Re: [Flightgear-devel] Terrain Haze v1.3
I did try that- after some more tryings with different settings I found out that I didn't know yet that it only works with advanced weather AND at high altitudes (above 10.000ft!!) Agreeing somewhat with Fred, the screenshots don't make it easy to see what is going on, as there is neither strong haze nor low sun where the differences to default are most pronounced. Having said that: To the best of my ability to determine from the screenshots, the skydome shader doesn't work for you (for some yet to be determined reason). As a result, you can see no haze and no change in the sky when on the ground, because the haze from that position would affect mainly the skydome. Since we're looking at close hills and buildings in your shots, the differences in fog for the terrain are not really apparent. As you go to high altitude (and presumably good visibility), more and more of the haze you see is created by the terrain shader rather than the skydome shader, which is why I'm guessing you see better results at high altitude (but then, there should actually be a visible mismatch between sky and terrain if I am correct). And that the shader custom slider has to be set to 4 and aboveand ...and. Actually, no. All that needs to be on is the skydome shader button, no matter altitude or shader settings. When you move water or landmass above 4, the detailed version of the shaders come on. It is possible that the non-detailed version of the shader doesn't run for you either (Emilian told me yesterday of some implementation-specific things which my nVidia unfortunately tolerates without complaint). So my second guess is that you don't have an nVidia card. When I think of our average users about using ithmmm. The GUI is actually rather fool-proof - it switches almost everything which is not compatible with the scheme off no matter where the sliders are and parses only the sliders which are implemented. Your problem is not GUI related. As I've said a few times on this list already, the scheme runs with basic weather in principle, but the default settings may not be appropriate for the actual weather conditions. It's no technical difficulty to change these, but this requires decisions which I don't want to make without any feedback from the maintainers of Basic Weather. Sorry when it does sounded like ranting, but I think there are some other things as well to consider: Not all pilots are flying in such high altitudes- what's about the typically VFR-flyers? And I'm sure that not all pilots here are flying at dusk or dawn. I've done by now about 100 hours of flight in the scheme at pretty much all possible times, weather conditions and altitudes ranging from zero to 150 km. When working correctly, it is probably the most seamless scheme Flightgear ever had (the default scheme doesn't do suborbital flight correctly). For me, at other times and on ground, the colors looks pretty the same like in older FGFS versions before shaders. Not what I expected after read Thorsten's description about his work. Right. We have this in GIT so that others can test and we can sort system-specific issues out. So what I would like you to do is: a) watch the console for any error message from shaders trying to compile but not succeeding b) get me a screenshot from ~20.000 ft with good visibility over land facing the rising sun at dawn with skydome shader on and landmass shader on 3 c) do the same exercise with landmass slider set to 4 Cheers, * Thorsten -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Terrain Haze v1.3
Actually, no. All that needs to be on is the skydome shader button, no matter altitude or shader settings. When you move water or landmass above 4, the detailed version of the shaders come on. It is possible that the non-detailed version of the shader doesn't run for you either (Emilian told me yesterday of some implementation-specific things which my nVidia unfortunately tolerates without complaint). So my second guess is that you don't have an nVidia card. I tested last night with win7 and xp using ATI cards (winXP - hd3850, win7 64bit hd5870 tested with all ATI drivers since 11.4 beside the latest) and the skydome shader is crashing fgfs. The crash looks like the crash that occours if i enable the generic shader. No console output. Besides that the fps are better then with the standard weather. This is even more noticeable with bad weater (standard 20fps / advanced 55fps). Oliver -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Random Buildings improvements - phase 1
I've just checked in a change so the buildings now use the Effects system properly, which includes a global cache of the textures. This might help. Nice - have to try this. Btw - could you take a look at the ambient value of the material declaration? I have the feeling it is very low, I'm getting very black shadows for low sun, much more than for the typical static building. * Thorsten -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Terrain Haze v1.3
I tested last night with win7 and xp using ATI cards (winXP - hd3850, win7 64bit hd5870 tested with all ATI drivers since 11.4 beside the latest) and the skydome shader is crashing fgfs. The crash looks like the crash that occours if i enable the generic shader. No console output. Well, the generic shader code is run in almost any other shader of the scheme, so if that doesn't run, the others won't as well. No idea what could be causing that though - the generic shader code looks really harmless. Besides that the fps are better then with the standard weather. This is even more noticeable with bad weater (standard 20fps / advanced 55fps). Please don't confuse the things - Terrain Haze is quite independent of the Advanced Weather package - you can run one without the other, although I am tuning the interplay between the two quite a bit. * Thorsten -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Random Buildings improvements - phase 1
On Mon, Apr 30, 2012 at 11:56 AM, Renk Thorsten wrote: Btw - could you take a look at the ambient value of the material declaration? I have the feeling it is very low, I'm getting very black shadows for low sun, much more than for the typical static building. From memory, I've set it to 0.3. It is configurable in the data/Effects/buidling.eff file under parameters/material/ambient if you want to have a look yourself. I'm happy to accept a change to the value - I haven't spent any time tuning it. -Stuart -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Terrain Haze v1.3
Hello Thorsten, First again sorry when it sounded like rant. But I must admit I was dissapointed seeing the results on my system here. Having said that: To the best of my ability to determine from the screenshots, the skydome shader doesn't work for you (for some yet to be determined reason). As a result, you can see no haze and no change in the sky when on the ground, because the haze from that position would affect mainly the skydome. Since we're looking at close hills and buildings in your shots, the differences in fog for the terrain are not really apparent. As you go to high altitude (and presumably good visibility), more and more of the haze you see is created by the terrain shader rather than the skydome shader, which is why I'm guessing you see better results at high altitude (but then, there should actually be a visible mismatch between sky and terrain if I am correct). Thanks for that detailed explanation! I didn't see any error messages in the console so I guessed there shoulden't be any shader-problem, but good to know that there should be a change to see from the ground. Actually, no. All that needs to be on is the skydome shader button, no matter altitude or shader settings. When you move water or landmass above 4, the detailed version of the shaders come on. It is possible that the non-detailed version of the shader doesn't run for you either (Emilian told me yesterday of some implementation-specific things which my nVidia unfortunately tolerates without complaint). So my second guess is that you don't have an nVidia card. I actually have a new nVidia Geforce GTX460 with 1GB RAM. So that should be not the problem. I have tried with the skydome shader button on, and the effect was even worse. All colors went dull. So indeed for any reasons the shader seems not to work here. The GUI is actually rather fool-proof - it switches almost everything which is not compatible with the scheme off no matter where the sliders are and parses only the sliders which are implemented. Your problem is not GUI related. After your description it seems indeed so. As I've said a few times on this list already, the scheme runs with basic weather in principle, but the default settings may not be appropriate for the actual weather conditions. It's no technical difficulty to change these, but this requires decisions which I don't want to make without any feedback from the maintainers of Basic Weather. Which should be no problem, as from reading here on the list from time to time I can see that it is even wished to make this work available for Default Weather as well. Not all people can run Advanced Weather without having a bigger unusuable fps impact; on my system here (DualCore 2,6Ghz with 4 GB RA) framerates are now worse than with Default Weather. (That was different to last autumn...) I've done by now about 100 hours of flight in the scheme at pretty much all possible times, weather conditions and altitudes ranging from zero to 150 km. When working correctly, it is probably the most seamless scheme Flightgear ever had (the default scheme doesn't do suborbital flight correctly). I can still remember my first and second flight as pax in a glider 15 years ago. The scattering effect was even visible from 1000-1500ft AGL, visibility wasn't that great as you show in your screenshots. (less than 100km visibility) I actually had the impression from the various sceenshots and my own experience that it only works in higher altitudes. Sorry for misinterpreting. So what I would like you to do is: a) watch the console for any error message from shaders trying to compile but not succeeding b) get me a screenshot from ~20.000 ft with good visibility over land facing the rising sun at dawn with skydome shader on and landmass shader on 3 c) do the same exercise with landmass slider set to 4 Good, I will provide this this evening/ tomorrow, as I'm probably not at the computer until later evening today. Cheers Heiko -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Replace texture with RTT
Hi, I'm currently experimenting with a 2D Canvas and rendering everything to a texture. For this I use FGODGauge to render to texture and FGODGauge::set_texture to replace a texture in the cockpit with the texture from the fbo. This works very well unless I enable any effect which causes the texture to be replaced by the original one. I have just extended the ReplaceStaticTextureVisitor::apply(osg::Geode node) method to also replace texture inside effects: virtual void apply(osg::Geode node) { simgear::EffectGeode* eg = dynamic_castsimgear::EffectGeode*(node); if( eg ) { osg::StateSet* ss = eg-getEffect()-getDefaultStateSet(); if( ss ) changeStateSetTexture(ss); } else if( node.getStateSet() ) changeStateSetTexture(node.getStateSet()); int numDrawables = node.getNumDrawables(); for (int i = 0; i numDrawables; i++) { osg::Drawable* drawable = node.getDrawable(i); osg::StateSet* ss = drawable-getStateSet(); if (ss) changeStateSetTexture(ss); } traverse(node); } Does anyone know how I can correctly replace a texture, such that it also stays there if effects are enabled (eg. generic effect). Thanks, Tom -- Thomas Geymayer www.tomprogs.at / C-Forum und Tutorial: www.proggen.org Student of Software Engineering Business Administration Graz University of Technology - -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Random Buildings improvements - phase 1
From memory, I've set it to 0.3. It is configurable in the data/Effects/buidling.eff file under parameters/material/ambient if you want to have a look yourself. I'm happy to accept a change to the value - I haven't spent any time tuning it. Okay, that explains it. I think it should be in the range 0.7-1 - our ambient light is about half of the diffuse light (0.5, 0.5, 0.5) vs (1,1,1) - if the material declares ambient to 0.3, you get shadows which are then 0.15 times the base color - which is way too dark as compared with how terrain or most of the models are shaded in indirect light. Cheers, * Thorsten -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Terrain Haze v1.3
Hello Thorsten, a) watch the console for any error message from shaders trying to compile but not succeeding Absolutly nothing- no error messages, just the usual .dds-warnings b) get me a screenshot from ~20.000 ft with good visibility over land facing the rising sun at dawn with skydome shader on and landmass shader on 3 http://www.hoerbird.net/Lightfieldshader1.png c) do the same exercise with landmass slider set to 4 http://www.hoerbird.net/Lightfieldshader2.png Interesting Bug I found: http://www.hoerbird.net/LightfieldshaderBug.png The dull color at ground I mentioned: http://www.hoerbird.net/LightfieldDull.png All with a clear checkout, Hudson Build #447, TerraSync-scenery, default values I hope this is helpfull Cheers Heiko still in work: http://www.hoerbird.net/galerie.html But already done: http://www.hoerbird.net/reisen.html -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel