Re: [Flightgear-devel] tree problems ...

2008-02-24 Thread LeeE
On Saturday 23 February 2008 20:36, SydSandy wrote:
 Well I,ve converted all terrain textures to PNG (except the
 random ac models), no problems here. But , I've run into a
 problem with the wrong tree sets drawn for material type. Ive
 checked the materials.xml file (found one error that was my
 fault), but I'm getting for example , conifer for  for Evergreen
 , Bog   mixed forest for shrub ...  no trees in some patches 
 were the material is consistent over a large area  The
 material.xml condition statement seems to work fine ,as the
 winter sets are picked when /sim/startup/season = winter , just
 the wrong tree textures are drawn per terrain type ... and they
 occasionally change on the same type of material... Any ideas
 where I might look to fix this?
 Cheers

Most evergreens _are_ conifers.  There are types of evergreen that 
aren't but you'll only find them in tropical rainforests or in a 
warm climate that doesn't vary much through the seasons.

Rainforest tree are generally broad leaf species, so if there's a 
rainforest cover type you might want to use deciduous tree patterns 
for those regions.  In warm climates the trees tend to be few and 
scattered, apart from the rainforests, of course:)

LeeE

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Re: [Flightgear-devel] Patch v5 - Rain Snow

2008-02-24 Thread LeeE
On Saturday 23 February 2008 19:53, Curtis Olson wrote:
 On Fri, Feb 22, 2008 at 1:29 PM, Nicolas wrote:
  With OSG precipitation, I can't get in the same time snow and
  rain...
 
  No, there isn't factor in the motion of the aircraft...  We can
  work to improve this.
 
  The origin and the wind have to be tested... and maybe adapted.

 Hi Nicolas,

 If I look very close with both snow and rain, I can now see that
 the aircraft motion through the falling particles seems to be
 correct ... it's subtle and sometimes hard to see depending on
 the lighting and background color ... and subtle is probably good
 for these effects.

 I think what confused me was that even at flying speeds, there is
 still a downward elongation of the particles with rain which
 tricks my brain into thinking they are falling straight down.  If
 the streaking could be made opposite the direction of motion some
 how (???) I think that may make the visual effect more
 compelling.  I'm not sure if that makes any sense?

 But the overall effect of the snow and the rain is quite good. 
 Also, you work to tie this into the metar reports is also very
 nice.  Question: is it possible to tune the amount of snow/rain? 
 Perhaps a future update would be to ease slowly into snow/rain
 rather than make an abrupt change (if that is possible to do.)

 I think if we could redo the draw order (or change the near clip
 plane?) so that precipitation doesn't appear to be inside the
 cockpit then I would be happy to see this new effect get
 committed to cvs, and we can work on refining some of the subtle
 perceptual details later.

 Best regards,

 Curt.

Actually, even at typical car (automobile) speeds, transitions into 
and between rain and snow tend to be quite abrupt - perhaps just a 
second or two at ~50 mph.  However, once you're in that weather 
type, the variations in density seem to be much slower.

LeeE

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Re: [Flightgear-devel] tree problems ...

2008-02-24 Thread SydSandy
On Sun, 24 Feb 2008 15:55:22 +
LeeE [EMAIL PROTECTED] wrote:

 On Saturday 23 February 2008 20:36, SydSandy wrote:
  Well I,ve converted all terrain textures to PNG (except the
  random ac models), no problems here. But , I've run into a
  problem with the wrong tree sets drawn for material type. Ive
  checked the materials.xml file (found one error that was my
  fault), but I'm getting for example , conifer for  for Evergreen
  , Bog   mixed forest for shrub ...  no trees in some patches 
  were the material is consistent over a large area  The
  material.xml condition statement seems to work fine ,as the
  winter sets are picked when /sim/startup/season = winter , just
  the wrong tree textures are drawn per terrain type ... and they
  occasionally change on the same type of material... Any ideas
  where I might look to fix this?
  Cheers
 
 Most evergreens _are_ conifers.  There are types of evergreen that 
 aren't but you'll only find them in tropical rainforests or in a 
 warm climate that doesn't vary much through the seasons.
 
 Rainforest tree are generally broad leaf species, so if there's a 
 rainforest cover type you might want to use deciduous tree patterns 
 for those regions.  In warm climates the trees tend to be few and 
 scattered, apart from the rainforests, of course:)
 
 LeeE
 

I know the differences between tree species , LeeE ,thats not the problem ...
 if I set a certain tree texture for a terrain type ... for example , I have  2 
meter high shrub trees for the ShrubCover/ShrubGrassCover/ScrubCover. When I 
fly over the area , it is covered by mixed forest...  I few south 
and there are shrub cover trees on a DeciduousNeedleCover material patch. The 
ground texture changes accordingly , just not the tree textures ... and yet I 
see tree sizes change correctly at the material boundaries  

I hadn't reaaly noticed this effect until I started flying around and checking 
terrain using geod.info 
so didn't expect it to jump out at anyone else 
Cheers 




-- 
SydSandy [EMAIL PROTECTED]

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