Re: [Flightgear-devel] could not find texture LFPO001.rgb and

2008-11-08 Thread Rob Shearman, Jr.
To add to the carrier bug report, the meatball turns white instead of red 
when the aircraft approaches too low for the glideslope, which I guess is the 
default whte appearing instead of the missing mystery texture...

Cheers,
-R. (MD-Terp)

 Robert M. Shearman, Jr.
Transit Operations Supervisor,
University of Maryland Department of Transportation
also known as [EMAIL PROTECTED]





From: Martin Spott [EMAIL PROTECTED]
To: flightgear-devel@lists.sourceforge.net
Sent: Friday, November 7, 2008 9:00:09 AM
Subject: Re: [Flightgear-devel] could not find texture LFPO001.rgb and

Hi Torsten,

Torsten Dreyer wrote:

 It spits out the error message
 could not find texture LFPO001.rgb
 grepping thru the base packages finds 
 Models/Airport/apt-light-ba.ac using this texture.

Indeed, this is a known bug - due to recent occupation by some hobby
project  ;-)  we simply didn't get around merging the bug-fixed shared
model from our repository to CVS 

 It also complains about missing red-source.rgb which is missing in the 
 Nimitz/Models directory.

That's one for the carrier guys.
This is a bit confusing, I have to admit: Even though the carriers move
around in the Scenery, they still live in the directory which is
destined to hold models of fixed position. I guess this is simply due
to compilance with long-term tradition.

Cheers,
Martin.
-- 
Unix _IS_ user friendly - it's just selective about who its friends are !
--

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Re: [Flightgear-devel] could not find texture LFPO001.rgb and

2008-11-08 Thread Vivian Meazza


 Torsten Dreyer wrote:
 
  It spits out the error message
  could not find texture LFPO001.rgb
  grepping thru the base packages finds
  Models/Airport/apt-light-ba.ac using this texture.
 
 Indeed, this is a known bug - due to recent occupation by some hobby
 project  ;-)  we simply didn't get around merging the bug-fixed shared
 model from our repository to CVS 
 
  It also complains about missing red-source.rgb which is missing in the
  Nimitz/Models directory.
 
 That's one for the carrier guys.

My bad, I'll fix it

 This is a bit confusing, I have to admit: Even though the carriers move
 around in the Scenery, they still live in the directory which is
 destined to hold models of fixed position. I guess this is simply due
 to compilance with long-term tradition.
 

Historical accident, I'm afraid. We adapted the original, static carrier

Vivian



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Re: [Flightgear-devel] c172p with terrain

2008-11-08 Thread gerard robin
On samedi 08 novembre 2008, Melchior FRANZ wrote:
 * gerard robin -- 11/5/2008 4:27 PM:
  Though, that nasal Terrain script could be part of the FG generic nasal
  script , won't it be useful elsewhere (AI animation ? for instance)

 This script continously updates a property which tells if the aircraft's
 origin (usually the nose, sometimes other points) is over solid ground
 or water. This is really a random point, and whether the aircraft's
 nose is over water or not doesn't usually mean much.

 What would be useful is to know whether contact points (especially
 landing gear) are over water. But this is something that the FDM glue
 code has to care for (JSBSim.cxx). It can query everything we know
 about the terrain beneath from the ground cache, just like YASim.
 That's a sample of what info is available about any terrain (~ texture)
 type:

   { light_coverage: 0, bumpiness: 0.5999,
 load_resistance: 1e+30, solid: 0,
 names: [ Lake, Pond, Reservoir, Stream, Canal ],
 friction_factor: 1, rolling_friction: 1.5
   }

 Would be nice if JSBSim would consider the ground properties in the
 gear code, but it should at least publish those values that are needed
 for sinking effects or rumbling sound.

 terrain.nas is only a workaround for this omission. If you want to
 know about terrain properties at other points, just use the geodinfo()
 function directly (but not too often, to avoid expensive terrain
 intersection tests).

 m.

Is it it on purpose that you deviate my explanation , or you don't you 
understand what i said ?

I Don't said that JSBSim  devel wont include these information, with a 
specific development in it .

I only said that the information in anycase is missing when why are not using 
any FDM, AI model don't use it (wad my first remark), and missing when we are 
within YASIm  which is suppose to have it ( was my second remark ).

YES, missing when we are using YASim , i want to improve my rescue animation  
and avoid that the rescued person is not digging solid.
WHERE  is the property which say that the aircraft is on solid or on water ?

May be you don't know...  but the rescue op  im talking about, is with 
helicopter and helicopter is using YASIm FDM


Cheers



-- 
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http://pagesperso-orange.fr/GRTux/

J'ai décidé d'être heureux parce que c'est bon pour la santé. 
Voltaire


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Re: [Flightgear-devel] c172p with terrain

2008-11-08 Thread gerard robin
On samedi 08 novembre 2008, gerard robin wrote:
 On samedi 08 novembre 2008, Melchior FRANZ wrote:
  * gerard robin -- 11/5/2008 4:27 PM:
   Though, that nasal Terrain script could be part of the FG generic
   nasal script , won't it be useful elsewhere (AI animation ? for
   instance)
 
  This script continously updates a property which tells if the aircraft's
  origin (usually the nose, sometimes other points) is over solid ground
  or water. This is really a random point, and whether the aircraft's
  nose is over water or not doesn't usually mean much.
 
  What would be useful is to know whether contact points (especially
  landing gear) are over water. But this is something that the FDM glue
  code has to care for (JSBSim.cxx). It can query everything we know
  about the terrain beneath from the ground cache, just like YASim.
  That's a sample of what info is available about any terrain (~ texture)
  type:
 
{ light_coverage: 0, bumpiness: 0.5999,
  load_resistance: 1e+30, solid: 0,
  names: [ Lake, Pond, Reservoir, Stream, Canal ],
  friction_factor: 1, rolling_friction: 1.5
}
 
  Would be nice if JSBSim would consider the ground properties in the
  gear code, but it should at least publish those values that are needed
  for sinking effects or rumbling sound.
 
  terrain.nas is only a workaround for this omission. If you want to
  know about terrain properties at other points, just use the geodinfo()
  function directly (but not too often, to avoid expensive terrain
  intersection tests).
 
  m.

 Is it it on purpose that you deviate my explanation , or you don't you
 understand what i said ?

 I Don't said that JSBSim  devel wont include these information, with a
 specific development in it .

 I only said that the information in anycase is missing when why are not
 using any FDM, AI model don't use it (wad my first remark), and missing
 when we are within YASIm  which is suppose to have it ( was my second
 remark ).

 YES, missing when we are using YASim , i want to improve my rescue
 animation and avoid that the rescued person is not digging solid.
 WHERE  is the property which say that the aircraft is on solid or on water
 ?

 May be you don't know...  but the rescue op  im talking about, is with
 helicopter and helicopter is using YASIm FDM


 Cheers

AND in order to answer the point 1 and why not the point 2 ( without being 
obliged to modify YASim) 

Is it so difficult, to include within FG, the code which gives the 
information, or at least, to include as generic the 'famous Nasal script  ??

May be any idea which is not coming from you is bad  :)

Cheers

-- 
Gérard
http://pagesperso-orange.fr/GRTux/

J'ai décidé d'être heureux parce que c'est bon pour la santé. 
Voltaire


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Re: [Flightgear-devel] c172p with terrain

2008-11-08 Thread Detlef Faber
Am Samstag, den 08.11.2008, 12:26 +0100 schrieb gerard robin:
 On samedi 08 novembre 2008, Melchior FRANZ wrote:
  * gerard robin -- 11/5/2008 4:27 PM:
   Though, that nasal Terrain script could be part of the FG generic nasal
   script , won't it be useful elsewhere (AI animation ? for instance)
 
  This script continously updates a property which tells if the aircraft's
  origin (usually the nose, sometimes other points) is over solid ground
  or water. This is really a random point, and whether the aircraft's
  nose is over water or not doesn't usually mean much.
 
  What would be useful is to know whether contact points (especially
  landing gear) are over water. But this is something that the FDM glue
  code has to care for (JSBSim.cxx). It can query everything we know
  about the terrain beneath from the ground cache, just like YASim.
  That's a sample of what info is available about any terrain (~ texture)
  type:
 
{ light_coverage: 0, bumpiness: 0.5999,
  load_resistance: 1e+30, solid: 0,
  names: [ Lake, Pond, Reservoir, Stream, Canal ],
  friction_factor: 1, rolling_friction: 1.5
}
 
  Would be nice if JSBSim would consider the ground properties in the
  gear code, but it should at least publish those values that are needed
  for sinking effects or rumbling sound.
 
  terrain.nas is only a workaround for this omission. If you want to
  know about terrain properties at other points, just use the geodinfo()
  function directly (but not too often, to avoid expensive terrain
  intersection tests).
 
  m.
 
 Is it it on purpose that you deviate my explanation , or you don't you 
 understand what i said ?
 
 I Don't said that JSBSim  devel wont include these information, with a 
 specific development in it .
 
 I only said that the information in anycase is missing when why are not using 
 any FDM, AI model don't use it (wad my first remark), and missing when we are 
 within YASIm  which is suppose to have it ( was my second remark ).
 
I think it is undestandable that the ground properties are not queried
while the Aircraft's gears are high up in the Air. They are only of
interest when the gear is on the ground.

 YES, missing when we are using YASim , i want to improve my rescue animation  
 and avoid that the rescued person is not digging solid.
 WHERE  is the property which say that the aircraft is on solid or on water ?

I could use this information for the walker too. The current approach
with geo.elevation has some drawbacks (e.g passing beneath bridges isn't
possible). 
Glazmax suggested in the forum to use submodels and query the impact
report. This should provide info wether the ground is solid or not
(=water). I haven't done much on this topic recently, but believe this
is could be a solution for both of us.

 
 May be you don't know...  but the rescue op  im talking about, is with 
 helicopter and helicopter is using YASIm FDM
 
 
 Cheers
 
 
 


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Re: [Flightgear-devel] Improved 3D Clouds patch

2008-11-08 Thread Heiko Schulz
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 of a sphere rather than
 randomly throughout the cloud, requiring fewer textures.
 This saves about 5-10fps on my machine.

Indeed! Much better now! Even switching between None, METAR, fair weather make 
no really difference for me now!
But the clouds seems to me that they are now to regular and not so random as 
before.

 4) The cloud field is shifted as you travel. There's a
 small bug in that the clouds jump as you reach
 the edge of the field.

How about loading the needed set of cloudfield when approaching the next 
available METAR? In reality weather and clouds are changing even on short 
distances.

 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 this would mean that 
we have to add some shaders and would also mean a decreasing of fps...

Regards
HHS


  

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Re: [Flightgear-devel] Improved 3D Clouds patch

2008-11-08 Thread gerard robin
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 improve culling, and the
  sprites are placed on the surface of a sphere rather than
  randomly throughout the cloud, requiring fewer textures.
  This saves about 5-10fps on my machine.

 Indeed! Much better now! Even switching between None, METAR, fair weather
 make no really difference for me now! But the clouds seems to me that they
 are now to regular and not so random as before.

  4) The cloud field is shifted as you travel. There's a
  small bug in that the clouds jump as you reach
  the edge of the field.

 How about loading the needed set of cloudfield when approaching the next
 available METAR? In reality weather and clouds are changing even on short
 distances.

  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 this would
 mean that we have to add some shaders and would also mean a decreasing of
 fps...

 Regards
 HHS

I do like that new version , i hope that  the next one without that ordering 
problem will be perfect.

http://pagesperso-orange.fr/GRTux/3DClouds-img6.jpg

with that screenshot we may identify where the problem is:

 -no clouds layer behind it is very good  ( bottom part of the sky )
 - with clouds layers behind  ( upper part of the sky ) we get that ugly blue 
color  



-- 
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J'ai décidé d'être heureux parce que c'est bon pour la santé. 
Voltaire


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Re: [Flightgear-devel] c172p with terrain

2008-11-08 Thread gerard robin
On samedi 08 novembre 2008, Detlef Faber wrote:
 Am Samstag, den 08.11.2008, 12:26 +0100 schrieb gerard robin:
  On samedi 08 novembre 2008, Melchior FRANZ wrote:
   * gerard robin -- 11/5/2008 4:27 PM:
Though, that nasal Terrain script could be part of the FG generic
nasal script , won't it be useful elsewhere (AI animation ? for
instance)
  
   This script continously updates a property which tells if the
   aircraft's origin (usually the nose, sometimes other points) is over
   solid ground or water. This is really a random point, and whether the
   aircraft's nose is over water or not doesn't usually mean much.
  
   What would be useful is to know whether contact points (especially
   landing gear) are over water. But this is something that the FDM glue
   code has to care for (JSBSim.cxx). It can query everything we know
   about the terrain beneath from the ground cache, just like YASim.
   That's a sample of what info is available about any terrain (~ texture)
   type:
  
 { light_coverage: 0, bumpiness: 0.5999,
   load_resistance: 1e+30, solid: 0,
   names: [ Lake, Pond, Reservoir, Stream, Canal ],
   friction_factor: 1, rolling_friction: 1.5
 }
  
   Would be nice if JSBSim would consider the ground properties in the
   gear code, but it should at least publish those values that are needed
   for sinking effects or rumbling sound.
  
   terrain.nas is only a workaround for this omission. If you want to
   know about terrain properties at other points, just use the geodinfo()
   function directly (but not too often, to avoid expensive terrain
   intersection tests).
  
   m.
 
  Is it it on purpose that you deviate my explanation , or you don't you
  understand what i said ?
 
  I Don't said that JSBSim  devel wont include these information, with a
  specific development in it .
 
  I only said that the information in anycase is missing when why are not
  using any FDM, AI model don't use it (wad my first remark), and missing
  when we are within YASIm  which is suppose to have it ( was my second
  remark ).

 I think it is undestandable that the ground properties are not queried
 while the Aircraft's gears are high up in the Air. They are only of
 interest when the gear is on the ground.

  YES, missing when we are using YASim , i want to improve my rescue
  animation and avoid that the rescued person is not digging solid.
  WHERE  is the property which say that the aircraft is on solid or on
  water ?

 I could use this information for the walker too. The current approach
 with geo.elevation has some drawbacks (e.g passing beneath bridges isn't
 possible).


I don't know which system is being used with geodinfo (nasal) , i don't have 
any difficulties when passing  beneath bridges.

 Glazmax suggested in the forum to use submodels and query the impact
 report. This should provide info wether the ground is solid or not
 (=water). I haven't done much on this topic recently, but believe this
 is could be a solution for both of us.

Yes, i like simple stuff, i am not sure i will use submodels only for this  :)


  May be you don't know...  but the rescue op  im talking about, is
  with helicopter and helicopter is using YASIm FDM
 
 
  Cheers


Cheers


-- 
Gérard
http://pagesperso-orange.fr/GRTux/

J'ai décidé d'être heureux parce que c'est bon pour la santé. 
Voltaire


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Re: [Flightgear-devel] Improved 3D Clouds patch

2008-11-08 Thread Heiko Schulz
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 this would mean that
 we have to add some shaders and would also mean a decreasing
 of fps...
 
 Regards
 HHS

I just tried out the cloud textures available for X-Plane! They even have  more 
worse edeges and alpha blending than our current cloud puffs-
if that woulden't be the case they would not much differ from that big 
commercial-made-by-developers-paid-by-a-nerd called X-Plane!

BUT:
The alpha blending seems to depend on the direction of view-
I had just a fly from TNCM with heading 230- looking forward in chase view the 
alpha blending worked full! No or very less edges!
But looking in the opposite direction no alpha blending!
Heading to the opposite direction (HDG 50) the alpha blending also disappeared. 

My guess it has something to do with the direction of the clouds

Hope my observations can help a little bit

Regards
HHS



  

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Re: [Flightgear-devel] Improved 3D Clouds patch

2008-11-08 Thread Manuel Massing
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...

osg::Vec4f p = vm.preMult(osg::Vec4f(_cloudsprites[i]-position.osg(), 
1.0f);

The patch also optimizes the distance calculation - it evaluates the distances 
in model space instead of eye space, which reduces computation to a dot-
product instead of a matrix multiplication.

bye, 

Manuel

Index: CloudShaderGeometry.cxx
===
RCS file: /var/cvs/SimGear-0.3/source/simgear/scene/sky/CloudShaderGeometry.cxx,v
retrieving revision 1.2
diff -u -r1.2 CloudShaderGeometry.cxx
--- CloudShaderGeometry.cxx	6 Nov 2008 21:58:07 -	1.2
+++ CloudShaderGeometry.cxx	9 Nov 2008 03:34:23 -
@@ -34,27 +34,32 @@
 {
 void CloudShaderGeometry::drawImplementation(RenderInfo renderInfo) const
 {
+if (!_cloudsprites.size()) return;
+
 osg::State state = *renderInfo.getState();
 osg::Matrix vm = state.getModelViewMatrix();
 
 //TODO: It isn't clear whether this is worth the perf hit ATM.
 
-// Do a single iteration of a bubble sort. We do this in reverse
-// so that elements closest to the camera bubble to the front than
-// the elements further away
-for(int i = (_cloudsprites.size() -2); i = 0; i--)
+// Transform the viewing direction, represented by the eye space vector (0,0,-1, 0), into model-space
+// (here we simply take the opposite direction and reverse the ordering when sorting)
+osg::Vec3f view_dir(vm(0, 2), vm(1, 2), vm(2, 2));  // Caveat: OpenSceneGraph matrices are transposed!
+
+float p = view_dir*_cloudsprites[0]-position.osg();
+// Do a single iteration of a bubble sort, sorting
+// back to front.
+for(int i = 0; i  _cloudsprites.size() - 1; i++)
 {
-osg::Vec4f p = vm * osg::Vec4f(_cloudsprites[i]-position.osg(),   1.0f);
-osg::Vec4f q = vm * osg::Vec4f(_cloudsprites[i+1]-position.osg(), 1.0f);
-
-if (p.z()  q.z())
-{
+float q = view_dir*_cloudsprites[i+1]-position.osg();
+if (p  q) {  
 CloudSprite c = *_cloudsprites[i];
 *_cloudsprites[i] = *_cloudsprites[i+1];
 *_cloudsprites[i+1] = c;
 }
+else
+p = q;
 }
-
+
 const Extensions* extensions = getExtensions(state.getContextID(),true);
 
 for(CloudSpriteList::const_iterator t = _cloudsprites.begin(); t != _cloudsprites.end(); ++t)
-
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Re: [Flightgear-devel] Improved 3D Clouds patch

2008-11-08 Thread Ron Jensen
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(_cloudsprites[i]-position.osg(), 1.0f);
 
 needs to be replaced with...
 
   osg::Vec4f p = vm.preMult(osg::Vec4f(_cloudsprites[i]-position.osg(), 
 1.0f);
 
 The patch also optimizes the distance calculation - it evaluates the 
 distances 
 in model space instead of eye space, which reduces computation to a dot-
 product instead of a matrix multiplication.
 
 bye, 
 
   Manuel

Well, that seems to have solved the alpha blending issues!  Thanks!

Is this applicable to the trees, too?

Ron



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