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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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·

2008-08-09 Thread Vadym Kukhtin
Great news!


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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 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



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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 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 Heiko Schulz

 Von: John Wojnaroski [EMAIL PROTECTED]
 Betreff: Re: [Flightgear-devel] 3D clouds - progress report·
 An: FlightGear developers discussions 
 flightgear-devel@lists.sourceforge.net
 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 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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