Hi,
For all, I made a small package with the textures I used in the video- there
are more to come and more shaping of the clouds.
You can take a look here:
www.hoerbird.net/clouds_cumulus.zip
Cheers
HHS
-
This SF.
On Sun, 16 Nov 2008 22:58:36 + (GMT), Heiko wrote in message
<[EMAIL PROTECTED]>:
>
> >
> > ..aye, just one li'l thing, shouldn't the other 2
> > planes vanish in the
> > denser clouds? I've seen wings 'n engines
> > disappear in cloudy hide 'n
> > seek, can happen several times a second.
>
> ..aye, just one li'l thing, shouldn't the other 2
> planes vanish in the
> denser clouds? I've seen wings 'n engines
> disappear in cloudy hide 'n
> seek, can happen several times a second.
>
Yep- and so much as I know it is on the To-Do-List of Stuart
But when you look into other sims
On Sun, 16 Nov 2008 08:38:18 + (GMT), Stuart wrote in message
<[EMAIL PROTECTED]>:
> Heiko Schulz wrote:
>
> > I began with making new cloud textures and shaping via xml.
> > Creating clouds is easier than I thought though it is a lot of
> > work- like building an aircraft! ;-)
> >
> > Here
Heiko Schulz wrote:
> I began with making new cloud textures and shaping via xml. Creating clouds
> is
> easier than I thought though it is a lot of work- like building an aircraft!
> ;-)
>
> Here is a video featuring the 3d-clouds with new textures. I need still work
> on
> shaping and crea
Hi at all,
>
> The tools are there for anyone to take a look at and help
> improve.
> I'm not very good with GIMP, so I'm hoping that
> someone else
> can spend some time improving them.
>
> There are details of the XML format in
>
> data/Docs/README.3DClouds
>
> -Stuart
I began with making
> We have this
> http://pagesperso-orange.fr/GRTux/3DClouds-img6.jpg
>
> AND this
> http://pagesperso-orange.fr/GRTux/3DClouds-img8.jpg
>
> Which means that the layer(behind) being the cause of
> these ugly edges
> could be Clouds and Sea.
>
> We may hope that could be fixed, since, we have
On lundi 10 novembre 2008, Stuart Buchanan wrote:
> Heiko Schulz wrote:
> > There is only thing I miss, or can't see it really- are the clouds moving
> > due to the wind?
> > I know that the old clouds did this...
>
> Not yet.That's on my list of things to solve next.
>
> -Stuart
>
We have this
ht
Heiko Schulz wrote:
> There is only thing I miss, or can't see it really- are the clouds moving due
> to
> the wind?
> I know that the old clouds did this...
Not yet.That's on my list of things to solve next.
-Stuart
On lundi 10 novembre 2008, Stuart Buchanan wrote:
>
> Our 3D clouds perform similar lighting calculations. The cloud texture is
> lit based on the dot product of it's position relative to the center of
> the cloud mass, and the lighting vector. So the sprites on side of the
> cloud facing away fro
One thing that Mark Harris' clouds considered was lighting I believe.
Portions of the cloud that were shaded were darker and portions of the cloud
most exposed to the sun light were lighter. I don't know the exact
algorithm, but I believe he was doing some extra work with lighting. Then
all of th
Hello,
>Imposters would be good, if they worked :(
>> I think our current clouds if they had slightly better textures and
>> smoother alpha blending would look pretty good.
>The tools are there for anyone to take a look at and help improve.
>I'm not very good with GIMP, so I'm hoping tha
Curt wrote:
> One thing that Mark Harris' clouds considered was lighting I believe.
> Portions of the cloud that were shaded were darker and portions of
> the cloud most exposed to the sun light were lighter.
> I don't know the exact algorithm, but I believe he was doing some
> extra work wit
Hi Roman,
> I played with 3D clouds patch in my sandbox and forgive me if I'm not
> familiar with whole flightgear/simgear system.
> Now I try modify existing code of 3Dclouds to pointsprite usage.
> Roman
I am not sure point sprites are a good solution here...
Altough they're put to good use in
2008 12:23 PM
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Improved 3D Clouds patch (further
invesigations)
Roman Grigoriev wrote:
> Hi Stuart!
> Thanx for your greatest 3D clouds patch
> Works great but I find something that can totally eliminate glitches
ce
> Bye
>
>
> -Original Message-
> From: Stuart Buchanan [mailto:[EMAIL PROTECTED]
> Sent: Monday, November 10, 2008 12:27 AM
> To: [EMAIL PROTECTED]; FlightGear developers discussions
> Subject: Re: [Flightgear-devel] Improved 3D Clouds patch
>
> Heiko Sch
TED]; FlightGear developers discussions
Subject: Re: [Flightgear-devel] Improved 3D Clouds patch
Heiko Schulz wrote:
> For now I which a bit more documentation about making the cloudshapes.
> I did understand that there are layers with Boxes with a set of clouds.
> But I have problem
Heiko Schulz wrote:
> For now I which a bit more documentation about making the cloudshapes.
> I did understand that there are layers with Boxes with a set of clouds.
> But I have problems with these coordinates:
>
>
>3200
>0
>2400
>st-large
>
>
> and grid sizes.
On dimanche 09 novembre 2008, Stuart Buchanan wrote:
> Gerard Robin wrote:
> > I do like that new version , i hope that the next one without that
> > ordering problem will be perfect.
>
> It appears that Manuel has solved the ordering bug.
Yeah, change nothing it is perfect, and the textures are
Tatsuhiro Nishioka wrote:
> By the way, I found a very interesting thing that the clouds always face to
> the
> aircraft.
> I placed ufo in the middle of clouds and made a spin by pressing left cursor.
> Then all the clouds were turning toward me, changing their order.
> I don't complain about t
Ron Jensen wrote:
> Well, that seems to have solved the alpha blending issues! Thanks!
>
> Is this applicable to the trees, too?
The cloud code does a single bubble sort pass per frame, to avoid the
performance penalty of sorting the entire cloud set each frame.
We could do something similar f
Gerard Robin wrote:
> I do like that new version , i hope that the next one without that ordering
> problem will be perfect.
It appears that Manuel has solved the ordering bug.
> http://pagesperso-orange.fr/GRTux/3DClouds-img6.jpg
>
> with that screenshot we may identify where the problem is:
Manuel Massing wrote:
> Attached is a small fix for the sorting in CloudShaderGeometry.cxx.
> I think the sorting problem stems from the osg idiosyncracy
> to store transposed matrices...so the intuitive
>
> osg::Vec4f p = vm * osg::Vec4f(_cloudsprites[i]->position.osg(), 1.0f);
>
> needs to
On dimanche 09 novembre 2008, Torsten Dreyer wrote:
> > It is only first try, but its look like we can make it better than in
> > plib-fg.
>
> Oh - they look good!
> Thanks to all of you working on 3d clouds. I have assembled some in flight
> pictures showing various types of clouds that might aid
> It is only first try, but its look like we can make it better than in
> plib-fg.
Oh - they look good!
Thanks to all of you working on 3d clouds. I have assembled some in flight
pictures showing various types of clouds that might aid in creating textures.
Find it here: http://www.t3r.de/flightpic
On Sat, Nov 8, 2008 at 10:30 PM, Manuel Massing wrote:
> Hi Stuart,
>
> Attached is a small fix for the sorting in CloudShaderGeometry.cxx.
> I think the sorting problem stems from the osg idiosyncracy
> to store transposed matrices...so the intuitive
>
>osg::Vec4f p = vm * osg::Vec4f(_clo
Here is my attempt to improve textures
http://img.uz/images/128039fgfs-screen-055.jpg
http://img.uz/images/958274fgfs-screen-057.jpg
http://img.uz/images/614841fgfs-screen-060.jpg
http://img.uz/images/853167fgfs-screen-059.jpg
http://img.uz/images/876560fgfs-screen-068.jpg
http://img.uz/images
On dimanche 09 novembre 2008, Heiko Schulz wrote:
> > > Well, that seems to have solved the alpha blending
> >
> > issues! Thanks!
> >
> > Not 100% but way much better than the last one.
> > I saw some unexpected sky/scenery blending, probably when a
> > half of cloud is in front of another one an
> > Well, that seems to have solved the alpha blending
> issues! Thanks!
>
> Not 100% but way much better than the last one.
> I saw some unexpected sky/scenery blending, probably when a
> half of cloud is in front of another one and the other half
> has nothing behind, but I'm not 100% sure on
If thereis'nt other cloud layers, looks great from any angles, thanks!
If any other cloud layer above, then from ground look same as without patch
:(
Now time to tune textures and xml, maybe
--
---
WBR, Vadym.
-
This SF.Net
Hi,
On Nov 9, 2008, at 3:30 PM, Ron Jensen wrote:
> On Sun, 2008-11-09 at 05:30 +0100, Manuel Massing wrote:
>> Hi Stuart,
>>
>> Attached is a small fix for the sorting in CloudShaderGeometry.cxx.
>> I think the sorting problem stems from the osg idiosyncracy
>> to store transposed matrices...so
On Sun, 2008-11-09 at 05:30 +0100, Manuel Massing wrote:
> Hi Stuart,
>
> Attached is a small fix for the sorting in CloudShaderGeometry.cxx.
> I think the sorting problem stems from the osg idiosyncracy
> to store transposed matrices...so the intuitive
>
> osg::Vec4f p = vm * osg::Vec4f(_c
Hi Stuart,
Attached is a small fix for the sorting in CloudShaderGeometry.cxx.
I think the sorting problem stems from the osg idiosyncracy
to store transposed matrices...so the intuitive
osg::Vec4f p = vm * osg::Vec4f(_cloudsprites[i]->position.osg(), 1.0f);
needs to be replaced with...
Hi again,
>
> > 5) Iterative sorting of sprites. This doesn't
> appear to
> > solve the alpha blending problem completely, but may
> help a
> > bit.
>
> There is no much improvement for me- still very visible. I
> wonder if this would disappear if we could add some
> "volume" to the clouds, but t
On dimanche 09 novembre 2008, Heiko Schulz wrote:
> Hi,
>
> > I've put together an improved 3D clouds patch,
> > available from here:
> > http://www.nanjika.co.uk/flightgear/clouds2.tar.gz
> > It fixes the following issues (to a greater or lesser
> > extent):
> > 1) Performance. Quad trees used to
Hi,
>
> I've put together an improved 3D clouds patch,
> available from here:
> http://www.nanjika.co.uk/flightgear/clouds2.tar.gz
> It fixes the following issues (to a greater or lesser
> extent):
> 1) Performance. Quad trees used to improve culling, and the
> sprites are placed on the surface
On Nov 8, 2008, at 2:34 AM, gerard robin wrote:
>
> Working on the F4U-7, this was the opportunity to test that last 3DClouds
> patch.
> It is, to me, a dramatic improvement .
> Only one case has some problem => img3.jpg ( some strange shape)
> You must pay attention to the img1.jpg, we a
On Nov 7, 2008, at 9:49 AM, Syd wrote:
>> Dont know if this is related , but the shader trees have the same edge
> problem , though not as noticeable with a ground texture behind it.
> Unfortunately , I dont know enough about the code to help out .
> On another note , was / is it possible to disa
Hi,
On Nov 7, 2008, at 1:50 PM, Ron Jensen wrote:
> On Thu, 2008-11-06 at 20:47 +, Stuart Buchanan wrote:
>> Hi All,
>>
>> I've put together an improved 3D clouds patch, available from here:
>> http://www.nanjika.co.uk/flightgear/clouds2.tar.gz
>>
>> It fixes the following issues (to a grea
On vendredi 07 novembre 2008, Ron Jensen wrote:
> On Thu, 2008-11-06 at 20:47 +, Stuart Buchanan wrote:
> > Hi All,
> >
> > I've put together an improved 3D clouds patch, available from here:
> > http://www.nanjika.co.uk/flightgear/clouds2.tar.gz
> >
> > It fixes the following issues (to a grea
On Thu, 2008-11-06 at 20:47 +, Stuart Buchanan wrote:
> Hi All,
>
> I've put together an improved 3D clouds patch, available from here:
> http://www.nanjika.co.uk/flightgear/clouds2.tar.gz
>
> It fixes the following issues (to a greater or lesser extent):
> 1) Performance. Quad trees used to
Stuart Buchanan wrote:
> Hi All,
>
> I've put together an improved 3D clouds patch, available from here:
> http://www.nanjika.co.uk/flightgear/clouds2.tar.gz
>
> It fixes the following issues (to a greater or lesser extent):
> 1) Performance. Quad trees used to improve culling, and the sprites are
2008/11/6 Stuart Buchanan <[EMAIL PROTECTED]>
> Hi All,
>
> I've put together an improved 3D clouds patch, available from here:
> http://www.nanjika.co.uk/flightgear/clouds2.tar.gz
>
>
Works fine for me!
I don't test much, but can say, that fps with 3Dclouds drops now from 50 to
30 instead 50 to 1
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