Re: [Flightgear-devel] Re: Fw: FlightGear/src/SceneryFGTileLoader.cxx, 1.7, 1.8

2004-06-07 Thread Frederic Bouvier
Norman Vine wrote:

 Alex Romosan writes:
  
  Norman Vine [EMAIL PROTECTED] writes:
  
   Doesn't SGPath.apapend just do the right thing here ? 
  
   i.e. there shouldn't be a need to do the
  
   ! #ifdef _MSC_VER
   ! tmp.append( ;);
   ! #else
   ! tmp.append( :);
   ! #endif
  
   kludge in the patch below
  
   if append() doesn't do the right thing I suggest we would be
   better off fixing append() rather then kludging every instance 
   of it use.
  
  we should use sgDirPathSep instead. it's defined in
  simgear/misc/sg_path.cxx, but it should be moved to the header file
  instead so it can be used elsewhere.
 
 Agreed but 
 append() should/will just do this automagically  :-)
 
 // append another piece to the existing path
 void SGPath::append( const string p ) {
 if ( path.size() == 0 ) {
 path = p;
 } else {
 if ( p[0] != sgDirPathSep ) {
 path += sgDirPathSep;
 }
 path += p;
 }
 fix();
 }

sgDirPathSep is ':' for macintosh, or '/' for other systems. It is the
character that is between a parent and a child folder in a path, not 
the one between 2 valid path. It that file, it is called sgSearchPathSep 
and is used only in sgPathSplit, not in SGPath::append( const string  ).

Maybe we need a SGPathList object for that matter.

-Fred


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Re: [Flightgear-devel] Re: Fw: FlightGear/src/Scenery FGTileLoader.cxx, 1.7, 1.8

2004-06-07 Thread Erik Hofman
Alex Romosan wrote:
Norman Vine [EMAIL PROTECTED] writes:

Doesn't SGPath.apapend just do the right thing here ? 

i.e. there shouldn't be a need to do the

! #ifdef _MSC_VER
! tmp.append( ;);
! #else
! tmp.append( :);
! #endif
kludge in the patch below
if append() doesn't do the right thing I suggest we would be
better off fixing append() rather then kludging every instance 
of it use.

we should use sgDirPathSep instead. it's defined in
simgear/misc/sg_path.cxx, but it should be moved to the header file
instead so it can be used elsewhere.
Ah, good catch!
I have been searching for that but couldn't find one. And I wanted to 
get something usable in there and look for a better solution later on.

I'll take a look and make the necessary changes.
Thanks.
Erik
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[Flightgear-devel] Re: Fw: FlightGear/src/SceneryFGTileLoader.cxx, 1.7, 1.8

2004-06-07 Thread Alex Romosan
Frederic Bouvier [EMAIL PROTECTED] writes:

 Norman Vine wrote:

 Alex Romosan writes:
  
  Norman Vine [EMAIL PROTECTED] writes:
  
   Doesn't SGPath.apapend just do the right thing here ? 
  
   i.e. there shouldn't be a need to do the
  
   ! #ifdef _MSC_VER
   ! tmp.append( ;);
   ! #else
   ! tmp.append( :);
   ! #endif
  
   kludge in the patch below
  
   if append() doesn't do the right thing I suggest we would be
   better off fixing append() rather then kludging every instance 
   of it use.
  
  we should use sgDirPathSep instead. it's defined in
  simgear/misc/sg_path.cxx, but it should be moved to the header file
  instead so it can be used elsewhere.
 
 Agreed but 
 append() should/will just do this automagically  :-)
 
 // append another piece to the existing path
 void SGPath::append( const string p ) {
 if ( path.size() == 0 ) {
 path = p;
 } else {
 if ( p[0] != sgDirPathSep ) {
 path += sgDirPathSep;
 }
 path += p;
 }
 fix();
 }

 sgDirPathSep is ':' for macintosh, or '/' for other systems. It is the
 character that is between a parent and a child folder in a path, not 
 the one between 2 valid path. It that file, it is called sgSearchPathSep 
 and is used only in sgPathSplit, not in SGPath::append( const string  ).

 Maybe we need a SGPathList object for that matter.

sorry, i meant sgSearchPathSep (as you correctly point out). the more
i look at the code in sg_path.cxx, the more confused i get. what
exactly is it being fixed by SGPath::fix()?

--alex--

-- 
| I believe the moment is at hand when, by a paranoiac and active |
|  advance of the mind, it will be possible (simultaneously with  |
|  automatism and other passive states) to systematize confusion  |
|  and thus to help to discredit completely the world of reality. |

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Re: [Flightgear-devel] Re: Fw: FlightGear/src/SceneryFGTileLoader.cxx, 1.7, 1.8

2004-06-07 Thread Frederic Bouvier
Alex Romosan wrote:

 sorry, i meant sgSearchPathSep (as you correctly point out). the more
 i look at the code in sg_path.cxx, the more confused i get. what
 exactly is it being fixed by SGPath::fix()?

It changes all occurences of '\' into '/' because MS runtime is able 
to cope with '/' and unix use '\' for something else.

-Fred


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Re: [Flightgear-devel] Re: Fw: FlightGear/src/SceneryFGTileLoader.cxx, 1.7, 1.8

2004-06-07 Thread Erik Hofman
Alex Romosan wrote:
sorry, i meant sgSearchPathSep (as you correctly point out). the more
i look at the code in sg_path.cxx, the more confused i get. what
exactly is it being fixed by SGPath::fix()?
It fixes the case when someone does append(/tmp/mydirectory/whatever);
It then replaces every '/' with the appropriate OS specific separator.
Erik
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RE: [Flightgear-devel] Fw: FlightGear/src/Scenery FGTileLoader.cxx, 1.7, 1.8

2004-06-07 Thread Norman Vine
Norman Vine wrote: 
 
  Modified Files:
  FGTileLoader.cxx 
  Log Message:
  Windows uses ';' instead of ':' as a path separator.
  
  Index: FGTileLoader.cxx
  ===
  RCS file: /var/cvs/FlightGear-0.9/FlightGear/src/Scenery/FGTileLoader.cxx,v
  retrieving revision 1.7
  retrieving revision 1.8
  diff -C2 -r1.7 -r1.8
  *** a/FGTileLoader.cxx  6 Jun 2004 19:15:04 -   1.7
  --- b/FGTileLoader.cxx  6 Jun 2004 19:34:31 -   1.8
  ***
  *** 99,103 
SGPath tmp;
  tmp.set( globals-get_fg_root() );
  ! tmp.append( Scenery/Terrain: );
tmp.append(globals-get_fg_root() );
tmp.append( Scenery/Objects );
  --- 99,108 
SGPath tmp;
  tmp.set( globals-get_fg_root() );
  ! tmp.append( Scenery/Terrain );
  ! #ifdef _MSC_VER
  ! tmp.append( ;);
  ! #else
  ! tmp.append( :);
  ! #endif
tmp.append(globals-get_fg_root() );
tmp.append( Scenery/Objects );
   
 
 Doesn't SGPath.apapend just do the right thing here ? 

ack ... has other's have pointed out append() doesn't do the right thing.

 aside 
Splitting the database into partitions is potentially a good thing 
from a management perspective but my guess is that the 'tile loader' 
should inherit some smarts about which path to use based on file 
extension name rather then have it have to search multiple paths 
if 'stutter' is still an issue.
 /aside 

in any case the above should be

  ! #if defined(WIN32)  !defined(__CYGWIN__) 
  ! tmp.append( ;);
  ! #else
  ! tmp.append( :);
  ! #endif

So that MingW works

Cheers

Norman








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Re: [Flightgear-devel] Fw: FlightGear/src/Scenery FGTileLoader.cxx, 1.7, 1.8

2004-06-07 Thread Erik Hofman
Norman Vine wrote:
 aside 
Splitting the database into partitions is potentially a good thing 
from a management perspective but my guess is that the 'tile loader' 
should inherit some smarts about which path to use based on file 
extension name rather then have it have to search multiple paths 
if 'stutter' is still an issue.
 /aside 
Unfortunately that won't work because on both cases the extension 
leading to the appropriate scenery is .stg.

What might be an option is keeping an open directory cache in memory 
somewhere. That would require just a few entries but could possibly give 
 a good performance increase (although probably unnoticeable in framerate).

in any case the above should be

! #if defined(WIN32)  !defined(__CYGWIN__) 
! tmp.append( ;);
! #else
! tmp.append( :);
! #endif
Ok, this is fixed.
Erik
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Re: [Flightgear-devel] Re: bump map clouds

2004-06-07 Thread Andy Ross
Frederic Bouvier wrote:
I am surprised --prop:/sim/rendering/bump-mapping=false don't work for
you. I am also able to turn it on and off with the property browser
during flight.
 

Someone should put this into the rendering options dialog before we 
forget.  It's
really easy, try it. :)

Andy
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[Flightgear-devel] New dialogs

2004-06-07 Thread Richard Bytheway
I have noticed that if I open and close the autopilot setting dialog repeatedly, the 
grey panel behind the widgets gets a little smaller each time, eventually disappearing.

Is anyone else seeing this?

Richard Bytheway


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Re: [Flightgear-devel] New dialogs

2004-06-07 Thread Andy Ross
Richard Bytheway wrote:
I have noticed that if I open and close the autopilot setting dialog repeatedly, the grey panel behind the widgets gets a little smaller each time, eventually disappearing.
 

There was a similar bug with the layout code that got fixed a few weeks 
back.  Are you
on current CVS?  Maybe I should re-investigate.

Andy
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[Flightgear-devel] Re: bump map clouds

2004-06-07 Thread Melchior FRANZ
* Andy Ross -- Monday 07 June 2004 16:31:
 Someone should put this into the rendering options dialog before we 
 forget.  It's really easy, try it. :)


Do I win the coffee machine?

m.  :-)


Index: rendering.xml
===
RCS file: /var/cvs/FlightGear-0.9/data/gui/dialogs/rendering.xml,v
retrieving revision 1.3
diff -u -p -r1.3 rendering.xml
--- a/rendering.xml 12 May 2004 15:37:17 -  1.3
+++ b/rendering.xml 7 Jun 2004 14:51:13 -
@@ -36,6 +36,12 @@
   labelSpecular reflections on objects/label
   property/sim/rendering/specular-highlight/property
 /checkbox
+
+checkbox
+  halignleft/halign
+  labelBump mapped clouds/label
+  property/sim/rendering/bump-mapping/property
+/checkbox
   /group

   group




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RE: [Flightgear-devel] New dialogs

2004-06-07 Thread Richard Bytheway
Current CVS as of last night (UK time).

Richard

 -Original Message-
 From: Andy Ross 
 Sent: 07 June 2004 3:51 pm
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] New dialogs
 
 
 Richard Bytheway wrote:
 
 I have noticed that if I open and close the autopilot 
 setting dialog repeatedly, the grey panel behind the widgets 
 gets a little smaller each time, eventually disappearing.
   
 
 
 There was a similar bug with the layout code that got fixed a 
 few weeks 
 back.  Are you
 on current CVS?  Maybe I should re-investigate.
 
 Andy
 
 


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[Flightgear-devel] v0.9.5 scenery

2004-06-07 Thread Curtis L. Olson
This is a warning to all the mirror operators.  I'm beginning to copy 
the v0.9.5 scenery over to ftp.flightgear.org.  This is about 12Gb of 
new data that will be showing today (or however long it takes to copy.)

It will show up under .../pub/fgfs/Scenery-0.9.5
Regards,
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt 
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
Unique text:2f585eeea02e2c79d7b1d8c4963bae2d

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Re: [Flightgear-devel] v0.9.5 scenery

2004-06-07 Thread Martin Spott
Curtis L. Olson wrote:
 This is a warning to all the mirror operators.  I'm beginning to copy 
 the v0.9.5 scenery over to ftp.flightgear.org.  This is about 12Gb of 
 new data that will be showing today (or however long it takes to copy.)

Thanks alot for the notice. Would you mind waiting until wednesday
before you announce general availability ? Last time I visited 'my'
server I forgot to bring the new disk that I planned to mount into the
box,

Martin.
-- 
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--

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[Flightgear-devel] Questions about scenery objects

2004-06-07 Thread Josh Babcock
I want to get a good idea of what the appropriate way to make scenery objects is 
from the perspective of detail vs performance and general usability.  If anyone 
can answer any of these questions or provide learned opinions, please do:

It looks to me like once FG finds a directory for a tile set, it never looks for 
any more data for that area (eg w078n40). Is it possible for me to create a dev 
directory containing just objects to be placed and a .stg file to place them and 
not override any pre-existing .stg files for that area?  I want to develop an 
area without interfering with any of the default towers in the new data set.  If 
not, I can rig up a Makefile that will merge my data with whatever it finds and 
put that into the production directory for my scenery, separate from the base 
scenery directory.

How do I animate an object based on the LOD distances defined in the 
preferences.xml file?  If this is not possible, is there a way to make LOD 
select animations work differently based on user prefs or how powerful the 
computer that is running fgfs is? What would good high and low LOD distances be 
based on object size?  I would like to have as much detail as possible without 
killing performance, but this is dependent on the user's machine.

What would be good poly counts and texture sizes for low and high LOD models of 
individual objects? Same for autogen objects?

I know that those last two groups really depend a lot on the machine running 
fgfs, but I would still like to get a good idea of what makes sense beforehand 
so that if I make a set of models for a city they will be consistent.

Josh
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Re: [Flightgear-devel] Intermittent message on the console

2004-06-07 Thread Ampere K. Hardraade
Um... Durk, I lost the prototype aircraft to quicksand at KLGB. =(

It was perfectly fine in the beginning...
http://www.cs.yorku.ca/~cs233144/fgfs-screen-028.jpg
...then it starts sinking...
http://www.cs.yorku.ca/~cs233144/fgfs-screen-029.jpg
...and nothing is left.
http://www.cs.yorku.ca/~cs233144/fgfs-screen-030.jpg

Regards,
Ampere

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Re: [Flightgear-devel] Questions about scenery objects

2004-06-07 Thread David Megginson
Josh Babcock wrote:
What would be good poly counts and texture sizes for low and high LOD 
models of individual objects? Same for autogen objects?
Most of the time, buildings on the screen use up only a tiny number of 
pixels.  I often do buildings with 5 quads and a 64x64 texture, but even 
that much texture is too much sometimes.

A city with a lot of simple buildings will look much more realistic than a 
city with only a few highly-detailed buildings.  I don't think there's any 
consumer hardware out there yet that could handle, say 300,000 or more 
buildings for a big city, so the same point applies no matter what you're 
running.

All the best,
David
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Re: [Flightgear-devel] Questions about scenery objects

2004-06-07 Thread Josh Babcock
David Megginson wrote:
Josh Babcock wrote:
What would be good poly counts and texture sizes for low and high LOD 
models of individual objects? Same for autogen objects?

Most of the time, buildings on the screen use up only a tiny number of 
pixels.  I often do buildings with 5 quads and a 64x64 texture, but even 
that much texture is too much sometimes.

A city with a lot of simple buildings will look much more realistic than 
a city with only a few highly-detailed buildings.  I don't think there's 
any consumer hardware out there yet that could handle, say 300,000 or 
more buildings for a big city, so the same point applies no matter what 
you're running.

All the best,
David
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Hmm, well, I think I'll concentrate on landmarks first anyway, for VFR.  Looking 
at the Models/Buildings directory though I can see that I would have to add lots 
of little 5 poly buildings.  It also occurs to me that there should be a shared 
texture directory for the Models directory.  Lots of call for stuff like 
light-concrete.rgb or red-brick.rgb or dark-grey-shingle.rgb.  There's already 
some pretty generic sounding texture files in there.  Sharing will save disk 
space as well as texture memory.

Also, when one populates an area with purposely placed buildings, how do they 
turn off autogen for that area?  Is this something that can be done without 
editing a .btg file?  Is FG smart enough to not place autogen objects next to 
defined ones?

Josh
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Re: [Flightgear-devel] King Air cockpit progress (and question)

2004-06-07 Thread Andy Ross
Roy Vegard Ovesen wrote:
 I've also thought about using a textured needle instead of an object
 colored one. The textured one might look a lot better with variable
 alpha creating an anti-alias effect, but I'm concerned about
 performance.

Alpha blending is almost free on modern hardware, so I wouldn't expect there
to be any performance difference.  So long as you have a sane/natural
order to draw your objects in, alpha is definitely the way to go.

Then again, on really modern hardware you can use FSAA to get
antialiasing for polygon edges anyway...

Andy

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Re: [Flightgear-devel] King Air cockpit progress (and question)

2004-06-07 Thread Ampere K. Hardraade
I've just find this out.  Check out the Models/3ds folder in your home 
directory.  There is a mesh of KingAir in there.

Regards,
Ampere

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Re: [Flightgear-devel] Intermittent message on the console

2004-06-07 Thread Ampere K. Hardraade
It isn't the model.  I used a texture from another aircraft and that texture 
showed up too bright as well.

I have tried everything that I can think of, and the model is still showing up 
too bright in FlightGear.  I am sure there is a way to set it, because the 
other 3ds files in the Models/3ds folder don't have this kind of problem.

Regards,
Ampere

On June 6, 2004 10:30 pm, Ampere K. Hardraade wrote:
 The format of the model is 3ds.

 Could this have anything to do with the textures themselve?

 Regards,
 Ampere

 On June 6, 2004 08:56 pm, David Megginson wrote:
  Ampere K. Hardraade wrote:
   The model isn't made in AC.
 
  What format do you use for loading into FlightGear?
 
 
  All the best,
 
 
  David
 
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Re: [Flightgear-devel] Questions about scenery objects

2004-06-07 Thread Chris Metzler
On Mon, 07 Jun 2004 16:41:21 -0400
David Megginson [EMAIL PROTECTED] wrote:

 Most of the time, buildings on the screen use up only a tiny number of 
 pixels.  I often do buildings with 5 quads and a 64x64 texture, but even
 that much texture is too much sometimes.
 
 A city with a lot of simple buildings will look much more realistic than
 a city with only a few highly-detailed buildings.  I don't think there's
 any consumer hardware out there yet that could handle, say 300,000 or
 more buildings for a big city, so the same point applies no matter what
 you're running.

Is there the ability to give a distance-dependancy to the textures
used on a model?  Or, alternately, to have the specific model/texture
set used be distance-dependent?  I'm aware that one can apply
distance-dependent effects to the xml file, but I haven't yet found
any docs about how that works (none in data/Docs, for instance).
If possible, then I might think that one could use a very very small
texture (little more than color) tiled over the face of an object at
large distances, then switch to something more detailed once closer.

-c

-- 
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(remove snip-me. to email)

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have become civilized. - Chief Luther Standing Bear


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Re: [Flightgear-devel] Questions about scenery objects

2004-06-07 Thread Curtis L. Olson
Chris Metzler wrote:
Is there the ability to give a distance-dependancy to the textures
used on a model?  Or, alternately, to have the specific model/texture
set used be distance-dependent?  I'm aware that one can apply
distance-dependent effects to the xml file, but I haven't yet found
any docs about how that works (none in data/Docs, for instance).
If possible, then I might think that one could use a very very small
texture (little more than color) tiled over the face of an object at
large distances, then switch to something more detailed once closer.
 

Mipmapping does this for you automatically.  The system stores several 
versions of the texture at reduced resolution.  If the original texture 
is 256x256, then the system will also build a 128x128 version, 64x64, 
32x32, 16x16, etc.  Then the driver selects the texture resolution that 
best matches the screen resolution of each polygon it renders.  There 
are cases where this doesn't work as well as you'd like (nearly edge on 
polygons get a much lower res texture than you'd hope for) but there are 
often work arounds such as anisotropic texture filtering (which is 
probably a driver option for most cards/drivers.)

Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt 
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
Unique text:2f585eeea02e2c79d7b1d8c4963bae2d

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Re: [Flightgear-devel] Questions about scenery objects

2004-06-07 Thread Ampere K. Hardraade
On June 7, 2004 09:56 pm, Curtis L. Olson wrote:
 Mipmapping does this for you automatically.  The system stores several
 versions of the texture at reduced resolution.  If the original texture
 is 256x256, then the system will also build a 128x128 version, 64x64,
 32x32, 16x16, etc.  Then the driver selects the texture resolution that
 best matches the screen resolution of each polygon it renders.  
This is great news.

 There 
 are cases where this doesn't work as well as you'd like (nearly edge on
 polygons get a much lower res texture than you'd hope for) but there are
 often work arounds such as anisotropic texture filtering (which is
 probably a driver option for most cards/drivers.)

 Curt.
Would you mind explaining what anisotropic texture means?

Thanks,
Ampere

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Re: [Flightgear-devel] Questions about scenery objects

2004-06-07 Thread Curtis L. Olson
Ampere K. Hardraade wrote:
On June 7, 2004 09:56 pm, Curtis L. Olson wrote:
 

Mipmapping does this for you automatically.  The system stores several
versions of the texture at reduced resolution.  If the original texture
is 256x256, then the system will also build a 128x128 version, 64x64,
32x32, 16x16, etc.  Then the driver selects the texture resolution that
best matches the screen resolution of each polygon it renders.  
   

This is great news.
 

There 
are cases where this doesn't work as well as you'd like (nearly edge on
polygons get a much lower res texture than you'd hope for) but there are
often work arounds such as anisotropic texture filtering (which is
probably a driver option for most cards/drivers.)

Curt.
   

Would you mind explaining what anisotropic texture means?
 

Hold on, I'm right in the middle of ripping off all my toe nails and 
dipping my feet in paint thinner.

This is a slightly complicated thing to explain and I don't have the 
energy to really go into detail.  I don't claim to be an expert here so 
my explanation is probably half fantasy and half my own imagination, but 
here is how I understand it at a conceptual level.

Imagine some triangle (part of the scene) that when drawn on your screen 
consumes about 4 pixels across and 4 pixels high.  The opengl system 
will pick the best square texture that fits the smaller of the two axes 
so it will probably pick the 4x4 pixel texture.  This is a perfect match 
for the onscreen size of the triangle and gives you great visual results 
and minimizes any sort of texture aliasing.  (Remember the horrible 
pixel swimming of MSFS 5.x and other early 3d video games?  This is what 
mipmapping fixes.)

Now imagine some triangle (part of the scene) that when drawn on your 
screen consumes about 40 pixels across and 4 pixels high.  The opengl 
system will pick the best square texture that fits the smaller of the 
two axes so it will probably again pick the 4x4 pixel texture.  But, 
this means that 4 pixels of your texture get stretched across 40 pixels 
of your screen which makes the result look really blurry.

I doubt this is how anisotropic texture filtering is specifically 
implimented in the driver, but conceptually, anisotropic texture 
filtering makes additional versions of your texture that are wide and 
short as well as tall and narrow.  This way it can often find a much 
better match for most/many situations.

Now observe that when you view a runway it is almost always as you take 
off or land or taxi.  This means it is almost always nearly edge on.  
These runway triangles end up being drawn short and wide on your screen 
which makes the runway texture blur out really quickly.

Try turning on anisotropic texture filtering in  your driver (under 
linux/nvidia there is an environment variable to set.)  You will find 
that your runway textures look *much* sharper and nicer ... you can 
probably now pick out the markings at the opposite end where as before 
they were probably a big blurry mess.

Here's a link, but it angles towards the technical side of it:
http://www.opengl.org/resources/tutorials/sig99/advanced99/notes/node67.html
Regards,
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt 
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
Unique text:2f585eeea02e2c79d7b1d8c4963bae2d

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Re: [Flightgear-devel] Questions about scenery objects

2004-06-07 Thread Josh Babcock
Curtis L. Olson wrote:
Ampere K. Hardraade wrote:
On June 7, 2004 09:56 pm, Curtis L. Olson wrote:
 

Mipmapping does this for you automatically.  The system stores several
versions of the texture at reduced resolution.  If the original texture
is 256x256, then the system will also build a 128x128 version, 64x64,
32x32, 16x16, etc.  Then the driver selects the texture resolution that
best matches the screen resolution of each polygon it renders.
This is great news.
 

There are cases where this doesn't work as well as you'd like (nearly 
edge on
polygons get a much lower res texture than you'd hope for) but there are
often work arounds such as anisotropic texture filtering (which is
probably a driver option for most cards/drivers.)

Curt.
  
Would you mind explaining what anisotropic texture means?
 

Hold on, I'm right in the middle of ripping off all my toe nails and 
dipping my feet in paint thinner.

This is a slightly complicated thing to explain and I don't have the 
energy to really go into detail.  I don't claim to be an expert here so 
my explanation is probably half fantasy and half my own imagination, but 
here is how I understand it at a conceptual level.

Imagine some triangle (part of the scene) that when drawn on your screen 
consumes about 4 pixels across and 4 pixels high.  The opengl system 
will pick the best square texture that fits the smaller of the two axes 
so it will probably pick the 4x4 pixel texture.  This is a perfect match 
for the onscreen size of the triangle and gives you great visual results 
and minimizes any sort of texture aliasing.  (Remember the horrible 
pixel swimming of MSFS 5.x and other early 3d video games?  This is what 
mipmapping fixes.)

Now imagine some triangle (part of the scene) that when drawn on your 
screen consumes about 40 pixels across and 4 pixels high.  The opengl 
system will pick the best square texture that fits the smaller of the 
two axes so it will probably again pick the 4x4 pixel texture.  But, 
this means that 4 pixels of your texture get stretched across 40 pixels 
of your screen which makes the result look really blurry.

I doubt this is how anisotropic texture filtering is specifically 
implimented in the driver, but conceptually, anisotropic texture 
filtering makes additional versions of your texture that are wide and 
short as well as tall and narrow.  This way it can often find a much 
better match for most/many situations.

Now observe that when you view a runway it is almost always as you take 
off or land or taxi.  This means it is almost always nearly edge on.  
These runway triangles end up being drawn short and wide on your screen 
which makes the runway texture blur out really quickly.

Try turning on anisotropic texture filtering in  your driver (under 
linux/nvidia there is an environment variable to set.)  You will find 
that your runway textures look *much* sharper and nicer ... you can 
probably now pick out the markings at the opposite end where as before 
they were probably a big blurry mess.

Here's a link, but it angles towards the technical side of it:
http://www.opengl.org/resources/tutorials/sig99/advanced99/notes/node67.html 

Regards,
Curt.
Here's another:
http://www.extremetech.com/article2/0,1558,1152380,00.asp
Josh
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