Re: [Flightgear-devel] Procedural texturing merge request

2012-08-07 Thread Frederic Bouvier
Hi Thorsten,

> > Hi Fred,
> > 
> > I have created a merge request containing part of my recent
> > experiments with procedural terrain texturing - please have a look
> > (I hope I haven't messed up the request again...).
> > 
> > https://www.gitorious.org/fg/fgdata/merge_requests/175
> 
> I will take care of it asap

The request is merged

Regards,
-Fred

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[Flightgear-devel] Console swamped with messages

2012-08-07 Thread Renk Thorsten

Some variants of this have been going on for some time - currently my console 
ends up swamped with messages (I suspect the AI traffic) like this:

Checking for end of cruise stage for :
Descent rate  : 7.62
Descent speed : 154.333
VerticalDistance  : -483.402. Altitude : 3584.04. Elevation 3170
DecentTimeNeeded  : -63.4386
DistanceCovered   : -9790.69
Checking for end of cruise stage for :
Descent rate  : 7.62
Descent speed : 154.333
VerticalDistance  : -483.022. Altitude : 3585.28. Elevation 3170
DecentTimeNeeded  : -63.3887
DistanceCovered   : -9782.99
(...)

After the last pull, I did make clean in both the Flightgear and Simgear build 
directory to be sure that no funny things are stuck and recompiled everything. 
Messages keep coming. My commandline is

./fgfs --fg-scenery=/usr/share/FlightGear-2.0.0/Scenery/ 
--prop=/sim/traffic-manager/enabled=false 
--materials-file=Materials/regional/materials.xml --disable-fullscreen  
--geometry=1200x900 --disable-real-weather-fetch  --enable-auto-coordination  
--timeofday=dawn  --aircraft=pa24-250-CIIB --airport=KBTY

(i.e. traffic manager ought to be off).

Can anyone tell me what I have to do to get rid of these messages? Do I use a 
wrong commandline parameter? Could there be anything stuck in obscure 
configuration files? I can't really debug Nasal code properly without access to 
the console, so at this point I am prepared to edit the lines out of C++ code 
if anyone can tell me what file I need to go in.

Thanks,

* Thorsten
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Re: [Flightgear-devel] Procedural texturing merge request

2012-08-07 Thread Roland Häder
Hi Thorsten,

are there any screenshots available which compares "before/after"?

Regards,
  Roland

 Original-Nachricht 
> Hi Fred,
> 
> I have created a merge request containing part of my recent experiments
> with procedural terrain texturing - please have a look (I hope I haven't
> messed up the request again...). 
> 
> https://www.gitorious.org/fg/fgdata/merge_requests/175
> 
> Thanks,
> 
> * Thorsten
> 

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Re: [Flightgear-devel] Console swamped with messages

2012-08-07 Thread Durk Talsma

On 07 Aug 2012, at 11:03, Renk Thorsten wrote:

> 
> Some variants of this have been going on for some time - currently my console 
> ends up swamped with messages (I suspect the AI traffic) like this:
> 
This is indeed a debug message from the AI traffic system. It's been close to 
6-8 months since I last worked on this, but I seemed to remember that they 
would only trigger if certain conditions were met (i.e. you could define a 
callsign in a custom xml config file, or on the command line. The code 
producing the debug message would then only be executed when the AI Aircraft 
being processed matched the specific callsign.  I'll have a quick look tonight 
whether that mechanism is still in place. One thing that looks a little 
suspicious is the first line of the debug msgs. There should be a callsign 
listed ater the colon. So maybe you have come across a flight that has an empty 
callsign (which could theoretically trigger the debugging system). 

If you're interested yourself, the messages originate from AIAircraft.cxx

> After the last pull, I did make clean in both the Flightgear and Simgear 
> build directory to be sure that no funny things are stuck and recompiled 
> everything. Messages keep coming. My commandline is
> 
> ./fgfs --fg-scenery=/usr/share/FlightGear-2.0.0/Scenery/ 
> --prop=/sim/traffic-manager/enabled=false 
> --materials-file=Materials/regional/materials.xml --disable-fullscreen  
> --geometry=1200x900 --disable-real-weather-fetch  --enable-auto-coordination  
> --timeofday=dawn  --aircraft=pa24-250-CIIB --airport=KBTY

Are you sure about the syntax of the --prop=/sim/... command line option? I 
thought it should be something like: --prop:/sim/...  If I'm right, you might 
still have the traffic manager running. 

> 
> (i.e. traffic manager ought to be off).
> 
> Can anyone tell me what I have to do to get rid of these messages? Do I use a 
> wrong commandline parameter? Could there be anything stuck in obscure 
> configuration files? I can't really debug Nasal code properly without access 
> to the console, so at this point I am prepared to edit the lines out of C++ 
> code if anyone can tell me what file I need to go in.
> 

See above...

Cheers,
Durk


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Re: [Flightgear-devel] Console swamped with messages

2012-08-07 Thread Renk Thorsten
> Are you sure about the syntax of the --prop=/sim/... command line  
> option? I thought it should be something like: --prop:/sim/...  If I'm  
> right, you might still have the traffic manager running.

For all I know and can test, they're equivalent. Changing to --prop:/sim/... 
doesn't change the messages, using --prop=/sim/...  I have never seen any 
traffic and checking in the tree the property is set correctly.

> So maybe you have come across a flight that has an empty callsign  
> (which could theoretically trigger the debugging system).

This happens in an awful lot of locations (except remote Alaska outback, 
basically everywhere I fly...).

Hooray helped me to pin this down a bit - if I set

 --prop:/ai/track-callsign=NoCallsignplot

(i.e. not to 'empty') then the messages disappear. So it indeed seems to be 
that the track property is empty, and an empty callsign is picked up.

Thanks for taking a look!

* Thorsten
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Re: [Flightgear-devel] Procedural texturing merge request

2012-08-07 Thread Renk Thorsten
> are there any screenshots available which compares "before/after"?

Not as such... A collection of work in progress is in the forum

http://www.flightgear.org/forums/viewtopic.php?f=47&t=16884

but this is with my private not-necessarily-GPL development environment.

The comparison is otherwise quite easily done in-sim - the transition and 
landmass quality sliders control the texturing, setting them both to zero when 
atmospheric light scattering is on restores default texturing.

Note that currently only /Materials/regions/materials.xml contains the overlay 
texture definitions and that not all landclasses are done - I still have some 
textures only in non-GPL compatible form.

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Re: [Flightgear-devel] Procedural texturing merge request

2012-08-07 Thread Curtis Olson
Is this work something that is active by default or does it need to be
turned on?  Or is it only availble in a particular area?  Do I need to do
anything special to look at the results beyond just take off and fly around
anywhere?

Thanks,

Curt.


On Tue, Aug 7, 2012 at 9:52 AM, Renk Thorsten wrote:

> > are there any screenshots available which compares "before/after"?
>
> Not as such... A collection of work in progress is in the forum
>
> http://www.flightgear.org/forums/viewtopic.php?f=47&t=16884
>
> but this is with my private not-necessarily-GPL development environment.
>
> The comparison is otherwise quite easily done in-sim - the transition and
> landmass quality sliders control the texturing, setting them both to zero
> when atmospheric light scattering is on restores default texturing.
>
> Note that currently only /Materials/regions/materials.xml contains the
> overlay texture definitions and that not all landclasses are done - I still
> have some textures only in non-GPL compatible form.
>
> * Thorsten
>
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Re: [Flightgear-devel] Procedural texturing merge request

2012-08-07 Thread Renk Thorsten
> Is this work something that is active by default or does it need to be
> turned on?  Or is it only availble in a particular area?  Do I need to do
> anything special to look at the results beyond just take off and fly  
> around
> anywhere?

Forgot: Works currently only with Materials/regions/materials.xml since I 
declared the overlay textures only in there. 

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Re: [Flightgear-devel] Procedural texturing merge request

2012-08-07 Thread Renk Thorsten
> Is this work something that is active by default or does it need to be
> turned on?  Or is it only availble in a particular area?  Do I need to do
> anything special to look at the results beyond just take off and fly  
> around
> anywhere?

* atmospheric light scattering: on
* shader micromanagement dialog: landmass and transition effects to max (or 
above 3 in order to see partial effects)

 -> look for any shrub or herbtundra landclass, they have the full bells and 
whistles, sand has some detail overlay

* also play with Advanced Weather/Environment dust cover and terrain wetness 
for more fun

The area around Las Vegas is very nice - it's almost all shrub and gets the 
full blast of the effect. 

-> Mojave desert should look like this
http://users.jyu.fi/~trenk/pics/xb70.jpg

Watch console for shader compilation errors if this doesn't work, experience 
tells me that nVidia drivers are very tolerant, ATI drivers are not, so it is 
possible that some GLSL runs fine for me, but not for others, which is very 
hard to anticipate.

* Thorsten
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Re: [Flightgear-devel] Procedural texturing merge request

2012-08-07 Thread Curtis Olson
On Tue, Aug 7, 2012 at 11:10 AM, Renk Thorsten wrote:

> > Is this work something that is active by default or does it need to be
> > turned on?  Or is it only availble in a particular area?  Do I need to do
> > anything special to look at the results beyond just take off and fly
> > around
> > anywhere?
>
> * atmospheric light scattering: on
> * shader micromanagement dialog: landmass and transition effects to max
> (or above 3 in order to see partial effects)
>

Hmmm, my shader micromanagement dialog box is only showing two options
right now.  Category General: landmass and water.  There is an aicraft
category at the bottom of the dialog, but no actual options to set.  I'm
running a pretty advanced nvidia card with very recent nvidia drivers.  Has
the system decided I don't have any shader options I can set other than
these two ... this must be a recent change -- not long ago I remember
having lots of shader options I could tweak.



>
>  -> look for any shrub or herbtundra landclass, they have the full bells
> and whistles, sand has some detail overlay
>
> * also play with Advanced Weather/Environment dust cover and terrain
> wetness for more fun
>
> The area around Las Vegas is very nice - it's almost all shrub and gets
> the full blast of the effect.
>
> -> Mojave desert should look like this
> http://users.jyu.fi/~trenk/pics/xb70.jpg
>
> Watch console for shader compilation errors if this doesn't work,
> experience tells me that nVidia drivers are very tolerant, ATI drivers are
> not, so it is possible that some GLSL runs fine for me, but not for others,
> which is very hard to anticipate.
>
> * Thorsten
>
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Re: [Flightgear-devel] Procedural texturing merge request

2012-08-07 Thread Renk Thorsten
> Hmmm, my shader micromanagement dialog box is only showing two options
> right now.  Category General: landmass and water. 

I don't have the bandwidth at the moment to pull back master, but I've checked 
the local branch from which I merged and I checked the log for FGData master on 
GIT -  among other things,  gui/dialogs/shaders-lightfield.xml should have 
received an update enabling the settings for urban and transition shader - 
which you are not seeing.

I can actually see the dialog with the correct options here

https://www.gitorious.org/fg/fgdata/blobs/9e8735c64996614174d2d86526f258f44bacd7c4/gui/dialogs/shaders-lightfield.xml

So to my ability to check, FGData master should allow you to see the additional 
options and make the shaders work for you. Are you by any chance on the release 
branch?

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Re: [Flightgear-devel] Procedural texturing merge request

2012-08-07 Thread Curtis Olson
On Tue, Aug 7, 2012 at 1:22 PM, Renk Thorsten wrote:

> > Hmmm, my shader micromanagement dialog box is only showing two options
> > right now.  Category General: landmass and water.
>
> I don't have the bandwidth at the moment to pull back master, but I've
> checked the local branch from which I merged and I checked the log for
> FGData master on GIT -  among other things,
>  gui/dialogs/shaders-lightfield.xml should have received an update enabling
> the settings for urban and transition shader - which you are not seeing.
>
> I can actually see the dialog with the correct options here
>
>
> https://www.gitorious.org/fg/fgdata/blobs/9e8735c64996614174d2d86526f258f44bacd7c4/gui/dialogs/shaders-lightfield.xml
>
> So to my ability to check, FGData master should allow you to see the
> additional options and make the shaders work for you. Are you by any chance
> on the release branch?
>

I'm on the master/next branch here for these tests.   But I haven't kept
close enough tabs on the lightfield/regional gui options dialog box to
quite know exactly what I should be seeing or where to start for hunting
what's going on.  Shouldn't I be seeing quite a few detailed shader options
-- that used to be the case.  Are the regional textures automatic?

Curt.
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Re: [Flightgear-devel] Procedural texturing merge request

2012-08-07 Thread Renk Thorsten
> I'm on the master/next branch here for these tests.   But I haven't kept
> close enough tabs on the lightfield/regional gui options dialog box to
> quite know exactly what I should be seeing or where to start for hunting
> what's going on.  Shouldn't I be seeing quite a few detailed shader  
> options
> -- that used to be the case. 

Gijs (?) created special micro-management dialogs which are different for 
default and atmospheric scattering (and Rembrandt?). In the release branch, the 
available options are just landmass and water if the atmospheric light 
scattering box is ticked.

As of today, that should be expanded to give you control over

* landmass (0-5)
* transition (0-5)
* urban (0-5)
* water (0-5)

followed by the old Mie, Rayleigh and Density sliders shown as long as Advanced 
Weather is off.

Last is the aircraft section, which doesn't do anything. Procedural texturing 
is controlled by the first two.

Do you have the shaders, i.e. does anything interesting happen if you set 

/sim/rendering/shaders/transition to 5 by the property browser?

> Are the regional textures automatic?

Regional textures are automatic if you use Materials/regions/materials.xml and 
enter a certain region. If the regional set has dedicated landclass declaration 
(such as shrub in Hawaii), it overrides the procedural textures, i.e. you can't 
see them yet.

* Thorsten
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[Flightgear-devel] Error building FG on Windows (linking)

2012-08-07 Thread M. Carbax
Hello:

Probably is already solved and documented but I couldn't find the
solution for a week,

The problem is:


27>sgenvironment.lib(precipitation.obj) : error LNK2019: unresolved
external symbol "__declspec(dllimport) public: void __thiscall
osgParticle::PrecipitationEffect::setCellSize(class osg::Vec3f const
&)" (__imp_?setCellSize@PrecipitationEffect@osgParticle@@QAEXABVVec3f@osg@@@Z)
referenced in function "public: bool __thiscall
SGPrecipitation::update(void)" (?update@SGPrecipitation@@QAE_NXZ)

27>D:\fg2\projects\msvc100\FlightGear\src\Main\Release\fgfs.exe :
fatal error LNK1120: 1707 unresolved externals



 When I try to build under MSVC 10 Express OSG 3.0.1 and FG and SG 2.6.0



Someone could tell em where can I find how to solve it?


Many thanks,

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Re: [Flightgear-devel] Error building FG on Windows (linking)

2012-08-07 Thread Alan Teeder
Try a cmake of simgear from outside of MSVC, followed by a clean + build of 
simgear.  That fixed it for me last week.

-Original Message- 
From: M. Carbax
Sent: Tuesday, August 07, 2012 7:56 PM
To: flightgear-devel@lists.sourceforge.net
Subject: [Flightgear-devel] Error building FG on Windows (linking)

Hello:

Probably is already solved and documented but I couldn't find the
solution for a week,

The problem is:


27>sgenvironment.lib(precipitation.obj) : error LNK2019: unresolved
external symbol "__declspec(dllimport) public: void __thiscall
osgParticle::PrecipitationEffect::setCellSize(class osg::Vec3f const
&)" 
(__imp_?setCellSize@PrecipitationEffect@osgParticle@@QAEXABVVec3f@osg@@@Z)
referenced in function "public: bool __thiscall
SGPrecipitation::update(void)" (?update@SGPrecipitation@@QAE_NXZ)

27>D:\fg2\projects\msvc100\FlightGear\src\Main\Release\fgfs.exe :
fatal error LNK1120: 1707 unresolved externals



When I try to build under MSVC 10 Express OSG 3.0.1 and FG and SG 2.6.0



Someone could tell em where can I find how to solve it?


Many thanks,

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Re: [Flightgear-devel] Procedural texturing merge request

2012-08-07 Thread Frederic Bouvier
> Hmmm, my shader micromanagement dialog box is only showing two options right 
> now. 
> Category General: landmass and water. There is an aicraft category at the 
> bottom 
> of the dialog, but no actual options to set. I'm running a pretty advanced 
> nvidia 
> card with very recent nvidia drivers. Has the system decided I don't have any 
> shader options I can set other than these two ... this must be a recent 
> change -- 
> not long ago I remember having lots of shader options I could tweak. 

Here is how the dialog looks here :
http://frbouvi.free.fr/flightsim/fgfs-shader-dialog.jpg

Left: without atmospheric scattering
Right: with atmospheric scattering

(Rembrandt off of course)

Regards,
-Fred

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Re: [Flightgear-devel] Error building FG on Windows (linking)

2012-08-07 Thread M. Carbax
Hi Alan:

Thanks for your help:

Do you mean compile simgear  with MSYS (for instance) and then
flightgear with MSVC10?




2012/8/7 Alan Teeder :
> Try a cmake of simgear from outside of MSVC, followed by a clean + build of
> simgear.  That fixed it for me last week.
>
> -Original Message-
> From: M. Carbax
> Sent: Tuesday, August 07, 2012 7:56 PM
> To: flightgear-devel@lists.sourceforge.net
> Subject: [Flightgear-devel] Error building FG on Windows (linking)
>
> Hello:
>
> Probably is already solved and documented but I couldn't find the
> solution for a week,
>
> The problem is:
>
>
> 27>sgenvironment.lib(precipitation.obj) : error LNK2019: unresolved
> external symbol "__declspec(dllimport) public: void __thiscall
> osgParticle::PrecipitationEffect::setCellSize(class osg::Vec3f const
> &)"
> (__imp_?setCellSize@PrecipitationEffect@osgParticle@@QAEXABVVec3f@osg@@@Z)
> referenced in function "public: bool __thiscall
> SGPrecipitation::update(void)" (?update@SGPrecipitation@@QAE_NXZ)
>
> 27>D:\fg2\projects\msvc100\FlightGear\src\Main\Release\fgfs.exe :
> fatal error LNK1120: 1707 unresolved externals
>
>
>
> When I try to build under MSVC 10 Express OSG 3.0.1 and FG and SG 2.6.0
>
>
>
> Someone could tell em where can I find how to solve it?
>
>
> Many thanks,
>
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Re: [Flightgear-devel] Unified Weather GUI

2012-08-07 Thread Stuart Buchanan
On Sat, Aug 4, 2012 at 12:33 AM, Stuart Buchanan wrote:
> Thorsten R. and I have been discussing off-list how we can bring the
> global and local weather systems closer together.  While they have
> very different implementations, it should be possible to unify at
> least part of the UI and configuration models to provide a more
> consistent end-user experience.
>
> The aim is to have a single high level weather dialog that is used to
> configure both global and local weather, with implementation-specific
> dialogs accessible for tweaking particular settings.  Hopefully 90% of
> users will only need this high level dialog, while the 10% wanting to
> configure specific cloud layers etc. can still do so.

This work has now been committed.

There are three  areas that still require some work:

1) Local Weather has its own wind definitions for scenarios
that aren't METAR-based, so you still need to use the Advanced
Settings menu to set your wind appropriately.  I will probably just
add these to environment.xml for the moment, unless I can think
of a better solution.

2) Previously, under METAR mode it was possible to set turbulence
on a per-layer basis.  This now requires changing to Manual Configuration.
I hope to write some heuristics into the Basic Weather code to work
out sensible turbulence settings automatically to mitigate this.  For
example, on a thermic day, there should be turbulence below the Cu
level.

3) There's still some work to do to match scenarios defined in
environment.xml with local weather cloud tiles.

Feedback is welcome as always.

-Stuart

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Re: [Flightgear-devel] Error building FG on Windows (linking)

2012-08-07 Thread Alan Teeder
Follow the instructions at 
http://wiki.flightgear.org/Building_using_CMake_-_Windows. Build Simgear 
first, then Flightgear. It is important to have the same version of both 
simgear and flightgear.

Most folk on this list are probably building version 2.8.0  or 2.9. 0 at the 
moment. 2.8 is about to be released. 2.9 is in development. These are 
available on git.

-Original Message- 
From: M. Carbax
Sent: Tuesday, August 07, 2012 8:40 PM
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Error building FG on Windows (linking)

Hi Alan:

Thanks for your help:

Do you mean compile simgear  with MSYS (for instance) and then
flightgear with MSVC10?




2012/8/7 Alan Teeder :
> Try a cmake of simgear from outside of MSVC, followed by a clean + build 
> of
> simgear.  That fixed it for me last week.
>
> -Original Message-
> From: M. Carbax
> Sent: Tuesday, August 07, 2012 7:56 PM
> To: flightgear-devel@lists.sourceforge.net
> Subject: [Flightgear-devel] Error building FG on Windows (linking)
>
> Hello:
>
> Probably is already solved and documented but I couldn't find the
> solution for a week,
>
> The problem is:
>
>
> 27>sgenvironment.lib(precipitation.obj) : error LNK2019: unresolved
> external symbol "__declspec(dllimport) public: void __thiscall
> osgParticle::PrecipitationEffect::setCellSize(class osg::Vec3f const
> &)"
> (__imp_?setCellSize@PrecipitationEffect@osgParticle@@QAEXABVVec3f@osg@@@Z)
> referenced in function "public: bool __thiscall
> SGPrecipitation::update(void)" (?update@SGPrecipitation@@QAE_NXZ)
>
> 27>D:\fg2\projects\msvc100\FlightGear\src\Main\Release\fgfs.exe :
> fatal error LNK1120: 1707 unresolved externals
>
>
>
> When I try to build under MSVC 10 Express OSG 3.0.1 and FG and SG 2.6.0
>
>
>
> Someone could tell em where can I find how to solve it?
>
>
> Many thanks,
>
> --
> 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/
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>
>
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Re: [Flightgear-devel] Procedural texturing merge request

2012-08-07 Thread Curtis Olson
Hi Fred and Thorsten,

I exited and restarted and seem to be getting the dialog more correctly now
-- but I don't think I'm seeing the regional or procedure textures around
Mojave.  What should I be looking for there?  I'm running with:
 --materials-file=Materials/regions/materials.xml and rembrandt off.
 Turning atmospheric scattering on/off seems to do the right thing now with
the shader dialog box.  But I'm not seeing anything different in the ground
textures.  Or do I need to have some sort of custom scenery installed that
references the new material definitions?

Thanks,

Curt.


On Tue, Aug 7, 2012 at 2:11 PM, Frederic Bouvier wrote:

> > Hmmm, my shader micromanagement dialog box is only showing two options
> right now.
> > Category General: landmass and water. There is an aicraft category at
> the bottom
> > of the dialog, but no actual options to set. I'm running a pretty
> advanced nvidia
> > card with very recent nvidia drivers. Has the system decided I don't
> have any
> > shader options I can set other than these two ... this must be a recent
> change --
> > not long ago I remember having lots of shader options I could tweak.
>
> Here is how the dialog looks here :
> http://frbouvi.free.fr/flightsim/fgfs-shader-dialog.jpg
>
> Left: without atmospheric scattering
> Right: with atmospheric scattering
>
> (Rembrandt off of course)
>
> Regards,
> -Fred
>
>
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Re: [Flightgear-devel] Procedural texturing merge request

2012-08-07 Thread Frederic Bouvier
You need to set the top two sliders on the right side 

-Fred 

- Mail original -

> De: "Curtis Olson" 
> À: "FlightGear developers discussions"
> 
> Envoyé: Mardi 7 Août 2012 22:49:05
> Objet: Re: [Flightgear-devel] Procedural texturing merge request

> Hi Fred and Thorsten,

> I exited and restarted and seem to be getting the dialog more
> correctly now -- but I don't think I'm seeing the regional or
> procedure textures around Mojave. What should I be looking for
> there? I'm running with:
> --materials-file=Materials/regions/materials.xml and rembrandt off.
> Turning atmospheric scattering on/off seems to do the right thing
> now with the shader dialog box. But I'm not seeing anything
> different in the ground textures. Or do I need to have some sort of
> custom scenery installed that references the new material
> definitions?

> Thanks,

> Curt.

> On Tue, Aug 7, 2012 at 2:11 PM, Frederic Bouvier wrote:

> > > Hmmm, my shader micromanagement dialog box is only showing two
> > > options right now.
> 
> > > Category General: landmass and water. There is an aicraft
> > > category
> > > at the bottom
> 
> > > of the dialog, but no actual options to set. I'm running a pretty
> > > advanced nvidia
> 
> > > card with very recent nvidia drivers. Has the system decided I
> > > don't have any
> 
> > > shader options I can set other than these two ... this must be a
> > > recent change --
> 
> > > not long ago I remember having lots of shader options I could
> > > tweak.
> 

> > Here is how the dialog looks here :
> 
> > http://frbouvi.free.fr/flightsim/fgfs-shader-dialog.jpg
> 

> > Left: without atmospheric scattering
> 
> > Right: with atmospheric scattering
> 

> > (Rembrandt off of course)
> 

> > Regards,
> 
> > -Fred
> 

> > --
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> > Live Security Virtual Conference
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> > Exclusive live event will cover all the ways today's security and
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> --

> Curtis Olson:
> http://www.atiak.com - http://aem.umn.edu/~uav/
> http://www.flightgear.org - http://gallinazo.flightgear.org

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[Flightgear-devel] Problem following Waypoint'a

2012-08-07 Thread Chelley
Has something been changed in flightgear Version 2.6.0.1 AI ground vehicles 
(such as in traffic manager) to prevent vehicles ON GROUND following way points 
? 

Do I need to change my vehicle type from aircraft to some other ground vehicle 
type ? 
If so then is their one for Cars ?

Regards Aerotro xxx

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Re: [Flightgear-devel] Procedural texturing merge request

2012-08-07 Thread Renk Thorsten
> Do I want atmospheric scattering on or off?  That affects which are the  
> top two sliders.

You want atmospheric scattering on. Then the top sliders are 'Landmass' and 
'Transition'. These you want at 5. 

What did it take to make the correct dialog appear? Are you sure you have the 
updated effects and shader code? For instance, terrain-default.eff should 
contain the new texture declarations with indices 11 and 12 in the initial 
parameter section. Is that the case in your file?


Textures/Terrain/void.png
linear-mipmap-linear
repeat
repeat
normalized


Textures/Terrain/void.png
linear-mipmap-linear
repeat
repeat
normalized


>But I'm not seeing anything different in the ground textures.  Or do I need to 
>have some 
> sort of custom scenery installed that references the new material definitions?

No, the overlay textures are declared in the materials file, no custom scenery 
required. For instance, ShrubCover in summer should contain a block

 
   Terrain/shrub1.png
   Terrain/grass_hires.png
   Terrain/dirtrock.png
  

which defines the overlay textures in addition to the base texture. So this 
works in default scenery. 

You would notice when it's on - the result looks very different from the base 
texture alone.

* Thorsten
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