No one else has mentioned this so maybe its time for a make clean , but
this is what Im seeing after the recent tree updates :
http://imagebin.org/261806
--
This SF.net email is sponsored by Windows:
Build for Windows
: [Flightgear-devel] trees
No one else has mentioned this so maybe its time for a make clean , but this
is what Im seeing after the recent tree updates :
http://imagebin.org/261806
--
This SF.net email is sponsored
On Tue, Jun 18, 2013 at 8:22 PM, Vivian Meazza wrote:
Syd,
We fixed that bug a while back, I hope J. Could you rebuild with the latest
FG/SG and try again with the latest FGDATA? I really hope that fixes it!
Me too!
Syd - if it doesn't fix it, can you let me know the following:
1) Are you
Hi all
I noticed with git from today that there are no trees at all on some
forest types. You can see it around KSFO, where you see forest base
textures with and without trees. Looks like some forest types have
trees, others don’t. Are there some changes in materials.xml ? (sorry if
this is
I checked for changes in materials.xml and related. But I can’t find any
relevant new or changed code, unless my own changes from last summer ...
I didn’t check for textures/terrain/shader use for a long time, maybe
there are some issues introduced by myself (?) weeks or months ago?
Doesn’t
On Sat, Feb 13, 2010 at 2:55 AM, Gijs de Rooy wrote:
Hi Rob,
I was trying to get a good screenshot which demonstrates this, but I
can't find the right
arrangement of objects to prove my point at the moment.
If you take the UFO, you can place any object at any place... ;)
Do we know
its all configurable in the material.xml file...
wood-coverage4000.0/wood-coverage
tree-textureTextures/Trees/mixed-summer.png/tree-texture
tree-varieties8/tree-varieties
tree-range-m alias=/params/forest/tree-range-m/
tree-height-m25.0/tree-height-m
tree-width-m15.0/tree-width-m
(this is
The tree heights are about right for the areas I fly in , although maybe
just a bit too wide for pines ...
--
SOLARIS 10 is the OS for Data Centers - provides features such as DTrace,
Predictive Self Healing and Award
Curtis Olson wrote:
On Sat, Feb 13, 2010 at 2:55 AM, Gijs de Rooy wrote:
Hi Rob,
I was trying to get a good screenshot which demonstrates this, but I can't
find the right
arrangement of objects to prove my point at the moment.
If you take the UFO, you can place any object at any place...
On 13/02/10 20:24, Rob Shearman, Jr. wrote:
Am I the only one who feels like the trees in FlightGear are
HUMONGOUS? In some aircraft and near some buildings I just feel like
the trees are towering way over some of these larger objects that
ordinary trees -- at least, not the ones in
Hi Rob,
I was trying to get a good screenshot which demonstrates this, but I can't
find the right
arrangement of objects to prove my point at the moment.
If you take the UFO, you can place any object at any place... ;)
Cheers,
Gijs
Hello developers...
This one's been bothering me for a while, and I was trying to get a good
screenshot which demonstrates this, but I can't find the right arrangement of
objects to prove my point at the moment. But with 2.0.0 looming, here's a
quickie to consider.
Am I the only one who
Syd Adams wrote
Hi Tim , just did another update . clouds still hide trees on the
horizon , but the trees themselves work like they did before ...
thanks
On 11/24/09, syd adams adams@gmail.com wrote:
I'll give it another try after work ... I should have mentioned that
this was
On 11/24/2009 07:53 AM, syd adams wrote:
I'll try again ... attached an image so the first email didnt go through .
The trees are now thinner here , and knocking my framerate down by 10
fps with the same options I ran before . Trees are being hidden now by
the tree texture in front ... they
On 11/24/2009 10:23 AM, Tim Moore wrote:
On 11/24/2009 07:53 AM, syd adams wrote:
I'll try again ... attached an image so the first email didnt go through .
The trees are now thinner here , and knocking my framerate down by 10
fps with the same options I ran before . Trees are being hidden now
Hi Tim , just did another update . clouds still hide trees on the
horizon , but the trees themselves work like they did before ...
thanks
On 11/24/09, syd adams adams@gmail.com wrote:
I'll give it another try after work ... I should have mentioned that
this was the git version I compiled
John Wojnaroski wrote:
My apologies to all the tree-huggers out there ;-) but how does one
disable all the trees?
Great for mountains and forests scenery tiles; however last month when I
was up at Ames don't recall all that lumber around the runway and know
that NASA will not care for
Behalf Of Syd
Sent: 14 April 2008 08:03
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Trees
John Wojnaroski wrote:
My apologies to all the tree-huggers out there ;-) but
how does one
disable all the trees?
Great for mountains and forests scenery tiles
Vivian Meazza wrote:
Behalf Of Syd
Sent: 14 April 2008 08:03
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Trees
John Wojnaroski wrote:
My apologies to all the tree-huggers out there ;-) but
how does one
disable all the trees?
Great
Syd wrote:
Vivian Meazza wrote:
Behalf Of Syd
Sent: 14 April 2008 08:03
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Trees
John Wojnaroski wrote:
My apologies to all the tree-huggers out there ;-) but
how does one
My apologies to all the tree-huggers out there ;-) but how does one
disable all the trees?
Great for mountains and forests scenery tiles; however last month when I
was up at Ames don't recall all that lumber around the runway and know
that NASA will not care for all the trees around KDFW when
Hi!
I just notice a blog entry about a company that specializes in
tree-simulation for games. As the blogger points out it would be cool
to se trees bending when approaching with a helicopter.
http://simflyer.blogspot.com/2008/02/holy-foliage-batman.html
/nisse
On 2/8/08, Stuart Buchanan [EMAIL
--- Ron Jensen wrote:
I had to manually create a random-objects entry in preferences.xml to
get the trees to show up:
This shouldn't be required, as /sim/rendering/random-vegetation defaults to
true.
Perhaps you you previously set /sim/rendering/random-vegetation to false?
OTOH, we should
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Stuart Buchanan wrote:
| --- Tim Moore wrote:
| Hi Stuart,
| I've checked in your first patch with my cleanup. I haven't had a chance to
| play with
| the second patch; if you're up for it, you should integrate it with what's
now
| in CVS; I
| don't
On Fri, 2008-02-08 at 00:18 +0100, Tim Moore wrote:
| I've now integrated my second patch with the CVS code to create a new patch
| against CVS. This includes
| - a separate property (/sim/rendering/random-vegetation) to control whether
the
| trees are displayed or not (the default is true)
--- Tim Moore wrote:
Hi Stuart,
I've checked in your first patch with my cleanup. I haven't had a chance to
play with
the second patch; if you're up for it, you should integrate it with what's now
in CVS; I
don't think it will be too hard. Otherwise you can leave it for me, but that
won't
Quoting Stuart Buchanan :
As people have noticed, currently the different tree textures are
merely colour variations on the current shapes. It would be great
if someone who knows their way around GIMP could spend a little
time improving the tree textures. I'm sure this would improve the
Em Qua, 2008-02-06 às 16:57 +0100, Frederic Bouvier escreveu:
Are you aware of this tool : http://dryad.stanford.edu/
Or this one: http://arbaro.sourceforge.net/
Diogo
-
This SF.net email is sponsored by: Microsoft
Defy
Stuart Buchanan writes:
As people have noticed, currently the different tree textures
are merely colour
variations on the current shapes. It would be great if
someone who knows their
way around GIMP could spend a little time improving the tree
textures. I'm sure
this would improve the
Am Sonntag, den 03.02.2008, 00:17 +0100 schrieb Tim Moore:
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Stuart Buchanan wrote:
| --- Stuart Buchanan wrote:
| --- Stuart Buchanan wrote:
| Hi All,
|
| Just a quick note to mention that I've now implemented random tree height,
| and
|
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Stuart Buchanan wrote:
| --- Stuart Buchanan wrote:
| --- Stuart Buchanan wrote:
| Hi All,
|
| Just a quick note to mention that I've now implemented random tree height,
| and
| multiple textures as suggested by Curt. Screenshot here:
|
|
hi stuart,
i have missed you on irc today. and i wanted to tell you that indeed the
second patch is much better in terms of memory usage. it saves 80 megs of
allocations compared to your first patch :-)
and considering it looks even prettier than the first one... congratulations!
-till
On
Hi!
It would be cool with a scalable fractal forest, where every tree
differs or is copied (depending on hardware). And then you can hook up
that system with free weaterservices like weatherunderground, and
simulate treemovments based on local weather :D
That could work for other weather in
--- Tim Moore wrote:
Curtis Olson wrote:
| Definitely ... we could vary them in shape and appearance, not just
| color. There is much that can be done.
Already supported. The current patch allows different shapes and appearance. The
reason that the trees currently just vary by colour is
--- Curtis Olson wrote:
In this case the trees aren't so much loaded ... there's only one small
texture that defines the trees (or group of randomized tree images.) What
does need to be done is that a set of random locations needs to be generated
across the surface of each tile ... and this
hi
since i'm already much into memory-stuff i'll add my 2 cents...
On Sunday 27 January 2008, Curtis Olson wrote:
...
Would it be possible to
compute the locations of the trees when the tile is loaded (in the load
thread) and always have these structures available when needed? Now that we
--- Stuart Buchanan [EMAIL PROTECTED]
schrieb:
In fact, it would be great if someone with some
artistic skill could work on the
textures.
You can even vary the distribution of the different
tree types by including
similar textures multiple times.
Sebastian Bechthold had nice
Quoting AJ MacLeod :
On Monday 28 January 2008 11:02:11 Stuart Buchanan wrote:
The current patch is a bit better for memory usage IIRC, but it is still
quite hefty - a side-effect of generating all the trees at once for the
tile.
By all means we should be careful about needless memory
On Monday 28 January 2008 11:02:11 Stuart Buchanan wrote:
The current patch is a bit better for memory usage IIRC, but it is still
quite hefty - a side-effect of generating all the trees at once for the
tile.
By all means we should be careful about needless memory usage / wastage (and
--- till busch wrote:
hi
since i'm already much into memory-stuff i'll add my 2 cents...
On Sunday 27 January 2008, Curtis Olson wrote:
...
Would it be possible to
compute the locations of the trees when the tile is loaded (in the load
thread) and always have these structures
* Maik Justus -- Monday 28 January 2008:
The texture is scaled (mip mapping?), and therefore the new alpha
value is interpolated between the original values resulting in
semi-transparent values.
You could set the alpha threshold appropriately: $ man glAlphaFunc
(or whatever the OSG equivalent
On Jan 28, 2008 2:18 PM, Maik Justus wrote:
The transparency--bug appears only, where the alpha channel of the
texture is neither 0 nor 100%. Therefore I changed the alpha channel to
be only zero or 100%. But the problem is not solved. The texture is
scaled (mip mapping?), and therefore the
Hi Stuart,
Stuart Buchanan schrieb am 28.01.2008 10:25:
If you have a look in the data/Textures/Trees/ directory you will see that the
.rgb files are actually a strip of different trees, evenly distributed along
the
x-axis. You can change them in any way you want, as long as you ensure that
Stuart wrote
Sent: 26 January 2008 21:18
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] trees
--- Stuart Buchanan wrote:
--- Stuart Buchanan wrote:
Hi All,
Just a quick note to mention that I've now implemented
random tree
height
Stuart
Sent: 27 January 2008 10:42
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] trees
--- Vivian Meazza wrote:
The patch is broken here - there is some corruption in
simgear.patch
which causes the file to appear empty when it is read by the patch
On Jan 27, 2008 8:00 AM, Maik Justus wrote:
Yes, that did it. There is a problem with the draw ordering leading to a
transparency bug. It seems, that the trees are done by only two
triangles, intersecting each other. Due to the intersecting none of the
two possible orderings are correct. At
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Curtis Olson wrote:
| On Jan 27, 2008 8:00 AM, Maik Justus wrote:
|
| Yes, that did it. There is a problem with the draw ordering leading to a
| transparency bug. It seems, that the trees are done by only two
| triangles, intersecting each
On Jan 27, 2008 12:50 PM, Tim Moore [EMAIL PROTECTED] wrote:
You've got that right. The approach I'm taking in integrating Stuart's
work is to not
depth-sort the trees at all. Instead:
crank the alpha test value up
draw the trees after the terrain so the sky doesn't appear to poke through
Curtis Olson writes:
(I haven't dug much in the code for these trees, but ...) it
appears that the random locations are computed as areas come
into view (or come close enough to the viewer.) So each time
a new chunk of trees are added, I see a blip in the frame
rates. If there are a
* Curtis Olson -- Sunday 27 January 2008:
Would this speed things up:
find / -name '*.ac' -exec osgconv {} /`basename {} .ac`.osg \;
(i.e. create a model.osg in / for every model.ac on your hard drive?)
Could be, but I wouldn't want that. This has the potential to
break a lot. The problem
* Curtis Olson -- Sunday 27 January 2008:
One of the reasons (I think) that OSG start up times are so long is that the
loading is getting interleaved with the FDM and everything else, but we
aren't actually showing the view until the loader has loaded enough data.
One can show the view
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Curtis Olson wrote:
| On Jan 27, 2008 12:50 PM, Tim Moore [EMAIL PROTECTED]
| mailto:[EMAIL PROTECTED] wrote:
|
| You've got that right. The approach I'm taking in integrating
| Stuart's work is to not
| depth-sort the trees at all.
Hi All,
Just a quick note to mention that I've now implemented random tree height, and
multiple textures as suggested by Curt. Screenshot here:
http://www.nanjika.co.uk/flightgear/forest2.jpg
Still some work to be done, but it is looking more realistic.
Tim - I've been cleaning up my code a
Hi All,
Just a quick note to mention that I've now implemented random tree
height, and
multiple textures as suggested by Curt. Screenshot here:
http://www.nanjika.co.uk/flightgear/forest2.jpg
Still some work to be done, but it is looking more realistic.
That looks very impressive!
Stuart Buchanan a écrit :
Hi All,
Just a quick note to mention that I've now implemented random tree height, and
multiple textures as suggested by Curt. Screenshot here:
http://www.nanjika.co.uk/flightgear/forest2.jpg
Still some work to be done, but it is looking more realistic.
--- Stuart Buchanan wrote:
Hi All,
Just a quick note to mention that I've now implemented random tree height, and
multiple textures as suggested by Curt. Screenshot here:
http://www.nanjika.co.uk/flightgear/forest2.jpg
Still some work to be done, but it is looking more realistic.
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Frederic Bouvier wrote:
| Stuart Buchanan a écrit :
| 2) I've been finding it impossible to work out how to pass in generic
attributes
| into the shader. I've managed to bind an attribute to a location using
|
Stuart,
Stuart Buchanan a écrit :
--- Stuart Buchanan wrote:
Hi All,
Just a quick note to mention that I've now implemented random tree height,
and
multiple textures as suggested by Curt. Screenshot here:
http://www.nanjika.co.uk/flightgear/forest2.jpg
Still some work to be done,
For everybody, to apply the 2nd Stuart's patch ; don't forget adding the
TreeBin.cxx and TreeBin.hxx in the file : simgear/scene/tgdb/Makefile.am
The patch :
Index: Makefile.am
===
RCS file:
--- Stuart Buchanan wrote:
--- Stuart Buchanan wrote:
Hi All,
Just a quick note to mention that I've now implemented random tree height,
and
multiple textures as suggested by Curt. Screenshot here:
http://www.nanjika.co.uk/flightgear/forest2.jpg
Still some work to be done,
On Sat, 26 Jan 2008 07:30:09 -0600, Jon wrote in message
[EMAIL PROTECTED]:
Hi All,
Just a quick note to mention that I've now implemented random tree
height, and
multiple textures as suggested by Curt. Screenshot here:
http://www.nanjika.co.uk/flightgear/forest2.jpg
Still
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Frederic Bouvier wrote:
| Stuart Buchanan a écrit :
| 2) I've been finding it impossible to work out how to pass in generic
attributes
| into the shader. I've managed to bind an attribute to a location using
|
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Stuart Buchanan wrote:
| --- Curtis Olson wrote:
| Hi Guys,
|
| Again, I love and very much appreciate your efforts on the trees. They are
| really awsome.
|
| Low level flying through the hills has become much more fun...
|
| On the subject of
63 matches
Mail list logo