Re: [Flightgear-devel] Low visibility issues

2013-03-03 Thread Gary Carvell
On Sun, Mar 3, 2013 at 2:07 AM, Renk Thorsten wrote: >> *Please* don't drop the z/Z key binding. This is one of the most >> useful and direct controls we have to affect the visual experience. > (...) >> It's fecking difficult to operate a mouse/menu/slider while using a >> joystick >> unless you a

Re: [Flightgear-devel] Low visibility issues

2013-03-02 Thread Renk Thorsten
> *Please* don't drop the z/Z key binding. This is one of the most > useful and direct controls we have to affect the visual experience. (...) > It's fecking difficult to operate a mouse/menu/slider while using a > joystick > unless you are ambidextrous > (which I'm not) Can anyone please explai

Re: [Flightgear-devel] Low visibility issues

2013-03-02 Thread Vivian Meazza
James Turner > > On 2 Mar 2013, at 17:09, Gary Carvell wrote: > > > I have no problem at all with disabling the keys when (say) advanced > > weather is selected, but for several classes of users and types of > > use, it really is an important capability and is used often. > > I don't see anyth

Re: [Flightgear-devel] Low visibility issues

2013-03-02 Thread Vivian Meazza
Gary Carvell wrote: > On Thu, Feb 21, 2013 at 10:54 AM, Stuart Buchanan > wrote: > > On Thu, Feb 21, 2013 at 12:59 PM, James Turner wrote: > >> Suggestion - if z/Z are pressed with advanced weather enabled, make the > popup-message say 'disabled since visibility is being controlled by advanced >

Re: [Flightgear-devel] Low visibility issues

2013-03-02 Thread James Turner
On 2 Mar 2013, at 17:09, Gary Carvell wrote: > I have no problem at all with disabling the keys when (say) advanced > weather is selected, but for several classes of users and types of > use, it really is an important capability and is used often. I don't see anything in your list, that wouldn'

Re: [Flightgear-devel] Low visibility issues

2013-03-02 Thread Gary Carvell
On Thu, Feb 21, 2013 at 10:54 AM, Stuart Buchanan wrote: > On Thu, Feb 21, 2013 at 12:59 PM, James Turner wrote: >> Suggestion - if z/Z are pressed with advanced weather enabled, make the >> popup-message say 'disabled since visibility is being controlled by advanced >> weather'. >> >> Another o

Re: [Flightgear-devel] Low visibility issues

2013-03-01 Thread Curtis Olson
On Thu, Feb 28, 2013 at 4:47 PM, Chris Calef wrote: > Say, while you all are on the subject of key bindings, could anyone tell > me where these keymappings are defined in flightgear? My friend is having > a severe (to him) issue with the program, in that he loves flying in the > sim but is runnin

Re: [Flightgear-devel] Low visibility issues

2013-03-01 Thread Chris Calef
Say, while you all are on the subject of key bindings, could anyone tell me where these keymappings are defined in flightgear? My friend is having a severe (to him) issue with the program, in that he loves flying in the sim but is running I believe three monitors. He is able to get the view across

Re: [Flightgear-devel] Low visibility issues

2013-03-01 Thread Renk Thorsten
> So whatever we do, we can't override the ability to get low level > granular > control of the weather parameters, and not just so that advanced weather > can manipulate them exclusively, also so that external tools can > manipulate > them without advanced weather getting in the way or overrid

Re: [Flightgear-devel] Low visibility issues

2013-03-01 Thread Vivian Meazza
Torsten wrote > > Am 28.02.2013 16:38, schrieb Curtis Olson: > > We've always been able to set the individual weather parameters, > > either through the built in weather dialog box, or by setting raw > > property values. Setting raw property values allows nasal script > > control over the weathe

Re: [Flightgear-devel] Low visibility issues

2013-03-01 Thread Torsten Dreyer
Am 28.02.2013 16:38, schrieb Curtis Olson: > We've always been able to set the individual weather parameters, either > through the built in weather dialog box, or by setting raw property > values. Setting raw property values allows nasal script control over > the weather (as I'm sure you well know

Re: [Flightgear-devel] Low visibility issues

2013-02-28 Thread Curtis Olson
Hi Thorsten, Using z/Z to adjust visibility is something from the earliest days of the simulator project, before METAR weather, probably before clouds, and the sky dome. I don't personally mind if the z/Z key bindings go away. What I do care about though is that FlightGear continues to be useabl

Re: [Flightgear-devel] Low visibility issues

2013-02-28 Thread Renk Thorsten
> You asked for ideas for a more descriptive text - I've gone one better > and > added descriptive texts to the gui. My design aim was to provide the > average > user with some indication of which option he should choose and in which > circumstance. It's only a shallow redesign. It would be nic

Re: [Flightgear-devel] Low visibility issues

2013-02-27 Thread Vivian Meazza
Thorsten Renk wrote ... snip > The design idea behind the current GUI was that the user should no longer > be presented with two different weather options to choose from, but just > see a single GUI which controls weather. If that is still the idea, it works > remarkably well. If you have an id

Re: [Flightgear-devel] Low visibility issues

2013-02-24 Thread Renk Thorsten
> 2. Slider in Advanced Weather - Advanced Settings - sets a max value . > The > displayed vis in the min value of this and the value derived by Advanced > Weather. (Is this true? I'm only inferring this). True. > 3. Checkbox named realistic visibility in Advanced Weather - Advanced > Settings.

Re: [Flightgear-devel] Low visibility issues

2013-02-24 Thread Vivian Meazza
Stefan Seifert wrote > > On Sunday 24 February 2013 18:46:08 Vivian Meazza wrote: > > > I'm probably a day late and a dollar short here - but try as I will so > > far I've failed to find a visibility slider under > > environment->weather. It's probably staring me in the face - but could > someon

Re: [Flightgear-devel] Low visibility issues

2013-02-24 Thread Stefan Seifert
On Sunday 24 February 2013 18:46:08 Vivian Meazza wrote: > I'm probably a day late and a dollar short here - but try as I will so far > I've failed to find a visibility slider under environment->weather. It's > probably staring me in the face - but could someone point it out to me? In the Weather

Re: [Flightgear-devel] Low visibility issues

2013-02-24 Thread Vivian Meazza
Emilian wrote > > On Saturday, February 23, 2013 07:08:41 Renk Thorsten wrote: > >A lot of stuff, mostly deflecting the discussion to other irelevant > >points > > > > * Thorsten > > While I should know better than to answer to this, as it will again get > deflected to other areas, let's imagin

Re: [Flightgear-devel] Low visibility issues

2013-02-23 Thread Renk Thorsten
Let's please be honest here. > I'll repeat it once more, I don't have a personal problem with you, I > have a problem with your methods, and AFAIK I'm not the only one, but > (un)fortunately, the other ones chose to stay silent... If you refer to my methods of coding, I don't think we've had

Re: [Flightgear-devel] Low visibility issues

2013-02-23 Thread Emilian Huminiuc
I'll repeat it once more, I don't have a personal problem with you, I have a problem with your methods, and AFAIK I'm not the only one, but (un)fortunately, the other ones chose to stay silent... I guess that's it, we all have to bow to the great leader I'l remove myself from this list, an

Re: [Flightgear-devel] Low visibility issues

2013-02-23 Thread Renk Thorsten
Emilian, just up-front to keep this discussion focused on what it actually is about: Do you, or do you not agree that 20 (or 16) km terrain loaded regardless of the visibility is a sane value? Somehow, you still haven't really answered the question, you're just expressing unspecified 'concern

Re: [Flightgear-devel] Low visibility issues

2013-02-23 Thread Emilian Huminiuc
On Saturday, February 23, 2013 13:09:29 Stefan Seifert wrote: > Why do you want the user to have to repeatedly press a key after starting > the sim instead of setting the maximum visibility once and for all in the > advanced weather dialog? In other words: why should the user press a key > _n_ tim

Re: [Flightgear-devel] Low visibility issues

2013-02-23 Thread Stefan Seifert
On Saturday 23 February 2013 13:20:49 Emilian Huminiuc wrote: > Guess what happens when memory is limited and visibility is set to 120km? > You see the "end of the world", because no more tiles can be loaded to reach > that distance. > Guess what you need to adjust then, independent of what the "r

Re: [Flightgear-devel] Low visibility issues

2013-02-23 Thread Emilian Huminiuc
On Saturday, February 23, 2013 11:51:55 Stefan Seifert wrote: > The solution is not to give crude tools like limiting visibility to the > user. The solution is to fix FG to be consious about how much memory is > available and make the best use of it. Yes, many games simply limit > visibility if m

Re: [Flightgear-devel] Low visibility issues

2013-02-23 Thread Stefan Seifert
On Saturday 23 February 2013 12:21:02 Emilian Huminiuc wrote: > So in the default scheme we load 9 tiles at startup, then we keep loading > tiles in the direction we're traveling, and those initial tiles remain > resident in the tile cache for a while (in case you decide to double back). So there

Re: [Flightgear-devel] Low visibility issues

2013-02-23 Thread Emilian Huminiuc
On Saturday, February 23, 2013 07:08:41 Renk Thorsten wrote: >A lot of stuff, mostly deflecting the discussion to other irelevant points > > * Thorsten While I should know better than to answer to this, as it will again get deflected to other areas, let's imagine ourselves a simple scenario: L

Re: [Flightgear-devel] Low visibility issues

2013-02-22 Thread Renk Thorsten
> Have you ever read the getstart.pdf? apparently not. I've read it once, a long while ago. But I don't feel bound by what it says, in my view the logic is that we implement what's reasonable, then change the documentation accordingly, not that we first have a documentation as god-given and onl

Re: [Flightgear-devel] Low visibility issues

2013-02-22 Thread Emilian Huminiuc
On Thursday, February 21, 2013 12:33:17 Renk Thorsten wrote: > > I was talking about the 16km value (sorry for not being more clear about > > that) and see below for the huge value. > > Let me get this straight. You state that the 16 km are a pretty sane value. > The proposal being discussed is t

Re: [Flightgear-devel] Low visibility issues

2013-02-22 Thread Saikrishna Arcot
Just to chime in, wouldn't rendering the base tile be "easier" for the GPU, and then static objects, and then dynamic objects? Saikrishna Arcot On Fri 22 Feb 2013 03:06:37 AM CST, James Turner wrote: > > On 22 Feb 2013, at 07:06, Mathias Fröhlich wrote: > >> Well, that's on the way. >> Please d

Re: [Flightgear-devel] Low visibility issues

2013-02-22 Thread James Turner
On 22 Feb 2013, at 07:06, Mathias Fröhlich wrote: > Well, that's on the way. > Please do not steer any lod ranges except may be the lod bias by any property. > That's again cross connecting code areas that do not need to be connected and > that then suffer from updates into the scene graph that

Re: [Flightgear-devel] Low visibility issues

2013-02-21 Thread Mathias Fröhlich
Hi, On Thursday, February 21, 2013 16:43:51 James Turner wrote: > This is moving in the right direction for sure. I'd like to go a little > further, and make the LOD setting a simple checkbox labelled 'reduce detail > adaptively'. Then make the LOD ranges (for trees, clouds, AI models, > whatever

Re: [Flightgear-devel] Low visibility issues

2013-02-21 Thread Arnt Karlsen
On Thu, 21 Feb 2013 18:53:06 +, Renk wrote in message : > > the reason to be of the EQUIPMENT is to override the limit of the > > EYE vision. > > Are we doing the error to merging this two ? > > Would you mind reading the previous messages in the thread? I don't > mean to be impolite, but I

Re: [Flightgear-devel] Low visibility issues

2013-02-21 Thread Renk Thorsten
> the reason to be of the EQUIPMENT is to override the limit of the EYE > vision. > Are we doing the error to merging this two ? Would you mind reading the previous messages in the thread? I don't mean to be impolite, but I really don't want to write everything twice. Thanks. * Thorsten

Re: [Flightgear-devel] Low visibility issues

2013-02-21 Thread Lorenzo Calabrese
On 02/21/2013 04:26 PM, James Turner wrote: > On 21 Feb 2013, at 15:54, Stuart Buchanan wrote: > >> On Thu, Feb 21, 2013 at 12:59 PM, James Turner wrote: >>> Suggestion - if z/Z are pressed with advanced weather enabled, make the >>> popup-message say 'disabled since visibility is being controlle

Re: [Flightgear-devel] Low visibility issues

2013-02-21 Thread James Turner
On 21 Feb 2013, at 16:32, Renk Thorsten wrote: > I think not... I was about to bring this up as well. We have a mixture of > real visibilities and auxiliary LOD parameters > > * we have visibility-m and ground-visibility-m which are actually used for > rendering, i.e. they really correspond t

Re: [Flightgear-devel] Low visibility issues

2013-02-21 Thread Renk Thorsten
> Another option would be to move the visibility control to a dialog, with > a slider / spin box, and explicitly disable it when advanced weather is > selection. Then we could lose the keybinding completely, which is > something I want to move towards for options that are infrequently used,

Re: [Flightgear-devel] Low visibility issues

2013-02-21 Thread James Turner
On 21 Feb 2013, at 15:54, Stuart Buchanan wrote: > On Thu, Feb 21, 2013 at 12:59 PM, James Turner wrote: >> Suggestion - if z/Z are pressed with advanced weather enabled, make the >> popup-message say 'disabled since visibility is being controlled by advanced >> weather'. >> >> Another option

Re: [Flightgear-devel] Low visibility issues

2013-02-21 Thread Stuart Buchanan
On Thu, Feb 21, 2013 at 12:59 PM, James Turner wrote: > Suggestion - if z/Z are pressed with advanced weather enabled, make the > popup-message say 'disabled since visibility is being controlled by advanced > weather'. > > Another option would be to move the visibility control to a dialog, with a

Re: [Flightgear-devel] Low visibility issues

2013-02-21 Thread Vivian Meazza
Thorsten > -Original Message- > From: Renk Thorsten [mailto:thorsten.i.r...@jyu.fi] > Sent: 21 February 2013 10:31 > To: FlightGear developers discussions > Subject: Re: [Flightgear-devel] Low visibility issues > > > I was not referring to a frame rate issue, but

Re: [Flightgear-devel] Low visibility issues

2013-02-21 Thread James Turner
On 21 Feb 2013, at 11:33, Emilian Huminiuc wrote: >> 4) z/Z is disabled because weather comes with a model for the vertical >> change of visibility as you go to different altitudes. You are allowed to >> affect that model (that's what sliders are for), but you are not supposed >> to micro-manage

Re: [Flightgear-devel] Low visibility issues

2013-02-21 Thread Renk Thorsten
> I was talking about the 16km value (sorry for not being more clear about > that) and see below for the huge value. Let me get this straight. You state that the 16 km are a pretty sane value. The proposal being discussed is to load terrain to 20 km no matter what the visibility is. Vivian ha

Re: [Flightgear-devel] Low visibility issues

2013-02-21 Thread Emilian Huminiuc
> I was talking about the 16km value (sorry for not being more clear about > that) Sorry this should have read: I was talking about the 16km value (sorry for not being more clear about that) and see below for the huge value. ---

Re: [Flightgear-devel] Low visibility issues

2013-02-21 Thread Emilian Huminiuc
On Thursday, February 21, 2013 11:13:21 Renk Thorsten wrote: > > Why should those users be forced to give up on those goodies just > > because one > > part of the rendering scheme doesn't want to play by the rules? Even > > more so when there's no indication that happens... > > > > The default ma

Re: [Flightgear-devel] Low visibility issues

2013-02-21 Thread Renk Thorsten
> Why should those users be forced to give up on those goodies just > because one > part of the rendering scheme doesn't want to play by the rules? Even > more so when there's no indication that happens... > > The default max visibility value is a pretty sane default, and simply > increasing t

Re: [Flightgear-devel] Low visibility issues

2013-02-21 Thread Emilian Huminiuc
On Thursday, February 21, 2013 10:31:18 Renk Thorsten wrote: > > I was not referring to a frame rate issue, but FG running out of memory. > > > > http://www.flightgear.org/forums/viewtopic.php?f=5&t=18913&p=177392#p17739 > > 2 > > > > It is rare to see that happening using the current scenery, bu

Re: [Flightgear-devel] Low visibility issues

2013-02-21 Thread Emilian Huminiuc
On Wednesday, February 20, 2013 08:44:24 Renk Thorsten wrote: . > > 1) Black skies: This may either be skydome unloading which I can't reproduce > (but we should have a property preventing that, I don't know if it's set > only by Advanced Weather, if not then this is a Basic Weather problem, n

Re: [Flightgear-devel] Low visibility issues

2013-02-21 Thread Renk Thorsten
> I was not referring to a frame rate issue, but FG running out of memory. > > http://www.flightgear.org/forums/viewtopic.php?f=5&t=18913&p=177392#p177392 > > It is rare to see that happening using the current scenery, but here if I > select random buildings and objects with a high value for trees,

Re: [Flightgear-devel] Low visibility issues

2013-02-21 Thread Vivian Meazza
Thorsten wrote: > -Original Message- > From: Renk Thorsten [mailto:thorsten.i.r...@jyu.fi] > Sent: 21 February 2013 06:54 > To: FlightGear developers discussions > Subject: Re: [Flightgear-devel] Low visibility issues > > Vivian: > > > There seem to

Re: [Flightgear-devel] Low visibility issues

2013-02-20 Thread Renk Thorsten
Vivian: > There seem to be significant issues with the loading of terrain. If we > load too much, the frame rate drops, if we load too little it looks poor, and > > AG radar doesn't work. Actually. We don't load enough for AG radar to work > realistically in any case. We probably need somethi

Re: [Flightgear-devel] Low visibility issues

2013-02-20 Thread Vivian Meazza
Thorsten wrote > -Original Message- > From: Renk Thorsten [mailto:thorsten.i.r...@jyu.fi] > Sent: 20 February 2013 08:44 > To: FlightGear developers discussions > Subject: [Flightgear-devel] Low visibility issues > > Vivian wrote a while ago: > > > I&#x

Re: [Flightgear-devel] Low visibility issues

2013-02-20 Thread James Turner
On 20 Feb 2013, at 09:14, James Turner wrote: > I would push for b) because it would also enable some other good things in > the future; much easier to auto-hide internal features in exterior views, > more potential to do a an early pass with internal geometry to fill Z, etc. (Possibly includ

Re: [Flightgear-devel] Low visibility issues

2013-02-20 Thread James Turner
On 20 Feb 2013, at 08:44, Renk Thorsten wrote: > 2) Clear circle around the plane: A while ago, I presented the problem that > fog computations are done for the cockpit as well since they run over the > same model shader as anything else, so we waste a lot of GPU time on > something that is p

[Flightgear-devel] Low visibility issues

2013-02-20 Thread Renk Thorsten
Vivian wrote a while ago: > I've only tested Atmospheric Light Scattering for about 10 mins - and so > far I've discovered that the Cat III scenario looks decidedly odd with a > clear circle around my aircraft on the ground and black skies. I've taken a few hours to look into low visibility