Could you give some examples ? The noshadow thing is usualy used to hide
some artifacts
caused by transparent geometry like windows, rotating propeler disk,
paintings, etc, or to reduce the
complexity of the shadow (virtual cockpit or other complex parts of the
plane).
Harald.
Ampere K. Hardraade wrote:
I just noticed that when one is inside an object, or the shadow volume of an
object, then the shadow casted by that object is not visible.
Here is an example:
http://www.students.yorku.ca/~ampere/fgfs-screen-010.jpg
Ampere
It is because the viewer is inside a
Le lundi 18 juillet 2005 à 19:17 +0200, Harald JOHNSEN a écrit :
Gerard Robin wrote:
== some moving Aircraft components could cast shadow according to their
positions on the Aircraft. That is an exemple on a Naval aircraft the
hook will cast shadow only when it is not fully retracted.
Gerard Robin wrote:
== some moving Aircraft components could cast shadow according to their
positions on the Aircraft. That is an exemple on a Naval aircraft the
hook will cast shadow only when it is not fully retracted.
I am not sure I understand this example, or perhaps I presume that
We can agree that a window or a propeler disk is transparent but for the
code a transparent part
is a part that uses a transparent material, ie an alpha channel in his
material or in his texture.
In practice you will see that the new option will break shadows on a lot
of aircrafts.
I just noticed that when one is inside an object, or the shadow volume of an
object, then the shadow casted by that object is not visible.
Here is an example:
http://www.students.yorku.ca/~ampere/fgfs-screen-010.jpg
Ampere
___
Flightgear-devel
noshadow.myobjectname or animationtypenoshadow are really the same.
But I think Mathias is talking about the fact that some object parts
were silently not casting shadows
based on their name. Before the noshadow animation exist I was checking
for names like 'disk' for
example so a
Gerard Robin a écrit :
noshadow.myobjectname or animationtypenoshadow are really the same.
But I think Mathias is talking about the fact that some object parts
were silently not casting shadows
based on their name. Before the noshadow animation exist I was checking
for names like 'disk' for
property/position/altitude-agl-ft/property
value150/value
/greater-than
/condition
typenoshadow/type
object-nameLysander/object-name
/animation
Lysander is the whole Aircraft (group defined)
Gerard Robin wrote:
Yes i have seen it. (my question was rather to get some answer about the
next noshadow updates depending on Harald to do list).
That property should be like select and any others property.
I never thought of it as a dynamic selector, maybe I am wrong.
Is it any
Le samedi 16 juillet 2005 à 18:22 +0200, Harald JOHNSEN a écrit :
Gerard Robin wrote:
Yes i have seen it. (my question was rather to get some answer about the
next noshadow updates depending on Harald to do list).
That property should be like select and any others property.
I never
Could you give some examples ? The noshadow thing is usualy used to hide
some artifacts
caused by transparent geometry like windows, rotating propeler disk,
paintings, etc, or to reduce the
complexity of the shadow (virtual cockpit or other complex parts of the
plane).
Harald.
Harald JOHNSEN wrote
... snip ...
Perhaps can we use a real ogl light for the aircraft landing light and
fake light for the airport lights,
and since the view is centered on the aircraft the hack could be good
enought.
Are you going to progress OGL lights for aircraft landing lights?
I'm
Le mardi 12 juillet 2005 à 07:45 +0200, Mathias Fröhlich a écrit :
/animation
Yes.
As I last looked into the shadow code, there was some heuristic based on
object names which made some surfaces 'noshadow' ones.
That heuristic gives me false positives with the F-18.
I would vote for
Gerard Robin wrote:
Le mardi 12 juillet 2005 à 07:45 +0200, Mathias Fröhlich a écrit :
/animation
Yes.
As I last looked into the shadow code, there was some heuristic based on
object names which made some surfaces 'noshadow' ones.
That heuristic gives me false positives with the
The object noshadow definition (name or animation) does not keep off
that object getting the shadow from an other object. will it be any way
to make it: noshadow means == not receiving shadow, in addition to the
existing not transmitting shadow
No that is not possible.
Harald.
On Sonntag 10 Juli 2005 19:32, Harald JOHNSEN wrote:
BTW: i have renamed every alpha objects noshadow..
You can now use the noshadow animation in your models and reference
all the parts that should not
cast shadow. Examle for radio-medium.xml :
animation
typenoshadow/type
Le dimanche 26 juin 2005 à 20:28 +0100, Vivian Meazza a écrit :
There's a bit of a funny with the interaction between the Hurricane
propeller disk and the ac shadow: it makes the shadow disappear, and there's
something throwing a shadow on to the disk, which I've not seen in real
life,
Gerard Robin wrote:
I just wonder about the fact that every alpha objects make the shadow,
which is behind, disappeared (Vivian did notice it).
Every AC3D users can notice that problem = the object hierarchy must be
built in order to make the alpha objects (canopy, propeller disk ...)
at the
I noticed another artefact :
http://frbouvi.free.fr/flightsim/moving-shadow.gif ( animated gif )
When moving toward the blue building, the shadow on the nearest building
face is moving and it seems dependant on the viewer's position.
-Fred
___
Le dimanche 10 juillet 2005 à 19:32 +0200, Harald JOHNSEN a écrit :
Gerard Robin wrote:
transparent objects because we don't want that a totaly transparent
triangle stops the light (and atm
it *is* stoping the light because it has changed the zbuffer).
As you said modelers usually sort
Le dimanche 10 juillet 2005 à 19:42 +0200, Frederic Bouvier a écrit :
I noticed another artefact :
http://frbouvi.free.fr/flightsim/moving-shadow.gif ( animated gif )
When moving toward the blue building, the shadow on the nearest building
face is moving and it seems dependant on the
Gerard Robin wrote:
Le dimanche 10 juillet 2005 à 19:42 +0200, Frederic Bouvier a écrit :
I noticed another artefact :
http://frbouvi.free.fr/flightsim/moving-shadow.gif ( animated gif )
When moving toward the blue building, the shadow on the nearest building
face is moving and it seems
Frederic Bouvier wrote:
Harald JOHNSEN wrote :
Don't change your model for that. If it's not a problem to rename your
objects you can add
a 'noshadow' prefix to your markings, they won't caste shadow
('mydecal' = 'noshadow.mydecal').
That can makes object names a bit long. It seems to me
Ampere K. Hardraade wrote:
On June 27, 2005 05:40 pm, Curtis L. Olson wrote:
Yes, that's a tough one ... think about what happens when the sun is low
in the sky ... an object that casts a shadow on the current view could
be *way* outside the view frustum. I don't really understand how
shadows
Lee Elliott wrote:
On Sunday 26 Jun 2005 23:03, Vivian Meazza wrote:
Frederic Bouvier
2 stranges things that I know are inherent to the shadow
volume technique
1. even when surfaces are smoothed, the shadows are hard and
apply to a whole quad when a fuselage shadows itself ( try
the
Harald JOHNSEN wrote :
Yes, I can see that. The markings on the Hunter are on
separate transparent object: these throw a shadow. It seems as
if I'm going to abandon that method if shadows are to be
usable with that model. Pity; it saves a huge amount of
artwork and texture.
Don't change your
Another nit picking :
When an object ( say a building ) is culled because it is not in the
view, its shadow is also culled even if it is in the view.
2 screen shots :
In the first, an oracle building cast its shadow on another one
http://frbouvi.free.fr/flightsim/fgfs-shadow-1.jpg
If I go
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Hash: SHA1
Frederic Bouvier schrieb:
Another nit picking :
When an object ( say a building ) is culled because it is not in the
view, its shadow is also culled even if it is in the view.
2 screen shots :
In the first, an oracle building cast its
Christian Mayer wrote:
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Hash: SHA1
Frederic Bouvier schrieb:
Another nit picking :
When an object ( say a building ) is culled because it is not in the
view, its shadow is also culled even if it is in the view.
2 screen shots :
In the first, an oracle
On June 25, 2005 01:49 pm, Harald JOHNSEN wrote:
Paul Kahler wrote:
Oh does that sound like a bad hack. What happens to objects that have
specular highlights? Would the illumination be as if the sun were
shining rather than the spotlight? Lighting is important, but this
doesn't seem like it's
On June 27, 2005 05:40 pm, Curtis L. Olson wrote:
Yes, that's a tough one ... think about what happens when the sun is low
in the sky ... an object that casts a shadow on the current view could
be *way* outside the view frustum. I don't really understand how
shadows work, but you'd almost
Harald JOHNSEN
Paul Kahler wrote:
Oh does that sound like a bad hack. What happens to objects that have
specular highlights? Would the illumination be as if the sun were
shining rather than the spotlight? Lighting is important, but this
doesn't seem like it's physically correct at all.
Vivian Meazza a écrit :
I've just seen the new volumetric shadows. Brilliant!!! On a Nvidia gForce
5200, the frame rate hit is about 10 in external view (I can live with it)
and no noticeable effect in internal - perhaps 1 or 2.
Yes, it is very nice. I have a drop of 10 fps ( 50 - 40 )
On Sunday 26 Jun 2005 21:53, Frederic Bouvier wrote:
Vivian Meazza a écrit :
I've just seen the new volumetric shadows. Brilliant!!! On a
Nvidia gForce 5200, the frame rate hit is about 10 in
external view (I can live with it) and no noticeable effect
in internal - perhaps 1 or 2.
Yes,
Frederic Bouvier
Vivian Meazza a écrit :
I've just seen the new volumetric shadows. Brilliant!!! On a Nvidia
gForce
5200, the frame rate hit is about 10 in external view (I can live with
it)
and no noticeable effect in internal - perhaps 1 or 2.
Yes, it is very nice. I have a drop of
On Sunday 26 Jun 2005 23:03, Vivian Meazza wrote:
Frederic Bouvier
Vivian Meazza a écrit :
I've just seen the new volumetric shadows. Brilliant!!! On
a Nvidia
gForce
5200, the frame rate hit is about 10 in external view (I
can live with
it)
and no noticeable effect in
On Mon, 2005-06-20 at 18:53 +0200, Harald JOHNSEN wrote:
Ampere K. Hardraade wrote:
Finally, is there a potential for this technique of generating shadow to be
used on generating the effects of spot lights (eg. landing light, taxi
light,
logo light, etc.)?
You are a genius, forget
Paul Kahler wrote:
Oh does that sound like a bad hack. What happens to objects that have
specular highlights? Would the illumination be as if the sun were
shining rather than the spotlight? Lighting is important, but this
doesn't seem like it's physically correct at all. OTOH, fake lighting is
On Freitag 17 Juni 2005 21:02, Harald JOHNSEN wrote:
I have started to add some volumetric shadows in Flightgear.
It uses the standard stencil method to count shadow volume (let me know
if you want an implementation
without stencil, it can also be done with the alpha buffer).
A few days ago I
Ampere K. Hardraade wrote:
Finally, is there a potential for this technique of generating shadow to be
used on generating the effects of spot lights (eg. landing light, taxi light,
logo light, etc.)?
You are a genius, forget my previous reply.
We can't lighten pixels from the framebuffer
Harald JOHNSEN wrote:
I have started to add some volumetric shadows in Flightgear. It
uses the standard stencil method to count shadow volume
Wow, nice work. How are you handling silhouette optimization?
For those interested, the basic idea behind stencil shadows is that,
for every triangle
Andy Ross wrote:
* Stated exactly: the silhouette is a subset of triangle pairs sharing
an edge where one triangle is front-facing with respect to the light
source, and the other is back-facing may be on the silhouette.
There is a pre process step where I look for the 2 triangles that
Harald JOHNSEN wrote:
There is a pre process step where I look for the 2 triangles that
share an edge.
You're doing that per frame? Does it work well? I saw a huge CPU hit
from that test, but that was about 2.5 years ago on a slower machine
than is available now. Is the code complete enough
Ampere K. Hardraade wrote:
Forgive my annoyance, but here are a few more questions. =)
First of all, I am seeing a potential problem when the sun is below the
horizon (during dawn and dusk) and doesn't cast any shadow onto the ground.
Does your code handle this special case at the moment?
Would the buildings cast shadows ?
What about creating a new animation type that will specify objects (
branches ) that cast shadows and objects that do not ?
-Fred
___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://sites.estvideo.net/tipunch/flightgear/lab/shadows.html
Let me know what you think of that.
Wow, that looks great. How much of a frame rate hit did you get?
Dave
___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
Harald JOHNSEN wrote:
I have started to add some volumetric shadows in Flightgear.
It uses the standard stencil method to count shadow volume (let me
know if you want an implementation
without stencil, it can also be done with the alpha buffer).
A few days ago I thought that it would be
Harald JOHNSEN wrote:
I have started to add some volumetric shadows in Flightgear.
Here's a real life airplane shadow (shadow is at the end of the runway)
from my flying adventure yesterday evening ...
http://www.flightgear.org/~curt/Models/Current/EGN-1/Flying/Link/img_2637.html
On June 17, 2005 03:02 pm, Harald JOHNSEN wrote:
I have started to add some volumetric shadows in Flightgear.
It uses the standard stencil method to count shadow volume (let me know
if you want an implementation
without stencil, it can also be done with the alpha buffer).
A few days ago I
I have started to add some volumetric shadows in Flightgear.
Does the canopy frame cast a shadow on the cockpit interior?
Do transparent surfaces cast shadows?
( I don't mean to be annoying, just curious. This would add a whole new level
of realism to 3D cockpits :)
Dave
Harald JOHNSEN wrote:
I can render the Concorde with a debug build so all is not lost if your
computer is not 10 years old.
Some screenshots here :
http://sites.estvideo.net/tipunch/flightgear/lab/shadows.html
Let me know what you think of that.
I don't even think of flying the Concorde
Ampere K. Hardraade wrote:
Finally, there is shadow in FlightGear. =)
Couple of questions:
Do the authors of the aircrafts have to specify the objects that can cast
shadow, or is it all done automatically?
It's automatic. All sub models of the aircraft (the ssg Vtx nodes) are
Harald JOHNSEN
I have started to add some volumetric shadows in Flightgear.
It uses the standard stencil method to count shadow volume (let me know
if you want an implementation
without stencil, it can also be done with the alpha buffer).
A few days ago I thought that it would be overkill
On Friday 17 Jun 2005 20:02, Harald JOHNSEN wrote:
I have started to add some volumetric shadows in Flightgear.
It uses the standard stencil method to count shadow volume
(let me know if you want an implementation
without stencil, it can also be done with the alpha buffer).
A few days ago I
Forgive my annoyance, but here are a few more questions. =)
First of all, I am seeing a potential problem when the sun is below the
horizon (during dawn and dusk) and doesn't cast any shadow onto the ground.
Does your code handle this special case at the moment? If so, how?
Secondly, do
On Wednesday 12 May 2004 20:04, Andy Ross wrote:
Lee Elliott wrote:
Was the stencil shadow stuff for generating object shadows? How far
off usable was it, and did it only work with your terrain engine?
It was decidedly demo quality. But it was part of the model code,
not the terrain
I use a Saitek Cyborg 3D Rumble Force, and it is better than any other PC joystick I
have used (not that many in the comparison group though, and no MS products).
OK, so the rumble effect doesn't get used in FG, but it is a very nice indication of
WOW in IL2, and if plib ever gets to support
Lawrence Manning [EMAIL PROTECTED] said:
First post to this list... been playing with fg for a few weeks now and I
have to say I'm very impressed. It runs super on my 2ghz AMD linux box
with Geforce 4 gfx and the Nvidia drivers.
Thanks for the good words!
First of all, are there any
At 3/17/03, Jim Wilson wrote:
Jon Berndt [EMAIL PROTECTED] said:
Has anyone ever considered implementing aircraft shadows projected on the
ground?
Jon
How about cheating? Add a rectangle under the aircraft, map a fuzzy
silhouette texture onto it and animate it down to ground level
Michael Selig [EMAIL PROTECTED] said:
Very good idea. The shadow could be added to the model file as an extra
object (w/ a transparent dark texture in the shape of the aircraft top
view) which is then animated so that's always positioned on the ground
relative to the aircraft. The
- Original Message -
From: Jon Berndt [EMAIL PROTECTED]
To: Flightgear-Devel [EMAIL PROTECTED]
Sent: Monday, March 17, 2003 7:24 AM
Subject: [Flightgear-devel] Shadows
Has anyone ever considered implementing aircraft shadows projected on the
ground?
I tried to work not with shadows
Roman Grigoriev wrote:
I tried to work not with shadows but with light lobes but It requres
multitexturing that PLIB NOT support and I think that will not support in
nearest future. FlightGear is tightly connected with PLIB and Curtis IMHO
will not release FlightGear w/o released PLIB with
- Original Message -
From: Erik Hofman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, March 17, 2003 12:25 PM
Subject: Re: [Flightgear-devel] Shadows
Roman Grigoriev wrote:
I tried to work not with shadows but with light lobes but It requres
multitexturing that PLIB
Jon Berndt [EMAIL PROTECTED] said:
Has anyone ever considered implementing aircraft shadows projected on the
ground?
Jon
How about cheating? Add a rectangle under the aircraft, map a fuzzy
silhouette texture onto it and animate it down to ground level (translate it
based on AGL).
Above
Roman Grigoriev wrote:
Yes, but you can't specify second texture's coordinates - It uses
texgen I can work with second texture, Maqrten Stronberg gave
multitexture patch to me at Summer 2002, but as you see there is no
multitexture in PLIB CVS
Didn't we go through this before? What you want
Jim Wilson wrote:
How about cheating? Add a rectangle under the aircraft, map a fuzzy
silhouette texture onto it and animate it down to ground level
(translate it based on AGL). Above 50m AGL you'd have to offset up a
little to keep it above the terrain.
That would work very well for the
How about cheating? Add a rectangle under the aircraft, map a fuzzy
silhouette texture onto it and animate it down to ground level (translate it
based on AGL).
Above 50m AGL you'd have to offset up a little to keep it above the terrain.
Good idea, but how do you map the silhouette? It
Norman Vine [EMAIL PROTECTED] said:
Michael Selig writes:
External 3D views, hangars, trees. With the graphics, might shadows be
next, such as shadows that wings cast on the ground?
Here is an 'excellent' recent paper on shadows 'done right'
if anyone wants to play :-)
Michael Selig writes:
External 3D views, hangars, trees. With the graphics, might shadows be
next, such as shadows that wings cast on the ground?
Here is an 'excellent' recent paper on shadows 'done right'
if anyone wants to play :-)
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