Re: [Flightgear-devel] Shadows

2005-07-18 Thread Gerard Robin
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.

Re: [Flightgear-devel] Shadows

2005-07-18 Thread Harald JOHNSEN
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

Re: [Flightgear-devel] Shadows

2005-07-18 Thread Gerard Robin
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.

Re: [Flightgear-devel] Shadows

2005-07-18 Thread Harald JOHNSEN
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

Re: [Flightgear-devel] Shadows

2005-07-18 Thread Gerard Robin
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.

Re: [Flightgear-devel] Shadows

2005-07-17 Thread Ampere K. Hardraade
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

Re: [Flightgear-devel] Shadows

2005-07-16 Thread Gerard Robin
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

Re: [Flightgear-devel] Shadows

2005-07-16 Thread Frederic Bouvier
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

Re: [Flightgear-devel] Shadows

2005-07-16 Thread Gerard Robin
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)

Re: [Flightgear-devel] Shadows

2005-07-16 Thread Harald JOHNSEN
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

Re: [Flightgear-devel] Shadows

2005-07-16 Thread Gerard Robin
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

Re: [Flightgear-devel] Shadows

2005-07-16 Thread Gerard Robin
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.

RE: [Flightgear-devel] Shadows

2005-07-13 Thread Vivian Meazza
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

Re: [Flightgear-devel] Shadows

2005-07-12 Thread Gerard Robin
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

Re: [Flightgear-devel] Shadows

2005-07-12 Thread Harald JOHNSEN
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

Re: [Flightgear-devel] Shadows

2005-07-11 Thread Gerard Robin
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.

Re: [Flightgear-devel] Shadows

2005-07-11 Thread Mathias Fröhlich
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

RE: [Flightgear-devel] Shadows

2005-07-10 Thread Gerard Robin
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,

Re: [Flightgear-devel] Shadows

2005-07-10 Thread Harald JOHNSEN
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

Re: [Flightgear-devel] Shadows

2005-07-10 Thread Frederic Bouvier
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 ___

Re: [Flightgear-devel] Shadows

2005-07-10 Thread Gerard Robin
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

Re: [Flightgear-devel] Shadows

2005-07-10 Thread Gerard Robin
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

Re: [Flightgear-devel] Shadows

2005-07-10 Thread Harald JOHNSEN
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

Re: [Flightgear-devel] Shadows

2005-06-28 Thread Erik Hofman
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

Re: [Flightgear-devel] Shadows

2005-06-28 Thread Josh Babcock
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

Re: [Flightgear-devel] Shadows

2005-06-27 Thread Harald JOHNSEN
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

Re: [Flightgear-devel] Shadows

2005-06-27 Thread Frederic Bouvier
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

Re: [Flightgear-devel] Shadows

2005-06-27 Thread Frederic Bouvier
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

Re: [Flightgear-devel] Shadows

2005-06-27 Thread Christian Mayer
-BEGIN PGP SIGNED MESSAGE- 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

Re: [Flightgear-devel] Shadows

2005-06-27 Thread Curtis L. Olson
Christian Mayer wrote: -BEGIN PGP SIGNED MESSAGE- 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

Re: [Flightgear-devel] Shadows

2005-06-27 Thread Ampere K. Hardraade
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

Re: [Flightgear-devel] Shadows

2005-06-27 Thread Ampere K. Hardraade
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

RE: [Flightgear-devel] Shadows

2005-06-26 Thread Vivian Meazza
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.

Re: [Flightgear-devel] Shadows

2005-06-26 Thread 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 10 fps ( 50 - 40 )

Re: [Flightgear-devel] Shadows

2005-06-26 Thread Lee Elliott
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,

RE: [Flightgear-devel] Shadows

2005-06-26 Thread Vivian Meazza
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

Re: [Flightgear-devel] Shadows

2005-06-26 Thread Lee Elliott
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

Re: [Flightgear-devel] Shadows

2005-06-25 Thread Paul Kahler
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

Re: [Flightgear-devel] Shadows

2005-06-25 Thread 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. OTOH, fake lighting is

Re: [Flightgear-devel] Shadows

2005-06-22 Thread Mathias Fröhlich
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

Re: [Flightgear-devel] Shadows

2005-06-20 Thread Harald JOHNSEN
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

Re: [Flightgear-devel] Shadows

2005-06-19 Thread Andy Ross
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

Re: [Flightgear-devel] Shadows

2005-06-19 Thread Harald JOHNSEN
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

Re: [Flightgear-devel] Shadows

2005-06-19 Thread Andy Ross
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

Re: [Flightgear-devel] Shadows

2005-06-18 Thread Harald JOHNSEN
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?

Re: [Flightgear-devel] Shadows

2005-06-18 Thread Frederic Bouvier
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

Re: [Flightgear-devel] Shadows

2005-06-17 Thread Dave Culp
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

Re: [Flightgear-devel] Shadows

2005-06-17 Thread Curtis L. Olson
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

Re: [Flightgear-devel] Shadows

2005-06-17 Thread Curtis L. Olson
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

Re: [Flightgear-devel] Shadows

2005-06-17 Thread Ampere K. Hardraade
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

Re: [Flightgear-devel] Shadows

2005-06-17 Thread Dave Culp
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

Re: [Flightgear-devel] Shadows

2005-06-17 Thread Martin Spott
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

Re: [Flightgear-devel] Shadows

2005-06-17 Thread Harald JOHNSEN
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

RE: [Flightgear-devel] Shadows

2005-06-17 Thread Vivian Meazza
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

Re: [Flightgear-devel] Shadows

2005-06-17 Thread Lee Elliott
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

Re: [Flightgear-devel] Shadows

2005-06-17 Thread Ampere K. Hardraade
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

Re: [Flightgear-devel] Shadows

2004-05-12 Thread Lee Elliott
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

RE: [Flightgear-devel] Shadows and joysticks

2003-06-24 Thread Richard Bytheway
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

Re: [Flightgear-devel] Shadows and joysticks

2003-06-23 Thread Jim Wilson
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

Re: [Flightgear-devel] Shadows

2003-03-18 Thread Michael Selig
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

Re: [Flightgear-devel] Shadows

2003-03-18 Thread Jim Wilson
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

Re: [Flightgear-devel] Shadows

2003-03-17 Thread Roman Grigoriev
- 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

Re: [Flightgear-devel] Shadows

2003-03-17 Thread Erik Hofman
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

Re: [Flightgear-devel] Shadows

2003-03-17 Thread Roman Grigoriev
- 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

Re: [Flightgear-devel] Shadows

2003-03-17 Thread Jim Wilson
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

Re: [Flightgear-devel] Shadows

2003-03-17 Thread Andy Ross
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

Re: [Flightgear-devel] Shadows

2003-03-17 Thread Andy Ross
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

Re: [Flightgear-devel] Shadows

2003-03-17 Thread Major A
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

RE: [Flightgear-devel] shadows that wings cast on the ground

2002-05-02 Thread Jim Wilson
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 :-)

RE: [Flightgear-devel] shadows that wings cast on the ground

2002-05-01 Thread Norman Vine
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 :-)