Re: [Flightgear-devel] tree problems ...
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 - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Patch v5 - Rain Snow
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 - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] tree problems ...
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] - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel