Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-30 Thread Renk Thorsten
 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
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Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-30 Thread Oliver Thurau
 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
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Re: [Flightgear-devel] Random Buildings improvements - phase 1

2012-04-30 Thread Renk Thorsten
 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
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Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-30 Thread Renk Thorsten
 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
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Re: [Flightgear-devel] Random Buildings improvements - phase 1

2012-04-30 Thread Stuart Buchanan
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

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Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-30 Thread Heiko Schulz
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


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[Flightgear-devel] Replace texture with RTT

2012-04-30 Thread Thomas Geymayer
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

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Student of Software Engineering  Business Administration
 Graz University of Technology -

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Re: [Flightgear-devel] Random Buildings improvements - phase 1

2012-04-30 Thread Renk Thorsten
 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
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Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-30 Thread Heiko Schulz
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

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