[Flightgear-devel] Issue list

2013-10-13 Thread Renk Thorsten
Following a 'tradition', I'd like to remind of a few issues which I think should perhaps be sorted out before 3.0, partially have been discussed previously and involve me asking for some help on the C++ side. 1) rain layers still do not drift with the wind and will be eventually displaced

Re: [Flightgear-devel] Mipmapping of liveries

2013-09-26 Thread Renk Thorsten
Recently I was told that some planes have liveries of so high resolution that you have to install low resolution versions to have a decent fps during multiplay. But doesn't FG use mipmaps for liveries? If not then are there plans to do so? Or should the livery be prepared in a certain

Re: [Flightgear-devel] Mipmapping of liveries

2013-09-26 Thread Renk Thorsten
But several people reported that hi-res aircrafts break fps in MP, and downscaling liveries solves the problem (and this follows from Stuart's email). But if mipmap _is_ applied to liveries, then why we have to have lo-res liveries separately? Won't one of mipmap levels do the same?

Re: [Flightgear-devel] Upcoming Random Buildings changes

2013-09-19 Thread Renk Thorsten
So, in V3.0 I plan to change this. Instead of using a scatter-gun approach to placement and a mask, random building location will be read directly from the mask, defined by a single pixel. The color (actually blue value from 0-255) will define the size of building (small medium, large),

Re: [Flightgear-devel] Textures separation, cleanup

2013-09-18 Thread Renk Thorsten
- a baseline texture set that is of adequate, but not high quality (e.g. max 1024x1024 size for landcover, or something else agreed to be good enough) to be included by default in the installers (this would also be friendly to people on older hardware with limited VRAM)

Re: [Flightgear-devel] Howto download aircraft - impressions on a new PC

2013-09-10 Thread Renk Thorsten
Did a fresh install and needed all day to get ~7GB of aircrafts only to find that my most loved the IAR 80 has gone.- Who was ridden by hell to remove the best airplane? The author himself. But you've downloaded 7 GB of GIT repository, not 7 GB of aircraft, and the GIT repository contains

Re: [Flightgear-devel] Performance and 3d cloud switch

2013-09-10 Thread Renk Thorsten
..another test case suggestion: if you have a radeon card, pop that in and see how it looks with that, if you don't have a radeon card, try swap out nvidea for nouveau in your /etc/X11/xorg.conf and install your distro's nouveau and libdrm-nouveau2 etc drivers alongside your nvidea drivers

[Flightgear-devel] Performance and 3d cloud switch

2013-09-09 Thread Renk Thorsten
A report of performance dramatically improving for advanced weather when 3d clouds are switched off in the rendering menu (you still get to see 3d clouds) http://www.flightgear.org/forums/viewtopic.php?f=69t=16630start=30#p189983 I've played around with this, and I can't reproduce any

[Flightgear-devel] With best regards...

2013-08-20 Thread Renk Thorsten
... to Vivian, the converted wake shader appears to be working http://users.jyu.fi/~trenk/pics/als_new_8_13_02.jpg (not sure when I will be able to commit it, but at least the work is done). * Thorsten -- Introducing

Re: [Flightgear-devel] 2.12 is branched

2013-08-14 Thread Renk Thorsten
I propose pushing out the release by a month. I've got a bit more time available for FG right now, but not as much as I did 12 months ago, and it sounds like James and Thorsten R are similarly time limited. I think it will take longer than usual to address any issues found in the RCs.

Re: [Flightgear-devel] 2.12 is branched

2013-08-13 Thread Renk Thorsten
On the risk of making myself really unpopular, but would now be a good time to defer the release? It seems James is caught in the middle of moving, Stuart indicated some other private things piling up, I have the maddest travelling schedule I've ever had in my life this fall, and I haven't seen

Re: [Flightgear-devel] Changelog 2.12

2013-07-15 Thread Renk Thorsten
On a related note there's also the question of the mouse modes to consider. I no-longer use the old-style mouse modes, instead using the right-click-to-pan-view mode instead. Should that be available through the GUI (in which case I've got to re-write various parts of The Manua) I'm a

Re: [Flightgear-devel] Tupolev 154 goes GPL

2013-07-08 Thread Renk Thorsten
This is terrific news. Big thanks for the hard work, and especially for going for GPL in the end! This will easily be one of the showcase planes of FG. * Thorsten -- This SF.net email is sponsored by Windows: Build for

Re: [Flightgear-devel] Grass airfield texture distortion in ALS

2013-07-01 Thread Renk Thorsten
1. I noticed some distortion in the texture placement in grass airfields when using the ALS. Here are some snapshots: --basic shader: http://imageshack.us/f/15/p917.png/ --ALS: http://imageshack.us/f/196/9lcl.png/ --Rembrandt: http://imageshack.us/f/839/4ll1.png/ The shots are from

Re: [Flightgear-devel] FG 2.12 RC Broken ?

2013-06-30 Thread Renk Thorsten
I am seeing the same(NVidia GT450, Windows 7) . All runways are black. If I set shader options – generic to minimum the runway is restored. It happened within the last few days. I've had a different sort of problem with the runway shaders since a few weeks on my up-to-date Linux version

Re: [Flightgear-devel] reminder: entering feature freeze now

2013-06-26 Thread Renk Thorsten
Having thought about this a bit more I'm going to propose we do 2.12.0 now and pre-announce 3.0 as the Feb 2014 release to give us just a little more time to prepare and make the 3.0 as polished as possible. After all, it'll be the third major release in 15 years :) . Okay, works for

Re: [Flightgear-devel] Grain texture for models - a demo

2013-06-26 Thread Renk Thorsten
That would be appreciated. Emilian already reminded me of the normalmap feature, so it'd be interesting to compare the two and see which one I prefer. I don't know if Emilian gave you the notion that these would be competing options or not, but the notion isn't correct. You're not

[Flightgear-devel] Grain texture for models - a demo

2013-06-25 Thread Renk Thorsten
Since the idea hasn't really caught with modelers yet, I've tried to get a more practical demo of the virtue of a grain texture and tried to put a grain effect on the Vinson flightdeck (I've always felt that the homogeneous grey color doesn't justice to the details of the model otherwise).

Re: [Flightgear-devel] Grain texture for models - a demo

2013-06-25 Thread Renk Thorsten
I looked at this possibility already. The carrier deck is made up of a number of odd-shaped areas, for historical reasons. I don't think that a complete rebuild of the flight deck is worth it for this very nice eye-candy (just too much work). Alexis might think differently. Do you really

Re: [Flightgear-devel] Grain texture for models - a demo

2013-06-25 Thread Renk Thorsten
Interesting! Any way we can see this example live? I'd love to experiment with it in the 744's cockpit, but that'll have to wait till after next weeks exams... I'll be happy to let you have the files - but the Vinson can't go to GIT because it doesn't really work due to the uv-mapping,

Re: [Flightgear-devel] reminder: entering feature freeze now

2013-06-25 Thread Renk Thorsten
Hi Stuart, Ah yes. I remember you mentioning this before, me saying I'd add it to my TODO list, and then failing to do so. Sorry. I've now added it to my wiki TODO list so I don't forget again. Are you thinking about the sprinkling of lights that we put over the terrain, the VASI/PAPI

Re: [Flightgear-devel] reminder: entering feature freeze now

2013-06-24 Thread Renk Thorsten
Referring to the version number discussion, I've been given to understand here http://www.flightgear.org/forums/viewtopic.php?f=19t=20137#p185619 that there have been already core developers referring to the next release as 2.12 a while ago who would now be obviously pretty annoyed about it

Re: [Flightgear-devel] Benchmark matrix

2013-06-22 Thread Renk Thorsten
It would need to take in all of the, by now well known, variables - making it by no means a simple beast to manage. If this could be automated in some way it would be much easier to capture, and then submit, consistent data. Let's think this from the end. What would we like to know? I'm

Re: [Flightgear-devel] reminder: entering feature freeze now

2013-06-21 Thread Renk Thorsten
I guess the professional you are has done statistics about the FG users world, thus you are able to be more precise about those unfortunate users who are getting only the single frame per second, which hardware? which operating systems ? Strangely enough I have (you might have noticed by now

Re: [Flightgear-devel] reminder: entering feature freeze now

2013-06-20 Thread Renk Thorsten
Pushing in front your supposed to be know how is not an argument , usually the more person' s know how is great the less they are pretending to have it. Please stop to pretend to be the best. So you mean to say that actually having written all the ALS code has not in any way given me an

Re: [Flightgear-devel] reminder: entering feature freeze now

2013-06-20 Thread Renk Thorsten
- ALS now works much better with the random trees. I think there's still work to be done with other shaders (presumably the wake shader has still to be ported?) Yes (if that is really a major holdup, I can probably do this within the next weeks if it makes Vivian smile :-) ...). A more

Re: [Flightgear-devel] reminder: entering feature freeze now

2013-06-20 Thread Renk Thorsten
Referring to my poor experience with these two computers , i conclude , i can accept a decrease of performance, without loosing any FG facility. I'll be far from the single frame per second your are talking about. First of all, there are people who get a single frame per second with Rembrandt

Re: [Flightgear-devel] reminder: entering feature freeze now

2013-06-18 Thread Renk Thorsten
What version number will we give to the new release? Are we ready for a 3.0 or is it 2.12? Looking through my list of goals for the last coding period: * Get a high-quality model shader running under Atmospheric Light Scattering This is now available, working for random buildings and for

Re: [Flightgear-devel] reminder: entering feature freeze now

2013-06-18 Thread Renk Thorsten
A nice list and it's all worthwhile improvement, but it's all tinkering around the edges of existing stuff. There's no step change which would justify 3.0 IMO. For that we need something major, like new terrain (850) or Rembrandt as the default. *shrugs* This would depend on if you're a

Re: [Flightgear-devel] reminder: entering feature freeze now

2013-06-18 Thread Renk Thorsten
3/ To wait for better development reaching the target to have REMBRANDT and ALS working well all together, and definitively included within FG. (...) The basic content remains the same, some Aircrafts are flying with Rembrandt not with ALS , others are flying with ALS not with Rembrandt

Re: [Flightgear-devel] Rembrandt performance

2013-06-17 Thread Renk Thorsten
It could help you to understand why you are getting that poor performances with your pretty fast beast GTX 670M. Thanks, though I remain mystified. There are few differences I can spot: * you have tree density to 0.7 in the shots, I had it at 2.4 - since there's lots of trees in the

[Flightgear-devel] Rembrandt performance

2013-06-13 Thread Renk Thorsten
I've had a my first short go with Rembrandt on my new machine yesterday. The test case was a small airport in Sulawesi (Indonesia) (WAAJ) where I'm discovering a very nice scenery. There are no static or shared models to speak of, there is some forest around, and that's basically it. I chose

Re: [Flightgear-devel] Rembrandt performance

2013-06-13 Thread Renk Thorsten
Which screen size ? With my old GPU Geforce 9600 GT at 1024x800 i never got less than 24 fps (usually 30 fps). It is when using FG 2.10. Decreasing on the fly the screen size increase the fps. Yeah, well, fragment shader load (and hence deferred rendering) scales with the number of pixels.

Re: [Flightgear-devel] Base fgdata

2013-06-09 Thread Renk Thorsten
The primary increase seems to be in Textures.high/Terrain. In 2.10.0, the size of the folder was 181 MB, while in the current git version, the size of the folder is 300 MB. If no one has any problems with the autumn texture versions in any rendering scheme (i.e. nobody sees a semi-transparent

[Flightgear-devel] Hires runway effect

2013-06-07 Thread Renk Thorsten
After a fresh pull and recompile today (I've not had much time for FG the last weeks...) I've noticed that the hires runway effect of ALS appears to have been partially broken by something - I now see a checkerboard pattern when I look at runways and taxiways which hasn't been there before. Is

Re: [Flightgear-devel] Atmospheric Light Scattering during nighttime and the Sun

2013-05-20 Thread Renk Thorsten
By any chance, is this a bug when using atmospheric light scattering? Yes. The issue you see is that real terrain is drawn out to some draw distance set by visibility and LOD range, and beyond what appears as fogged terrain is drawn by the skydome code. And the sun is set to be always

Re: [Flightgear-devel] Tree issues

2013-05-16 Thread Renk Thorsten
Hi Stuart, sorry for the silence from my side, I haven't been able to start FG up for the last week or so, I am a bit swamped in work and family issues at the moment... I'm slightly surprised that Thorsten's new system doesn't support this, as evidenced from his screenshots. glxinfo claims

Re: [Flightgear-devel] Tree images for texturing

2013-05-13 Thread Renk Thorsten
The package of tree photographs is here http://users.jyu.fi/~trenk/files/trees.tgz I will leave this online for about a week for grab. Let me know if photographs taken that way are useful or not, I am just trying out things. * Thorsten

[Flightgear-devel] Air-air refueling

2013-05-13 Thread Renk Thorsten
I finally got around to fly a few air-air refueling exercises with the revised system with configurable refueling envelope. I have tested the F-16 using a 3 m envelope and the F-14b using a 10 m envelope (I figured the hose allows a bit more flexibility than the boom - I'm not completely sure

Re: [Flightgear-devel] 2.10.1

2013-05-09 Thread Renk Thorsten
The downside is that I think it would require adding an if() test to the vertex shader, something I've been avoiding due to (unfounded?) concerns about performance. General advice that I can find is that GLSL is designed as a linear program: conditionals and loops are best avoided:

[Flightgear-devel] Tree images for texturing

2013-05-09 Thread Renk Thorsten
I have a series of tree photographs if anyone is interested in creating new tree textures. The images are 1200x1600 JPEG, taken on an overcast day in diffuse light, outlining the trees against the bright sky, isolated as good as possible against the background. I've experimented with

Re: [Flightgear-devel] New features for 3.0 (?) presentation

2013-05-07 Thread Renk Thorsten
* Canvas instances can now be placed on scenery objects. This allows for example creating animated signs/monitors. I've started to create a Visual Docking Guidance System, which is not fully functionally yet but should be complete enough to be used for a screenshot (eg. azimuth

[Flightgear-devel] New features for 3.0 (?) presentation

2013-05-06 Thread Renk Thorsten
I thought it'd be a nice idea to present one or two articles on the FG project page about things to expect from the next release (3.0?). These would be features which have appeared on GIT since 2.10 or are epected to appear before the release. Consider the articles as advertisement material,

Re: [Flightgear-devel] Atmospheric Light Scattering

2013-05-02 Thread Renk Thorsten
That's not quite right: you should be able to use one _effect_ across all rendering schemes, but under the hood different flavours of shaders do the work. (...) We have recently broken that principle with the grain effect - it only works in ALS. Oh, so Rembrandt-declared lights do work

Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-30 Thread Renk Thorsten
There was so many wrong remarks , that i forgot that one: I am quoting you Only Rembrandt requires separate Rembrandt and no Rembrandt versions of aircraft. Are you unable or unwilling to acknowledge that point? Aren't you talking about stuff you don't know? An aircraft which has been

Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-30 Thread Renk Thorsten
Sorry it is not ALS Compliant. I think we covered that one early on in the discussion last week. Quoting myself: You'll have noticed that the ALS ubershader (short of inserting the tangent, normal and binormal attribute for normal maps which I understand really _must_ be airplane-side)

Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-29 Thread Renk Thorsten
Vivian: I don't want to download fgdata/fg/sg to find that I have to spend hours fixing up my work. I'd rather get on with my own stuff. Your actions don't match your words. You're the remaining maintainer of the water effect in default. Its environment interface still doesn't support

[Flightgear-devel] No shader compilation error messages

2013-04-29 Thread Renk Thorsten
With the recent FG, both Linux self-compiled and Jenkins for Windows, I no longer get compilation errors from the shaders thrown to the console - badly formed shaders just don't work without complaining. This makes developing a bit awkward now and will make it close to impossible to trace

Re: [Flightgear-devel] Tree issues

2013-04-29 Thread Renk Thorsten
However, one reason I didn't spend more time on it was that it didn't seem particularly useful from a sim perspective. If found that to see the effect at reason (30kt) winds you either need to be sitting on the ground or at quite low altitude when your attention is elsewhere. I think you

Re: [Flightgear-devel] No shader compilation error messages

2013-04-29 Thread Renk Thorsten
If this is the cause, it's been that way since January, and I assume you would have compiled from source since then. I still have the funny GPU problem under Linux that the GPU refuses to go to high performance, so I don't actually develop shader code under Linux but use it just to

Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-29 Thread Renk Thorsten
How could you say you're both not even users of the scheme ? (...) which would appear to the English-speaking reader indicating that you don't use it. (...) Yes there not any contradiction ,since i said, quoting myself: To me the project was promising , until you engage to develop deeply.

Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-27 Thread Renk Thorsten
That said - I don't see why an Atmospheric Light Scattering scheme should have embedded in it some ac modelling stuff. That serves to diverge the schemes. And it makes it look like ALS is your private sandbox. Offering new and different options is the whole point of having a different

[Flightgear-devel] (no subject)

2013-04-27 Thread Renk Thorsten
If something exists and works in the default scheme, but is missing or does not work in a child scheme then that child scheme is broken or we might say that there is a regression. Which all would be relevant if it would be a child scheme - which it isn't. The solution was obvious - combine

Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-26 Thread Renk Thorsten
Hi Vivian, ALS is very impressive work, but things broken? Have you forgotten the flag shader (now fixed), wake effect and rainbow effect? I don't have a particular problem with these and hope that they will be fixed eventually, although I note that do you seem to have raced on to other

Re: [Flightgear-devel] Tree issues

2013-04-26 Thread Renk Thorsten
Hi Stuart, this tree movement code is wonderful - how could you possibly not implement this? I've been looking out of the window, timing the movement of trees in our forest, and I think the time constant should rather be 1.7-2.0 and the amplitude about 2.5 times as large - all of which

Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-26 Thread Renk Thorsten
I've also taken a bit of a look at merging Rembrandt and ALS, and I think I understand the Rembrandt pipeline enough that I could add ALS to it. Just to provide some expectation management: Rembrandt (as deferred rendering) is very heavy on the fragment shader. ALS at low quality is currently

Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-26 Thread Renk Thorsten
I don't think it's quite that bad. In a deferred shader like Rembrandt, the ALS would run in the deferred lighting pass. While it's true that the heavy work is done in a fragment shader, it only runs for each pixel on the screen, not for every rendered fragment. Yes - but you need to

Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-26 Thread Renk Thorsten
I've thought about if I really should comment on Henri or not, and I won't dignify most with a reply, but just this: I don't mean i don't like ALS, i mean i don't like your approach , instead of working on consistency with the existing valuable features which were implemented within

Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-25 Thread Renk Thorsten
Hi Henri, However your approach is questionable. I can understand you are working on an other FlightGear variant for yourself. (...) It is not the Atmospheric Light Scattering, we want. Who is the 'we' you're claiming to represent? I look at the FGUK weekly flight screenshots in the

Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-25 Thread Renk Thorsten
..yes, but we also need some patience with non-native English writers who _should_ include their French etc original so we don't get people wound up on questionable translations of things that may warrant discussion For the record, there is a repeating pattern here on and off list and I

[Flightgear-devel] Atmospheric Light Scattering

2013-04-24 Thread Renk Thorsten
It occurred to me yesterday that there seems to be a major misunderstanding in the way Atmospheric Light Scattering (ALS) is perceived by different people. So in order to avoid future misunderstandings, let me try to clarify my side once again. Vivian: Do we need to go down this road? We

[Flightgear-devel] Tree issues

2013-04-23 Thread Renk Thorsten
Definitely looks like it. Could you provide some further details on this please: a) Where are you seeing this ? b) which materials file (dds ? regions? ) c) Have you deleted the Textures.high file to use lower resolution textures? The trees in the screenshot look even more blocky than

Re: [Flightgear-devel] Tree issues

2013-04-23 Thread Renk Thorsten
Actually, I had this working very nicely a couple of months ago - using a sine function on time multiplied by wind factor to shift the top texture coordinates so the top of the trees move. I even had a nice larger scale effect to produce the sort of wave affect you see across the

Re: [Flightgear-devel] Aircraft modellers - is a grain texture useful?

2013-04-22 Thread Renk Thorsten
Okay, I've pushed an experimental version of a grain overlay texture for the model ubershader to FGData. It affects Atmospheric Light Scattering only, i.e. will be absent in the default rendering, which should make for easy comparison. For lack of texture units, I had to take the rainbow

Re: [Flightgear-devel] Aircraft modellers - is a grain texture useful?

2013-04-22 Thread Renk Thorsten
Removing the rainbow effect spoils the highly polished aluminium effect on the b29 and the Lightning F1. As I said, I don't plan to remove it for good. Quoting myself: in any case a 2d texture lookup call seems an overkill for a simple 1d color table, so I plan to replace that by a

Re: [Flightgear-devel] Aircraft modellers - is a grain texture useful?

2013-04-19 Thread Renk Thorsten
Ive been thinking about this since since you posted, and now i'm curious to see it.My initial fear was more framerate drop, but if it can be truly disabled I think its worth a try I think one thing we have pretty consistently implemented in the effect framework is that all effects can be

Re: [Flightgear-devel] Aircraft modellers - is a grain texture useful?

2013-04-17 Thread Renk Thorsten
I'd say no , its easy enough to do without yet another shader, since each new shader 'improvement has me tweaking my aircraft to get back the frame rates I lost.But thanks for offering. Well, according to GLSL specifications and my experiments, texture lookups cannot be made conditional on a

Re: [Flightgear-devel] Improved Basic Weather integration with Atmospheric Light Scattering

2013-04-17 Thread Renk Thorsten
No ,Advanced weather forced 3d clouds on me even when i disable 3d clouds so i don't use it. Of course i could be doing something wrong , but Im not quite convinced yet to get a new computer. Looks like I'll have to pretty soon ;) Interesting, I thought the 3d cloud checkbox was a

Re: [Flightgear-devel] Rembrandt and ALS combined or switchable

2013-04-17 Thread Renk Thorsten
I was wondering if there is a future plan in uniting these two amazing attributes of FG... My development plan as outlined for the period between 2.10 and 3.0 (hopefully...) http://wiki.flightgear.org/User:Thorsten is still valid: After thinking about this for a while, I have decided that

Re: [Flightgear-devel] Terrain self-shading

2013-04-16 Thread Renk Thorsten
Thorsten suggested [1] separating foilage and trunk; is this what you have in mind? At the moment I'm simply using 4 separate complete textures ; one for each combination of summer/winter and clear/snow-covered. So I 'just' need straight pictures from summer and winter. Snow-covered

[Flightgear-devel] Aircraft modellers - is a grain texture useful?

2013-04-16 Thread Renk Thorsten
I have a question to aircraft/cockpit modellers: Would a shader effect with the equivalent of a grain texture be useful to you? For the terrain, the grain texture is a semi-transparent overlay pattern of grainy dots - which is superimposed on the normal texture at 25 times the nominal

Re: [Flightgear-devel] Terrain self-shading

2013-04-15 Thread Renk Thorsten
@Erik: They are read from the ambient, diffuse and specular files in fgdata/Lighting. For the default lighting scheme these do get altered, but I think you already override that scheme completely. Um... as they depend on the sun angle, these appear to be the light intensity curves. I indeed

Re: [Flightgear-devel] Nasal props API relative path support

2013-04-15 Thread Renk Thorsten
If you just want a quick and dirty way to read one property, we have getprop / setprop - for any other use, you should be doing what the API already supported; getting a props.Node object for the leaf, and then manipulating it with no further string/path handling. Using getprop on the

[Flightgear-devel] Shader changes - some feedback required

2013-04-15 Thread Renk Thorsten
I've just pushed a few major modifications to the highest quality shaders of Atmospheric Light Scattering - the lower quality levels are at present unaltered. Please give some feedback so that I can decide what to do with the lower levels. * I've converted fog and snow overlay from

[Flightgear-devel] Terrain self-shading

2013-04-14 Thread Renk Thorsten
Following a forum discussion http://www.flightgear.org/forums/viewtopic.php?f=47t=19693 I've done some experiments with terrain self-shading based on changing the balance between ambient and diffuse light. The results look fairly compelling and the illusion (even without a real shadow-map)

Re: [Flightgear-devel] Cloud detail range and faint clouds

2013-04-10 Thread Renk Thorsten
Presumably making cirrus clouds after more sprites doesn't make for very realistic clouds because of the size of the cloud structures? Well, they are very faint - say an alpha of 0.1 or less. If we make 10 sprites, each of them needs an alpha of 0.01 in order to get the same visual impression,

Re: [Flightgear-devel] A collection of questions

2013-04-09 Thread Renk Thorsten
Thanks Fred, this pretty much addresses all my questions. Light objects are built in simgear/scene/tgdb/pt_lights.cxx There effect is built in C++ in the getLightEffect function. It is not configurable as it is now. Ideally, this function should be replaced by a lookup in the material file to

[Flightgear-devel] A collection of questions

2013-04-08 Thread Renk Thorsten
If I may bother everyone again - here's my current list of open questions. Any help or pointers would be appreciated: * Where do the runway and taxiway lights enter the rendering scheme? They need to be fogged consistently with the rest of the scene, but I do not know where to set this -

Re: [Flightgear-devel] A collection of questions

2013-04-08 Thread Renk Thorsten
I suspect they are just using the default terrain effect, if anything. They are generated from the C-code when the tile it loaded (IIRC simgear/scene/tgdb/obj.cxx though I'm not at my FG computer to check) If you want any changes I'd be happy to make them, though I'd expect it's the sort

Re: [Flightgear-devel] FG - YASim model output data in txt file

2013-04-03 Thread Renk Thorsten
In addition to what Heiko said, Nasal script loops can be used to print any properties or functions of properties under any set of pre-defined conditions with adjustible sampling interval on-screen. If you re-direct console output to a file, you also get something that is plottable with

Re: [Flightgear-devel] Kinect for pc for head tracking?

2013-03-18 Thread Renk Thorsten
After all, head tracking is one of the most important aspect of flight sim. It's fine that people are interested in something, but could we please tone down the rhetorics and refrain from arguments 'I am interested in X, hence it must be one of the most important aspects of flight

Re: [Flightgear-devel] Kinect for pc for head tracking?

2013-03-15 Thread Renk Thorsten
After all, head tracking is one of the most important aspect of flight sim. It's fine that people are interested in something, but could we please tone down the rhetorics and refrain from arguments 'I am interested in X, hence it must be one of the most important aspects of flight

Re: [Flightgear-devel] Generating ground textures on the fly?

2013-03-13 Thread Renk Thorsten
Hi Tom, sorry if I sound overly pessimistic, but... several of the potential issues are structurally not that different from problems I've encountered in painting terrain or setting up credible weather. it doesn't mean that I am in any way against your plan, but I want to see if you have any

[Flightgear-devel] (no subject)

2013-03-12 Thread Renk Thorsten
I've been playing with populating my home airport's area with buildings derived from OSM floorplan data. I think having many buildings in the correct place greatly improves realism over the current random buildings/sparse static models, especially when you know the area. This becomes a

Re: [Flightgear-devel] Keyboard bindings

2013-03-04 Thread Renk Thorsten
Often airports are in or near very scenery-intensive areas and reducing visibility can help a lot in making the sim run usably for take-off, whereas once you're up and away it's nice to be able to open the view back up again for cross-country flying. This is applying a sledgehammer

Re: [Flightgear-devel] Iceland textures

2013-03-02 Thread Renk Thorsten
Did you test your airfield grass with some of the newer generated terrain (LOWI in my case)? No, I didn't. Shouldn't make a difference for rendering purposes how you created it, at this stage it's all vertices and pixels and the shaders don't care where they come from or how they

Re: [Flightgear-devel] Advanced Weather updates

2013-03-02 Thread Renk Thorsten
This feels like a moderately large issue to me, because out of the box, we select basic weather, and hence we're going to get bug reports about clouds not appearing. We could make basic weather drive the real visibility based on altitude, but then we're moving away from 'basic weather

Re: [Flightgear-devel] Advanced Weather updates

2013-03-02 Thread Renk Thorsten
I need someone to reset my brain on this, explain to me what functionality is required, show me the Nasal code and Vivian's version, and so on. Rain layers and Cirrus clouds are not shader-generated 3d stacks of sprites like the 3d clouds but normal, Nasal-spawned models. 3d clouds are

Re: [Flightgear-devel] Low visibility issues

2013-03-02 Thread Renk Thorsten
*Please* don't drop the z/Z key binding. This is one of the most useful and direct controls we have to affect the visual experience. (...) It's fecking difficult to operate a mouse/menu/slider while using a joystick unless you are ambidextrous (which I'm not) Can anyone please explain to

Re: [Flightgear-devel] Low visibility issues

2013-03-01 Thread Renk Thorsten
So whatever we do, we can't override the ability to get low level granular control of the weather parameters, and not just so that advanced weather can manipulate them exclusively, also so that external tools can manipulate them without advanced weather getting in the way or overriding

[Flightgear-devel] Advanced Weather updates

2013-03-01 Thread Renk Thorsten
I've pushed some updates to Advanced Weather and the cloud shader of Atmospheric Light Scattering. Clouds now fade to transparent at distances between the visibility and 3 times the visibility. This gives a much better impression when in heavy groud fog (CAT I to CAT III) and shouldn't be a

Re: [Flightgear-devel] FG vs. FSX demo

2013-03-01 Thread Renk Thorsten
Hi Vivian, That's really good to hear - but if we are falling behind in some respect then we will make an effort to improve. I am reminded that the flag and wake shaders are inoperative when Atmospheric Light Scattering is activated. With the departure of Emilian, I see no prospect

Re: [Flightgear-devel] Low visibility issues

2013-02-28 Thread Renk Thorsten
You asked for ideas for a more descriptive text - I've gone one better and added descriptive texts to the gui. My design aim was to provide the average user with some indication of which option he should choose and in which circumstance. It's only a shallow redesign. It would be nice, I

Re: [Flightgear-devel] FG vs. FSX demo

2013-02-27 Thread Renk Thorsten
A small addition: what has always bothered me about terrain in FG is that roads and rivers are all the same size. Good point. That wasn't really apparent from the FSX demo (not so many roads of different size in the Caribbean). I think rivers are less of an issue in CORINE based custom

Re: [Flightgear-devel] Regional texturing project - Cntrl. Alt. Click

2013-02-27 Thread Renk Thorsten
Thorsten, work is halted as my co-ordinates must be wrong, can you tell me the dimensions I need to use? Bruce, I'm not sure I understand your question - the coordinates in the conditional used to define a region are latitude and longitude in degrees (but I guess you know that, so probably

Re: [Flightgear-devel] FG vs. FSX demo

2013-02-27 Thread Renk Thorsten
Renk, you should take a look at the default Cessna 172 in FG and it's mate in FSX. The FSX version wipes the floor with the FG version with respect to the cockpit model. (I'd really appreciate if you guys would call me on first-name basis 'Thorsten'...) That's a question of what a fair

[Flightgear-devel] FG vs. FSX demo

2013-02-26 Thread Renk Thorsten
Following a forum discussion, I finally became curious and tested the FSX demo version yesterday. I've spent about two hours flight with it, testing 3 different planes (the ultralight, the Baron and the Learjet) and had a look at different weather conditions and daytimes around TNCM. The

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

2013-02-25 Thread Renk Thorsten
I've just committed some small changes to the AI air-to-air refueling function: Had a short look yesterday - nice! I like the option to customize the envelope. Does anyone know what realistic numbers are - I guess the boom can be moved somewhat, so there must be a tolerance of few meters

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

Re: [Flightgear-devel] Discussion culture clashes

2013-02-23 Thread Renk Thorsten
Actually, I think what he tried to suggest was, that the needs of visuals and the needs equipment like radar should not be mixed. For visuals we need the terrain and all the objects like trees and buildings which are hard on performance. It's a fact that the distances out to which we

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