Re: [Flightgear-devel] screen shots lights

2002-10-30 Thread David Megginson
Jim Wilson writes: The distant lights seem about right on my display. Is this looking bad on the 16bit cards? What is the problem? Are you seeing z-fighting or do they look strangely positioned? They seem to slope upwards. All the best, David -- David Megginson, [EMAIL PROTECTED],

Re: [Flightgear-devel] screen shots lights

2002-10-30 Thread Curtis L. Olson
David Megginson writes: Jim Wilson writes: The distant lights seem about right on my display. Is this looking bad on the 16bit cards? What is the problem? Are you seeing z-fighting or do they look strangely positioned? They seem to slope upwards. The lights are all moved as a

Re: [Flightgear-devel] screen shots lights

2002-10-30 Thread Jim Wilson
Curtis L. Olson [EMAIL PROTECTED] said: Jim Wilson writes: The problem I'm seeing is the lights suddenly elevate at the tile boundry down the other end of 28R at KSFO. Up to what appears to be the 2m or so you mentioned earlier. It seems that perhaps this is may be some sort of tile

Re: [Flightgear-devel] screen shots lights

2002-10-30 Thread Jim Wilson
David Megginson [EMAIL PROTECTED] said: Jim Wilson writes: Ok good...got it. I think we can come up with a simple solution, but it could take some trial on error with the 16 bit cards. When i get running on the voodoo i'll test it. You can also switch a GeForce card over the

Re: [Flightgear-devel] screen shots lights

2002-10-30 Thread Curtis L. Olson
Jim Wilson writes: Hmmm...in my tests even if the lifting code is *completely* disabled (approx line 900, tilentry.cxx), the lights still jump up a couple meters near the end of KSFO runway 28R when crossing the tile boundry. What do you think? Precision error in the transform vector? Are

Re: [Flightgear-devel] screen shots lights

2002-10-30 Thread Jim Wilson
Curtis L. Olson [EMAIL PROTECTED] said: Are you sure you actually disabled the lift vector? At about line #915 in tileentry.cxx you should find: sgAddVec3( lt_trans, lift_vec ); Comment out that single line and see if you still see a jumping when crossing a tile boundary. Yes and

Re: [Flightgear-devel] screen shots lights

2002-10-30 Thread Jim Wilson
Jim Wilson [EMAIL PROTECTED] said: Curtis L. Olson [EMAIL PROTECTED] said: Are you sure you actually disabled the lift vector? At about line #915 in tileentry.cxx you should find: sgAddVec3( lt_trans, lift_vec ); Comment out that single line and see if you still see a

Re: [Flightgear-devel] screen shots lights

2002-10-30 Thread Curtis L. Olson
Jim Wilson writes: Jim Wilson [EMAIL PROTECTED] said: Curtis L. Olson [EMAIL PROTECTED] said: Are you sure you actually disabled the lift vector? At about line #915 in tileentry.cxx you should find: sgAddVec3( lt_trans, lift_vec ); Comment out that single line and

Re: [Flightgear-devel] screen shots lights

2002-10-30 Thread Jim Wilson
Revised patch, eliminating distance component. Best, Jim Index: src/Scenery/tileentry.cxx === RCS file: /var/cvs/FlightGear-0.9/FlightGear/src/Scenery/tileentry.cxx,v retrieving revision 1.10 diff -u -r1.10 tileentry.cxx ---

Re: [Flightgear-devel] screen shots lights

2002-10-30 Thread Jim Wilson
Curtis L. Olson [EMAIL PROTECTED] said: That seems to work reasonably well here with a 24 bit depth buffer too. I can live with that and it would definitely simplify things and seems to work every bit as good. One correction to what you added to cvs. Line 899 should read: if (agl 0.0)

Re: [Flightgear-devel] screen shots lights

2002-10-30 Thread Jim Wilson
Another thing...should've just redone the patch... Line 906 should read: sgScaleVec3( lift_vec, 0.0 + agl / 20.0 ); instead of: sgScaleVec3( lift_vec, 1.0 + agl / 20.0 ); There isn't any need to lift the lights an extra meter in 16bpp mode. Best, Jim Jim Wilson [EMAIL

Re: [Flightgear-devel] screen shots lights

2002-10-30 Thread Curtis L. Olson
Ok, good catch, thanks. Curt. Jim Wilson writes: Curtis L. Olson [EMAIL PROTECTED] said: That seems to work reasonably well here with a 24 bit depth buffer too. I can live with that and it would definitely simplify things and seems to work every bit as good. One correction to

Re: [Flightgear-devel] screen shots lights

2002-10-29 Thread Jim Wilson
Curtis L. Olson [EMAIL PROTECTED] said: If you look at the code in tileentry.cxx starting about line #881: We calculate an agl value, then we calculate a dist value. The lift vector is calcuated from both these numbers. Ah, ok I'll look again. Take it the distance is from tile center?

Re: [Flightgear-devel] screen shots lights

2002-10-29 Thread Jim Wilson
Curtis L. Olson [EMAIL PROTECTED] said: We may want to think the patch ... Probably the right thing to do if we can spare the cpu cycles is raise the lights based on distance from the center of the airport or distance from the center of the light group. That would require a little

Re: [Flightgear-devel] screen shots lights

2002-10-29 Thread David Megginson
Jim Wilson writes: Finally, I did look at the code closer. Took all of 1 minute to figure out what was going on :-). Maybe something similar can be done with the distance...which could make sense and avoid adding a few extra steps. Also, knowing what is happening, I now have no

Re: [Flightgear-devel] screen shots lights

2002-10-29 Thread Jim Wilson
David Megginson [EMAIL PROTECTED] said: Jim Wilson writes: Finally, I did look at the code closer. Took all of 1 minute to figure out what was going on :-). Maybe something similar can be done with the distance...which could make sense and avoid adding a few extra steps. Also,

Re: [Flightgear-devel] screen shots lights

2002-10-29 Thread Curtis L. Olson
David Megginson writes: Jim Wilson writes: Finally, I did look at the code closer. Took all of 1 minute to figure out what was going on :-). Maybe something similar can be done with the distance...which could make sense and avoid adding a few extra steps. Also, knowing what is

re: [Flightgear-devel] screen shots lights

2002-10-28 Thread David Megginson
Jim Wilson writes: It looks pretty good with this patch: RCS file: /var/cvs/FlightGear-0.9/FlightGear/src/Scenery/tileentry.cxx,v retrieving revision 1.9 diff -r1.9 tileentry.cxx 891c891,893 * SG_FEET_TO_METER - globals-get_scenery()-get_cur_elev(); ---

re: [Flightgear-devel] screen shots lights

2002-10-28 Thread Curtis L. Olson
David Megginson writes: Jim Wilson writes: It looks pretty good with this patch: RCS file: /var/cvs/FlightGear-0.9/FlightGear/src/Scenery/tileentry.cxx,v retrieving revision 1.9 diff -r1.9 tileentry.cxx 891c891,893 * SG_FEET_TO_METER -

re: [Flightgear-devel] screen shots lights

2002-10-28 Thread David Megginson
Curtis L. Olson writes: Unfortunately, not for 16bpp -- the lights are still so high that I have to use to mouse to look up to see them. I tried commenting out the 16bpp detection and using the 32bpp lift, but the lights were still floating high in the air. This looks like it's

re: [Flightgear-devel] screen shots lights

2002-10-28 Thread Curtis L. Olson
David Megginson writes: Curtis L. Olson writes: Unfortunately, not for 16bpp -- the lights are still so high that I have to use to mouse to look up to see them. I tried commenting out the 16bpp detection and using the 32bpp lift, but the lights were still floating high in the

re: [Flightgear-devel] screen shots lights

2002-10-28 Thread Jim Wilson
David Megginson [EMAIL PROTECTED] said: Note, though, that even with 32bpp the lights are floating very high. Hmmm...I don't remember ever having to to look up to see lights when running the voodoo card. When you say very high, how high do you mean? Best, Jim

Re: [Flightgear-devel] screen shots lights

2002-10-28 Thread Andy Ross
Jim Wilson wrote: Hmmm...I don't remember ever having to to look up to see lights when running the voodoo card. When you say very high, how high do you mean? It looks like about 2m to me. Is it possible that you guys are just using different aircraft? David tends to hang out in the Cub and

Re: [Flightgear-devel] screen shots lights

2002-10-28 Thread David Megginson
Andy Ross writes: When you say very high, how high do you mean? It looks like about 2m to me. Yes, that's about right. The lights pass well over the top of the plane during the takeoff roll, which looks quite silly. Even 0.5m is too high on the ground. All the best, David --

RE: [Flightgear-devel] screen shots lights

2002-10-28 Thread Jon Berndt
You know, I haven't been following this conversation very carefully, so I don't know the viability of the suggestion I'm going to throw out (nor if it has been discussed, yet) - and I have only a minute in between the jury duty I served this morning and going back to work, so it won't be very

Re: [Flightgear-devel] screen shots lights

2002-10-28 Thread Jim Wilson
David Megginson [EMAIL PROTECTED] said: Andy Ross writes: When you say very high, how high do you mean? It looks like about 2m to me. Yes, that's about right. The lights pass well over the top of the plane during the takeoff roll, which looks quite silly. Even 0.5m is too

Re: [Flightgear-devel] screen shots lights

2002-10-28 Thread Curtis L. Olson
Jim Wilson writes: What I'm seeing is more like the 0.5m...a little high but hardly enough to look way wrong (it isn't going to be picture perfect anyway). Can anyone explain why I don't get the 2m effect like Andy and David? It will depend which airport you are visiting, which runway at that

Re: [Flightgear-devel] screen shots lights

2002-10-28 Thread David Megginson
Jim Wilson writes: Yes, that's about right. The lights pass well over the top of the plane during the takeoff roll, which looks quite silly. Even 0.5m is too high on the ground. What I'm seeing is more like the 0.5m...a little high but hardly enough to look way wrong (it isn't

Re: [Flightgear-devel] screen shots lights

2002-10-28 Thread Jim Wilson
Curtis L. Olson [EMAIL PROTECTED] said: Jim Wilson writes: What I'm seeing is more like the 0.5m...a little high but hardly enough to look way wrong (it isn't going to be picture perfect anyway). Can anyone explain why I don't get the 2m effect like Andy and David? It will depend which

Re: [Flightgear-devel] screen shots lights

2002-10-28 Thread Curtis L. Olson
Jim Wilson writes: That tiny patch I submitted yesterday takes care of that. It makes it so the lights don't adjust upward until you are above 30mhigh enough that it isn't noticable...and low enough that it should take care of any z-buffer issues. Actually this takes away the AGL

Re: [Flightgear-devel] screen shots lights

2002-10-28 Thread Jim Wilson
Curtis L. Olson [EMAIL PROTECTED] said: Actually this takes away the AGL component until you are 30m AGL, but there is also a distance component that this doesn't account for. Yes, but the AGL is what makes the lights appear to rise up higher (than the 0.5m). I'm not sure what you mean by

Re: [Flightgear-devel] screen shots lights

2002-10-28 Thread Curtis L. Olson
Jim Wilson writes: Curtis L. Olson [EMAIL PROTECTED] said: Actually this takes away the AGL component until you are 30m AGL, but there is also a distance component that this doesn't account for. Yes, but the AGL is what makes the lights appear to rise up higher (than the 0.5m). I'm

re: [Flightgear-devel] screen shots lights

2002-10-27 Thread David Megginson
Curtis L. Olson writes: We artifically raise the lights a bit to attempt to avoid zbuffer fighting. The formula is based on the altitude above ground and the distance away ... however, it's rough and imperfect ... I'm still working on understanding the code. First, you have

Re: [Flightgear-devel] screen shots lights

2002-10-27 Thread Norman Vine
David Megginson writes: Curtis L. Olson writes: We artifically raise the lights a bit to attempt to avoid zbuffer fighting. The formula is based on the altitude above ground and the distance away ... however, it's rough and imperfect ... I'm still working on understanding the

re: [Flightgear-devel] screen shots lights

2002-10-27 Thread Curtis L. Olson
David Megginson writes: I'm still working on understanding the code. First, you have point_list geod_light_nodes = calc_elevations( root, light_nodes.get_node_list(), 0.5 ); That means that the base elevation for each light is already 0.5m above the runway. Does

re: [Flightgear-devel] screen shots lights

2002-10-27 Thread Jim Wilson
David Megginson [EMAIL PROTECTED] said: Curtis L. Olson writes: We artifically raise the lights a bit to attempt to avoid zbuffer fighting. The formula is based on the altitude above ground and the distance away ... however, it's rough and imperfect ... I'm still working on

re: [Flightgear-devel] screen shots lights

2002-10-27 Thread Jim Wilson
Curtis L. Olson [EMAIL PROTECTED] said: David Megginson writes: I'm still working on understanding the code. First, you have point_list geod_light_nodes = calc_elevations( root, light_nodes.get_node_list(), 0.5 ); That means that the base elevation for each

re: [Flightgear-devel] screen shots lights

2002-10-27 Thread David Megginson
Curtis L. Olson writes: Yes ... a 0.5 elevation difference just isn't enough to maintain zbuffer separation from common viewing distances and angles. This gets significantly worse on a card with a 16 bit depth buffer (i.e. voodoo-1,2.3) I believe the code to lift up the runway

re: [Flightgear-devel] screen shots lights

2002-10-27 Thread Jim Wilson
David Megginson [EMAIL PROTECTED] said: Curtis L. Olson writes: Yes ... a 0.5 elevation difference just isn't enough to maintain zbuffer separation from common viewing distances and angles. This gets significantly worse on a card with a 16 bit depth buffer (i.e. voodoo-1,2.3)

re: [Flightgear-devel] screen shots lights

2002-10-26 Thread David Megginson
Jim Wilson writes: The new airport lighting is really impressive. At dusk it looked pretty good on the screen so here's a couple shots: http://www.spiderbark.com/fgfs/cubsightseeing.png http://www.spiderbark.com/fgfs/towerview.png They do look great, but I find it disturbing that the