Re: [Flightgear-devel] Regional textures merge request

2012-05-08 Thread Vivian Meazza
Stuart

Snip ...

  It is possible to use the same scheme to change sea color (this is
  asked now and then in the forum), but that would produce sharp
  transitions which don't look very natural - I've cooked up a different
  scheme to smoothly change base (= for clear sky) sea color (which is
  then modified by the environment) which seems to be working just fine.
  All this needs is the following information
 
  # St. Maarten
  s = seaColorPoint.new(18.03, -63.11, 1.0,0.08, 0.40, 0.425);
 
  which is latitude, longitude, weight (in 1000 km), (rgb) - if the weight
is 1,
 the declaration will be valid about 1000 km around the specified radius,
if the
 weight is 0.1, it will be valid about 100 km, and so on. So please
consider
 submitting any sea color information in this form rather than as a
regional
 texture statement.
 
 I see/sea what you mean, having done a grep in Nasal/local_weather and
 found it in sea_colors.nas.  Nice solution.  Might be worth a note in the
next
 newsletter to suggest that people submit sea colors.
 

50 years ago I joined the Royal Navy to see the world, and what did I see? I
saw the sea. So far as I remember, it's mostly dark blue, apart from where
the river outflows make it a muddy colour. Where the sea is deep (more than
approx. 50m) it is pretty much the same everywhere. The Caribbean is not a
light blue/green, apart from shallow water over sandy beaches. Of course
there are phytoplankton blooms, but these are of a transient nature. 

This scheme introduces yet another for loop in Nasal, of undetermined size.
This potentially introduces yet another source of stagger to FG, or it would
if it worked, but as far as I can see it never runs here. Is it meant? Or do
I need to do something to make it work?

Nevertheless, perhaps it has promise in introducing muddy water.

Vivian



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Re: [Flightgear-devel] Regional textures merge request

2012-05-08 Thread Renk Thorsten
 This scheme introduces yet another for loop in Nasal, of undetermined  
 size. This potentially introduces yet another source of stagger to FG, or it  
 would if it worked, but as far as I can see it never runs here. Is it meant? 

Well, anticipating your reaction, yes, at this point it's meant not to run by 
default. It is an experimental feature which you get to see only when running 
Advanced Weather and lightfield shaders - meant as a proof of concept, 
borrowing the load-by-default structure of Advanced Weather. I wouldn't dream 
of sneaking any Nasal loop running by default into FGData, I know very well how 
that would be received. If the idea catches, I will bother to give it a 
separate on-demand control structure.

Having said that, your argument about performance is actually rather far 
fetched.

The loop runs every 5 seconds (!), in each loop iteration it updates the 
distance table for one single interpolation point (i.e. the loop performance 
consumption doesn't really increase even if you have 1000 interpolation points 
in there because I'm not doing 1000 distances per iteration, I'm doing one), so 
I seriously doubt you will ever be able to measure the performance footprint of 
the thing even if you try really hard. So, I don't think there's a good case 
against this apart from general dislike of Nasal solutions.


 Nevertheless, perhaps it has promise in introducing muddy water.

It's an interpolation system. The output depends on the input - how to 
determine reasonable input is quite a different matter. My take on that is 
that, for whatever reason, I never got the impression that the North Sea ever 
looked like the Mediterrainean to me. So there is more to water color than just 
the reflected sky. In any case, having the possibility to change things runtime 
seems perferable to me over not having it. 

The scheme is certainly not completely realistic and also a bit simplistic - 
but it's more realistic than a constant water color everywhere, and it is so at 
the expense of one distance computation every 5 seconds (and sums which don't 
really count because basic arithmetics is dead-cheap to do).

Cheers,

* Thorsten
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Re: [Flightgear-devel] Regional textures merge request

2012-05-08 Thread Vivian Meazza
Thorsten

  This scheme introduces yet another for loop in Nasal, of undetermined
  size. This potentially introduces yet another source of stagger to FG,
  or it would if it worked, but as far as I can see it never runs here. Is
it
 meant?

 Well, anticipating your reaction, yes, at this point it's meant not to run
by
 default. It is an experimental feature which you get to see only when
running
 Advanced Weather and lightfield shaders - meant as a proof of concept,
 borrowing the load-by-default structure of Advanced Weather. I wouldn't
 dream of sneaking any Nasal loop running by default into FGData, I know
 very well how that would be received. If the idea catches, I will bother
to give
 it a separate on-demand control structure.

Hmm I've got something wrong here then - if I understand that right I select
Advanced Weather,  and skydome and the sea colour stuff should run? I get
this:

http://dl.dropbox.com/u/57645542/fgfs-screen-190.png

It doesn't seem to have any interpolation.

 Having said that, your argument about performance is actually rather far
 fetched.
 
 The loop runs every 5 seconds (!), in each loop iteration it updates the
 distance table for one single interpolation point (i.e. the loop
performance
 consumption doesn't really increase even if you have 1000 interpolation
 points in there because I'm not doing 1000 distances per iteration, I'm
doing
 one), so I seriously doubt you will ever be able to measure the
performance
 footprint of the thing even if you try really hard. So, I don't think
there's a
 good case against this apart from general dislike of Nasal solutions.
 

I was thinking of this for loop

for (var i = 0; i  ivector_size; i = i + 1)

I take the view that any for loop is not good, but if  ivector_size is
small, I guess it won't matter.

I put a print statement inside this loop - and so far I've not seen it run.
I also put print statements in the  sea_color_loop, and  one in
init_sea_colors, but they don't run either. I'm definitely missing something
here.

  Nevertheless, perhaps it has promise in introducing muddy water.
 
 It's an interpolation system. The output depends on the input - how to
 determine reasonable input is quite a different matter. My take on that is
 that, for whatever reason, I never got the impression that the North Sea
 ever looked like the Mediterrainean to me. So there is more to water color
 than just the reflected sky. In any case, having the possibility to change
 things runtime seems perferable to me over not having it.

There are good sources for sea colour out there - here is one:

http://oceancolor.gsfc.nasa.gov/FEATURE/IMAGES/A2008129125500.Scotland.png

The Northern North Sea, away from the turbidity and major river outfalls of
the Southern North Sea, is indistinguishable from the Atlantic, the other
side of Scotland. There are many examples in this archive, and if there are
differences in the deep ocean colour in any of the oceans they are darned
hard to spot. Similarly, if there is a difference between the Atlantic and
the Mediterranean, it's very hard to see. 

 The scheme is certainly not completely realistic and also a bit simplistic
- but
 it's more realistic than a constant water color everywhere, and it is so
at the
 expense of one distance computation every 5 seconds (and sums which
 don't really count because basic arithmetics is dead-cheap to do).

Whilst variations in the blue of the deep oceans is arguably not worth the
effort, there are many regions where the deep ocean blue is not appropriate
- the outflows of major rivers, the turbid shallower seas and so forth We
can do muddy. Phytoplankton blooms! To difficult!

Hope I can make this work soon

Vivian








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[Flightgear-devel] FGData and GIT...sans aircraft

2012-05-08 Thread Björn Kesten
Hey everyone,

I need some help or at least some input here.

Until now, I've kept my FGData folder up-to-date by vising the
mapserver, checking the changelogs and manually downloading snapshots
of subfolders.
This is hardly convienient, but necessary, since I don't have disk
space available for the aircraft.

So what can be done about this? Can I...

...set up my own clone of the current master GIT branch and
regularly merge the regular master one with it (without the
aircraft folder, of course)?
It would enable me to simply pull my clone via script/console command.

...download folders selectively with wget?
I've tried this with wget and the download links supplied by the
snapshot function, but all I get is a HTML file.
I also think the header-UIDs of the folders (ex.
h=c43152b3e8029be60c51b3e9efc1fc39211918ad) vary, so setting up a
permanent, automated solution (via bash script) would require
obtaining the current headers beforehand...provided that a wget-based
download works in the first place.

Other ideas?


Buying a bigger HDD is out of the question for me.
And I don't want to kick off that split fgdata and aircraft debate
again (as it will surely lead nowhere).


Regards,

Björn

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