Re: [Flightgear-devel] FG ocean water shader / water region issue.

2009-01-14 Thread Vladimir Karmisin
Martin, thank You for Your answers!
Right now I did a bit "unproper" hack, "pulling-out" water of the surface.
While reading of BTG file in SG I look for a material name, and
according to it give a osg::Node an identifier, in my case "Water" or
"Ground", Then, at FG side I use NodeVisitor pattern to get a
references to a Nodes named "Water", and apply a proper StateSet
to them.

The "proper design" you mentioned seems for me like a "real-time"
approach, when we can decide about this-or-that Geode is it it water or
ground
even in main loop (e.g. while flying). But maybe I didn't got Your point
correctly.

However, my sweet dream is that, when we will have an every scenery
object to be separated from a main terrain node. E.g. runways, taxiways,
lakes, ocean, etc..., every of them will be in a separate "layer", and
we can work with these layers independently.


On Wed, Jan 14, 2009 at 4:35 PM, Martin Spott wrote:

> James Turner wrote:
>
> > I've idly wondered about pulling the water out of the generated
> > scenery, and instead creating 'ground' down to the low tide line. The
> > water surface could then be created at runtime, allowing for tides,
> > waves, and other effects depending on the GPU/CPU power available.
>
> Well, just "pulling the water out" would be quite simple by  DESIGN> replacing the respective texture with something transparent
>  or  simply not applying the
> texture at all , thus leaving a visual void. This
> would at least serve The Developer as a test scenario for simulating
> small waves and/or just simple visual water surface effects at MSL.
>
> Secondly,  using bathymetry 'elevation' data we'd
> certainly be able to create seabed 'Terrain' for "Ocean" and probably
> also for "Lake" areas  - probably not as detailed as
> the regular surface but sufficiently accurate to model the seabed for
> example within the twelve mile limit (just to put a figure). This would
> allow for simulation of tides and the resulting effects at a later
> development step.
>
> Cheers,
>Martin.
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Re: [Flightgear-devel] FG - camera for debugging purposes.

2009-01-08 Thread Vladimir Karmisin
Szia Csaba!

Thank You very much for such cool idea ! Probally it will work.



> I have used something similar for streaming video. Just dump the raw
> image data into a fifo, and have an instance of mplayer play it.
>
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[Flightgear-devel] FG - camera for debugging purposes.

2009-01-08 Thread Vladimir Karmisin
Hello !

I'm trying to debug reflection shader I'm working on.
I have a camera attached to a scene graph, which pre-renders
(osg::Camera::PRE_RENDER) scene into offscreen surface
(osg::Camera::FRAME_BUFFER_OBJECT);
For a debugging purposes I have to see the result of that render pass.
I'm not very good yet in FG internal structure, so I'd like to ask - can
this camera be somehow  attached
to FG camera views (v), or embedded as separate window ? I'd be very
thankful for any code snipplet.

Regards,
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[Flightgear-devel] FG ocean water shader / water region issue.

2009-01-07 Thread Vladimir Karmisin
Hello !
In past couple of weeks I wrote GLSL-based shader for fluid surfaces and now
trying to deploy it into FlightGear.
As far as I know - there's no diference between solid and liquid surfaces
from FG/SG point of view. In other words
- rivers, lakes, ocean are a part of TerraGear scenery (except OceanTiles
for non existent BTG-s of course).

To make shader work propertly - probally I have to embedd a fluids into
separate graph of scene (or into a subgraph
of terrain), and assign a StateSet, containing shader and all of it data to
it.

If anyone have any idea or suggestion - how water can be separated from
terrain, please drop me a note, right
now all idea I have is only to determine quality of a BTG object by
it's material name.

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Re: [Flightgear-devel] Flightgear CVS, OSX Leopard 10.5.5 and freealut.

2008-10-20 Thread Vladimir Karmisin
James, if it doesn't mean problem for you, could You send me your framework
and SG patches ?
About libsnd - Yes, you may be right in case of libsndfile. I've coded a
simple WAV reader,
which does nothig but read uncompressed wav file and fill out OpenAL buffer
by PCM data.
The whole code is about 40 lines long.

On Mon, Oct 20, 2008 at 11:44 AM, James Turner <[EMAIL PROTECTED]> wrote:

>
> On 20 Oct 2008, at 10:06, Vladimir Karmishin wrote:
>
> > I'm trying to compile Flightgear from CVS at OSX 10.5 systems.
> > It seems the 10.5 lacks of alut.h header. After a little google-ing, I
> > found that
> > Apple removed that haader from leopard (Thanks, Apple!).
> > Through, I'd found freealut implementation at OpenAL site.
> > It compiles well, but at the linking stage - I receive a bunch of
> > linking errors
> > (listed at the end of this post).
> >
> > If someone had such exeprience with freealut on OSX - could give me a
> > hand
> > getting freealut to work ?
> >
> > Also, it seems that ALUT support is being deprecated at more and more
> > systems.
> > Is it a good idea, to rewrite Simgear sound classes w/o ALUT ?
> > Being a bit upset about ALUT issues I started rewriting them
> > yesterday, but
> > who knows, maybe someone else is already doing this. :-)
>
> Removing ALUT would be a pain. I have one fix - I used the freealut
> sources to make a custom ALUT.framework, which works pretty well. I
> have to make some extra Simgear hacks to look for alut.h in  alut.h> instead of , however.
>
> Tat (who builds the macflightgear.org releases) uses a different
> solution - he just replaces the alut.h in his OpenAL framework with
> the alut.h from the freealut distribution. Both ways work, and neither
> has any particular advantage or disadvantage over the other.
>
> I can send you my framework and simgear diffs if you like, and you can
> try Tat's approach yourself straight away (I think) - since you have
> already grabbed the freealut sources.
>
> And yes, it's all a bit of a mess.
>
> Regards,
> James
>
>
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Re: [Flightgear-devel] Flightgear CVS, OSX Leopard 10.5.5 and freealut.

2008-10-20 Thread Vladimir Karmisin
Eric, the only problem with ALUT - it is not a part of OpenAL, and
it doesn't have any strict specs. So nobody can guarantee it's reliability.

In fact, I have to agree with Melchior FRANZ, about the whole OpenAL
subsystem. Since Creative abadoned the development - it's completely dead.
FMOD seems to be a good alternative to OpenAL, but it has some legal
issues if I remember right.


On Mon, Oct 20, 2008 at 3:45 PM, Erik Hofman <[EMAIL PROTECTED]> wrote:

>
>
> Vladimir Karmishin wrote:
>
> > As I see around - the more and more of projects are moving
> > away from ALUT, and probally FG has to do it some time.
> > So, why not to start movement process now :-)
>
> I find it rather annoying to have to move away from ALUT just because
> Apple can't play nice. Bad for them, let them straighten it out if they
> don't obey the the specs. I vote against this.
>
> Erik
>
>
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