Re: [Flightgear-devel] 3D Clouds - progress report

2008-10-05 Thread Erik Hofman

I tried the imposters/billboards patch fro 3d clouds but didn't get the 
problem you reported. It does make flightgear dog-slow however, 1 or 2 
fps maximum. I played a bit with the rendering options but none of the 
options did make any difference in frame rate (not even setting the 
cloud settings to their lowest values). In fact, setting it to their 
highest values gave the same framerates; 1 or 2. Since it does show 2 
frames per second very often I do have the feeling this might be a 
culling problem of some sort.

What I did notice however is that specular reflections are also applied 
to the terrain with the OSG branch which might be a bad idea since that 
is inherently a slow process if I understand it correctly.

Erik

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Re: [Flightgear-devel] 3D Clouds - progress report

2008-10-05 Thread Durk Talsma
Hi Stuart,

On Saturday 04 October 2008 15:45:07 Stuart Buchanan wrote:
> Here's a current screenshot showing my progress:
>
> http://www.nanjika.co.uk/flightgear/clouds.jpg
>


Looks great! I really hope we can include some 3D clouds in the next release. 
Keep up the good work. :-)

Cheers,
Durk

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[Flightgear-devel] 3D Clouds - progress report

2008-10-04 Thread Stuart Buchanan
Hi All,

As I mentioned in my mail yesterday, I'm taking another look at 3D clouds.

Rather than using Impostors, I instead looked at what I could do by using GPU 
shaders - basically offloading as much processing onto the graphics card as 
possible. This worked very well for the random-forests, which is in some ways a 
similar problem - needing to generate huge numbers of very similar pieces of 
simple geometry.

Here's a current screenshot showing my progress:

http://www.nanjika.co.uk/flightgear/clouds.jpg

So far, I haven't noticed any effect on performance at all.

There are still quite a few bugs to be ironed out, but I think I will be 
finished by Christmas.

-Stuart


  

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Re: [Flightgear-devel] 3D clouds - progress report·

2008-08-09 Thread James Turner

On 9 Aug 2008, at 15:32, Stuart Buchanan wrote:

>
> I did consider it, but given the problems I've had simply trying to  
> port the existing code, I felt it was too much of a challenge for  
> the moment.

Seems like a classic thing to investigate (along with about a hundred  
other potential graphical improvements) once there's an OSG release  
out in the world - I'm hopeful that messing around with aspects of the  
rendering (whether it be specular highlights, shadows, precipitation,  
impostors or clouds) will be easier with  the new, much more modern  
scene-graph. But we need to walk before we can run (or an equivalent  
flying analogy), and get an OSG release out.

James

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Re: [Flightgear-devel] 3D clouds - progress report·

2008-08-09 Thread Heiko Schulz

> Von: John Wojnaroski <[EMAIL PROTECTED]>
> Betreff: Re: [Flightgear-devel] 3D clouds - progress report·
> An: "FlightGear developers discussions" 
> 
> Datum: Samstag, 9. August 2008, 16:16
> gerard robin wrote:
> 
> >On sam 9 août 2008, Ralf Gerlich wrote:
> >  
> >
> >>Hi Stuart!
> >>
> >>Stuart Buchanan wrote:
> >>
> >>
> >>>Just to keep everyone up to date on where I am
> with porting 3D clouds to
> >>>FG OSG:
> >>>
> >>>http://www.nanjika.co.uk/flightgear/clouds.jpg
> >>>
> >>>Obviously there is still a lot of work to be
> done before they are
> >>>complete, but progress is being made.
> >>>  
> >>>
> >>Doesn't look bad at all. The main visual
> problem may be the textures,
> >>which are completely opaque. Real clouds tend to
> increase transparency
> >>towards the border.
> >>
> >>Just my 2ct.
> >>
> >>Cheers,
> >>Ral
> >>
> >>
> >Stuart Thanks , 
> >to me the first good new of the day :)
> >
> >I guess the target is to get at least the quality than
> with Plib version :)
> >
> >Cheers
> >
> >
> >
> >  
> >
> just 2 more cts.
> 
> if you're porting to OSG why not consider Mark
> Harris' cloud code?  far 
> superior in texture, appearance, extendibility,
> transparency, lighting, 
> etc, etc,might require a tad more work but IMHO the
> results are 
> worth the effort
> 
> JW
> 
Indeed, this clouds looks not bad too. So much as I know it was the starting 
for 3d-clouds rendering in realtime, and the MSFS- clouds are based on Mark 
Harris idea.

But so far as I can remember there was an issue with framesrates? It was a 
short time in FGFS, right?

Maybe we can use different types of cloud rendering- Mark Harris clouds looks 
fantastic for Cumulonimbus-  would like to see different types of clouds which 
appears realistic to the type of weather (by METAR?)

Cheers
HHS

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Re: [Flightgear-devel] 3D clouds - progress report·

2008-08-09 Thread John Wojnaroski
Stuart Buchanan wrote:

>--- On Sat, 9/8/08, John Wojnaroski wrote:
>  
>
>>just 2 more cts.
>>
>>if you're porting to OSG why not consider Mark
>>Harris' cloud code?  far 
>>superior in texture, appearance, extendibility,
>>transparency, lighting, 
>>etc, etc,might require a tad more work but IMHO the
>>results are 
>>worth the effort
>>
>>JW
>>
>>
>
>I did consider it, but given the problems I've had simply trying to port the 
>existing code, I felt it was too much of a challenge for the moment.
>
>-Stuart
>
I hear you. :-) 

ATM way too busy with a NASA project and a two new customers knocking at 
the door; otherwise would  gladly give a hand.  Did a "half-baked" 
version of Mark's code a few years back  ( never got my head around the 
plib scene graph stuff even with lots of help from Curt and friends ).  
Still the visual effects were quite realistic, especially when emerging 
from a cloud as it thinned and the terrain became visible and the 
opacity can be varied with the code.A nice feature for investigating 
the problems associated with transitioning from an IMC instrument 
approach to visual conditions for flare and landing.

JW


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Re: [Flightgear-devel] 3D clouds - progress report·

2008-08-09 Thread Stuart Buchanan
--- On Sat, 9/8/08, John Wojnaroski wrote:
> just 2 more cts.
> 
> if you're porting to OSG why not consider Mark
> Harris' cloud code?  far 
> superior in texture, appearance, extendibility,
> transparency, lighting, 
> etc, etc,might require a tad more work but IMHO the
> results are 
> worth the effort
> 
> JW

I did consider it, but given the problems I've had simply trying to port the 
existing code, I felt it was too much of a challenge for the moment.

-Stuart


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Re: [Flightgear-devel] 3D clouds - progress report·

2008-08-09 Thread John Wojnaroski
gerard robin wrote:

>On sam 9 août 2008, Ralf Gerlich wrote:
>  
>
>>Hi Stuart!
>>
>>Stuart Buchanan wrote:
>>
>>
>>>Just to keep everyone up to date on where I am with porting 3D clouds to
>>>FG OSG:
>>>
>>>http://www.nanjika.co.uk/flightgear/clouds.jpg
>>>
>>>Obviously there is still a lot of work to be done before they are
>>>complete, but progress is being made.
>>>  
>>>
>>Doesn't look bad at all. The main visual problem may be the textures,
>>which are completely opaque. Real clouds tend to increase transparency
>>towards the border.
>>
>>Just my 2ct.
>>
>>Cheers,
>>Ral
>>
>>
>Stuart Thanks , 
>to me the first good new of the day :)
>
>I guess the target is to get at least the quality than with Plib version :)
>
>Cheers
>
>
>
>  
>
just 2 more cts.

if you're porting to OSG why not consider Mark Harris' cloud code?  far 
superior in texture, appearance, extendibility, transparency, lighting, 
etc, etc,might require a tad more work but IMHO the results are 
worth the effort

JW


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Re: [Flightgear-devel] 3D clouds - progress report·

2008-08-09 Thread gerard robin
On sam 9 août 2008, Ralf Gerlich wrote:
> Hi Stuart!
>
> Stuart Buchanan wrote:
> > Just to keep everyone up to date on where I am with porting 3D clouds to
> > FG OSG:
> >
> > http://www.nanjika.co.uk/flightgear/clouds.jpg
> >
> > Obviously there is still a lot of work to be done before they are
> > complete, but progress is being made.
>
> Doesn't look bad at all. The main visual problem may be the textures,
> which are completely opaque. Real clouds tend to increase transparency
> towards the border.
>
> Just my 2ct.
>
> Cheers,
> Ral
Stuart Thanks , 
to me the first good new of the day :)

I guess the target is to get at least the quality than with Plib version :)

Cheers



-- 
Gérard
http://pagesperso-orange.fr/GRTux/

"J'ai décidé d'être heureux parce que c'est bon pour la santé. 
Voltaire "


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Re: [Flightgear-devel] 3D clouds - progress report·

2008-08-09 Thread Ralf Gerlich
Hi Stuart!

Stuart Buchanan wrote:
> Just to keep everyone up to date on where I am with porting 3D clouds to FG 
> OSG:
> 
> http://www.nanjika.co.uk/flightgear/clouds.jpg
> 
> Obviously there is still a lot of work to be done before they are complete, 
> but progress is being made. 

Doesn't look bad at all. The main visual problem may be the textures,
which are completely opaque. Real clouds tend to increase transparency
towards the border.

Just my 2ct.

Cheers,
Ral

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Re: [Flightgear-devel] 3D clouds - progress report·

2008-08-09 Thread Vadym Kukhtin
Great news!


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[Flightgear-devel] 3D clouds - progress report·

2008-08-09 Thread Stuart Buchanan
Hi All,

Just to keep everyone up to date on where I am with porting 3D clouds to FG OSG:

http://www.nanjika.co.uk/flightgear/clouds.jpg

Obviously there is still a lot of work to be done before they are complete, but 
progress is being made. 

I'm hoping that once I've completed the OSG part of the work  I can get my 
changes checked in and other people will be able to enhance it further for 
things like weather radar.

-Stuart


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