Re: [Flightgear-devel] Goals for the 3.0 release

2012-12-29 Thread Renk Thorsten
 Stuart, one thing that caught me out earlier today with using 2D cloud  
 layers - while using a 2D layer and modifying visibility inside the  
 layer is working quite well, the edge (moving vertically) is very sharp.  
 I wonder if there's some technique to perturb the top and bottom of the  
 cloud layer as the view transitions them, so it feels more natural. Or  
 maybe there's even better ways to handle overcast / broken layers than  
 the current 2D approach?

I've done some experiments in that department when I started on clouds. 

It doesn't help you to actually perturb the sheet, because what you want is a 
fluffy appearance of the cloud fading into the sky, whereas if you introduce 
more vertices into the sheet and randnomize them, you get a sharp line 
separating cloud and sky. 

There are two techniques which probaby do work. They're based on projecting  
the view integral through the upper (lower) edge of the cloud layer onto 
something. The easiest would be to simply paint it on the skydome, but I guess 
that requires that the skydome is done in a shader, not in the default scheme. 
The alternative is to introduce a faraway quad which you just keep at the same 
distance from the plane onto which you paint the cloud edge. I'm not sure how 
this quad would best be moved and transformed. The skydome technique would be 
fairly trivial, all it requires is to match colors with the layer correctly 
(which is a problem in its own, because the 2d clouds do not seem to 
participate in scene lighting properly).

* Thorsten


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Re: [Flightgear-devel] Goals for the 3.0 release

2012-12-29 Thread Renk Thorsten


 Perhaps we could use something similar for the trees?  I.e. pass in a
 uniform indicating which fraction of the texture sheet on the x-axis
 should be color-rotated.  The uniform can be taken from a property on
 the material definition.

Ah, that's clever - I think that would do just fine. Thanks!

 As part of that I think I need to make some changes to the Basic
 Weather to populate the appropriate properties.  Thorsten - are the
 properties documented anywhere?

No, not really :-( But I can write a summary for you.

 I'm very keen that the atmospheric light scattering and procedural
 effects are merged fully into both the classic and Rembrandt
 renderers, and would absolutely be part of any team effort to make it
 happen.  I'd really like to get to a position where the Atmospheric
 Lighting checkbox in the Rendering dialog can be removed, as the
 elements of the atmospheric renderer are simply part of the classic
 and Rembrandt rendering schemes.

I'm not sure if that is a good idea. Even the 'bare' atmospheric scattering 
(just atmosphere and light, no terrain shader effects) has a drastic 
performance impact on older systems as compared to the classic scheme (on my 
old system, it brought me from ~50 to ~20 fps). So we might want to continue 
offering a computationally cheap rendering scheme, which the classic is.

Then, there are genuine differences in the philosophy of some effects, in which 
alternatives are now available. Personally I'm not a fan of the classic 
landmass and slope/inverse slope transition effects - so I introduced something 
else. This can't easily be 'merged' - either we abandon one set of effects (but 
then, there are people who like the other set) or we make them available as 
alternatives - in which case you end up with a different checkbox.

Most of the procedural texturing is quite distinct from the atmospheric light 
scattering part, and it's also easily separable - so implementing the terrain 
effects in classic or Rembrandt should be fairly easy if that is desired. 

I guess we need to discuss just what we want to impement:

Based on how we do the light, we have

1) Rembrandt (multiple light sources)
2) Atmospheric light scattering (only one light source, but with position/time 
differential light computations)
3) classic (only one light source computed for the whole scene)
4) a future Rembrandt + atmospheric light scattering (time/position 
differential light computations for the sun + multiple secondary light sources)

Based on how we render terrain we have

a) the classic set of effects (slope transition, landmass,...)
b) the procedural texturing set of effects (de-tiling, hires overlay, 
dust/autumn/vegetation..., closeup bumpmapping, grain overlay,...)

That gives all in all 8 possible rendering frameworks, out of which currently 
1a), 2b) and 3a) exist. I was talking about creating 4b) (or maybe 4a) ) - you 
seem to have something else in mind (?)


 - AI Tanker enhancements to allow users to select from a range of
 tanker models.  This is particularly relevant for naval probe-equipped
 aircraft, where there is a much greater variety of tanker types.

Could we also tighten the envelope in which we receive fuel? I did AAr with the 
F-16 yesterday, and my tanks were basically full by the time I had reached the 
actual refueling position... I started getting contact ~50 m away from the 
tanker ?!

* Thorsten
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Re: [Flightgear-devel] Goals for the 3.0 release

2012-12-29 Thread James Turner

On 29 Dec 2012, at 09:03, Renk Thorsten thorsten.i.r...@jyu.fi wrote:

 I guess we need to discuss just what we want to impement:
 
 Based on how we do the light, we have
 
 1) Rembrandt (multiple light sources)
 2) Atmospheric light scattering (only one light source, but with 
 position/time differential light computations)
 3) classic (only one light source computed for the whole scene)
 4) a future Rembrandt + atmospheric light scattering (time/position 
 differential light computations for the sun + multiple secondary light 
 sources)
 
 Based on how we render terrain we have
 
 a) the classic set of effects (slope transition, landmass,...)
 b) the procedural texturing set of effects (de-tiling, hires overlay, 
 dust/autumn/vegetation..., closeup bumpmapping, grain overlay,...)
 
 That gives all in all 8 possible rendering frameworks, out of which currently 
 1a), 2b) and 3a) exist. I was talking about creating 4b) (or maybe 4a) ) - 
 you seem to have something else in mind (?)

What's the a / b performance impact? From you screen shots it seems like it 
ought to be scalable, since we could enable certain aspects (grain, 
bump-mapping) based on a performance / quality slider, while still having a 
single approach. The de-tiling makes a massive visual improvement, and the 
vegetation changes would be great too - especially with more work on regional 
textures.

James
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Re: [Flightgear-devel] Goals for the 3.0 release

2012-12-29 Thread Stuart Buchanan
On Sat, Dec 29, 2012 at 9:03 AM, Renk Thorsten wrote:
 As part of that I think I need to make some changes to the Basic
 Weather to populate the appropriate properties.  Thorsten - are the
 properties documented anywhere?

 No, not really :-( But I can write a summary for you.

If you have the time, that would be great,

I guess I can probably guess by going through all the effects files
in turn and tracing properties through uniforms, but getting it
straight from the horses mouth would be more efficient.

 I'm very keen that the atmospheric light scattering and procedural
 effects are merged fully into both the classic and Rembrandt
 renderers, and would absolutely be part of any team effort to make it
 happen.  I'd really like to get to a position where the Atmospheric
 Lighting checkbox in the Rendering dialog can be removed, as the
 elements of the atmospheric renderer are simply part of the classic
 and Rembrandt rendering schemes.

 I'm not sure if that is a good idea. Even the 'bare' atmospheric
 scattering (just atmosphere and light, no terrain shader effects) has a
 drastic performance impact on older systems as compared to the classic
 scheme (on my old system, it brought me from ~50 to ~20 fps). So we
 might want to continue offering a computationally cheap rendering
 scheme, which the classic is.

We'll still offer the computationally cheap rendering scheme - that's what
setting the quality slider to 0 should be for

 Then, there are genuine differences in the philosophy of some effects, in
 which alternatives are now available. Personally I'm not a fan of the classic
 landmass and slope/inverse slope transition effects - so I introduced 
 something else.
 This can't easily be 'merged' - either we abandon one set of effects (but 
 then,
 there are people who like the other set) or we make them available as 
 alternatives -
 in which case you end up with a different checkbox.

I must admit that I'd forgotten about the landmass shader.  I never
have it switched on
as it's incompatible with the object/vegetation masking which I value
more.  it does
handling tiling artifacts very well, but perhaps we can address them
with the work you've
 been doing?

Out of interest, do lots of people on this list use the landmass shader?

For the slope/transition effects we should settle on one version and
remove the other.  I
suggest you write a summary of the advantages of yours, along with
some comparison
screenshots, and if anyone wants to argue the other way they can do the same.

 I guess we need to discuss just what we want to impement:

 Based on how we do the light, we have

 1) Rembrandt (multiple light sources)
 2) Atmospheric light scattering (only one light source, but with 
 position/time differential
 light computations)
 3) classic (only one light source computed for the whole scene)
 4) a future Rembrandt + atmospheric light scattering (time/position 
 differential light
 computations for the sun + multiple secondary light sources)

 Based on how we render terrain we have

 a) the classic set of effects (slope transition, landmass,...)
 b) the procedural texturing set of effects (de-tiling, hires overlay, 
 dust/autumn/vegetation...,
 closeup bumpmapping, grain overlay,...)

 That gives all in all 8 possible rendering frameworks, out of which currently 
 1a), 2b) and
 3a) exist. I was talking about creating 4b) (or maybe 4a) ) - you seem to 
 have something else in mind (?)

I'm thinking of 2b and 4b, but using the quality slider properties
such that a quality=0 is the same as 3a.
As James has said - we should be able to make this scalable.

 - AI Tanker enhancements to allow users to select from a range of
 tanker models.  This is particularly relevant for naval probe-equipped
 aircraft, where there is a much greater variety of tanker types.

 Could we also tighten the envelope in which we receive fuel? I did AAR with
 the F-16 yesterday, and my tanks were basically full by the time I had
 reached the actual refueling position... I started getting contact ~50 m away 
 from the tanker ?!

I was already planning to make the refuelling point configured on a
per-tanker basis, as obviously
different aircraft have different (sometimes multiple) refuelling
positions.  It sounds like it would be
worth having a slide to allow the user to configure how large the
envelope is as well.

-Stuart

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Re: [Flightgear-devel] Goals for the 3.0 release

2012-12-29 Thread jean pellotier
 - AI Tanker enhancements to allow users to select from a range of
 tanker models.  This is particularly relevant for naval probe-equipped
 aircraft, where there is a much greater variety of tanker types.
 Could we also tighten the envelope in which we receive fuel? I did AAR with
 the F-16 yesterday, and my tanks were basically full by the time I had
 reached the actual refueling position... I started getting contact ~50 m 
 away from the tanker ?!
 I was already planning to make the refuelling point configured on a
 per-tanker basis, as obviously
 different aircraft have different (sometimes multiple) refuelling
 positions.  It sounds like it would be
 worth having a slide to allow the user to configure how large the
 envelope is as well.
a slider seems good to me, as the code is used for the mp tanker too, 
and i think the box was done this size to allow mp refueling with some 
jitter effects.

jano



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[Flightgear-devel] Add/Set properties to/in MP Protocol

2012-12-29 Thread Jörg Emmerich
Just my dime to it, as the regular ATC at EDDF (+triangle):

It is correct: A (nearly) realistic ATC'ing is only possible with FGCOM
- and a nice effect of ATC'ing is, that people visiting us more often
mostly switch to FGCOM -- except girls: Obviously we need a Synthesizer
that can transform girls voice to male!! As an ATC you endure already a
lot of bad language - for a girl it just seems to be not advisable at
all to reveal that they are girls!!! 

But to get people convinced to use/install FGCOM you first have to
attract them - and for that you need MPchat. Also you need it to contact
all pilots passing by in a normal, playing, non controlled, standard
FGFS mode! You will never get ALL pilots (newbies or not) to switch
frequencies every few minutes to make sure they notice an ATC trying to
get their attention! Pilots do not do that in the real world either! So
we do need MPchat - at least to tell those fun-pilots that there is an
ATC and what is the FGCOM-frequency!!

So I would not change the MPchat-mode of operation - even so it truly is
a real pain when in the triangle up to 4 ATCs are talking to pilots
being in MPchat-range of all 4 ATCs. On the other hand it is the very
best propaganda for FGCOM.

An even better propagation would be the integration of FGCOM-CODE into
the FGFS release -- why can only OSX do that?

All the best for FGCOM/MPchat/FGFS in the NewYear
and to all of you
jomo


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