Re: [Flightgear-devel] Issue list

2013-10-15 Thread Stuart Buchanan
On Sun, Oct 13, 2013 at 11:02 AM, Renk Thorsten wrote:
> 2) runway and other lights do not appear in the effect framework, hence they 
> get fogged inconsistently with what Atmospheric Light Scattering is doing. I 
> think a cheap fix would be to fade them to transparent rather than to fog 
> color, otherwise they'd need to appear in the effect framework and then I 
> could write a consistent shader to treat them. I don't know what is 
> preferable. The same issue persists with particles, although that isn't as 
> severe in terms of showing realistic low visibility for IFR (it's a bit of a 
> spoiler then the runway lights are always visible...).

This has been on my TODO list for some time, and I'm planning to get
it done before 3.0.0.  Unfortunately it's in the same area of code
that I'm currently working on for the improved building placements, so
I need to get that completed first.

I've made a fair bit of progress on the improved buildings - I now
have the PagedLOD working correctly, though it SIGSEGV after a while.

> 5) following a forum discussion about lightmaps for city and suburban 
> terrain, my idea would be to use the urban effect for this (which has that 
> functionality already) and run a version of the urban shader without the 
> relief effect if random buildings are on. That appears to be working fine:
> http://www.flightgear.org/forums/viewtopic.php?f=47&t=21059
> FredB - is this a modification to the urban effect you can agree with?

I've added this to my TODO list as well - I saw the forum post.

FYI - RL is going to get in the way of FG development for me from now
until mid-December due to house renovations.

> 6) there's still a 'crack' in the sky visible when the skydome shader is 
> used. Based on the color of the crack which just shows the color of the 
> default sunlight underneath (which the skydome shader can't possibly know), I 
> believe this is really a fault line in the geometry and that it can't be 
> fixed within the shader code.

I've taken a cursory look at this in the past but not seen anything obvious.


On Sun, Oct 13, 2013 at 3:43 PM, Михаил Сойтанен wrote:
> 7) runway signs in ALS still rendered as terrain and have assigned texture
> of rocks/cliffs.

Not sure whether this is C++ related, and whether you mean the
lettering on the runway itself or the lit runway/taxiway signs.  If
the latter, I should be able to fix this at the same time as the
lighting above.

-Stuart

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Re: [Flightgear-devel] Issue list

2013-10-13 Thread James Turner

On 13 Oct 2013, at 12:02, Renk Thorsten  wrote:

> 1) rain layers still do not drift with the wind and will be eventually 
> displaced from their cap clouds. I've discussed this previously with James 
> who suggested that a generic way of spawning AI objects (which can get a 
> velocity) from Nasal rather than the current way of spawning non-AI models 
> from Nasal which can not drift would perhaps be a solution. I don't know what 
> the status of this is.

I keep forgetting this one, but it would be a good improvement generally. Can 
you re-specify what you need in terms of API and I promise I'll look at it 
before 3.0?

Kind regards,
James

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Re: [Flightgear-devel] Issue list

2013-10-13 Thread Михаил Сойтанен
7) runway signs in ALS still rendered as terrain and have assigned texture
of rocks/cliffs.


2013/10/13 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 from their cap clouds. I've discussed this previously with James
> who suggested that a generic way of spawning AI objects (which can get a
> velocity) from Nasal rather than the current way of spawning non-AI models
> from Nasal which can not drift would perhaps be a solution. I don't know
> what the status of this is.
>
> 2) runway and other lights do not appear in the effect framework, hence
> they get fogged inconsistently with what Atmospheric Light Scattering is
> doing. I think a cheap fix would be to fade them to transparent rather than
> to fog color, otherwise they'd need to appear in the effect framework and
> then I could write a consistent shader to treat them. I don't know what is
> preferable. The same issue persists with particles, although that isn't as
> severe in terms of showing realistic low visibility for IFR (it's a bit of
> a spoiler then the runway lights are always visible...).
>
> 3) the sun is currently pretty much always drawn, in particular also if it
> is below the horizon - which means that it shows inside the 'terrain' when
> the far away terrain is just painted onto the skydome. The sun also shows
> 'through' a cloud layer if the cloud layer is invisible because it is
> fogged. I think a property control whether the sun (moon) should be
> rendered would solve this.
>
> 4) exposing the moon phase somewhere as a property would be nice, then the
> moonlight night lighting could be made automatically - currently it's
> property controlled and one needs to edit the property by hand to see it
>
> 5) following a forum discussion about lightmaps for city and suburban
> terrain, my idea would be to use the urban effect for this (which has that
> functionality already) and run a version of the urban shader without the
> relief effect if random buildings are on. That appears to be working fine:
> http://www.flightgear.org/forums/viewtopic.php?f=47&t=21059
> FredB - is this a modification to the urban effect you can agree with?
>
> 6) there's still a 'crack' in the sky visible when the skydome shader is
> used. Based on the color of the crack which just shows the color of the
> default sunlight underneath (which the skydome shader can't possibly know),
> I believe this is really a fault line in the geometry and that it can't be
> fixed within the shader code.
>
> It'd be nice to be able to get rid of some of these eventually - please
> let me know if anyone is working on any of these and I can start picking up
> things from the other end.
>
> Cheers,
>
> * Thorsten
>
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> the latest Intel processors and coprocessors. See abstracts and register >
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[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 from their cap clouds. I've discussed this previously with James who 
suggested that a generic way of spawning AI objects (which can get a velocity) 
from Nasal rather than the current way of spawning non-AI models from Nasal 
which can not drift would perhaps be a solution. I don't know what the status 
of this is.

2) runway and other lights do not appear in the effect framework, hence they 
get fogged inconsistently with what Atmospheric Light Scattering is doing. I 
think a cheap fix would be to fade them to transparent rather than to fog 
color, otherwise they'd need to appear in the effect framework and then I could 
write a consistent shader to treat them. I don't know what is preferable. The 
same issue persists with particles, although that isn't as severe in terms of 
showing realistic low visibility for IFR (it's a bit of a spoiler then the 
runway lights are always visible...).

3) the sun is currently pretty much always drawn, in particular also if it is 
below the horizon - which means that it shows inside the 'terrain' when the far 
away terrain is just painted onto the skydome. The sun also shows 'through' a 
cloud layer if the cloud layer is invisible because it is fogged. I think a 
property control whether the sun (moon) should be rendered would solve this.

4) exposing the moon phase somewhere as a property would be nice, then the 
moonlight night lighting could be made automatically - currently it's property 
controlled and one needs to edit the property by hand to see it

5) following a forum discussion about lightmaps for city and suburban terrain, 
my idea would be to use the urban effect for this (which has that functionality 
already) and run a version of the urban shader without the relief effect if 
random buildings are on. That appears to be working fine:
http://www.flightgear.org/forums/viewtopic.php?f=47&t=21059
FredB - is this a modification to the urban effect you can agree with?

6) there's still a 'crack' in the sky visible when the skydome shader is used. 
Based on the color of the crack which just shows the color of the default 
sunlight underneath (which the skydome shader can't possibly know), I believe 
this is really a fault line in the geometry and that it can't be fixed within 
the shader code.

It'd be nice to be able to get rid of some of these eventually - please let me 
know if anyone is working on any of these and I can start picking up things 
from the other end.

Cheers,

* Thorsten
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