Re: [Flightgear-devel] Random object/vegetation terrain masking
Stuart Buchanan wrote: The format of materials.xml should be even easier to understand, as I've just committed a new fgdata/Docs/README.materials. Many thanks, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- -- Virtualization Cloud Management Using Capacity Planning Cloud computing makes use of virtualization - but cloud computing also focuses on allowing computing to be delivered as a service. http://www.accelacomm.com/jaw/sfnl/114/51521223/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Scenery related: groundnetworks
Hi, Currently there are a number of airports with missing goundnetwork files, with the obvious consequence that AI aircraft are placed on top of eachother at startup, they do not use taxiways, and the ATC manager cannot assign a taxi route to the player (also this taxi route can't be visually displayed). Now, my question: is there a way to create a list of airports which are missing the groundnetworks, without downloading the whole scenery? If there is none yet, perhaps we can create it using a script (which could be run periodically on the global scenery)? Cheers, Adrian -- Virtualization Cloud Management Using Capacity Planning Cloud computing makes use of virtualization - but cloud computing also focuses on allowing computing to be delivered as a service. http://www.accelacomm.com/jaw/sfnl/114/51521223/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Scenery related: groundnetworks
Adrian Musceac wrote: Currently there are a number of airports with missing goundnetwork files, with the obvious consequence that AI aircraft are placed on top of eachother at startup, they do not use taxiways, and the ATC manager cannot assign a taxi route to the player (also this taxi route can't be visually displayed). Now, my question: is there a way to create a list of airports which are missing the groundnetworks, without downloading the whole scenery? If there is none yet, perhaps we can create it using a script (which could be run periodically on the global scenery)? I'm not too motivated to write such a script, simply because there's no benefit in it for myself, but I'd be willing to run it on The MapServer, if it helps. Anyhow, from my perspective the solution to the problem should be a more generic one. First, the easiest way to get a list of airfield without ground network would be to fetch our list of all airfield and exclude just those few ! where a ground network is available. Isn't that much cheaper than scanning the entire World Scenery ? ;-) Second, the generic solution I'd have in mind would be a completely different one: Ask the AI system to delay the appearance of the next aircraft as long as the startup position is occupied, sort AI aircraft for each startup position by departure time. I think that's a much more elegant approach and saves you from the impractical and error-prone overhead of maintaining data about other data not being available. Cheers, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- -- Virtualization Cloud Management Using Capacity Planning Cloud computing makes use of virtualization - but cloud computing also focuses on allowing computing to be delivered as a service. http://www.accelacomm.com/jaw/sfnl/114/51521223/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Scenery related: groundnetworks
On Thursday, February 09, 2012 13:40:49 Martin Spott wrote: Adrian Musceac wrote: I'm not too motivated to write such a script, simply because there's no benefit in it for myself, but I'd be willing to run it on The MapServer, if it helps. Anyhow, from my perspective the solution to the problem should be a more generic one. First, the easiest way to get a list of airfield without ground network would be to fetch our list of all airfield and exclude just those few ! where a ground network is available. Isn't that much cheaper than scanning the entire World Scenery ? ;-) Second, the generic solution I'd have in mind would be a completely different one: Ask the AI system to delay the appearance of the next aircraft as long as the startup position is occupied, sort AI aircraft for each startup position by departure time. I think that's a much more elegant approach and saves you from the impractical and error-prone overhead of maintaining data about other data not being available. Cheers, Martin. Hi Martin, I think scanning the airport list obtained with terrasync should do? I'm not sure if terrasync downloads all airports, but I think that's the case. That way I get the list of airports with missing networks. Anyway, what I had in mind was more akin to this: quite a lot of the airports in apt.dat are generic ones, that is, they have almost the same, simple, layout, excluding minor differences. Thus, I've started to work on a way to automatically generate groundnetworks for these airports. For an even more advanced solution, airports which use the new 850 apt.dat format have line data for taxiway/routes marking. Of course, using this data would definetly be a lot harder than generating networks for simple standard aiports, but I think it could be done in the long term, either as part of the Terragear toolchain, or separately? Anyway, I'm currently not very concerned with this, and I'm pursuing the simple task for default airports (most of them have the same format even in 850 apt.dat). Cheers, Adrian -- Virtualization Cloud Management Using Capacity Planning Cloud computing makes use of virtualization - but cloud computing also focuses on allowing computing to be delivered as a service. http://www.accelacomm.com/jaw/sfnl/114/51521223/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Fwd: [vtp] Color-based per-pixel blending of detail textures
Begin forwarded message: From: dpapa...@ymail.com dpapa...@gmail.com Date: February 9, 2012 8:39:35 AM EST To: v...@yahoogroups.com Subject: [vtp] Color-based per-pixel blending of detail textures Reply-To: v...@yahoogroups.com Hello all, This is unrelated to the VTP per se, but I used to post in this list a long while ago and I remember it to be _the_ place to discuss terrain-related algorithms in general. This is a little technique to blend detail textures onto a terrain. Although it's quite simple and straightforward (to the point that I was very surprised not to find it already described on the net), it has some implications which make it very interesting (and which I didn't in fact foresee so that I 'stumbled' on them by accident). I'm therefore posting this here for the benefit of whomever it might concern. Feedback is always welcome. The link to the paper is here and a little abstract follows: http://www.nongnu.org/techne/research/blending/ This paper describes a method for blending detail textures over terrain. Instead of using masks to define how much of each texture to blend into a given fragment of the terrain the color of the base texture is used. A color is assigned to each detail map used, for example some shade of green for grass, a shade of brown for soil, gray for rock and so on. Then, when rendering the terrain, at each output fragment each detail map is blended with a contribution inversely proportional to the ‘distance’ of the base texture color from the color assigned to the detail map in question. The blending can thus be defined 'intuitively' and per pixel so that the sharpness and definition as well as the diversity of the blend is not bound by the resolution of the base map. This is in addition to the fact that only one map is used for all detail textures instead of using one mask map _per_ detail texture. Dimitris Yahoo! Groups Links * To visit your group on the web, go to: http://groups.yahoo.com/group/vtp/ * Your email settings: Individual Email | Traditional * To change settings online go to: http://groups.yahoo.com/group/vtp/join (Yahoo! ID required) * To change settings via email: vtp-dig...@yahoogroups.com vtp-fullfeatu...@yahoogroups.com * To unsubscribe from this group, send an email to: vtp-unsubscr...@yahoogroups.com * Your use of Yahoo! Groups is subject to: http://docs.yahoo.com/info/terms/ -- Virtualization Cloud Management Using Capacity Planning Cloud computing makes use of virtualization - but cloud computing also focuses on allowing computing to be delivered as a service. http://www.accelacomm.com/jaw/sfnl/114/51521223/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Random object/vegetation terrain masking
Am 06.02.12 00:23, schrieb Stuart Buchanan: * This isn't compatible with the crop shader. I don't know if that is solvable or not. Hi Stuart You write here it does not work with the crop shader, but does it work with the forest shader? Cheers, Yves -- Virtualization Cloud Management Using Capacity Planning Cloud computing makes use of virtualization - but cloud computing also focuses on allowing computing to be delivered as a service. http://www.accelacomm.com/jaw/sfnl/114/51521223/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Random object/vegetation terrain masking
On Thu, Feb 9, 2012 at 5:04 PM, HB-GRAL wrote: Am 06.02.12 00:23, schrieb Stuart Buchanan: * This isn't compatible with the crop shader. I don't know if that is solvable or not. Hi Stuart You write here it does not work with the crop shader, but does it work with the forest shader? I should have been more exact: The crop shader generates fields within the shader itself, so there is no simple texture file to base the mask on. Object masks still work, but the placement of the objects doesn't match field boundaries, as it does when the shader is disabled. This isn't an issue for the forest shader, as we don't actually use an object-mask for forests as the trees are evenly distributed. -Stuart -- Virtualization Cloud Management Using Capacity Planning Cloud computing makes use of virtualization - but cloud computing also focuses on allowing computing to be delivered as a service. http://www.accelacomm.com/jaw/sfnl/114/51521223/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel