Re: [Flightgear-devel] Random object/vegetation terrain masking

2012-02-09 Thread Martin Spott
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

2012-02-09 Thread Adrian Musceac
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

2012-02-09 Thread Martin Spott
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

2012-02-09 Thread Adrian Musceac
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

2012-02-09 Thread Norman Vine


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

2012-02-09 Thread HB-GRAL
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

2012-02-09 Thread Stuart Buchanan
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