[Flightgear-devel] IAR-80 merge/update request

2010-12-28 Thread Emilian Huminiuc
Hello everyone, I'm the developer of the IAR-80, and before this holidays season I've managed to get it to a state that I consider as production. I would like the latest version commited to GIT, if and when anyone has the time (hopefuly before the new release deadline :) ). zip package here:

Re: [Flightgear-devel] IAR-80 merge/update request

2010-12-28 Thread Emilian Huminiuc
woops: wrong alternate download link in the first mai, it should be this: http://rapidshare.com/files/438740862/IAR80-v1.0.zip On 12/28/10, Emilian Huminiuc emili...@gmail.com wrote: Hello everyone, I'm the developer of the IAR-80, and before this holidays season I've managed to get

Re: [Flightgear-devel] reflect effects

2011-01-11 Thread Emilian Huminiuc
The intensity of the reflection is controlled by the material shininess and the alpha channel in the reflect map. In the grayscale map do a color to alpha with black as the color, if using GIMP. -- Gaining the trust of

Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread Emilian Huminiuc
I've been doing some tests with dds textures too, only in the airplane models, and there's an increase in both performance and quality. Take the IAR-80 for example, changing liveries with .png textures takes ~6 seconds, while with the dds texture it takes ~2seconds. The increase in file size is

Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread Emilian Huminiuc
woops sorry, link was to the last post instead of the right one: http://flightgear.org/forums/viewtopic.php?p=118547#p118547 -- Colocation vs. Managed Hosting A question and answer guide to determining the best fit for

Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread Emilian Huminiuc
Regarding mipmaps, all the pictures in the post on the forum are done without mipmaps in the dds (-nomips option in nvcompress). Just done a couple more tests, this time with pregenerated mipmaps, and texture loading time when switching liveries is 1s, with instant swithcing in subsequent runs

Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread Emilian Huminiuc
On Monday 21 March 2011 19:53:36 thorsten.i.r...@jyu.fi wrote: With the clouds issue, I have this feeling that something is amiss with the way clouds are generated, but i can't put my finger on it.. :(. Thorsten, have you done the same test with individual textures instead of a big one

Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread Emilian Huminiuc
On Monday 21 March 2011 23:02:18 Vivian Meazza wrote: A simple vertical flip doesn't seem to work - it looks a bit more like a scaling issue here. Perhaps I need some tool? Use nvcompress from the nvidia-texture-tools: i.e. nvcompress -bc3 -repeat your-flipped-texture.png your-texture.dds If

Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread Emilian Huminiuc
On Monday 21 March 2011 23:47:51 Vivian Meazza wrote: Here's the AC3D version: ftp://abbeytheatre2.org.uk:2121/flightgear/Tempest/TempestV_AC3D.png And here's what I see in FG: ftp://abbeytheatre2.org.uk:2121/flightgear/Tempest/TempestV_FlightGear.png Vivian That's exactly what me

Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread Emilian Huminiuc
On Monday 21 March 2011 23:47:51 Vivian Meazza wrote: Vivian, Here's the AC3D version: ftp://abbeytheatre2.org.uk:2121/flightgear/Tempest/TempestV_AC3D.png And here's what I see in FG: ftp://abbeytheatre2.org.uk:2121/flightgear/Tempest/TempestV_FlightGear.png Vivian The workflow

Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread Emilian Huminiuc
On Tuesday 22 March 2011 00:57:07 Vivian Meazza wrote: Nope, doesn't work. But this does: Map the .png file onto the AC3D model as usual - convert the .png into .dds in XnView - load the .dds into AC3D No flipping of vertical required. Perhaps XnView flips it for us? Vivian

Re: [Flightgear-devel] Adventures in dds

2011-03-22 Thread Emilian Huminiuc
On Tuesday 22 March 2011 10:33:19 thorsten.i.r...@jyu.fi wrote: Interesting.I just did my own quick test ... converted 1 out of 3 livery (png) files to a dds with Gimp plugin .Had to flip the image vertically before converting. I changed liveries with the dialog , and the 2 png files

Re: [Flightgear-devel] Adventures in dds

2011-03-22 Thread Emilian Huminiuc
I'd Certainly make a case at least for using .dds files with bc5 compression for normalmaps. We lose(?) the alpha channel in the normalmap, but the quality difference is huge. This needs a small tweak to the shader code: the normal extracted from the normalmap needs to be flipped. Maybe a

Re: [Flightgear-devel] Adventures in dds

2011-03-22 Thread Emilian Huminiuc
On Tuesday 22 March 2011 11:29:04 Vivian Meazza wrote: Vivian, OK - here's what I have discovered: XnView converts to .dds, and doesn't require flipping, but AFAIKS it doesn't generate mipmaps either. The Gimp (with the dds plug-in) does require that the image is flipped vertically, but

Re: [Flightgear-devel] Adventures in dds

2011-03-22 Thread Emilian Huminiuc
On Tuesday 22 March 2011 11:43:06 thorsten.i.r...@jyu.fi wrote: Increasing aircraft texture size from 158 kb to 16 MB simply isn't viable - if that roughly scales, it means that FGData would go from 4 GB to 400 GB (!) - I barely have the harddisk to store that, having access to a university T3

Re: [Flightgear-devel] Adventures in dds

2011-03-22 Thread Emilian Huminiuc
On Tuesday 22 March 2011 14:12:45 Heiko Schulz wrote: Hi, I'd Certainly make a case at least for using .dds files with bc5 compression for normalmaps. We lose(?) the alpha channel in the normalmap, but the quality difference is huge. So much as I know is there a mode available,

Re: [Flightgear-devel] Adventures in dds

2011-03-22 Thread Emilian Huminiuc
On Tuesday 22 March 2011 14:36:12 Heiko Schulz wrote: Where are our OSG/ Graphic specialists when we need them? Probably scared of the coup we're trying to stage here :P... .. whoops, I've revealed our supa' sikrit plan :D

Re: [Flightgear-devel] Mipmaps (was: Adventures in dds)

2011-03-23 Thread Emilian Huminiuc
On Wednesday 23 March 2011 13:32:25 Lauri Peltonen wrote: Also one thing point mentioning is that DDS format might not be supported on older hardware. And I think FG is supposed to support also older hardware. I think BC3/DXT5 is pretty well supported by older hardware. There would be

Re: [Flightgear-devel] Local Weather: Clouds culled and redrawn

2011-03-25 Thread Emilian Huminiuc
On Friday 25 March 2011 10:01:33 thorsten.i.r...@jyu.fi wrote: The main thing that bugs me with the system is that the view frustum culling around the edges of the screen is visible, so you continuously see the clouds being created and disappearing at the edges of the screen as you turn

Re: [Flightgear-devel] Local Weather: Clouds culled and redrawn

2011-03-25 Thread Emilian Huminiuc
On Friday 25 March 2011 11:31:57 thorsten.i.r...@jyu.fi wrote: Hm, I'm running an nVidia GeForce 8600M GT from linux - unless the mobile version makes all the difference, that would argue against a graphics card issue (or maybe I'm missing something, I'm not a hardware specialist either...).

Re: [Flightgear-devel] Local Weather: Clouds culled and redrawn

2011-03-25 Thread Emilian Huminiuc
Or maybe the mobile card's design is a bit different, or a bit newer and might have better memory specs.(bandwidth, timings, size etc...) -- Enable your software for Intel(R) Active Management Technology to meet the

Re: [Flightgear-devel] Local Weather: Clouds culled and redrawn

2011-03-25 Thread Emilian Huminiuc
Hmm, I'm gonna do a compile with the changed CACHE_OFF to CACHE_ALL, and see if that makes a difference. -- Enable your software for Intel(R) Active Management Technology to meet the growing manageability and security

Re: [Flightgear-devel] Local Weather: Clouds culled and redrawn

2011-03-25 Thread Emilian Huminiuc
On Friday 25 March 2011 11:57:38 Emilian Huminiuc wrote: Hmm, I'm gonna do a compile with the changed CACHE_OFF to CACHE_ALL, and see if that makes a difference. Yep things improve, noticeably. And I'm more convinced it's a lack of gpu memory issue (as in it gets filled up pretty quick

Re: [Flightgear-devel] Local Weather: Clouds culled and redrawn

2011-03-25 Thread Emilian Huminiuc
On Friday 25 March 2011 12:52:58 thorsten.i.r...@jyu.fi wrote: Yep things improve, noticeably. And I'm more convinced it's a lack of gpu memory issue (as in it gets filled up pretty quick with the clouds), as I caught a glimpse of scenery getting redrawn too. You may be right - I looked

Re: [Flightgear-devel] Local Weather: Clouds culled and redrawn

2011-03-25 Thread Emilian Huminiuc
On Friday 25 March 2011 13:38:38 Emilian Huminiuc wrote: On Friday 25 March 2011 12:52:58 thorsten.i.r...@jyu.fi wrote: Yep things improve, noticeably. And I'm more convinced it's a lack of gpu memory issue (as in it gets filled up pretty quick with the clouds), as I caught a glimpse

Re: [Flightgear-devel] Local Weather: Clouds culled and redrawn

2011-03-25 Thread Emilian Huminiuc
On Friday 25 March 2011 14:00:20 thorsten.i.r...@jyu.fi wrote: The most efficient way seems to have everything else maxed out, and selected. Not always. Asymmetric buffering is good if you fly straight, but very bad if you circle - for soaring it's completely unsuitable as you'd

Re: [Flightgear-devel] Local Weather: Clouds culled and redrawn

2011-03-25 Thread Emilian Huminiuc
On Friday 25 March 2011 14:00:20 thorsten.i.r...@jyu.fi wrote: Quick and easy way out, compressed textures for the clouds as in .dds textures :D (sorry about that, couldn't help myself :P) I doubt it's a general solution since I get 30% framerate reduction for dds textures. But

Re: [Flightgear-devel] Local Weather: Clouds culled and redrawn

2011-03-25 Thread Emilian Huminiuc
Nice white-out or rather gray-out when entering the rainy bit :) . (Not recommended with a plane that has no interior :P ) As for texture sizes, I think that those that are 6-9/sheet can be converted to 6-9 textures of 256x256, for the rest I think it depends on their shape, and of course

Re: [Flightgear-devel] Local Weather: Clouds culled and redrawn

2011-03-26 Thread Emilian Huminiuc
On Saturday 26 March 2011 10:16:47 thorsten.i.r...@jyu.fi wrote: Yes, certainly. I suggest that we pack your /Models/Weather/ then into a tarball and I host that for the time being as a dds texture patch to Local Weather so that people can test what works better for them. Once we know how

Re: [Flightgear-devel] 737-100: Fuselagereflect in /Generic ?

2011-03-28 Thread Emilian Huminiuc
On Monday 28 March 2011 14:00:44 henri orange wrote: Hi Heiko, My two cents: About: An aircraft flying in the alps reflecting very visible the ocean doesn't look realistic. Won't it be possible to select the reflection according to the terrain under, it is done with some particule

Re: [Flightgear-devel] 737-100: Fuselagereflect in /Generic ?

2011-03-30 Thread Emilian Huminiuc
On Wednesday 30 March 2011 13:57:19 Vivian Meazza wrote: Yves wrote Am 28.03.11 00:34, schrieb Vivian Meazza: If the reflection map path is incorrect you should see only this error message: no image file, maybe the reader did not set the filename attribute, using white

Re: [Flightgear-devel] 737-100: Fuselagereflect in /Generic ?

2011-03-31 Thread Emilian Huminiuc
On Thursday 31 March 2011 12:03:50 Vivian Meazza wrote: Happens here if I disable and then reenable the shaders with the view- rendering options. What happens? The render bin error. Also most of the no image file, .. errors go away if I specify paths to them in the effect that

Re: [Flightgear-devel] 737-100: Fuselagereflect in /Generic ?

2011-04-03 Thread Emilian Huminiuc
On Monday 04 April 2011 01:00:36 Vivian Meazza wrote: Emilian On Thursday 31 March 2011 12:03:50 Vivian Meazza wrote: Happens here if I disable and then reenable the shaders with the view- rendering options. What happens? The render bin error. Also most of

Re: [Flightgear-devel] 737-100: Fuselagereflect in /Generic ?

2011-04-05 Thread Emilian Huminiuc
On Tuesday 05 April 2011 13:25:44 Arnt Karlsen wrote: On Tue, 5 Apr 2011 12:09:17 +0300, Emilian wrote in message 201104051209.17330.emili...@gmail.com: Thanks anyway :). But the problem I was asking you to take a look at was a bit different : Problem was in the cockpit, there are

Re: [Flightgear-devel] 737-100: Fuselagereflect in /Generic ?

2011-04-05 Thread Emilian Huminiuc
On Tuesday 05 April 2011 14:21:45 Arnt Karlsen wrote: ..er, it's different allright, no Nvidea black paint, instead I have sunshine-inside-the-cockpit-but-not-outside, livery is bare metal and way too dark, ATI hw on X.org's radeon, urls:

Re: [Flightgear-devel] 737-100: Fuselagereflect in /Generic ?

2011-04-05 Thread Emilian Huminiuc
On Tuesday 05 April 2011 14:21:45 Arnt Karlsen wrote: ..er, it's different allright, no Nvidea black paint, instead I have sunshine-inside-the-cockpit-but-not-outside, livery is bare metal and way too dark, ATI hw on X.org's radeon, urls:

Re: [Flightgear-devel] Adventures in dds

2011-04-05 Thread Emilian Huminiuc
On Friday 25 March 2011 17:27:34 Rob Dosogne wrote: Just wanted to add that transparency is working with Alpha Exponent (DXT5) for me.. I'm using the latest Hudson build (Win7 x64) with fgdata cloned last night. I converted the F-16 liveries to DXT5, and used Alpha Exponent for the markings

Re: [Flightgear-devel] 737-100: Fuselagereflect in /Generic ?

2011-04-05 Thread Emilian Huminiuc
On Tuesday 05 April 2011 19:07:10 Vivian Meazza wrote: Actually - it wasn't working correctly - you are using a cube cross texture with cube map shader - which, much to my surprise works after a fashion. I'll investigate further. Vivian Ooops, I left the cube cross on the fuselage

Re: [Flightgear-devel] 737-100: Fuselagereflect in /Generic ?

2011-04-05 Thread Emilian Huminiuc
On Wednesday 06 April 2011 00:48:15 Vivian Meazza wrote: Emilian wrote On Tuesday 05 April 2011 19:07:10 Vivian Meazza wrote: Actually - it wasn't working correctly - you are using a cube cross texture with cube map shader - which, much to my surprise works after a fashion.

Re: [Flightgear-devel] YASim issues

2011-04-15 Thread Emilian Huminiuc
On Friday 15 April 2011 17:36:12 syd adams wrote: Syd, about the fuselage contact points: they are internally represented as a gear object, only without the compression stuff and with hardcoded values for static and dynamic friction. I think using fake gears directly would give a little

Re: [Flightgear-devel] YASim issues

2011-04-15 Thread Emilian Huminiuc
On Friday 15 April 2011 21:07:12 syd adams wrote: Still trying to take off ;) .Very nicely done model ...but a bit too much detail for my laptop ...I get 10 fps where I'm used to getting 30-40 . No need to take off :), just raise the gear with the engine running (otherways it doesn't raise

Re: [Flightgear-devel] YASim issues

2011-04-16 Thread Emilian Huminiuc
On Saturday 16 April 2011 15:29:52 Arnt Karlsen wrote: ..more ways to skin this cat: IRL, flying or stalling like this into the grass, should bend metal or break wood propeller blades, but the engine should turn another 2/3 to 2 or 3 more revolutions plowing into the field. At high speed, the

Re: [Flightgear-devel] Night textures: two files vs. textranslate

2011-04-30 Thread Emilian Huminiuc
On Saturday 30 April 2011 13:15:30 Thomas Albrecht wrote: Dear all, I also tried the textranslate method, but when I put the day/night textures, say van.png and van_LIT.png each 256 x 256), into one file (512 x 256) and make up an .xml as described in the wiki, both day and night textures

Re: [Flightgear-devel] Night textures: two files vs. textranslate

2011-04-30 Thread Emilian Huminiuc
On Saturday 30 April 2011 14:21:23 Heiko Schulz wrote: @Emilian: According to Tim Moore, FGFS's graphic specialists it is recommended to have large texture files, instead many smalls. See also here: http://wiki.flightgear.org/Howto:_Improve_Framerates Cheers Heiko Hmm, that depends. If

Re: [Flightgear-devel] Night textures: two files vs. textranslate

2011-04-30 Thread Emilian Huminiuc
On another note, for a case like the village house presented in the wiki I would suggest another aproach: Better make the windows separate faces, and just give them emission at night with the material animation. (a couple of extra vertices are way less resource hungry compared to a 256x256

Re: [Flightgear-devel] Flightgear gitorious repository corrupted ?

2011-06-10 Thread Emilian Huminiuc
On Friday 10 June 2011 15:57:53 Frederic Bouvier wrote: Hi, the Hudson server has difficulties to clone the flightgear repository lately, for building the win32 binaries. I tried myself and got : Frederic@NINJA /m $ git clone -o origin http://git.gitorious.org/fg/flightgear.git essai.fg

[Flightgear-devel] IAR80 update request

2011-06-14 Thread Emilian Huminiuc
Hello everyone, Back from an extended holiday (1 month of sightseeing in SW USA :P). I have setup a gitorious repository for the IAR-80 and also have updated it. Major changes include the switch of most textures to the .dds format, and an FDM rewrite. The change to .dds was done after weighing

Re: [Flightgear-devel] Clarification on YASIM input (actionpt)

2011-06-16 Thread Emilian Huminiuc
On Friday 17 June 2011 07:17:45 xsaint wrote: Hello Folks... Was wondering if any nice souls will assist clear this doubt on mine... In YASIM, what does actionpt really refers to? Is it the point the engines pull the air through? which the point will be ahead of the engines or is it the

Re: [Flightgear-devel] Clarification on YASIM input (actionpt)

2011-06-16 Thread Emilian Huminiuc
On Friday 17 June 2011 08:15:36 xsaint wrote: Thank you Emilian and Buck Ok i tested changing the location of the point to ahead of the engine and also behind the engine, near exhaust. Irrespective of the location, looking at the results at the Yasim solver, i do not see much impact.

Re: [Flightgear-devel] Flightgear-devel Digest, Vol 63, Issue 5

2011-07-12 Thread Emilian Huminiuc
On Tuesday 12 July 2011 04:18:33 Hal V. Engel wrote: On Monday, July 11, 2011 10:05:07 AM BARANGER Emmanuel wrote: have you tested the script of Pierre NEGRE ? : http://rene16.dyndns.org/run/ (import/export .AC for Blender 2.58) Where can this be found? The web page is in French (I think)

[Flightgear-devel] Shadows

2011-08-02 Thread Emilian Huminiuc
As the subject is a recurring theme in the forums, and also on IRC, I thought I should share something I found on OSG and shadows. This/these guy/guys here : http://www.palomino3d.org have a working implementation of shadows with OSG:

Re: [Flightgear-devel] Proposal: Move airplanes to an SVN repository

2011-08-04 Thread Emilian Huminiuc
On Thursday 04 August 2011 11:36:48 Torsten Dreyer wrote: I wouldn't touch the Vostock right now, it might be taken as an afront by the author (*Shrugs*) Looking at disk size, this list might help making decision. (from du -ms *|sort -n) 47 an2 47 F-8E-Crusader 48

[Flightgear-devel] [SPAM] Re: Proposal: Move airplanes to an SVN repository

2011-08-12 Thread Emilian Huminiuc
On Friday 12 August 2011 14:02:16 Tim Moore wrote: I've started the first phase of trimming down fgdata. I've removed the an2 from fgdata and put it in its own repository called ac-an2 under the Flightgear project. I'm going to proceed with moving other aircraft which haven't been touched in a

[Flightgear-devel] [SPAM] Re: [SPAM] Re: Proposal: Move airplanes to an SVN repository

2011-08-12 Thread Emilian Huminiuc
On Friday 12 August 2011 14:35:36 Tim Moore wrote: However, before I start adding repositories for completely new aircraft, we should think about why new aircraft should be under the Flightgear project. Pros: centeralized location for obtaining aircraft, Flightgear seal of approval Cons:

Re: [Flightgear-devel] Sun Light placement

2011-08-18 Thread Emilian Huminiuc
On Thursday 18 August 2011 11:36:46 Vic Marriott wrote: Hi All, I am not blaming this on the new V 2.4.0, because this problem existed before. I didn't want to distract anyone working on the new release. 1. I have noticed, that when at EGKA the light is showing from the wrong direction.

[Flightgear-devel] GLSL/Shaders behaviour changed in OSG 3.x

2011-09-15 Thread Emilian Huminiuc
I've noticed that with OSG 3.x, the behaviour of some shaders, especialy in relation with the alpha channel changed. Most notable in what is related to this bug: http://code.google.com/p/flightgear-bugs/issues/detail?id=427 what follows is a copy of my post on that bug report: Did a bit of

Re: [Flightgear-devel] Property Tree Question: How to save an aircraft specific property between sessions.

2011-09-20 Thread Emilian Huminiuc
On Tuesday 20 September 2011 23:25:51 Durk Talsma wrote: Hi all, In referral to my previous posting: Can anybody tell me (or point me to documentation) how I can specify new property in an aircraft -set.xml file, and ensure that any changes to this property are saved in an aircraft specific

Re: [Flightgear-devel] Problems with compiling Flightgear

2011-09-22 Thread Emilian Huminiuc
On Thursday 22 September 2011 11:07:48 Jason Cox wrote: Hi all, I am having an issue with compiling the lattest git version due to a lack of a libhal on my system after check the web site for libhal (http://www.freedesktop.org/wiki/Software/hal) I found that it now in maintenance mode and

Re: [Flightgear-devel] Problems with compiling Flightgear

2011-09-22 Thread Emilian Huminiuc
On Thursday 22 September 2011 22:51:26 Jason Cox wrote: On Thu, 2011-09-22 at 16:10 +0300, Emilian Huminiuc wrote: Jason, you might want to use the ebuilds in the gamerlay overlay (layman -a gamerlay). They're pretty well maintained. nice to know but I prefer to stay at or near the current

Re: [Flightgear-devel] Direct Draw Surface Scenery Textures

2011-09-22 Thread Emilian Huminiuc
On Thursday 22 September 2011 22:27:18 Durk Talsma wrote: Hi Vivian, Emilian, I am currently testing your new texture and I observed two things: First, I recently committed two additional textures for my ground network visualizations code, and these don't seem to work any more when using

Re: [Flightgear-devel] Direct Draw Surface Scenery Textures

2011-09-22 Thread Emilian Huminiuc
On Friday 23 September 2011 01:09:25 Durk Talsma wrote: Erm - you did release the parking brake? Eeemh, yes. :-) The 777 starts to make awful noises once you forget to release the parking brake, so you typically want to check that right away. :-) Maybe it's just an odd glitch, but I had

[Flightgear-devel] [SPAM] Re: Fairly recent change in sun/view position code?

2011-09-24 Thread Emilian Huminiuc
On Saturday 24 September 2011 12:48:32 Erik Hofman wrote: Hi, Has anything changed in the viewer or sun positioning code in the last year or so? I've been trying to hunt down why the fog/skydome brightening effect is misaligned with the sun position and basically concluded the following

Re: [Flightgear-devel] specular reflections, where did they go?

2011-10-14 Thread Emilian Huminiuc
On Friday 14 October 2011 01:29:49 Michael Sgier wrote: Hmm so what settings to get such? I've checked all but still nothing close to below: Because that's a prerendered image (probably done in whatever program the author modelled it), and not a screenshot from FlightGear

Re: [Flightgear-devel] FGData Split Completed

2011-10-23 Thread Emilian Huminiuc
On Sunday 23 October 2011 11:04:53 Anders Gidenstam wrote: There is one snag: the top-level directory has to be renamed manually. Cheers, Anders That could have been avoided by having the aircraft dir itself in the repository tree: aircraft-repository/AIRCraft-name/aircraft-subtree in

Re: [Flightgear-devel] FW: Skydome and Terrain shader with haze - some helprequired

2011-10-24 Thread Emilian Huminiuc
On Monday 24 October 2011 10:46:42 thorsten.i.r...@jyu.fi wrote: I've also transferred some things into the vertex shaders - I have the impression that is a bit faster. Cheers, * Thorsten Also there's a bigger issue here. The number of varyings is limited (in fact it's the most

Re: [Flightgear-devel] FW: Skydome and Terrain shader with haze - some helprequired

2011-10-24 Thread Emilian Huminiuc
On Monday 24 October 2011 11:27:11 thorsten.i.r...@jyu.fi wrote: Yes, doing stuff once per vertex rather than once per pixel is faster, but also may lead to poor results. The more stuff you do in the vertex shader the more visible the mesh grid will be. Maybe someone can really

Re: [Flightgear-devel] FW: Skydome and Terrain shader with haze - some helprequired

2011-10-24 Thread Emilian Huminiuc
On Monday 24 October 2011 11:27:11 thorsten.i.r...@jyu.fi wrote: * Thorsten Forgot to add to my previous message that the new version is much better than the first, with a couple of issues. The edge between fog/unfogged areas is too hard now, and it still doesn't match the horizon.

Re: [Flightgear-devel] FW: Skydome and Terrain shader with haze - some helprequired

2011-10-24 Thread Emilian Huminiuc
On Monday 24 October 2011 12:09:33 thorsten.i.r...@jyu.fi wrote: As for matching the horizon - it did in all my tests which were not at sunrise/sunset - which combination of visibility-m ground-visibility-m and ground-haze-thickness are we talking? I have just tried a few realistic cases

Re: [Flightgear-devel] FW: Skydome and Terrain shader with haze - some helprequired

2011-10-24 Thread Emilian Huminiuc
On Monday 24 October 2011 18:48:38 thorsten.i.r...@jyu.fi wrote: Okay, got it - thanks - mean one. Basically, you're never looking at the top of the layer, you're looking about one attenuation length into the layer - but under a shallow angle, that is essentially the layer top. Now, the

Re: [Flightgear-devel] Local weather stopped working

2011-10-30 Thread Emilian Huminiuc
On Sunday 30 October 2011 23:33:22 Durk Talsma wrote: Hi Czaba, On 30 Oct 2011, at 23:18, Csaba Halász wrote: That should make nasal happy, but whether it does what was originally intended, I do not know. Yes, that brings the clouds back. Whether the cloud patterns *look* sensible is

Re: [Flightgear-devel] Textures sizes, DDS

2011-11-07 Thread Emilian Huminiuc
On Sunday 06 November 2011 21:08:22 Jacob Burbach wrote: On Sun, Nov 6, 2011 at 7:17 PM, Robert dogg...@googlemail.com wrote: I hope that all you guys involved in the dds transition use nvidia-texture-tools because: 1. It is Free/OpenSource and platform independent 2. The compression

Re: [Flightgear-devel] Terrain textures

2011-11-22 Thread Emilian Huminiuc
While we're on the subject of texture size, I'll expand a bit on the background issues: First, there are a couple of technical limitations: power of two sizes, and a maximum texture size of 4096x4096. Getting the technical part out of the way we come to the tricky part. My opinion is that

Re: [Flightgear-devel] Announce: AeonWave 2.1 for Linux available

2011-11-26 Thread Emilian Huminiuc
On Friday 25 November 2011 22:44:47 Michael Sgier wrote: So AeonWave is a complete replacement for OpenAL? Must be...now could it do synthetic speech as used for X-Plane's ATC? Thanks Ever heard of festival? ever read the flightgear manual ? You've got everything needed already in place.

Re: [Flightgear-devel] Announcing Project Rembrandt

2011-12-17 Thread Emilian Huminiuc
WOW indeed. That's great Fred. Words are useless anyway to express the joy/excitement this brings :) -- Learn Windows Azure Live! Tuesday, Dec 13, 2011 Microsoft is holding a special Learn Windows Azure training event

Re: [Flightgear-devel] Cloud altitudes in shader?

2012-01-09 Thread Emilian Huminiuc
lighting? Yes, the earthShade factor should affect objects dependent on their altitude, basically I want glowing high-altitude clouds whereas the lower clouds are still dark. Thought so. That would be yet another nice effect to add :) On Mon, Jan 9, 2012 at 10:08 AM, Emilian Huminiuc

Re: [Flightgear-devel] Cloud altitudes in shader?

2012-01-09 Thread Emilian Huminiuc
On Monday 09 January 2012 12:48:25 Emilian Huminiuc wrote: I know that, that's why I suggested the final position, which should be actually given by ecPosition.z. (At least for fogging the trees that works as expected, I assume the trees use roughly the same approach). Actually meant

Re: [Flightgear-devel] Shader fixes (only 8 texture units)

2012-01-10 Thread Emilian Huminiuc
On Tuesday 10 January 2012 08:07:08 James Turner wrote: Hello, Since it appears I (and presumably others) have a limit of 8 texture units on my GPU, I am planning to edit the effect files to either remove the noise texture (if it's unused by the underlying shader, which is the case in

Re: [Flightgear-devel] DDS texures (Was: Improving random trees

2012-01-15 Thread Emilian Huminiuc
On Sunday 15 January 2012 12:34:43 Mathias Fröhlich wrote: Well, I hope that we can get rid of the compression. Can somebody with the apropriate tools convert the compressed textures to non compressed ones? That could still be dds, but dds without these compressions that produce the warning.

Re: [Flightgear-devel] Default effects for cockpit

2012-01-16 Thread Emilian Huminiuc
On Monday 16 January 2012 11:34:23 thorsten.i.r...@jyu.fi wrote: I've noticed recently more or less by accident and to my dismay that model-default.eff is used both by models placed in the scenery and by typical aircraft 3d cockpits. This is rapidly looking like a bad idea when a more

Re: [Flightgear-devel] weather-utility.nas

2012-01-19 Thread Emilian Huminiuc
On Thursday 19 January 2012 00:14:34 Torsten Dreyer wrote: Hi, due to a bug in weather-utility.nas, the wave shader properties were stuck at a constant value for wind-speed zero. There was more unfortunate code in that file, so I refactored it as xml based property rule. This is the

Re: [Flightgear-devel] weather-utility.nas

2012-01-19 Thread Emilian Huminiuc
Hmm - actually, the wind properties _are_ interpolated over time if set from METAR which can be easily verified by observing /environment/sea/surface in the property browser and changing the global-weather scenario from, say stormy monday to fair weather. Despite the fact that the properties

Re: [Flightgear-devel] weather-utility.nas

2012-01-22 Thread Emilian Huminiuc
On Friday 20 January 2012 16:16:18 Emilian Huminiuc wrote: On Friday 20 January 2012 15:01:35 Torsten Dreyer wrote: The shader scales the texture with windspeed and rotates it to get the right orientation, but the actual rate those change is too quick to look good, and gives

Re: [Flightgear-devel] Sanitizing materials.xml

2012-02-12 Thread Emilian Huminiuc
On Friday 10 February 2012 23:05:45 Stuart Buchanan wrote: Hi All, - The forest effect doesn't currently use the default fog effect (include_fog.[vert|frag] etc.).. For consistency with the rest of the terrain, and the tree effect, I think it should. Is there any particular reason why

Re: [Flightgear-devel] Sanitizing materials.xml

2012-02-13 Thread Emilian Huminiuc
On Monday 13 February 2012 22:13:04 Stuart Buchanan wrote: On Sun, Feb 12, 2012 at 1:59 PM, Emilian Huminiuc wrote: On Friday 10 February 2012 23:05:45 Stuart Buchanan wrote: Hi All, - The forest effect doesn't currently use the default fog effect (include_fog.[vert|frag] etc

Re: [Flightgear-devel] Sanitizing materials.xml

2012-02-14 Thread Emilian Huminiuc
On Monday 13 February 2012 22:13:04 Stuart Buchanan wrote: On Sun, Feb 12, 2012 at 1:59 PM, Emilian Huminiuc wrote: On Friday 10 February 2012 23:05:45 Stuart Buchanan wrote: Hi All, - The forest effect doesn't currently use the default fog effect (include_fog.[vert|frag] etc

Re: [Flightgear-devel] Sanitizing materials.xml

2012-02-14 Thread Emilian Huminiuc
On Tuesday 14 February 2012 21:37:16 Stuart Buchanan wrote: On Tue, Feb 14, 2012 at 5:19 PM, Emilian Huminiuc wrote: 2. We should remove big-apartment.ac from the urban areas. It's rather ugly, out of scale and pretty much pops up everywhere :(. I'll check the scaling, and reduce

Re: [Flightgear-devel] Windturbines facing in wrong wind direction

2012-02-29 Thread Emilian Huminiuc
On Tuesday 28 February 2012 23:14:18 D-NXKT wrote: The smoke is particle system based and thus uses a slightly different mechanism -- is the smoke really still reversed? The steam off the catapult on the Vinson is correct. Wind heading is typically the direction the wind is coming from, not

Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-05 Thread Emilian Huminiuc
On Monday 05 March 2012 12:02:26 Frederic Bouvier wrote: Hi Thorsten, De: thorsten i renk I agree that we should merge the project rembrandt work sooner rather than later. However, we should also take some time and effort to make sure Thorsten's sky/haze/horizon effects are

Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-05 Thread Emilian Huminiuc
On Monday 05 March 2012 13:27:00 thorsten.i.r...@jyu.fi wrote: There is an important issue though, the functions appear to be different for objects and terrain. What?? Both model-default.eff and terrain-default.eff refer to terrain-haze.vert/frag as shaders - how can the fog function be

Re: [Flightgear-devel] Now Rembrandt here...

2012-04-12 Thread Emilian Huminiuc
On Thursday 12 April 2012 11:24:23 Frederic Bouvier wrote: De: Erik Hofman e...@ehofman.com On Thu, 2012-04-12 at 11:02 +0200, Frederic Bouvier wrote: What is your card brand and model ? It's a NVidia GeForce 9600GT I think Emilian has the same card and I don't think he had these

Re: [Flightgear-devel] Shader - Environment interfacing issues

2012-04-13 Thread Emilian Huminiuc
On Friday 13 April 2012 07:05:40 Renk Thorsten wrote: I know that Vivian and Emilian had the plan to separate fog and light computations from the shaders and have them in general functions to be called by all shaders. While this is very elegant and maintenance friendly, I've come across a

Re: [Flightgear-devel] Shader - Environment interfacing issues

2012-04-13 Thread Emilian Huminiuc
On Friday 13 April 2012 08:45:26 Renk Thorsten wrote: (*)No it's not bad design, it's a conscious hack around the state that the environment interface was in when the shader was developed. Something like a property rule or a Nasal script outside the shader would have done the trick as

Re: [Flightgear-devel] Shader - Environment interfacing issues

2012-04-13 Thread Emilian Huminiuc
On Friday 13 April 2012 10:09:12 Renk Thorsten wrote: To be safe you need to limit yourself to 32 float varyings. Note: a vec3 counts as 3 float varyings, a vec4 as 4 etc. Okay thanks, then I am safe. Btw (spotted this while checking) - is there any particular reason to compute a normal

Re: [Flightgear-devel] Shader - Environment interfacing issues

2012-04-13 Thread Emilian Huminiuc
On Friday 13 April 2012 10:42:48 Renk Thorsten wrote: Apart that the earth is a sphere and ocean tiles are large pieces of terrain where the curvature is quite apparent, how whould you define flat ? 'flat' = 'For any visibility we can actually render, the normal (before wave noise) is

Re: [Flightgear-devel] Shader - Environment interfacing issues

2012-04-13 Thread Emilian Huminiuc
On Friday 13 April 2012 12:35:57 Frederic Bouvier wrote: Emilian can testify that the current water shader is extremely difficult to convert to Rembrandt because it doesn't have a clear reference frame. It seems to work in object space but with assumptions on the object-to-world

Re: [Flightgear-devel] (no subject)

2012-04-13 Thread Emilian Huminiuc
On Friday 13 April 2012 11:00:14 Renk Thorsten wrote: 'flat' = 'For any visibility we can actually render, the normal (before wave noise) is (0,0,1) in model space to such a good approximation that you won't spot the difference to the actual normal including earth curvature if I show

Re: [Flightgear-devel] Water shader issues

2012-04-22 Thread Emilian Huminiuc
On Sunday 22 April 2012 11:02:46 Renk Thorsten wrote: After the last related discussion, I've really been thinking a while if I should bring this up again or not. I don't want to annoy people just for the sake of it, I know open source development is often a thankless task in which one

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

2012-04-26 Thread Emilian Huminiuc
On Thursday 26 April 2012 12:20:36 Renk Thorsten wrote: I've just created a merge request containing the recent work I've done for the haze shaders (haze in water shader, dust effect, Mie scattering on clouds, ...). The procedure described in the wiki to create a merge request did not work

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

2012-04-27 Thread Emilian Huminiuc
On Friday 27 April 2012 06:50:22 Renk Thorsten wrote: Thank you for the info - that's good to know (although admittedly I have to do some reading trying to understand what 'that' precisely is - the linked article is a bit opaque for me). Seems there's a lot to learn about the hidden secrets

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

2012-05-01 Thread Emilian Huminiuc
On Tuesday 01 May 2012 12:19:27 Renk Thorsten wrote: Question to Fred (and other Effect people) - is this a bug or am I misusing the system? What happens is as follows: * the code finds a runway and looks first through terrain-default.eff to see what it should do. It finds, if skydome

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