [Flightgear-devel] Ideas for terrain shader structure in 3.0

2012-08-01 Thread Renk Thorsten

 I'm very keen on the placement maps myself, but they are fundamentally
 incompatible with the crop shader, as the placement information is
 required well above the shader layer.

I like the idea of the placement masks, and one could use them to do LOD by 
passing the mask itself to the shader and using the color channels to do hires 
texture overlay and/or height mapping for the various functional regions, but 
there is just no way I can see to keep any pre-defined placement map structure 
free of the tiling problem - which is a problem for larger agricultural areas, 
the field patterns are quite distinct and their repetition is pronounced.

I don't have a good answer.

 Let me know what it is you think we need.

The terrain ubershader (terrain-haze-detailed.frag) ported to non-atmospheric 
scattering (should be easy, as the noise, texel mixing blocks and heightmap 
blocks are quite separate from the fog computations), corresponding effect file 
upgrades, and extra overlay and hires textures declared in the materials.xml 
files where needed would make the framework accessible to default rendering and 
your dds materials file. I don't know what is needed to launch it in Rembrandt.

If anyone wants to have a look how the whole thing is structured, I rebased 
everything against today's GIT pull and pushed the branch to my repository

git://gitorious.org/~trenk/fg/fgdata-advanced_weather-lightfields.git

(the branch is 'terrain-haze', use Materials/regional/materials.xml in order to 
see the effects).

I can't merge this in yet as I still have textures with unclear license in - I 
need to replace those by GPL compatible ones, at which point I will update the 
official Materials/regions/materials.xml definitions. So if anyone is good in 
texturing, I know how the textures should look like already - please get in 
touch. Otherwise I will try to come up with something myself.

* Thorsten
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Re: [Flightgear-devel] [Flightgear-commitlogs] TerraGear / Custom Scenery branch, gdalchop,

2012-08-01 Thread Martin Spott
Flightgear-commitlogs wrote:
 The branch, gdalchop has been created
at  40695c40585943b13e3c1005648e1da4dc490542 (commit)
 
 - Log -
 commit 40695c40585943b13e3c1005648e1da4dc490542
 Author: Ralf Gerlich
 Date:   Tue Dec 29 19:04:46 2009 +0100

Sorry for the old changelogs.  Apparently the history in the 'official'
terragear-cs repo on Gitorious was bent forcibly and therefore some
of the references didn't apply properly to the mirror on MapServer - at
least GIT automatically detects these 'excercises'  :-)

I looks like branch removals got lost as well, I'll try to fix these
later.

Cheers,
Martin.
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[Flightgear-devel] FG 2.8.0 Concorde - engines intakes animation problem

2012-08-01 Thread Andrea V.
I'm playing with FG 2.8.0 and I found that animation of engines intakes
on the Concorde is broken (they don't move/close when passing Mach 1.3).
I'm not able to debug and/or correct this, does someone can look at it?
I suppose the same problem is in the master git branch.

Andrea Vezzali


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Re: [Flightgear-devel] Planned downtime of ftp.de

2012-08-01 Thread Martin Spott
Martin Spott wrote:

 ftp.de is currently offline due to hardware failure, it's been a Sun
 Ultra10 which has been running for more than a decade now.

After the mirror had already been running in degraded mode (without
Scenery) for a while, it should now be fully functional again,

Martin.
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Re: [Flightgear-devel] Planned downtime of ftp.de

2012-08-01 Thread Curtis Olson
Sounds good, thanks for the update!  What did they end up upgrading to?
 (Are you they or are they someone else?  Who are they anyway?)
 Please pass along my thanks to them. :-)

Curt.


On Wed, Aug 1, 2012 at 1:10 PM, Martin Spott martin.sp...@mgras.net wrote:

 Martin Spott wrote:

  ftp.de is currently offline due to hardware failure, it's been a Sun
  Ultra10 which has been running for more than a decade now.

 After the mirror had already been running in degraded mode (without
 Scenery) for a while, it should now be fully functional again,

 Martin.
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Re: [Flightgear-devel] Planned downtime of ftp.de

2012-08-01 Thread Martin Spott
Curtis Olson wrote:

 Sounds good, thanks for the update!  What did they end up upgrading
 to?

Now it's a pretty boring PeeCee having two internal disks.  I've been
maintaining this university FTP service since the mid-nineties, so it's
my 'baby'.  Nowadays it hardly serves anything else besides two famous
FTP mirrors  ;-)

Cheers,
Martin.
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[Flightgear-devel] Windows Abort Retry Ignore dialog at startup

2012-08-01 Thread Geoff McLane
Hi all,

Each, SG/FG/fgdata updated to release/2.8.0 today. 
Full SG then FG clean and build using MSVC10 in Win 7,
64-bit...

That is with like -
$ git pull origin next
$ git fetch --all
$ git checkout release/2.8.0
$ git reset --hard origin/release/2.8.0
$ git branch
  next
* release/2.8.0
followed by a full clean and build in an 
o-o-s folder...

When the splash screen is showing 'initializing 
subsystems' after several seconds, get an ugly 
Abort/Retry/Ignore dialog ;=((

See:
http://geoffair.org/tmp/error-01.jpg 

Have tried Ignore, but it keeps coming back, 
and leads to other abort dialogs...

Only console output is -
KI226 dme indicator #0 initialized
loading scenerio 'nimitz_demo'

And will also try turning on log level debug 
to see if I can closer track down where and 
when it is happening...

As can be seen in the dialog it indicates the ESP 
was not saved across a function call and that this 
is usually the result of a function declared with 
one calling convention, say stdcall, while a 
function pointer is declared with a different 
convention like say __cdecl ;=((

Is anyone else seeing this? Seen this? Found 
a fix? ...

And indeed the line indicated, 589, in simgear 
prop.hxx is a call through a pointer -
  if (_getter) { return (_obj.*_getter)(_index); }

The getter_t _getter is declared without a 
declared calling convention like -
  typedef T (C::*getter_t)(int) const;
which means it would be the default, which is 
__cdecl (/Gd) in MSVC10, as it has been for a 
long time...

This suggest somewhere a call setting this _getter 
pointer is passing a function declared with 
say stdcall, fastcall or something other than 
__cdecl...

Anyway, totally at a loss to find and fix this.

Any ideas, thoughts, things to try, very VERY 
welcome...

Regards,
Geoff.

PS: In not quite the same rigorous cleaning, 
updating re-build etc, also see/seen the SAME 
thing in XP 32-bit with MSVC8... which suggests 
it is not the compiler version, or OS version...

And does NOT happen in Ubuntu 10.04 64-bits...




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Re: [Flightgear-devel] Ideas for terrain shader structure in 3.0

2012-08-01 Thread Stuart Buchanan
On Mon, Jul 30, 2012 at 9:35 AM, Stuart Buchanan wrote:
 On Fri, Jul 27, 2012 at 8:43 AM, Renk Thorsten wrote:
 It'd be really cool to be able to specify a few more parameters in 
 materials.xml to be passed as uniforms - for instance we could then generate 
 custom heightmaps for the terrain rather than hard-coded ones. Since I use 
 tiling-less noise functions, we could easily get a 1cm scale heightmap for 
 runway textures for instance, and we could give sand dunes same larger 
 wavelength noises than rock.

 I can do this fairly easily.  As mentioned previously, I think I'd
 want to handle this as a generic framework allowing properties to be
 defined in the materials.xml file that are then passed through to the
 effects and can be used in the parameters section.

I've just pushed a change that allows a material definition in materials.xml
to include a parameters section, which is merged with the parameters
section of the effect.  So you can now define parameters in the materials.xml
file that can be used as uniforms in the effects file, and therefore shader.

I haven't tested this particularly thoroughly beyond having half the
water shader
parameters in the materials definition, and half in the effects file.
In particular
the behaviour when you define the same parameter in both is untested.

Enjoy!

-Stuart

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[Flightgear-devel] FlightGear Newsletter - July 2012

2012-08-01 Thread Gijs de Rooy
It's the first day of the month, so here's another FlightGear Newsletter!

The
 July edition features an introduction to the new Canvas system, 
allowing developers to create complex instrument displays. Besides that 
it holds quite some interesting scenery news and an update on the 
upcoming FlightGear 2.8.0 release.

Enjoy this brand new edition! 
http://wiki.flightgear.org/FlightGear_Newsletter_July_2012

Contributions for next month's edition are welcome at 
http://wiki.flightgear.org/Next_newsletter  
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