Stuart
Sent: 19 May 2013 21:42
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Tree issues
On Thu, May 16, 2013 at 11:02 PM, Vivian Meazza wrote:
I'm going to have one more attempt to fix the black hat in a square
texture
before looking into reducing the number
On Thu, May 16, 2013 at 11:02 PM, Vivian Meazza wrote:
I'm going to have one more attempt to fix the black hat in a square
texture
before looking into reducing the number of variations.
Yup, works nicely here, there's definitely an improvement. I've also
modified the predicates for
Stuart
Sent: 14 May 2013 09:34
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Tree issues
Hi Vivian,
On Sat, May 11, 2013 at 9:57 AM, Vivian Meazza wrote:
That works - the hat artefact is gone. If I look very carefully I can
see a vertical artefact emanating
On Thu, May 16, 2013 at 8:58 AM, Vivian Meazza wrote:
I'm rather surprised that you can't see the black outline around the trees.
It's around all of them, but is more or less visible according to the range
and angle of incidence. It is also the cause of the spike arising from the
centre of the
Hi Stuart,
sorry for the silence from my side, I haven't been able to start FG up for the
last week or so, I am a bit swamped in work and family issues at the moment...
I'm slightly surprised that Thorsten's
new system doesn't
support this, as evidenced from his screenshots.
glxinfo claims
On Thu, May 16, 2013 at 10:28 AM, Renk Thorsten wrote:
I'm slightly surprised that Thorsten's
new system doesn't
support this, as evidenced from his screenshots.
glxinfo claims that it does - I get several instances of GL_ARB_multisample
or GLX_ARB_multisample shown in the resulting list
: Stuart
Sent: 16 May 2013 22:46
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Tree issues
On Thu, May 16, 2013 at 10:28 AM, Renk Thorsten wrote:
I'm slightly surprised that Thorsten's new system doesn't support
this, as evidenced from his screenshots
Hi Vivian,
On Sat, May 11, 2013 at 9:57 AM, Vivian Meazza wrote:
That works - the hat artefact is gone. If I look very carefully I can see a
vertical artefact emanating from the centre top of some trees.
I hadn't realised that the high res texture was going to be quite so big.
Texture sizes
Stuart
-Original Message-
From: Vivian Meazza [mailto:vivian.mea...@lineone.net]
Sent: 10 May 2013 22:50
To: 'FlightGear developers discussions'
Subject: Re: [Flightgear-devel] Tree issues
Stuart
Sent: 10 May 2013 20:10
To: FlightGear developers discussions
Subject: Re
On Thu, May 2, 2013 at 8:48 AM, Vivian Meazza wrote:
I can still see that hat on middle distance trees. The effect might be
less though - hard to judge. It is certainly no worse.
I think it would be worth trying to spread the images out on the texture so
that you avoid bleed. I'm pretty sure
Stuart
Sent: 10 May 2013 20:10
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Tree issues
On Thu, May 2, 2013 at 8:48 AM, Vivian Meazza wrote:
I can still see that hat on middle distance trees. The effect might
be less though - hard to judge. It is certainly
Stuart,
Sent: 01 May 2013 22:09
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Tree issues
On Thu, Apr 25, 2013 at 11:50 PM, Vivian Meazza wrote:
I'm using a very recent pull of fgdata with no local mods. The hat
effect
shows up from low angles in all material
-Original Message-
From: Vivian Meazza
I part-solved the screenshot issue. Here's a pic of the hats on the middle
distance trees:
https://dl.dropboxusercontent.com/u/57645542/fgfs-screen-015.png
You have to be really eagle-eyed to spot them, if you change the viewing
angle or zoom in
Alan
Sent: 03 May 2013 20:50
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Tree issues
-Original Message-
From: Vivian Meazza
I part-solved the screenshot issue. Here's a pic of the hats on the
middle
distance trees:
https
They look like stork nests to me. ;-) Now all is that is needed are some
storks and their chicks.
I suppose you will want regional variations to match the stork populations?
Ever noticed the bloody great gulls we have winging around the scenery?
Well - I suppose it would be doable ...
Alan
Sent: 03 May 2013 22:38
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Tree issues
They look like stork nests to me. ;-) Now all is that is needed are
some storks and their chicks.
I suppose you will want regional variations to match the stork
Stuart
-Original Message-
From: Vivian Meazza [mailto:vivian.mea...@lineone.net]
Sent: 01 May 2013 23:39
To: 'FlightGear developers discussions'
Subject: Re: [Flightgear-devel] Tree issues
: Stuart
Sent: 01 May 2013 22:09
To: FlightGear developers discussions
Subject: Re
On Thu, Apr 25, 2013 at 11:50 PM, Vivian Meazza wrote:
I'm using a very recent pull of fgdata with no local mods. The hat effect
shows up from low angles in all material modes - regional/global/dds. It's
most apparent at EGMH, but can also be seen at KSFO. At higher angles or if
I zoom in it
: Stuart
Sent: 01 May 2013 22:09
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Tree issues
On Thu, Apr 25, 2013 at 11:50 PM, Vivian Meazza wrote:
I'm using a very recent pull of fgdata with no local mods. The hat
effect
shows up from low angles in all material
However, one reason I didn't spend more time on it was that it didn't
seem particularly useful from a sim perspective. If found that to see
the effect at reason (30kt) winds you either need to be sitting on
the ground or at quite low altitude when your attention is elsewhere.
I think you
Hi Stuart,
this tree movement code is wonderful - how could you possibly not implement
this?
I've been looking out of the window, timing the movement of trees in our
forest, and I think the time constant should rather be 1.7-2.0 and the
amplitude about 2.5 times as large - all of which
On Fri, Apr 26, 2013 at 7:28 AM, Renk Thorsten wrote:
this tree movement code is wonderful - how could you possibly not implement
this?
Glad you like it.
It got stuck under a bunch of other stuff and forgotten about more
than anything else.
However, one reason I didn't spend more time on it
=15#p179241
It might be opportune to rationalise our tree texture structures to take
that into account.
Vivian
From: Curtis Olson [mailto:curtol...@flightgear.org]
Sent: 26 April 2013 01:27
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Tree issues
Vivian
On Tue, Apr 23, 2013 at 7:22 AM, Renk Thorsten wrote:
Definitely looks like it. Could you provide some further details on
this please:
a) Where are you seeing this ?
b) which materials file (dds ? regions? )
c) Have you deleted the Textures.high file to use lower resolution
textures? The
When I've seen the bits of pixels on the very edges of the transparent tree
areas it has sure looked like a texture wrapping issue to me. This is a
flag you can turn on/off at least at the low level of opengl and I'm sure
OSG would expose this.
Basically the bits at the very top of the tree
Hi Curt,
On Thu, Apr 25, 2013 at 9:42 PM, Curtis Olson wrote:
When I've seen the bits of pixels on the very edges of the transparent tree
areas it has sure looked like a texture wrapping issue to me. This is a
flag you can turn on/off at least at the low level of opengl and I'm sure
OSG
Stuart
On Tue, Apr 23, 2013 at 7:22 AM, Renk Thorsten wrote:
Definitely looks like it. Could you provide some further details on
this please:
a) Where are you seeing this ?
b) which materials file (dds ? regions? )
c) Have you deleted the Textures.high file to use lower resolution
Vivian,
Your description makes sense in conjunction with a mipmapping issue.
Think about how mipmapping works. The default mipmap generation algorithm
creates the 1/2 size image by averaging each 2x2 block of pixels in the
higher level down to 1 pixel in the next level. Then repeat, generating
On Tue, Apr 23, 2013 at 12:38 PM, Renk Thorsten wrote:
Oh, do you still have that somewhere? I would love to play with this
implemented in an optional high-quality tree shader - I could probably also
add some grass movement by translating the grain texture or the hires noise
with time into
Definitely looks like it. Could you provide some further details on
this please:
a) Where are you seeing this ?
b) which materials file (dds ? regions? )
c) Have you deleted the Textures.high file to use lower resolution
textures? The
trees in the screenshot look even more blocky than
On 23 Apr 2013, at 07:22, Renk Thorsten thorsten.i.r...@jyu.fi wrote:
Stuart, is it possible to pass somehow the info what trees are deciduous?
I've done some testing, and I can selectively pick 'green' hue in the shader
and color-rotate these pixels to autumn colors, but this is not
Actually, I had this working very nicely a couple of months ago - using
a sine function on time multiplied by wind factor to shift the top
texture coordinates so the top of the trees move. I even had a nice
larger scale effect to produce the sort of wave affect you see across
the
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