[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=47t=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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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 thorsten.i.r...@jyu.fi


 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=47t=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

 --
 October Webinars: Code for Performance
 Free Intel webinars can help you accelerate application performance.
 Explore tips for MPI, OpenMP, advanced profiling, and more. Get the most
 from
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Re: [Flightgear-devel] Issue list

2013-10-13 Thread James Turner

On 13 Oct 2013, at 12:02, Renk Thorsten thorsten.i.r...@jyu.fi 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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