Re: [Flightgear-devel] Trees, alpha, and the sky

2002-05-05 Thread Wolfram Kuss
Andy Ross wrote: Wolfram Kuss wrote: Andy Ross wrote: You could also experiment with turning off backface culling instead of rendering two quads for each direction. In principle, it should be faster. In practice, it's probably a good way to detect driver bugs. :) The speed

Re: [Flightgear-devel] Trees, alpha, and the sky

2002-05-05 Thread Martin Spott
http://www.megginson.com/flightsim/tree.png [...] 2. While other scenery shows through the alpha parts of the texture, the sky often doesn't, as you can see in the above screenshot (note how you can see the grass and river near the bottom of the trunk, but not the sky near the

Re: [Flightgear-devel] Trees, alpha, and the sky

2002-05-02 Thread Wolfram Kuss
Andy wrote: Also, that's an awfully small texture. While it's good to not waste space, this thing is tiny -- one eighth the size of a single panel instrument's face. IMHO, it would look much better at 128x256 or so, with no measurable loss of performance. I agree. Some modders I know use one

Re: [Flightgear-devel] Trees, alpha, and the sky

2002-05-02 Thread Wolfram Kuss
Jim wrote: I've been thinking about that: how about not at the top, but halfway? Essentially, you'd have the XY, YZ, and XZ planes, one unit wide, all intersecting at the origin. Is that clear? Yes. You want to make the horizontal polygon at the largest extension of the leaf canopy. This

Re: [Flightgear-devel] Trees, alpha, and the sky

2002-05-02 Thread Andy Ross
Wolfram Kuss wrote: Andy Ross wrote: You could also experiment with turning off backface culling instead of rendering two quads for each direction. In principle, it should be faster. In practice, it's probably a good way to detect driver bugs. :) The speed difference will be very,

RE: [Flightgear-devel] Trees, alpha, and the sky

2002-05-02 Thread Norman Vine
Andy Ross Wolfram Kuss wrote: Andy Ross wrote: You could also experiment with turning off backface culling instead of rendering two quads for each direction. In principle, it should be faster. In practice, it's probably a good way to detect driver bugs. :) The speed difference will

Re: [Flightgear-devel] Trees, alpha, and the sky

2002-05-02 Thread Marcio Shimoda
Or draw the trees as step four? But, how do I know where I can draw a tree? Marcio Shimoda ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel

Re: [Flightgear-devel] Trees, alpha, and the sky

2002-05-01 Thread Charles Puffer
Would small dense green clouds work? Jon Berndt wrote: Jon Berndt writes: can you use a sphere? That's a lot of triangles for each tree. Oh, blast it! That's right. OGL has no real sphere. Jon ___ Flightgear-devel mailing list [EMAIL

Re: [Flightgear-devel] Trees, alpha, and the sky

2002-05-01 Thread David Megginson
Marcio Shimoda writes: What function draws the sky and the tile? The sky is drawn in SimGear -- see simgear/sky/dome.cxx. It's not integrated with the SSG graph, and that may or may not be part of the problem. All the best, David -- David Megginson, [EMAIL PROTECTED],

Re: [Flightgear-devel] Trees, alpha, and the sky

2002-05-01 Thread Curtis L. Olson
Marcio Shimoda writes: What function draws the sky and the tile? The code to draw the sky is in simgear. Curt. -- Curtis Olson IVLab / HumanFIRST Program FlightGear Project Twin Cities[EMAIL PROTECTED] [EMAIL PROTECTED] Minnesota

Re: [Flightgear-devel] Trees, alpha, and the sky

2002-05-01 Thread Curtis L. Olson
David Megginson writes: Marcio Shimoda writes: What function draws the sky and the tile? The sky is drawn in SimGear -- see simgear/sky/dome.cxx. It's not integrated with the SSG graph, and that may or may not be part of the problem. The scene drawing is split into several phases:

Re: [Flightgear-devel] Trees, alpha, and the sky

2002-05-01 Thread Jim Wilson
David Megginson [EMAIL PROTECTED] said: Curtis L. Olson writes: Step 1: the sky dome, the sun, moon, stars, planets. This forms the back drop. Everything else is drawn in front of these sky items. Step 2: draw the terrain. This needs to go in front of sky back drop so it is

Re: [Flightgear-devel] Trees, alpha, and the sky

2002-05-01 Thread Curtis L. Olson
Jim Wilson writes: David Megginson [EMAIL PROTECTED] said: Curtis L. Olson writes: Step 1: the sky dome, the sun, moon, stars, planets. This forms the back drop. Everything else is drawn in front of these sky items. Step 2: draw the terrain. This needs to go in front

Re: [Flightgear-devel] Trees, alpha, and the sky

2002-05-01 Thread Jim Wilson
Jim Wilson [EMAIL PROTECTED] said: Or draw the trees as step four? Nope that won't work...uggh. Best, Jim ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel

[Flightgear-devel] Trees, alpha, and the sky

2002-04-30 Thread David Megginson
I've been experimenting with a simple tree model in FlightGear. Here's the result: http://www.megginson.com/flightsim/tree.png The tree consists of a 32x64 RGBA texture mapped onto three sets of back-to-back rectangles at 120-degree angles to each other. From any given viewing angle (other

Re: [Flightgear-devel] Trees, alpha, and the sky

2002-04-30 Thread Jim Wilson
David Megginson [EMAIL PROTECTED] said: What about overhead? Should I plop one more rectangle on the top? You don't usually look straight down from a plane, but it will happen during aerobatics. Hmmm...it'd be hard to make that not look weird from some angle. Best, Jim

RE: [Flightgear-devel] Trees, alpha, and the sky

2002-04-30 Thread Jon Berndt
Jon Berndt writes: can you use a sphere? That's a lot of triangles for each tree. Oh, blast it! That's right. OGL has no real sphere. Jon smime.p7s Description: application/pkcs7-signature

RE: [Flightgear-devel] Trees, alpha, and the sky

2002-04-30 Thread David Megginson
Jim Wilson writes: That might work...was even thinking about at the bottom so you'd only really see it from above. That might actually be the best idea, but it will make placement very sensitive (I usually sink models slightly into the ground to avoid gaps). All the best, David --