Re: [Flightgear-devel] FW: Skydome and Terrain shader with haze - some helprequired

2011-10-24 Thread thorsten . i . renk
My current setup can be found here http://www.phy.duke.edu/~trenk/files/terrain-haze-shader24102011.tgz I've now tested a few more things: There are still some issues with ocean tiles left - I *think* throwing in more vertices will fix this, or Emilian's hack of testing point altitude against

Re: [Flightgear-devel] CMake, tomorrow (Sunday 23rd)

2011-10-24 Thread Alan Teeder
Geoff I see the same problem with windows cmake gui. My solution was to define SIMGEAR_VERSION_OK as boolean true in the flightgear cmake. This seems to bypass the bug and satisfy cmake. Alan -Original Message- From: Geoff McLane Sent: Sunday, October 23, 2011 6:47 PM To: FlightGear

Re: [Flightgear-devel] FW: Skydome and Terrain shader with haze - some helprequired

2011-10-24 Thread Emilian Huminiuc
On Monday 24 October 2011 10:46:42 thorsten.i.r...@jyu.fi wrote: I've also transferred some things into the vertex shaders - I have the impression that is a bit faster. Cheers, * Thorsten Also there's a bigger issue here. The number of varyings is limited (in fact it's the most

Re: [Flightgear-devel] FW: Skydome and Terrain shader with haze - some helprequired

2011-10-24 Thread thorsten . i . renk
Also there's a bigger issue here. The number of varyings is limited (in fact it's the most constraining limit of all the limits present), and integrating this with other shaders will become problematic. Moving stuff in the vertex shader has the unwanted effect of requiring more varyings...

Re: [Flightgear-devel] FW: Skydome and Terrain shader with haze - some helprequired

2011-10-24 Thread thorsten . i . renk
Yes, doing stuff once per vertex rather than once per pixel is faster, but also may lead to poor results. The more stuff you do in the vertex shader the more visible the mesh grid will be. Maybe someone can really enlighten me on this point: My understanding is that * the vertex shader

Re: [Flightgear-devel] FW: Skydome and Terrain shader with haze - some helprequired

2011-10-24 Thread Emilian Huminiuc
On Monday 24 October 2011 11:27:11 thorsten.i.r...@jyu.fi wrote: Yes, doing stuff once per vertex rather than once per pixel is faster, but also may lead to poor results. The more stuff you do in the vertex shader the more visible the mesh grid will be. Maybe someone can really

Re: [Flightgear-devel] MyCopter- or another use of Flightgear in

2011-10-24 Thread Martin Spott
Heiko Schulz wrote: To my surprise they showed a picture of one of their simulators- and it does shows Flightgear! (obviously KSFO 28R) Yup, quite a few serious research projects are using FlightGear for visualization - but, as far as I can tell, none of them is using any of FlightGear's

Re: [Flightgear-devel] FW: Skydome and Terrain shader with haze - some helprequired

2011-10-24 Thread Emilian Huminiuc
On Monday 24 October 2011 11:27:11 thorsten.i.r...@jyu.fi wrote: * Thorsten Forgot to add to my previous message that the new version is much better than the first, with a couple of issues. The edge between fog/unfogged areas is too hard now, and it still doesn't match the horizon.

Re: [Flightgear-devel] FW: Skydome and Terrain shader with haze - some helprequired

2011-10-24 Thread thorsten . i . renk
1. You forget the fact that in the end this all gets applied to faces (triangles), and a point inside the triangle will have a value interpolated between the values of the three corners. I don't think that's a linear function anymore. Then the fragment shader would never get correctly

Re: [Flightgear-devel] Skydome and Terrain shader with haze - some helprequired

2011-10-24 Thread James Turner
On 24 Oct 2011, at 10:09, thorsten.i.r...@jyu.fi wrote: Yes, the angles between eye and sun are constants per frame throughout the scene :-) So is hazeColor. My problem is not passing the value from the property tree, my problem is getting it there - I'm not a C++ coder, I have no clue where

Re: [Flightgear-devel] FW: Skydome and Terrain shader with haze - some helprequired

2011-10-24 Thread Emilian Huminiuc
On Monday 24 October 2011 12:09:33 thorsten.i.r...@jyu.fi wrote: As for matching the horizon - it did in all my tests which were not at sunrise/sunset - which combination of visibility-m ground-visibility-m and ground-haze-thickness are we talking? I have just tried a few realistic cases

Re: [Flightgear-devel] Enabling HLA - missing RTI.hh

2011-10-24 Thread Geoff McLane
On Sun, 2011-10-23 at 20:50 +0200, ThorstenB wrote: Am 23.10.2011 20:12, schrieb Geoff McLane: Having just successfully compiled the latest SG git, in Ubuntu 10.04 decide to try -D ENABLE_RTI=ON, passed to CMake, but only get to - Ok, clearly I am missing RTI.hh I think this is

[Flightgear-devel] Fgpanel and ubuntu 11.10 build linking failed on libz, solved.

2011-10-24 Thread tuomas . kuosmanen
Hi folks, and a quick hello, myself being new to this list. :) Here's just a quick note when compiling from git on ubuntu 11.10, I had to add SIMGEAR_LIBRARIES to the linking section on utils/fgpanel CMakeLists.txt, it would fail on missing symbols on libz otherwise. After this fgpanel (and

Re: [Flightgear-devel] Fgpanel and ubuntu 11.10 build linking failed on libz, solved.

2011-10-24 Thread James Turner
On 24 Oct 2011, at 11:54, tuomas.kuosma...@gmail.com wrote: Hi folks, and a quick hello, myself being new to this list. :) Hello, and welcome! Here's just a quick note when compiling from git on ubuntu 11.10, I had to add SIMGEAR_LIBRARIES to the linking section on utils/fgpanel

Re: [Flightgear-devel] CMake, tomorrow (Sunday 23rd)

2011-10-24 Thread Geoff McLane
Hi James, Thanks for your reply, and from Mathius and Alan... Does that help at all? Well, there is no doubt I could 'simplify' the situation by NOT appending an extra path items after 'install', but I should not have to! If I wanted such a 'simple' single install path, why not install

Re: [Flightgear-devel] CMake, tomorrow (Sunday 23rd)

2011-10-24 Thread James Turner
On 24 Oct 2011, at 13:17, Geoff McLane wrote: In my case I like to be able to compile against different versions of say OSG - like - OSG301=1# stable release 3.0.1 - default OSG283=0# general release 283 - option OSG299=0# another development release OSGTRUNK=0

Re: [Flightgear-devel] Enabling HLA - missing RTI.hh

2011-10-24 Thread Torsten Dreyer
Thanks for the reply, but if you look a little closer, I AM building simgear, SIMGEAR!, when I get this error ;=(( Maybe it would have been better, clearer, if I had said Having just successfully compiled the latest SimGear git, in Ubuntu 10.04, using the default, which is -D

Re: [Flightgear-devel] FW: Skydome and Terrain shader with haze - some helprequired

2011-10-24 Thread thorsten . i . renk
I'm using 100-300m thick layers with visibility anywhere between 200 to 600 meters, in the layer.. then I play with the global visibility using z/shift-z. Problems arise with increased global visibility, at higher altitudes. Okay, got it - thanks - mean one. Basically, you're never looking

Re: [Flightgear-devel] CMake, tomorrow (Sunday 23rd)

2011-10-24 Thread Alan Teeder
-Original Message- From: James Turner Sent: Monday, October 24, 2011 2:53 PM To: FlightGear developers discussions Subject: Re: [Flightgear-devel] CMake, tomorrow (Sunday 23rd) As you guessed, manually setting the the detection variables (SIMGEAR_VERSION_OK, etc) is a bad idea, unless

Re: [Flightgear-devel] FW: Skydome and Terrain shader with haze - some helprequired

2011-10-24 Thread Emilian Huminiuc
On Monday 24 October 2011 18:48:38 thorsten.i.r...@jyu.fi wrote: Okay, got it - thanks - mean one. Basically, you're never looking at the top of the layer, you're looking about one attenuation length into the layer - but under a shallow angle, that is essentially the layer top. Now, the

Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-24 Thread Geoff McLane
Hi Jason, Have just completed a new fgfs build, and a TG tool build, and have downloaded your - 34169132 newScenery-YSSY.tar.bz2 149396748 newScenery.tar.bz2 And yes, when I load that scenery in fgfs all I see are spaghetti strips, like in your work/fgfs-screen-001.png image... I unloaded it

Re: [Flightgear-devel] FW: Skydome and Terrain shader with haze - some helprequired

2011-10-24 Thread thorsten . i . renk
After spending half an evening trying to wrap my head around the ocean problem, here's what I found out: Just to be sure, I moved the geometry back into the fragment part - this indeed seems to work more accurately. Then I switched ground layer effects off and computed just with distance

Re: [Flightgear-devel] Enabling HLA - missing RTI.hh

2011-10-24 Thread George Patterson
On 25 October 2011 01:47, Torsten Dreyer tors...@t3r.de wrote: Hi Geoff, you need a RTI implementation. I can recommend the OpenRTI implentation from our fellow FlightGear developer Mathias: http://developer.berlios.de/projects/openrti/ which you can clone from git://git.berlios.de/openrti

Re: [Flightgear-devel] Enabling HLA - missing RTI.hh

2011-10-24 Thread Martin Spott
George Patterson wrote: Btw, Berlios is closing on 31/12/2011 so grab what you need now. I am not sure if Mathias has moved the above project to another host. I'm sure Mathias will speak about the details himself, but aside from that I can confirm he's aware of the implications. In case of

Re: [Flightgear-devel] fgdata: Important note

2011-10-24 Thread HB-GRAL
Hi Core (and the rest of the entire organism of course) Why not splitting up the Aircraft folder into hangars as collection of aircrafts as plug-ins, collection of big teams or small but heavy industries ? --- fgdata | Aircraft || |

Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-24 Thread Geoff McLane
Hi Jason, Ok my 5426688.btg.gz took about 5 hours to generate. And most of the near final console output shows - ... center = [ -4.63734e+06, 2.55623e+06, -3.54361e+06 ] radius = 16282.1 dumping normals = 94646 creating 497 fans of type 0 creating 169 fans of type 1 creating 1470 fans of type 2

Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-24 Thread James Turner
On 25 Oct 2011, at 03:03, Geoff McLane wrote: You can find it here - http://geoffair.org/tmp/5426688.btg.gz So tomorrow to try to discover is the problem in the fgfs-contruct output, the write, or in the fgfs read and rendering... I'll take a look too :) All the info above looks very