Re: [Flightgear-devel] Final (?) 3D clouds patch

2008-12-10 Thread gerard robin
On lundi 08 décembre 2008, Stuart Buchanan wrote:
 Curt wrote:
  I wonder if there is some sort of floating point resolution / rounding
  problem with the sort? I see a lot of flickering myself.  Also if I look
  some particular direction and the clouds get sorted ok, then look away
  for even a second, and then look back (by changing the view direction)
  the clouds seem to have totally lost their previous correct sort and need
  to be sorted again ... but that doesn't happen until the clouds come back
  in view.  I'm not sure what the sort criteria is, but it seems strange
  that the sort order would get messed up in a brief second of not having a
  particular set of clouds in view.

 One of the performance improvements introduced with the last patch is to
 re-use clouds rather than generating unique clouds for each position. This
 makes a significant performance difference on my system (about 5fps IIRC),
 but means that occasionally you end up between two instances of the same
 cloud, and the sprites need resorting as you change the view.

 You can avoid this by increasing the number of cloud types in the Rendering
 Options dialog, then toggling Enable 3D clouds to cause re-generation. At
 the moment the slider goes to 20, which minimizes the probability of
 hitting this issue. Obviously, we could increase the limit still further if
 required.

 -Stuart


Hello Stuart, 

First thanks to you and to everybody who work on it.
We have got now a huge improvement.

However i am , now, a bit disappointed with these flickering   ( too often, 
may be it is my graphics cards NVIDIA 7800 GS 512 mo) which decrease 
dramatically the result (mainly with Metar) . And which make me to come back 
to the 2D clouds, with the GUI preference.

I can understand that, with that last patch you have tried to answer to the 
low cpu performance, when we are using old computers. 
It was the case with the old 3D clouds version and nobody apologized about it 
since we had ever the choice 2D clouds or 3D clouds. 

I did like better one of your previous version. Yes we had that ugly blue edge 
( sometime only when we had a 2d Clouds layer behind), but now,  i have blue 
edge randomly coming on and flickering, which is worth.

Wont it be possible to have a version which will come to a better eye candy, 
even if it is more cpu eater.   ?  

Greeting


-- 
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] Final (?) 3D clouds patch

2008-12-10 Thread Stuart Buchanan
gerard robin wrote:
 However i am , now, a bit disappointed with these flickering   ( too often, 
 may be it is my graphics cards NVIDIA 7800 GS 512 mo) which decrease 
 dramatically the result (mainly with Metar) . And which make me to come back 
 to the 2D clouds, with the GUI preference.
 
 I can understand that, with that last patch you have tried to answer to the 
 low cpu performance, when we are using old computers. 
 It was the case with the old 3D clouds version and nobody apologized about it 
 since we had ever the choice 2D clouds or 3D clouds. 
 
 I did like better one of your previous version. Yes we had that ugly blue 
 edge 
 ( sometime only when we had a 2d Clouds layer behind), but now,  i have blue 
 edge randomly coming on and flickering, which is worth.
 
 Wont it be possible to have a version which will come to a better eye candy, 
 even if it is more cpu eater.   ?  

Hi Gerard,

Thanks for the feedback - much appreciated.

I'll put in an extra option this evening so you can toggle whether the 
number of cloud types is limited or not.

-Stuart



  

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Re: [Flightgear-devel] Final (?) 3D clouds patch

2008-12-10 Thread Stuart Buchanan


dave perry wrote:

 You were correct.  I had not set the weather scenario to METAR.  I ran 
 fgfs once with 3D clouds and once w/o 3D clouds, both with 
 real-weather-fetch and scenario METAR.  I only got 1 fps with the 3D 
 clouds.  Earlier with 3D clouds, I got about 21 fps.  

I assume you mean Earlier with 2D clouds, I got about 21fps ?

That's very low. I'd expect a drop of about 10fps. 

What graphics card are you using?

 Also for both 2D 
 and 3D clouds, the field elevation is not accounted for in applying the 
 cloud base MSL height.  The METAR for these 2 runs showed broken at 011 
 (translates to 1,100 ft AGL) but leaving KDSM field elevation of 957 ft 
 MSL, I was in the clouds by 1100 ft MSL or only about 150 ft AGL.  Are 
 we not applying the metar field elevation + metar AGL to get the cloud 
 level?

This sounds like a bug, though I thought I saw something adding the field 
elevation. 
I'll check. Thanks for pointing it out.

-Stuart



  

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Re: [Flightgear-devel] Final (?) 3D clouds patch

2008-12-10 Thread Yon Uriarte
Maybe add an option to do full length bubble sort each update?Or quicksort,
even.
It should really be that much of a cpu eater, after the clouds are sorted.
It would result in a bit of frame drop on pan around, but flickering would
disappear.
For users with modern system it would improve visuals.
I'll test that later.

greetings,
 yon


On Wed, Dec 10, 2008 at 10:26 AM, gerard robin [EMAIL PROTECTED] wrote:

 On lundi 08 décembre 2008, Stuart Buchanan wrote:
  Curt wrote:
   I wonder if there is some sort of floating point resolution / rounding
   problem with the sort? I see a lot of flickering myself.  Also if I
 look
   some particular direction and the clouds get sorted ok, then look away
   for even a second, and then look back (by changing the view direction)
   the clouds seem to have totally lost their previous correct sort and
 need
   to be sorted again ... but that doesn't happen until the clouds come
 back
   in view.  I'm not sure what the sort criteria is, but it seems strange
   that the sort order would get messed up in a brief second of not having
 a
   particular set of clouds in view.
 
  One of the performance improvements introduced with the last patch is to
  re-use clouds rather than generating unique clouds for each position.
 This
  makes a significant performance difference on my system (about 5fps
 IIRC),
  but means that occasionally you end up between two instances of the same
  cloud, and the sprites need resorting as you change the view.
 
  You can avoid this by increasing the number of cloud types in the
 Rendering
  Options dialog, then toggling Enable 3D clouds to cause re-generation.
 At
  the moment the slider goes to 20, which minimizes the probability of
  hitting this issue. Obviously, we could increase the limit still further
 if
  required.
 
  -Stuart
 

 Hello Stuart,

 First thanks to you and to everybody who work on it.
 We have got now a huge improvement.

 However i am , now, a bit disappointed with these flickering   ( too often,
 may be it is my graphics cards NVIDIA 7800 GS 512 mo) which decrease
 dramatically the result (mainly with Metar) . And which make me to come
 back
 to the 2D clouds, with the GUI preference.

 I can understand that, with that last patch you have tried to answer to the
 low cpu performance, when we are using old computers.
 It was the case with the old 3D clouds version and nobody apologized about
 it
 since we had ever the choice 2D clouds or 3D clouds.

 I did like better one of your previous version. Yes we had that ugly blue
 edge
 ( sometime only when we had a 2d Clouds layer behind), but now,  i have
 blue
 edge randomly coming on and flickering, which is worth.

 Wont it be possible to have a version which will come to a better eye
 candy,
 even if it is more cpu eater.   ?

 Greeting


 --
 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] Final (?) 3D clouds patch

2008-12-10 Thread dave perry
Stuart Buchanan wrote:
 dave perry wrote:

   
 You were correct.  I had not set the weather scenario to METAR.  I ran 
 fgfs once with 3D clouds and once w/o 3D clouds, both with 
 real-weather-fetch and scenario METAR.  I only got 1 fps with the 3D 
 clouds.  Earlier with 3D clouds, I got about 21 fps.  
 

 I assume you mean Earlier with 2D clouds, I got about 21fps ?
   
No, that was with 3D clouds.  But not via real weather fetch.
 That's very low. I'd expect a drop of about 10fps. 

 What graphics card are you using?
   
My graphics card: BFG GeForce 7800 GS OC which is an AGP 8x 256MB GDDR3
My system is an AMD Athlon XP 3200+ with 2G of ram.

I typically get 70 to 80 fps with 2 D clouds and I had the frame rate 
throttled to 30 fps when I got the 1 fps with the latest 3D clouds.  But 
I just tried running with 3D clouds and real weather fetch at KLMO and 
got 16 to 21 fps.
   
 Also for both 2D 
 and 3D clouds, the field elevation is not accounted for in applying the 
 cloud base MSL height.  The METAR for these 2 runs showed broken at 011 
 (translates to 1,100 ft AGL) but leaving KDSM field elevation of 957 ft 
 MSL, I was in the clouds by 1100 ft MSL or only about 150 ft AGL.  Are 
 we not applying the metar field elevation + metar AGL to get the cloud 
 level?
 

 This sounds like a bug, though I thought I saw something adding the field 
 elevation. 
 I'll check. Thanks for pointing it out.

 -Stuart



   

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Re: [Flightgear-devel] Final (?) 3D clouds patch

2008-12-10 Thread Heiko Schulz
 Hi,

  
 My graphics card: BFG GeForce 7800 GS OC which is an AGP 8x
 256MB GDDR3
 My system is an AMD Athlon XP 3200+ with 2G of ram.
 
 I typically get 70 to 80 fps with 2 D clouds and I had the
 frame rate 
 throttled to 30 fps when I got the 1 fps with the latest 3D
 clouds.  But 
 I just tried running with 3D clouds and real weather fetch
 at KLMO and 
 got 16 to 21 fps.
   

Let me guess: the real weather showed a complete overcast with something 
looking like nimbustratus?
Yes, with that I got the same result. But with fair weather I have no problems.
Maybe we have some cloud-modellers beside me here, who can edit the clouds 
with textures and by xml which may improve the perfomance. That's why it is 
customizable...



  

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Re: [Flightgear-devel] Final (?) 3D clouds patch

2008-12-08 Thread Heiko Schulz
Hi,


 Hi All,
 
 Attached is what I'm hoping will be the final 3D clouds
 patch.
 
 It does the following:
 - Replaces simple shader attributes with vectors (this was
 missed out of the last patch by mistake)
 - Includes Yon's Fog update code (Thanks!)
 - Fixes a bug since 1.0 where --enable-real-weather-fetch
 stopped the other weather scenarios from working.
 
 Let me know of any bugs.
 
 -Stuart
 
Thanks for all your work, Yon and Stuart!

The clouds looking great now- the order problem is 99% solved so much as I can 
see!

I see only some few problems still:

-against a second 3d-clouds layer, the problem with z-drawing appears again

-setting thunderstorm: the clouds has this transparency problem again, 
perfomance is weak, no lightning and thunder back (o.k. missing feature)
maybe (just an idea) we can create a special set of a thunderstorm which is 
loaded instead the usual set which seems to be changed for fitting.

-ns and st-layers covers now full, but also decrease dramatically the fps. Even 
on my fast machine I only get around 8-12fps- not usuable!
Maybe it helps a bit if we couple the cloud visibility range with the generell 
visibility.
Or we should use of the old, 2d-layers instead!

Cheers
HHS




  

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Re: [Flightgear-devel] Final (?) 3D clouds patch

2008-12-08 Thread Stuart Buchanan
Heiko wrote:

 The clouds looking great now- the order problem is 99% solved so much as I 
 can 
 see!

Yes - I think we're pretty much done.

 I see only some few problems still:
 
 -against a second 3d-clouds layer, the problem with z-drawing appears again

I don't know how to solve this at the moment. Sorry :(

 -setting thunderstorm: the clouds has this transparency problem again, 
 perfomance is weak, no lightning and thunder back (o.k. missing feature)
 maybe (just an idea) we can create a special set of a thunderstorm which is 
 loaded instead the usual set which seems to be changed for fitting.

The Thuderstorm scenario has a very specific METAR. We could easily change this
to something that looks better.

One of the enhancements I'd like to make after the release is to allow the 
scenario
METAR strings to be defined in a properties file, so a user can save METARs 
they
want to fly in the future.

 -ns and st-layers covers now full, but also decrease dramatically the fps. 
 Even 
 on my fast machine I only get around 8-12fps- not usuable!
 Maybe it helps a bit if we couple the cloud visibility range with the 
 generell 
 visibility.
 Or we should use of the old, 2d-layers instead!

I don't think we're likely to find massive performance improvements, so 
I think using 2-D layers for stratus might be the best solution for the moment. 

This is very easy to do : The 3D cloud code defaults to a 2D layer if it can't 
find an appropriate cloud definition in the cloudlayers.xml file. So, you can 
simple remove the st and ns sections from cloudlayers.xml. 

If you agree, I'll look at doing that tonight. This may also help with the 
Thunderstorm
scenario.

-Stuart


  

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Re: [Flightgear-devel] Final (?) 3D clouds patch

2008-12-08 Thread Vivian Meazza
Heiko Schulz wrote:

 
 Hi,
 
 
  Hi All,
 
  Attached is what I'm hoping will be the final 3D clouds
  patch.
 
  It does the following:
  - Replaces simple shader attributes with vectors (this was
  missed out of the last patch by mistake)
  - Includes Yon's Fog update code (Thanks!)
  - Fixes a bug since 1.0 where --enable-real-weather-fetch
  stopped the other weather scenarios from working.
 
  Let me know of any bugs.
 
  -Stuart
 
 Thanks for all your work, Yon and Stuart!
 
 The clouds looking great now- the order problem is 99% solved so much as I
 can see!
 
 I see only some few problems still:
 
 -against a second 3d-clouds layer, the problem with z-drawing appears
 again
 
 -setting thunderstorm: the clouds has this transparency problem again,
 perfomance is weak, no lightning and thunder back (o.k. missing
 feature)
 maybe (just an idea) we can create a special set of a thunderstorm which
 is loaded instead the usual set which seems to be changed for fitting.
 
 -ns and st-layers covers now full, but also decrease dramatically the fps.
 Even on my fast machine I only get around 8-12fps- not usuable!
 Maybe it helps a bit if we couple the cloud visibility range with the
 generell visibility.
 Or we should use of the old, 2d-layers instead!

The frame rate is doing interesting things here. When I select 3d clouds,
the frame rate drops from 28 to 15 at KSFO, but when I deselect the clouds
the frame rate goes back only to 23, and when I reselect 3d clouds the frame
rate goes to 7 and stays there, whatever I do.

The 3d stratus looks horrid, sorry. I think the 2d solution is just fine for
stratus, and for cirrus as well.

Vivian 



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Re: [Flightgear-devel] Final (?) 3D clouds patch

2008-12-08 Thread gerard robin
On lundi 08 décembre 2008, Stuart Buchanan wrote:
 Heiko wrote:
  The clouds looking great now- the order problem is 99% solved so much as
  I can see!

 Yes - I think we're pretty much done.

  I see only some few problems still:
 
  -against a second 3d-clouds layer, the problem with z-drawing appears
  again

 I don't know how to solve this at the moment. Sorry :(

  -setting thunderstorm: the clouds has this transparency problem again,
  perfomance is weak, no lightning and thunder back (o.k. missing
  feature) maybe (just an idea) we can create a special set of a
  thunderstorm which is loaded instead the usual set which seems to be
  changed for fitting.

 The Thuderstorm scenario has a very specific METAR. We could easily change
 this to something that looks better.


You answer to my previous question  ( with the snapshot) on that topic  .

The blue edges are not on purpose   :)

 One of the enhancements I'd like to make after the release is to allow the
 scenario METAR strings to be defined in a properties file, so a user can
 save METARs they want to fly in the future.

SNIP

 -Stuart


Cheers

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


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Re: [Flightgear-devel] Final (?) 3D clouds patch

2008-12-08 Thread gerard robin
On lundi 08 décembre 2008, Stuart Buchanan wrote:
 Heiko wrote:
  The clouds looking great now- the order problem is 99% solved so much as
  I can see!

 Yes - I think we're pretty much done.

  I see only some few problems still:
 
  -against a second 3d-clouds layer, the problem with z-drawing appears
  again

 I don't know how to solve this at the moment. Sorry :(

  -setting thunderstorm: the clouds has this transparency problem again,
  perfomance is weak, no lightning and thunder back (o.k. missing
  feature) maybe (just an idea) we can create a special set of a
  thunderstorm which is loaded instead the usual set which seems to be
  changed for fitting.

 The Thuderstorm scenario has a very specific METAR. We could easily change
 this to something that looks better.

 One of the enhancements I'd like to make after the release is to allow the
 scenario METAR strings to be defined in a properties file, so a user can
 save METARs they want to fly in the future.

  -ns and st-layers covers now full, but also decrease dramatically the
  fps. Even on my fast machine I only get around 8-12fps- not usuable!
  Maybe it helps a bit if we couple the cloud visibility range with the
  generell visibility.
  Or we should use of the old, 2d-layers instead!

 I don't think we're likely to find massive performance improvements, so
 I think using 2-D layers for stratus might be the best solution for the
 moment.

 This is very easy to do : The 3D cloud code defaults to a 2D layer if it
 can't find an appropriate cloud definition in the cloudlayers.xml file. So,
 you can simple remove the st and ns sections from cloudlayers.xml.

 If you agree, I'll look at doing that tonight. This may also help with the
 Thunderstorm scenario.

 -Stuart


An other snapshoot,  feedback, with metar.
Getting the same blue edge than with thunderstorm.
May be it is my graphic card

http://pagesperso-orange.fr/GRTux/3DClouds-img9.jpg


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Re: [Flightgear-devel] Final (?) 3D clouds patch

2008-12-08 Thread dave perry
gerard robin wrote:
 On lundi 08 décembre 2008, Stuart Buchanan wrote:
   
 Heiko wrote:
 
 The clouds looking great now- the order problem is 99% solved so much as
 I can see!
   
 Yes - I think we're pretty much done.

 
 I see only some few problems still:

 -against a second 3d-clouds layer, the problem with z-drawing appears
 again
   
 I don't know how to solve this at the moment. Sorry :(

 
 -setting thunderstorm: the clouds has this transparency problem again,
 perfomance is weak, no lightning and thunder back (o.k. missing
 feature) maybe (just an idea) we can create a special set of a
 thunderstorm which is loaded instead the usual set which seems to be
 changed for fitting.
   
 The Thuderstorm scenario has a very specific METAR. We could easily change
 this to something that looks better.
 


 You answer to my previous question  ( with the snapshot) on that topic  .

 The blue edges are not on purpose   :)
   
 One of the enhancements I'd like to make after the release is to allow the
 scenario METAR strings to be defined in a properties file, so a user can
 save METARs they want to fly in the future.

 
 SNIP
   
 -Stuart

 

 Cheers

   
The 3D cloud appearance is much improved.  Thanks to all involved!
Several questions and comments.
1.  At night, the emmissive seems very very bright.
2.  Are you intending that the 3D cloud base should match the lowest 
level in the current METAR?  I just flew with a KDSM METAR using real 
weather fetch
(current METAR copied from ADDS:* KDSM 081954Z 10007KT 10SM BKN130 
OVC160 01/M03 A2964 RMK AO2 SLP047 T00111033.  * )

This gives a broken layer at 13000 ft AGL but the 3D clouds started at 
2000 AGL.
3.  When I took off, the outside view showed the clouds flickering.

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Re: [Flightgear-devel] Final (?) 3D clouds patch

2008-12-08 Thread Curtis Olson
On Mon, Dec 8, 2008 at 2:18 PM, dave perry [EMAIL PROTECTED] wrote:


 The 3D cloud appearance is much improved.  Thanks to all involved!
 Several questions and comments.
 1.  At night, the emmissive seems very very bright.
 2.  Are you intending that the 3D cloud base should match the lowest
 level in the current METAR?  I just flew with a KDSM METAR using real
 weather fetch
 (current METAR copied from ADDS:* KDSM 081954Z 10007KT 10SM BKN130
 OVC160 01/M03 A2964 RMK AO2 SLP047 T00111033.  * )

 This gives a broken layer at 13000 ft AGL but the 3D clouds started at
 2000 AGL.
 3.  When I took off, the outside view showed the clouds flickering.


I wonder if there is some sort of floating point resolution / rounding
problem with the sort?  I see a lot of flickering myself.  Also if I look
some particular direction and the clouds get sorted ok, then look away for
even a second, and then look back (by changing the view direction) the
clouds seem to have totally lost their previous correct sort and need to be
sorted again ... but that doesn't happen until the clouds come back in
view.  I'm not sure what the sort criteria is, but it seems strange that the
sort order would get messed up in a brief second of not having a particular
set of clouds in view.

Regards,

Curt.
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Re: [Flightgear-devel] Final (?) 3D clouds patch

2008-12-08 Thread Stuart Buchanan
Dave Perry wrote:

 The 3D cloud appearance is much improved.  Thanks to all involved!
 Several questions and comments.
 1.  At night, the emmissive seems very very bright.
 2.  Are you intending that the 3D cloud base should match the lowest 
 level in the current METAR?  I just flew with a KDSM METAR using real 
 weather fetch
 (current METAR copied from ADDS:* KDSM 081954Z 10007KT 10SM BKN130 
 OVC160 01/M03 A2964 RMK AO2 SLP047 T00111033.  * )
 
 This gives a broken layer at 13000 ft AGL but the 3D clouds started at 
 2000 AGL.

Was the weather scenario set to METAR as well - one of the bugs I fixed with the
latest patch was that previously --enable-real-weather-fetch over-wrote the 
various
scenarios. Now, you will only get METAR if you have METAR as the scenario, as
well as --enable-real-weather-fetch.

-Stuart



  

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Re: [Flightgear-devel] Final (?) 3D clouds patch

2008-12-08 Thread Stuart Buchanan
Curt wrote:
 I wonder if there is some sort of floating point resolution / rounding 
 problem with the sort?  
 I see a lot of flickering myself.  Also if I look some particular direction 
 and the clouds get 
 sorted ok, then look away for even a second, and then look back (by changing 
 the view 
 direction) the clouds seem to have totally lost their previous correct sort 
 and need to be 
 sorted again ... but that doesn't happen until the clouds come back in view.  
 I'm not sure 
 what the sort criteria is, but it seems strange that the sort order would get 
 messed up in 
 a brief second of not having a particular set of clouds in view.

One of the performance improvements introduced with the last patch is to re-use 
clouds rather
than generating unique clouds for each position. This makes a significant 
performance difference
on my system (about 5fps IIRC), but means that occasionally you end up between 
two instances
of the same cloud, and the sprites need resorting as you change the view.

You can avoid this by increasing the number of cloud types in the Rendering 
Options dialog, then
toggling Enable 3D clouds to cause re-generation. At the moment the slider 
goes to 20, which
minimizes the probability of hitting this issue. Obviously, we could increase 
the limit still further 
if required.

-Stuart



  

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Re: [Flightgear-devel] Final (?) 3D clouds patch

2008-12-08 Thread jean pellotier
Stuart Buchanan a écrit :
 Was the weather scenario set to METAR as well - one of the bugs I fixed with 
 the
 latest patch was that previously --enable-real-weather-fetch over-wrote the 
 various
 scenarios. Now, you will only get METAR if you have METAR as the scenario, as
 well as --enable-real-weather-fetch.

 -Stuart
   
Hi, just to say something about real weather fetch and METAR, it seems 
to me that metar information are only used once, after thet next metar 
update is not taken into account (in the different  clouds layers or in 
/environment properties) , but i think you know this (i saw a TODO in 
fgclouds.cxx).

an other thing is a concern about:
 /environment/temperature-sea-level-degc
 /environment/dewpoint-sea-level-degc
and the temperatures properties in the clouds layers

wich are not changed (always 15 and 5)  .

i tried this formula in  FGClouds::update_env_config ():

fgDefaultWeatherValue( temperature-degc,( 
fgGetDouble(/environment/metar/temperature-degc) +  0.0065 * 0.3048 * 
station_elevation_ft ))
 
but my knowledge of c++ being close to 0, station elevation was not 
taken into account but temperature was updated.

cheers

jano






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Re: [Flightgear-devel] Final (?) 3D clouds patch

2008-12-08 Thread dave perry
Stuart Buchanan wrote:
 Dave Perry wrote:

   
 The 3D cloud appearance is much improved.  Thanks to all involved!
 Several questions and comments.
 1.  At night, the emmissive seems very very bright.
 2.  Are you intending that the 3D cloud base should match the lowest 
 level in the current METAR?  I just flew with a KDSM METAR using real 
 weather fetch
 (current METAR copied from ADDS:* KDSM 081954Z 10007KT 10SM BKN130 
 OVC160 01/M03 A2964 RMK AO2 SLP047 T00111033.  * )

 This gives a broken layer at 13000 ft AGL but the 3D clouds started at 
 2000 AGL.
 

 Was the weather scenario set to METAR as well - one of the bugs I fixed with 
 the
 latest patch was that previously --enable-real-weather-fetch over-wrote the 
 various
 scenarios. Now, you will only get METAR if you have METAR as the scenario, as
 well as --enable-real-weather-fetch.

 -Stuart

   
You were correct.  I had not set the weather scenario to METAR.  I ran 
fgfs once with 3D clouds and once w/o 3D clouds, both with 
real-weather-fetch and scenario METAR.  I only got 1 fps with the 3D 
clouds.  Earlier with 3D clouds, I got about 21 fps.  Also for both 2D 
and 3D clouds, the field elevation is not accounted for in applying the 
cloud base MSL height.  The METAR for these 2 runs showed broken at 011 
(translates to 1,100 ft AGL) but leaving KDSM field elevation of 957 ft 
MSL, I was in the clouds by 1100 ft MSL or only about 150 ft AGL.  Are 
we not applying the metar field elevation + metar AGL to get the cloud 
level?

Dave P.

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Re: [Flightgear-devel] Final (?) 3D clouds patch

2008-12-06 Thread Stuart Buchanan
I wrote: 

 Hi All,
 
 Attached is what I'm hoping will be the final 3D clouds patch.

Nope, it wasn't attached, because I hit Send rather than Attach.

This time it is attached.

Sorry for the noise.

 It does the following:
 - Replaces simple shader attributes with vectors (this was missed out of the 
 last patch by mistake)
 - Includes Yon's Fog update code (Thanks!)
 - Fixes a bug since 1.0 where --enable-real-weather-fetch stopped the other 
 weather scenarios from working.
 
 Let me know of any bugs.
 
 -Stuart



  

clouds.tar.gz
Description: GNU Zip compressed data
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Re: [Flightgear-devel] Final (?) 3D clouds patch

2008-12-06 Thread Yon Uriarte
Hi,
 reading the patch, in the callback:
  fogC[3] = 0.0;
I believe this sliped from my testing, not sure if it's needed. I was doing
some alpha-channel tests. If it works with this set, all is fine :)

greetings,
 yon


On Sat, Dec 6, 2008 at 11:35 PM, Stuart Buchanan 
[EMAIL PROTECTED] wrote:

 I wrote:

  Hi All,
 
  Attached is what I'm hoping will be the final 3D clouds patch.

 Nope, it wasn't attached, because I hit Send rather than Attach.

 This time it is attached.

 Sorry for the noise.

  It does the following:
  - Replaces simple shader attributes with vectors (this was missed out of
 the
  last patch by mistake)
  - Includes Yon's Fog update code (Thanks!)
  - Fixes a bug since 1.0 where --enable-real-weather-fetch stopped the
 other
  weather scenarios from working.
 
  Let me know of any bugs.
 
  -Stuart


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