Re: [Flightgear-devel] Random Buildings improvements - phase 1
> From memory, I've set it to 0.3. It is configurable in the > data/Effects/buidling.eff file under parameters/material/ambient if > you want to have a look yourself. I'm happy to accept a change to the > value - I haven't spent any time tuning it. Okay, that explains it. I think it should be in the range 0.7-1 - our ambient light is about half of the diffuse light (0.5, 0.5, 0.5) vs (1,1,1) - if the material declares ambient to 0.3, you get shadows which are then 0.15 times the base color - which is way too dark as compared with how terrain or most of the models are shaded in indirect light. Cheers, * Thorsten -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Random Buildings improvements - phase 1
On Mon, Apr 30, 2012 at 11:56 AM, Renk Thorsten wrote: > Btw - could you take a look at the ambient value of the material declaration? > I have the feeling it is very low, I'm getting very black shadows for low > sun, much more than for the typical static building. >From memory, I've set it to 0.3. It is configurable in the data/Effects/buidling.eff file under parameters/material/ambient if you want to have a look yourself. I'm happy to accept a change to the value - I haven't spent any time tuning it. -Stuart -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Random Buildings improvements - phase 1
> I've just checked in a change so the buildings now use the Effects > system properly, which includes a global cache of the textures. This > might help. Nice - have to try this. Btw - could you take a look at the ambient value of the material declaration? I have the feeling it is very low, I'm getting very black shadows for low sun, much more than for the typical static building. * Thorsten -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Random Buildings improvements - phase 1
On Sat, Apr 28, 2012 at 9:28 PM, James Turner wrote: > One thing I did notice - you're creating a state set for each bin, based on > texture. I think you want to globally cache those by texture (all the other > parameters are fixed anyway, right?), so that OSG can see that all the > prim-sets in different bins share a state set, and hence reduce state changes. I've just checked in a change so the buildings now use the Effects system properly, which includes a global cache of the textures. This might help. (Next step is to add a proper emissive texture for night-time buildings) -Stuart -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Random Buildings improvements - phase 1
On 28 Apr 2012, at 20:10, Stuart Buchanan wrote: > 3) I've reduce the number of Drawables generated by reducing the quad > tree depth from 3 to 2, and reducing the number of LoD leaf nodes from > 10 to 4. James Turner - I'd be very interested if this change improves > your framerates. Sadly no (I already tried 3 to 2 and 10 to 2 - the number of drawables and primitive sets drops, but that's clearly not the bottleneck in this case). So I still go from 50fps to 33ish over EGPH with density = 1 not great (but flyable) One thing I did notice - you're creating a state set for each bin, based on texture. I think you want to globally cache those by texture (all the other parameters are fixed anyway, right?), so that OSG can see that all the prim-sets in different bins share a state set, and hence reduce state changes. James -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Random Buildings improvements - phase 1
Hi All, I've made a couple of updates to the random buildings to address some of the feedback received so far. 1) As suggested by Thorsten R. I've changed the placement algorithm from random to a grid-like arrangement. This should allow faster scenery generation, as it allows me to reduce the building coverage required in materials.xml to provide the same actual building density in the sim. 2) As the algorithm is more effective, /sim/rendering/building-density is now more effective. I've therefore reduced the maximum value in the rendering dialog to allow those wanting to use a value < 1 more leeway in setting it via the rendering dialog. 3) I've reduce the number of Drawables generated by reducing the quad tree depth from 3 to 2, and reducing the number of LoD leaf nodes from 10 to 4. James Turner - I'd be very interested if this change improves your framerates. Next on my TODO list: Integration with the Effects system. Watch this space! -Stuart -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel