Re: [Flightgear-devel] Aircraft modellers - is a grain texture useful?

2013-04-22 Thread Renk Thorsten

Okay, I've pushed an experimental version of a grain overlay texture for the 
model ubershader  to FGData. It affects Atmospheric Light Scattering only, i.e. 
will be absent in the default rendering, which should make for easy comparison.

For lack of texture units, I had to take the rainbow coloring of reflections 
out  for the moment (again, only in the Atmosperic Light Scattering version). I 
can't visually spot a difference, and in any case a 2d texture lookup call 
seems an overkill for a simple 1d color table, so I plan to replace that by a 
function eventually. As far as I can see and test, this shouldn't take any 
framerate unless used.

The grain overlay is configured pretty much like any other model effect in the 
ubershader - a model specific effect file needs to set the flags, which are

* grain-texture-enabled: does what you think it does, needs to be 1 to work
* grain-magnification : the texture magnification relative to the base texture 
- I think values between 10 and 100 would work here

The grain texture itself needs to be declared as n=14. The grain texture should 
be largely transparent and seamless - I think unlike for the terrain tiling 
artefacts are not an issue for artificial patterns, they actually occur.

For a quick check, inserting the following xml code into 
Aircraft/Citation-Bravo/Models/Effects/reflect.eff

texture n=14
imageTextures.high/Terrain/grain_texture.png/image
filterlinear-mipmap-linear/filter
wrap-srepeat/wrap-s
wrap-trepeat/wrap-t
internal-formatnormalized/internal-format
/texture
grain-texture-enabled1/grain-texture-enabled
grain-magnification50/grain-magnification

gives me this effect for the hull of the Bravo which is now re-painted using 
the terrain grain texture at high resolution


http://users.jyu.fi/~trenk/pics/overlay.jpg

Looks a bit like a military version... 

So, please play with it - it's basically down to how well the grain overlay can 
be made.

* Thorsten
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[Flightgear-devel] DDS warning message

2013-04-22 Thread Clement de l'Hamaide
Hi all,

Following a discussion with Vivian on IRC, it seems it was decided to remove 
the DDS warning message some weeks? months? years? ago. Someone could handle it 
?
I admit that using DDS materials and DDS aircrafts results in a thousand of 
warining messages in my console and it's really not easy to debug my Nasal code 
( print(); ) with all these messages.
Also I'm not convinced that our users are interested by this warning message 
because they can't do anything to solve it. (Considering that decompressing a 
DDS file is not a basic user action)

Thanks you in advance,

Cheers,
Clément
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Re: [Flightgear-devel] Aircraft modellers - is a grain texture useful?

2013-04-22 Thread Vivian Meazza
Thorsten

 
 Okay, I've pushed an experimental version of a grain overlay texture for
the
 model ubershader  to FGData. It affects Atmospheric Light Scattering only,
 i.e. will be absent in the default rendering, which should make for easy
 comparison.
 
 For lack of texture units, I had to take the rainbow coloring of
reflections out
 for the moment (again, only in the Atmosperic Light Scattering version). I
 can't visually spot a difference, and in any case a 2d texture lookup call
seems
 an overkill for a simple 1d color table, so I plan to replace that by a
function
 eventually. As far as I can see and test, this shouldn't take any
framerate
 unless used.
 
 The grain overlay is configured pretty much like any other model effect in
the
 ubershader - a model specific effect file needs to set the flags, which
are
 
 * grain-texture-enabled: does what you think it does, needs to be 1 to
work
 * grain-magnification : the texture magnification relative to the base
texture
 - I think values between 10 and 100 would work here
 
 The grain texture itself needs to be declared as n=14. The grain texture
 should be largely transparent and seamless - I think unlike for the
terrain
 tiling artefacts are not an issue for artificial patterns, they actually
occur.
 
 For a quick check, inserting the following xml code into
Aircraft/Citation-
 Bravo/Models/Effects/reflect.eff
 
 texture n=14
   imageTextures.high/Terrain/grain_texture.png/image
   filterlinear-mipmap-linear/filter
   wrap-srepeat/wrap-s
   wrap-trepeat/wrap-t
   internal-formatnormalized/internal-format
 /texture
 grain-texture-enabled1/grain-texture-enabled
 grain-magnification50/grain-magnification
 
 gives me this effect for the hull of the Bravo which is now re-painted
using
 the terrain grain texture at high resolution
 
 
 http://users.jyu.fi/~trenk/pics/overlay.jpg
 
 Looks a bit like a military version...
 
 So, please play with it - it's basically down to how well the grain
overlay can
 be made.
 

 Removing the rainbow effect spoils the highly polished aluminium effect on
the b29 and the Lightning F1. It is also incompatible with AO effects. Will
this all work with non-nVidia cards/drivers?

The grain effect you proposed did not gain much if any support from
developers.  Do we need to go down this road? We are breaking more and more
for minimal gains. Did we ever restore the wake effect on the Carrier with
Atmospheric Light Scattering? 

I think something like the grain effect can already be achieved with the
nmap tiling facility in the existing ubershader.

Vivian



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Re: [Flightgear-devel] Aircraft modellers - is a grain texture useful?

2013-04-22 Thread TDO Brandano
I think that a better approach would be to allow multiple UV layers and 
textures (and texture modes, like decals) on the model format. I understand 
that right now FGFS only relies on the native AC3D loader, though AC3D is not 
the only 3D format supported by OSG by any means. But there's no reason why 
alternate lists of UV coordinates and textures could not be supplied along with 
the basic mesh. The cleanest implementation would use a FGFS native model 
format, but there's plenty of possible solutions, like a list of vertex indexes 
along with the corresponding UV coordinates and material definition to 
integrate the basic AC3D mesh, or several copies of the mesh with matching 
geometry and differing materials... I suspect that OSG is not being used to its 
full potential.

Alessandro

 From: vivian.mea...@lineone.net
 To: flightgear-devel@lists.sourceforge.net
 Date: Mon, 22 Apr 2013 13:34:36 +0100
 Subject: Re: [Flightgear-devel] Aircraft modellers - is a grain texture   
 useful?
 
 Thorsten
 
  
  Okay, I've pushed an experimental version of a grain overlay texture for
 the
  model ubershader  to FGData. It affects Atmospheric Light Scattering only,
  i.e. will be absent in the default rendering, which should make for easy
  comparison.
  
  For lack of texture units, I had to take the rainbow coloring of
 reflections out
  for the moment (again, only in the Atmosperic Light Scattering version). I
  can't visually spot a difference, and in any case a 2d texture lookup call
 seems
  an overkill for a simple 1d color table, so I plan to replace that by a
 function
  eventually. As far as I can see and test, this shouldn't take any
 framerate
  unless used.
  
  The grain overlay is configured pretty much like any other model effect in
 the
  ubershader - a model specific effect file needs to set the flags, which
 are
  
  * grain-texture-enabled: does what you think it does, needs to be 1 to
 work
  * grain-magnification : the texture magnification relative to the base
 texture
  - I think values between 10 and 100 would work here
  
  The grain texture itself needs to be declared as n=14. The grain texture
  should be largely transparent and seamless - I think unlike for the
 terrain
  tiling artefacts are not an issue for artificial patterns, they actually
 occur.
  
  For a quick check, inserting the following xml code into
 Aircraft/Citation-
  Bravo/Models/Effects/reflect.eff
  
  texture n=14
  imageTextures.high/Terrain/grain_texture.png/image
  filterlinear-mipmap-linear/filter
  wrap-srepeat/wrap-s
  wrap-trepeat/wrap-t
  internal-formatnormalized/internal-format
  /texture
  grain-texture-enabled1/grain-texture-enabled
  grain-magnification50/grain-magnification
  
  gives me this effect for the hull of the Bravo which is now re-painted
 using
  the terrain grain texture at high resolution
  
  
  http://users.jyu.fi/~trenk/pics/overlay.jpg
  
  Looks a bit like a military version...
  
  So, please play with it - it's basically down to how well the grain
 overlay can
  be made.
  
 
  Removing the rainbow effect spoils the highly polished aluminium effect on
 the b29 and the Lightning F1. It is also incompatible with AO effects. Will
 this all work with non-nVidia cards/drivers?
 
 The grain effect you proposed did not gain much if any support from
 developers.  Do we need to go down this road? We are breaking more and more
 for minimal gains. Did we ever restore the wake effect on the Carrier with
 Atmospheric Light Scattering? 
 
 I think something like the grain effect can already be achieved with the
 nmap tiling facility in the existing ubershader.
 
 Vivian
 
 
 
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Re: [Flightgear-devel] multiplay refuel test

2013-04-22 Thread Geoff McLane
Hi, 

NOTAM: Refueling CLOSED, temporarily at least...

Ok, have finished for now my refueling sorties. As I put 
in the chat after one pilot reported holding a position for 
refueling can be quite tiring - Yes, so can even watching 
it ;=))

It all certainly confirmed that some FG code changes are 
needed to make this experience viable... like removing, or 
reducing the rubber-band effect, and compensating for 
lag which makes the view from the tanker different to 
the view from the aircraft.

Additionally, there is NO collision detection code between 
the aircraft and the mp derived models, so this means even 
when you get the probe into the basket, if you push forward 
a few more feet, and the basket/drogue will enter your 
cockpit ;=))

But I had lots of fun, and I hope the others that joined 
me did also ;=))

As to the virtual bottle of red wine, I think that must go 
to callsign jano, who held steady very close, or touching! 
proximity for the longest period of time in the lightning 
(jsb).
 http://www.flightgear.org/forums/viewtopic.php?f=19t=19756#p181737

I chose a Chateau Petrus 1982, and the 'virtual' bottle is 
here - http://en.wikipedia.org/wiki/File:Petrus1982.jpg
It is under a GFLD licence, which I understand is GPL
compatible ;=))

jano later tried to repeat the feat in an f-14b (yasim), but 
while holding a similar relatively close position, the aircraft 
always looked quite 'jumpy'... maybe something to do with 
the different FDM?

An honorable mention must go to F-JJTH who posted an 
image with the probe in the basket, followed by one 
with the basket in the cockpit ;=))
 http://www.flightgear.org/forums/viewtopic.php?f=19t=19756#p181749
As per some others if you scroll down...

I have now put up a page on my site with the images I took -
 http://geoffair.org/fg/mp
I left all the images at full screen shot size, so they can 
take a little time to download...

But a BIG thank you to ALL who came along for the ride...
As stated, it was great, if not exhausting!, FUN!

Regards,
Geoff.




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Re: [Flightgear-devel] [Jsbsim-devel] wind vs body axes

2013-04-22 Thread Alan Teeder
This has important implications for Datcom /JSBSim users, as Datcom output is 
in stability axes. It will also apply to FDM´s built from other data that was 
supplied in stability axis form.

It is only significant for aircraft which are able to fly at high incidence – 
typically delta wing types. At low angles of attack the difference between the 
two axes systems is small, and can often be neglected.

To convert derivatives from stability axis (as output by Datcom) to body axis 
(as needed by JSBSim) the equations given in  table 8 of FDL-TDR-64-70 
http://contrails.iit.edu/DigitalCollection/1964/FDLTDR64-070.pdf may be used. 
This report was intended to have been part of the Datcom compendium.

JSBSim allows the user to select body or stability axes for the linear axes 
(i.e. lift or Z, drag or X), but has no such option for the roll and yaw axes.

It is only necessary to do this conversion for the lateral derivatives.

I have taken the unusual step of cross posting this to JSBSim, Datcom ad 
Flightgear developers lists as it is equally important to all three. Replies 
would be best kept to the JSBSim list if possible.

Alan


From: Jon S. Berndt 
Sent: Monday, April 22, 2013 4:43 AM
To: JSBSim Developer List 
Subject: Re: [Jsbsim-devel] wind vs body axes

Alan,

Yes, JSBSim assumes rotational coefficients are expressed in body frame.

Jon

- Reply message -
From: Alan Teeder ajtee...@v-twin.org.uk
To: Development issues jsbsim-de...@lists.sourceforge.net
Subject: [Jsbsim-devel] wind vs body axes
Date: Sun, Apr 21, 2013 3:00 PM


I have just done a rather unscientific test in which I set up a simplified 
flight case from my unflyable stability axis simulation into  one with 
lateral derivatives expressed in body axes. The result is flyable at all 
incidences.

Could someone please confirm that JSBSim indeed uses body axes for roll and 
yaw.

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[Flightgear-devel] ATIScreenSizeHack() in main.cxx

2013-04-22 Thread Curtis Olson
Recently I noticed an alert on my console when starting up the git version
of FlightGear:

Enabling ATI viewport hack

This is odd because I have nvidia hardware.  I tracked down that this
message was coming from main.cxx, specifically this chuck of code:

if (fgGetBool(/sim/ati-viewport-hack, true)) {
SG_LOG(SG_GENERAL, SG_ALERT, Enabling ATI viewport hack);
ATIScreenSizeHack();
}

This takes the value of /sim/ati-viewport-hack or true if the value is not
set at all (like on my nvidia based system.)  Shouldn't this default to a
false value?  I can change the default in git unless someone has a specific
reason why it should be the other way?  Any objections to defaulting this
to 'false'?  (I think this is James code from 'git blame')

Thanks,

Curt.
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Re: [Flightgear-devel] ATIScreenSizeHack() in main.cxx

2013-04-22 Thread Gijs de Rooy
Hi Curt,

 Shouldn't this default to a false value?

this is enabled by default, because it seemeds to have no effect on NVidia 
hardware, but a big positive effect on ATI. You may remember seeing lots of 
reports about quarter screen size issues.


The warning could be moved to a lower loglevel or removed all together, as it 
seems to have no negative side-effects on NVidia indeed.

Cheers,
Gijs
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Re: [Flightgear-devel] Aircraft modellers - is a grain texture useful?

2013-04-22 Thread Renk Thorsten
 Removing the rainbow effect spoils the highly polished aluminium effect on
 the b29 and the Lightning F1. 

As I said, I don't plan to remove it for good. Quoting myself:

 in any case a 2d texture lookup  call  seems an overkill for a simple 1d 
color table, so I plan to replace that by a function eventually

I might add 'this will make it quite a bit faster, as it is a very simple 
function' - so I believe this should be done anyway everywhere the rainbow is 
used. I am working hard, but don't expect everything to be 100% on the first 
commit of a new feature.

 It is also incompatible with AO effects. Will
 this all work with non-nVidia cards/drivers?

I believe I've seen screenshots of terrain overlay textures working just fine 
on ATI cards. Likewise, functions rather than texture lookups work just fine - 
what counts in the end is a number, the shader doesn't really care if this is 
calculated or read from texture. The four websites I have studied regarding 
conditional texture lookups agree that textures can be looked up conditionally 
on a uniform, not on a varying. 

Do you see actual reasons for concern, or is this just stabbing in the dark? 

Not sure why a grain overlay would be incompatible with AO - care to elaborate? 
My understanding is that we don't have any AO outside of Rembrandt, and a grain 
would not be intended to carry pre-computed shadows, that's what the base 
texture is for.

 The grain effect you proposed did not gain much if any support from
 developers. Do we need to go down this road?

No, we don't have to. 

Like many things, overlay textures and the grain effect are just something I 
believe have incredible potential. The grain effect on terrain is awesome - 
without going dds or using huge textures, you can create 15 cm sized terrain 
resolution everywhere. So, let's give it a few months of testing, see if folks 
can not use it to good effect - the 5 lines are easily removed from the shader 
if the potential doesn't materialize.

 We are breaking more and  more
 for minimal gains. 

I beg to disagree on two counts.

First of all, this is a net acceleration.  I think currently the ubershader 
isn't structured well since it unconditionally looks up lots of textures, most 
of which aren't needed if you use, say, reflection or normal map only - 
restructuring the shader to not read unused textures and to evaluate as 
function what can be evaluated as simple function will speed things up. 

Second, having a technique to achieve 25 times the resolution for 2 times the 
texture memory isn't a minimal gain. It's visually way more powerful than the 
rainbow.

So we're actually getting more bang for the buck.

 Did we ever restore the wake effect on the Carrier  
 with Atmospheric Light Scattering?

Well, we never had it running in the first place, so there can be no talk about 
restoring it. Someone just has to write it. Presumably that someone will 
eventually be me, but I have to ask your forgiveness of I priorize things which 
interest me personally.

I mean, it's not like there's something taken away from you... There's two 
rendering frameworks left in which everything works as you're used to, surely 
we can afford to have one of three going ahead and trying for a few 
experimental new features rather than re-doing every effect in the others? 

Cheers,

* Thorsten
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