Re: [Flightgear-devel] Low visibility issues

2013-02-24 Thread Vivian Meazza
Emilian wrote

 
 On Saturday, February 23, 2013 07:08:41 Renk Thorsten wrote:
 A lot of stuff, mostly deflecting the discussion to other irelevant
 points
 
  * Thorsten
 
 While I should know better than to answer to this, as it will again get
 deflected to other areas, let's  imagine ourselves a simple scenario:
 
 Let's say I'm an average user with a 32bit system, I can barely find my
way
 through the maze of menus and dialogs flightgear presents to me, and I
want
 to use this more advanced weather simulation engine. After I accidentaly
 find out how to enable it (it's hidden under a rather confusing
radio-button
 selection Model overall weather conditions based on metar), great,
select
 Fair weather scneario,  Apply, OK, let's go flying.
 I muck around, wonder at the nice sky/clouds, notice that my visibility
 improved somewhat, then bam after 15 minutes flightgear crashes, uhm..
 oohh, why did that happen? That didn't happen before?
 All I did was change the way the weather is interpreted... What's wrong
 here???
 
 Well, now let's see what actually happens in a default flightgear
instalation
 (all settings are from preferences.xml, and Environment/local-weather-
 defaults.xml)
 -trees are enabled by default
 -default visibility with Fair weather is ~16km local weather comes in
 -and sets a default value for max visibility of 120km
 (o.O), ok, that's a bit far, but in practice I see that's actually
hovering in the
 40km range (+-10km based on altitude). (roughly 3x more than the default)
 
 So in the default scheme we load 9 tiles at startup, then we keep loading
tiles
 in the direction we're traveling, and those initial tiles remain resident
in the
 tile cache for a while (in case you decide to double back).
 But let's stay with the startup condition. when you ramp up the visibility
to
 40km you demand 3 extra rings of tiles to be loaded. That would give you
at
 least 69 tiles loaded (81 if the rings are square). So that's an instant
increase
 of 7-9x the memory requirements of the terrain + objects + trees (tres
being
 the largest contributor here), just because you click an option that says
it just
 _interprets_ the METAR string differently. Do you think that's an expected
 result? I don't.
 
 Well, our average user might have read the manual, might have mucked
 about with the visibility setting before, and he remeber that all things
being
 the same, visibility is what impacts performance/memory the most, so he
 decides to try again, this time trying to use z/Z to limit how far the
visibility
 goes, maybe he gets lucky and it won't crash again, but he's in for a
surprise...
 z/Z doesn't work...
 
 You might argue that he should know better, go into the advanced settings
 dialog, figure out what all those sliders and selection boxes do, etc,
etc...
 But remeber, our user is an average one, he wants things to just work
(with
 time, he might find a use for the more advanced configuration stuff, but
for
 now he's not interested, he just want to click something, and be done with
 it), The z/Z case above might be a lucky one where he might have read the
 manual.
 
 The problem is not with Advanced weather in itself, the problem is in
the
 details of a part of it, themost important part from the user POV. Your
 approach might work, given unlimited resources, but as it is Flightgear
has to
 run on a variety of puny little desktop/laptop machines. You have already
 implemented half of the control, is it so hard to implement the rest and
 provide a system that's consistent with the rest?
 Yes it breaks the real world scheme, but this is a simulation, we lie,
carefully
 crafted lies, that give a global impression of truth, of copying the real
world
 behaviour, but in the end they are lies. Fog/view-distance is one of those
 lies, they need just be plausible, not a faithful representation of the
real
 world (and a faithful representation of the real-world is practically
impossible
 given the current state of the technology).
 
 You are comfortable with abdicating from that when it suits you, but where
it
 really matters you defend the minute detail faithfull representation of
the
 real world scheme vigorously... Don't you think thre's something amiss
 here?
 
 As someone said in another thread, there are various techniques that are
not
 constrained by the real-time requirement, that do a pretty good job of
 giving you real results, but their place is not here. Here we have to do
our
 best to trick the mind, while doing that as fast as possible, with a
reasonable
 usage of resources. Just because you can set visibility to 1000km doesn't
 mean you should, just because you can shove a lot of data into a shading
 scheme and get back photoreal results doesn't mean you should, if said
 results reduce performance, increase the probability of running out of
 memory, etc.
 
 You'll argue again with the IAR as an example. Well, take a look at those
 numbers again, and you'll see that for the amount of detail it 

Re: [Flightgear-devel] download_and_compile w, x and v options

2013-02-24 Thread Pat
Here are two patches and a combined patch for both.
These patches include changes to the help.

patch-1.9-8-xv.patch adds the x and v options for debugging.  

patch-1.9-8-w.patch adds the w option, w standing for Where to Build

patch-1.9-8-wxv.patch combines both changes.

I'm in the process of working out how to do a variety of builds
for testing the download and compile script.  The x and v options help
in that regard.  

The w option allows me to test different download_and_compile builds
with different options in different directories from a single copy of
download_and_compile.sh

Like so:

download_and_compile.sh -w master ALL 
download_and_compile.sh -w master_e -e ALL # new event model
download_and_compile.sh -w master_r -r ALL # openrti
download_and_compile.sh -w master_er -er ALL # both

However just using a different directory is a bit inefficient.  It
results in multiple copies of git that are separate clones of the
gitorious repository.

Anders made a suggestion on IRC I'm going to follow up on.  You can
have local git clones that share the same .git/* files via file links

I think that means we could have several local clones of a single local
git repository.  The various local clones would support building
multiple branches and  versions, without having to sync each clone
independently with gitorious.

The script would still work just as well for someone who just wanted to
compile a single version

-Pat

Note for those reading on the devel list, the patches are based on
download_and_compile.sh version 1.9-8, as of today, that's available
from http://assistenza.larasrl.net/brisa/fgfs/download_and_compile.sh





--- download_and_compile-1.9-8.sh	2013-02-24 10:23:20.288494978 -0500
+++ download_and_compile-w.sh	2013-02-24 11:45:41.688504514 -0500
@@ -39,6 +39,7 @@
 
 WHATTOBUILD=
 WHATTOBUILDALL=( PLIB OSG OPENRTI SIMGEAR FGFS DATA FGRUN )
+COMPILE_BASE_DIR=.
 UPDATE=
 STABLE=
 
@@ -56,7 +57,7 @@
 WITH_EVENT_INPUT=
 WITH_OPENRTI=
 
-while getopts suhc:p:a:d:r:j:O:gei OPTION
+while getopts suhc:p:a:d:r:j:O:geiw: OPTION
 do
  case $OPTION in
  s)
@@ -98,6 +99,9 @@
  i)
  WITH_OPENRTI=-D ENABLE_RTI=ON
  ;;
+ w)
+		COMPILE_BASE_DIR=./$OPTARG
+ ;;
 
 
  ?)
@@ -191,6 +195,7 @@
 	echo * -O XAdd -OX to the make compilation	   default=None
 	echo * -r y|n  y=reconfigure programs before compiling them  n=do not reconfigure	default=y
 	echo * -s compile only last stable known versions	default=y
+	echo * -w run the build in a subdirectory		default=current directory
 	
 	exit
 fi
@@ -342,18 +347,7 @@
 	echo  OK  $LOGFILE
 fi
 
-
-
-
-
-
-
-
-
-COMPILE_BASE_DIR=.
-
-
-
+mkdir -p $COMPILE_BASE_DIR || echo Unable to create directory $COMPILE_BASE_DIR
 
 #cd into compile base directory
 cd $COMPILE_BASE_DIR
--- download_and_compile-1.9-8.sh	2013-02-24 10:23:20.288494978 -0500
+++ download_and_compile-wxv.sh	2013-02-24 11:42:48.096504179 -0500
@@ -18,8 +18,8 @@
 # along with this program.  If not, see http://www.gnu.org/licenses/.
 
 
-VERSION=1.9-8
-
+VERSION=1.9-8-wxv
+echo download_and_compile.sh version: $VERSION
 #COMPILE GIT FGFS
 
 ###
@@ -39,6 +39,7 @@
 
 WHATTOBUILD=
 WHATTOBUILDALL=( PLIB OSG OPENRTI SIMGEAR FGFS DATA FGRUN )
+COMPILE_BASE_DIR=.
 UPDATE=
 STABLE=
 
@@ -56,7 +57,7 @@
 WITH_EVENT_INPUT=
 WITH_OPENRTI=
 
-while getopts suhc:p:a:d:r:j:O:gei OPTION
+while getopts suhc:p:a:d:r:j:O:geiw:xv OPTION
 do
  case $OPTION in
  s)
@@ -98,6 +99,15 @@
  i)
  WITH_OPENRTI=-D ENABLE_RTI=ON
  ;;
+ w)
+		COMPILE_BASE_DIR=./$OPTARG
+ ;;
+ x)
+ set -x
+ ;;
+ v)
+ set -v
+ ;;
 
 
  ?)
@@ -187,11 +197,13 @@
 	echo * -p y|n  y=download packages n=skip download packages  	default=y
 	echo * -c y|n  y=compile programs  n=do not compile programs 	default=y
 	echo * -d y|n  y=fetch programs from internet (cvs, svn, etc...)  n=do not fetch 	default=y
-	echo * -j XAdd -jX to the make compilation		 	default=None
-	echo * -O XAdd -OX to the make compilation	   default=None
+	echo * -j XAdd -jX to the make compilation	default=None
+	echo * -O XAdd -OX to the make compilation	default=None
 	echo * -r y|n  y=reconfigure programs before compiling them  n=do not reconfigure	default=y
 	echo * -s compile only last stable known versions	default=y
-	
+	echo * -w run the build in a subdirectory		default=current directory
+	echo * -x set the -x option for script debugging	not set by default
+	echo * -v set the -x option for script debuggingnot set by default
 	exit
 fi
 
@@ -342,18 +354,7 @@
 	echo  OK  $LOGFILE
 fi
 
-
-
-
-
-
-
-
-
-COMPILE_BASE_DIR=.
-
-
-
+mkdir -p $COMPILE_BASE_DIR || echo Unable to create directory 

Re: [Flightgear-devel] Low visibility issues

2013-02-24 Thread Stefan Seifert
On Sunday 24 February 2013 18:46:08 Vivian Meazza wrote:

 I'm probably a day late and a dollar short here - but try as I will so far
 I've failed to find a visibility slider under environment-weather. It's
 probably staring me in the face - but could someone point it out to me?

In the Weather dialog:

Model overall weather conditions based on METAR
Advanced Settings
Thermic Visibility and Settings
Max visibility

Stefan

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[Flightgear-devel] Air-to-air refuelling enhancement

2013-02-24 Thread Stuart Buchanan
Hi All,

I've just committed some small changes to the AI air-to-air refueling function:

1) Added support for multiple tankers of each type, selectable through
the AI-Tankers GUI.  Tankers are now defined in AI/tankers.xml.
2) Added an A-4F buddy tanker.
3) Enhanced the UI to allow the user to set the speed of the tanker,
and the radius at which contact is made.  Note that this is based on
the origin of tanker and user.  As a future enhancement I want to add
offsets to indicate the position of the refuelling probe/receiver
on the user aircraft, and the location of the boom/drogue on the tanker.
4) Added a user-toggled function to display messages when contact i
made or lost.  Some aircraft
don't seem to have any obvious cockpit indicator that refuelling is in
progress, and we don't currently animate the probe being in the drogue
:)
5) Added maximum fuel flow definitions to both the tanker and
receiver.  While the KC-135 supports
flow of 6000 lbs/min, smaller tankers (such as the A4-F buddy tanker)
only provided ~1300 lbs/min.  the actual fuel flow is taken as the
minimum of the two.

Note that the maximum fuel flow affects both AI and MP tankers.  I've
been unable to test with the latter, but have set a default to ensure
backwards compatibility.

Feedback welcome as always.

-Stuart

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Re: [Flightgear-devel] download_and_compile w, x and v options

2013-02-24 Thread Arnt Karlsen
On Sun, 24 Feb 2013 13:44:54 -0500, Pat wrote in message 
20130224134454.6bd9636c@spinnaker:

 Here are two patches and a combined patch for both.
 These patches include changes to the help.
 
 patch-1.9-8-xv.patch adds the x and v options for debugging.  
 
 patch-1.9-8-w.patch adds the w option, w standing for Where to Build
 
 patch-1.9-8-wxv.patch combines both changes.

..alongside those, I like to see _what_ I build|t _when_, so I
auto-rename my logs, and I believe -s should build 2.10 now:
arnt@celsius:~/FG-git$ ll download_and_compile-1.9-8a.patch \
md5sum download_and_compile-1.9-8a.patch 
-rw-r--r-- 1 arnt arnt 1441 Feb 24 23:24
download_and_compile-1.9-8a.patch 
a342d108f121322f076ef7de063ab1e4  download_and_compile-1.9-8a.patch
arnt@celsius:~/FG-git$ 

 I'm in the process of working out how to do a variety of builds
 for testing the download and compile script.  The x and v options help
 in that regard.  
 
 The w option allows me to test different download_and_compile builds
 with different options in different directories from a single copy of
 download_and_compile.sh
 
 Like so:
 
 download_and_compile.sh -w master ALL 
 download_and_compile.sh -w master_e -e ALL # new event model
 download_and_compile.sh -w master_r -r ALL # openrti
 download_and_compile.sh -w master_er -er ALL # both
 
 However just using a different directory is a bit inefficient.  It
 results in multiple copies of git that are separate clones of the
 gitorious repository.
 
 Anders made a suggestion on IRC I'm going to follow up on.  You can
 have local git clones that share the same .git/* files via file links

..you feed 4 build trees from 1 git clone, how?  
A du -sch $git-n-build-trees on them all?  

 I think that means we could have several local clones of a single
 local git repository.  The various local clones would support building
 multiple branches and  versions, without having to sync each clone
 independently with gitorious.

..you only do an e.g. git branch 2.10 ;git checkout, 
and no git pull???

 The script would still work just as well for someone who just wanted
 to compile a single version
 
 -Pat
 
 Note for those reading on the devel list, the patches are based on
 download_and_compile.sh version 1.9-8, as of today, that's available
 from http://assistenza.larasrl.net/brisa/fgfs/download_and_compile.sh
 
 
 
 
 


-- 
..med vennlig hilsen = with Kind Regards from Arnt Karlsen
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.
--- download_and_compile-1.9-8.sh	2013-02-18 22:57:33.0 +0100
+++ download_and_compile-1.9-8a.sh	2013-02-22 20:56:26.878177657 +0100
@@ -18,7 +18,7 @@
 # along with this program.  If not, see http://www.gnu.org/licenses/.
 
 
-VERSION=1.9-8
+VERSION=1.9-8a
 
 #COMPILE GIT FGFS
 
@@ -35,6 +35,9 @@
 
 
 LOGFILE=compilation_log.txt
+# LOGFILE=compiled_$*_
+STTL=$(date +%F+%T-%Z )
+# WTL=$($* |tr [:blank:] + )
 LOGSEP=***
 
 WHATTOBUILD=
@@ -140,7 +143,7 @@
 OSG_STABLE_REVISION=http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-3.0.1;
 
 # common stable branch for flightgear, simgear and fgdata
-FGSG_STABLE_GIT_BRANCH=release/2.8.0
+FGSG_STABLE_GIT_BRANCH=release/2.10.0
 FGRUN_STABLE_GIT_BRANCH=master
 OPENRTI_STABLE_GIT_BRANCH=release-0.3
 
@@ -151,9 +154,9 @@
 OPENRTI_UNSTABLE_GIT_BRANCH=master
 
 # stable GIT revision: release tag
-SIMGEAR_STABLE_REVISION=version/2.8.0-final
-FGFS_STABLE_REVISION=version/2.8.0-final
-FGFS_DATA_STABLE_REVISION=version/2.8.0-final
+SIMGEAR_STABLE_REVISION=version/2.10.0-final
+FGFS_STABLE_REVISION=version/2.10.0-final
+FGFS_DATA_STABLE_REVISION=version/2.10.0-final
 OPENRTI_STABLE_REVISION=OpenRTI-0.3.0
 
 # FGCOM
@@ -1506,7 +1509,7 @@
 	fi
 fi
 
-
+mv -vf $LOGFILE compiled_$WTL_$*_$STTL
 
 echo To start fgfs, run the run_fgfs.sh file
 echo To start terrasync, run the run_terrasync.sh file
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Re: [Flightgear-devel] Low visibility issues

2013-02-24 Thread Vivian Meazza
Stefan Seifert wrote

 
 On Sunday 24 February 2013 18:46:08 Vivian Meazza wrote:
 
  I'm probably a day late and a dollar short here - but try as I will so
  far I've failed to find a visibility slider under
  environment-weather. It's probably staring me in the face - but could
 someone point it out to me?
 
 In the Weather dialog:
 
 Model overall weather conditions based on METAR Advanced Settings
 Thermic Visibility and Settings Max visibility
 
Got it - thanks - as I said staring me right in the face. 

So, am I right in thinking that we have 3 different ways of setting the vis:

1. z/Z - works with Basic Weather - sets the vis directly. Does not work
with Advanced Weather, but is still available when that option is selected
and looks as if it should work.

2. Slider in Advanced Weather - Advanced Settings - sets a max value . The
displayed vis in the min value of this and the value derived by Advanced
Weather. (Is this true? I'm only inferring this).

3. Checkbox named realistic visibility in Advanced Weather - Advanced
Settings. What does this do? I can't see any effect here.

I used the old terms Basic/Advanced Weather, but I note that these have
disappeared from the GUI. How would the user know why or when he would chose
ether option? Scope for some rationalisation here I would think.

I'm extremely disappointed to see that while I was off on a short holiday
that this discussion has deteriorated to the point that one of a valued
developers feels that he can no longer contribute to FG.

Vivian




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[Flightgear-devel] 2.10 Build error

2013-02-24 Thread castle . 64
Hi,

Started a new build for FG-2.10; last build was 2.6

Problem right out of the gate with simgear

Following error output 

[castle@rampart simgear]# cmake ../simgear
-- The C compiler identification is GNU
-- The CXX compiler identification is GNU
-- Check for working C compiler: /usr/bin/gcc
-- Check for working C compiler: /usr/bin/gcc -- works
-- Detecting C compiler ABI info
-- Detecting C compiler ABI info - done
-- Check for working CXX compiler: /usr/bin/c++
-- Check for working CXX compiler: /usr/bin/c++ -- works
-- Detecting CXX compiler ABI info
-- Detecting CXX compiler ABI info - done
CMake Error at bucket/CMakeLists.txt:2 (include):
  include could not find load file:

SimGearComponent


CMake Error at bucket/CMakeLists.txt:7 (simgear_component):
  Unknown CMake command simgear_component.


CMake Warning (dev) in CMakeLists.txt:
  No cmake_minimum_required command is present.  A line of code such as

cmake_minimum_required(VERSION 2.8)

  should be added at the top of the file.  The version specified may be lower
  if you wish to support older CMake versions for this project.  For more
  information run cmake --help-policy CMP.


Running with cmake 2.8.2.  where do I find SimGearComponent?  Did I miss a step 
before cmake? Or something from 2.8?

Regards
John



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Re: [Flightgear-devel] interface flightgaer with vb

2013-02-24 Thread Michael
It's all in C++. Either try that or do some easy beginner stuff in VB alike a 
clock etc. :-)

--- On Mon, 2/25/13, akram mohammed akramka...@hotmail.com wrote:

From: akram mohammed akramka...@hotmail.com
Subject: [Flightgear-devel] interface flightgaer with vb
To: flightgear-devel@lists.sourceforge.net
Date: Monday, February 25, 2013, 7:01 AM





i need help how to interface flightgear with visual basic gui project , like 
starting engine and landing gear from vb,in detail because i am beginner.   
 

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Re: [Flightgear-devel] Low visibility issues

2013-02-24 Thread Renk Thorsten
 2. Slider in Advanced Weather - Advanced Settings - sets a max value .  
 The
 displayed vis in the min value of this and the value derived by Advanced
 Weather. (Is this true? I'm only inferring this).

True.

 3. Checkbox named realistic visibility in Advanced Weather - Advanced
 Settings. What does this do? I can't see any effect here.

It changes the internal model used to derive visibility as a function of 
altitude. In reality, once you clear the lowest convective layer which is 
normally pretty hazy, the visibility often goes to hundreds of kilometers. The 
checkbox largely controls where Advanced Weather would set it - if you don't 
check it, visibility increases more  slowly with altitude, if you check it, you 
will in many weather situations open the visibility to 120 km  (or whatever 
max. value you specified) a few hundred meters above the lowest convective 
layer.

Basically, checking the box means 'model my visibility as real as you can do 
within the FG framework' and unchecking it 'model it halfway realistically, but 
keep an eye on performance and memory issues'.

 I used the old terms Basic/Advanced Weather, but I note that these have
 disappeared from the GUI. How would the user know why or when he would  
 chose ether option? Scope for some rationalisation here I would think.

The design idea behind the current GUI was that the user should no longer be 
presented with two different weather options to choose from, but just see a 
single GUI which controls weather.  If that is still the idea, it works 
remarkably well. If you have an idea for a more descriptive text, please let us 
know.

 This should be easily fixable by having the atmospheric scattering checkbox 
 set 
 the value of: 
   /sim/rendering/minimum-sky-visibility 
 to 0, and returning it to the default value when unchecked.

Is there an xml way to do that? I know how to do it with a listener from Nasal, 
but that seems like an overkill... Or am I thinking too complicated?


In other matters, I was able to make some progress.

I've replaced the hard cutoff by a smoothed, sliding cutoff, so the circle is 
gone. Fogging clouds properly turns out a no-go because the fog color is way 
too expensive to obtain, but it occurred to me that one can cheat here - rather 
than fading to fog color, one can fade clouds to transparent for distances 
larger than 2-3 times visibility. That gives the desired disappearance of the 
cloud layer in poor visibility from below (I have to check if it has any 
undesirable side effects in situations with high visibility). It's also neat 
because the fragment shader will drop transparent pixels - so performance of 
fading to transparent is better than fading to fog color.

Since there are still unspecified but serious concerns about loading 20 km of 
terrain, I've hacked my way around it... so please drop the idea.

This is what CAT IIIb now results in:

http://users.jyu.fi/~trenk/pics/catIIIb.jpg


There are some remaining issues. Specular light is way too strong in the 
picture, I have to tune that down (that's also the case in default rendering). 
As you can see, the lights are way too visible for CATIIIb - it took me 5 
minutes to figure out that they are actually 100% fogged, but since they are 
fogged in the default scheme for some reason, the fog color is much brighter, 
and so it seems as if they were unfogged. Does anyone know where  the various 
runway and other lights enter the rendering pipeline and what should be done to 
get a shader to process them? Can they be assigned to model-default, or do they 
need extra treatment?

A similar issue is the sun (which is never fogged). It used to be hidden by the 
clouds, but if we fade the clouds to transparent rather than to fog color, that 
no longer works. In the default scheme, I think the sun becomes hidden when the 
skydome unloads - but that doesn't work either, the scheme needs the skydome. 
So we'd need some control over what we show of the sun - that's also relevant 
if the sun is below the horizon, but the horizon terrain is rendered by the 
skydome - in this case the sun can be seen through the 'terrain'.  Does anyone 
have an idea how we could control the appearance of the sun?

* Thorsten
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