Re: [Flightgear-devel] Loading Textures for Photo-Scenery?

2008-10-04 Thread Ralf Gerlich
Hi Nicolas,

if I understand you correctly, you want FlightGear to superimpose a
given texture over a whole terrain tile, given that a texture file with
the same name as the tile is found.

I think that this would require that either

a) TerraGear generate appropriate texture coordinates for the tile,
mapping the texture continuously over the whole tile, or

b) in case of loadPhotoScenery, the texture coordinates contained in the
.btg.gz must be ignored and rebuilt on the fly by FlightGear.

Variant a) might be possible by creating a copy of the photo tool using
a whole texture instead of a chopped texture. However, it is
questionable whether such a large texture for a whole tile is well
handled by the graphics subsystem.

Variant b) might have generate a large amount of processor load when
loading a tile, as the generation of the texture coordinates requires
transformation of vertex coordinates from cartesian to geodetic, which
involves a lot of heavy maths (which is one of the reasons why TerraGear
is doing such calculations up-front).

I'm not sure why the photo-tool from TerraGear is not applicable for you.

Cheers,
Ralf

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Re: [Flightgear-devel] Loading Textures for Photo-Scenery?

2008-10-02 Thread Martin Spott
Alex Perry wrote:

 How does it work?  Where is the source code for the serving side of
 the OAM stuff?

As far as I remember there's an SVN link somewhere on the explanatory
pages. Chris is known for doing (almost) every backend stuff in Python,
which typically works - we're successfully using some of his work at
our MapServer site as well (TileCache for example).
Nevertheless, when you're doing some quick turns with FlightGear, you
sometimes even face trouble loading the Scenery tiles from the local
disk !! right in time. I wonder how people think they're going to fetch
aerial imagery from a distant network service via HTTP without further
delay 

These guys that host OAM and our Landcover-DB indeed _do_ serve sort of
a flight simulation with imagery from a remote network service, BUT
they use dedicated servers and they have networking of the sort which
the average user would not even dream of. They use ossimPlanet for
integration of OpenSceneGraph with common GIS datasources.

BTW, Alex, this all takes place at Calit2 in SD, which should be pretty
close to you  ;-)

Martin.
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Re: [Flightgear-devel] Loading Textures for Photo-Scenery?

2008-10-01 Thread Curtis Olson
Hi Nicolas,

I've been wondering how hard it would be to add a tile loader mode
where the default texture is ignored, and instead, a photo texture of
the tile is applied.  It may not be an optimal photo-texture
implementation (but it might be good enough to be fun and
interesting?)

Maybe we still want to keep some sense of the material libs for
populating areas with random objects/trees/cows/horses, and for
determining surface/gear properties and interactions.

For what it's worth, this past weekend I was playing around with
www.openaerialmap.org ... they have a wms server that allows you to
query any rectangular section of their imagery at any resolution.

wget 
http://www.openaerialmap.org/wms?Service=WMSVersion=1.0.0SRS=EPSG:4326Styles=Request=GetMapBBox=-93.32931459,45.05137159,-92.98475016,45.22498271Width=700Height=500Layers=WorldFormat=image/jpeg

This fetches a 700x500 jpeg image covering lon = -93.329 to -92.985
and lat 45.051 to 45.225 (I didn't type all the decimal places ...)

The only caveate is that they seem to limit usage of this feature so
after you fetch an image or two, you get an internal server error for
a while ... perhaps if we decide this is the way to go, we could
coordinate something with them to mirror the data so flightgear users
can good access to it without killing their server(s?)

Luckily for me, the openaerialmap imagery for my home area here is
every bit as good as google's imagery.  That's not the case for much
of the rest of the world, but still it's an interesting source if we
wanted to develop photo-real scenery features in flightgear ... and as
we move forward, I'm sure more and better free imagery will become
available.

Regards,

Curt.

On Wed, Oct 1, 2008 at 8:08 AM, Nicolas wrote:
 Hi,

 Here some tests about the ground textures for photo scenery.

 Terragear build BTG. Each BTG contains several 3D objects with a
 material property (city, wood...)

 Is it possible that terragear cuts a texture for these 3D objets...

 In fact, my proposition is very simple. In the function SGLoadBTG, I
 replace :

 osg::Node* node = tileGeometryBin.getSurfaceGeometry(matlib);

 By :

 cout  path; // sample : Terrain/w010n40/w005n48/2876058.btg

 phototexture = path;
 phototexture =~ s/btg$/dds/; // or PNG, JPG...

 if (phototexture found) {
  osg::Node* node = tileGeometryBin.loadPhotoScenery(matlib);
  if (node)
terrainGroup-addChild(node);
 }
 else {
  osg::Node* node = tileGeometryBin.getSurfaceGeometry(matlib);
  if (node)
terrainGroup-addChild(node);
 }

 And loadPhotoScenery(...) {
  int n;
  char buffer[128];

  if (materialTriangleMap.empty())
return 0;

  osg::Group* groupe = new osg::Group;

  osg::Geode* geode = new osg::Geode;
  SGMaterialTriangleMap::const_iterator i;

  for (n=0, i = materialTriangleMap.begin(); i !=
 materialTriangleMap.end(); ++i, n++) {
snprintf(buffer, 128, Textures/PhotoScenery/%d.dds, n);

osg::Texture2D* FaceTexture = new osg::Texture2D;
FaceTexture-setDataVariance(osg::Object::DYNAMIC);
osg::Image* Face = osgDB::readImageFile(buffer);
FaceTexture-setImage(Face);
osg::Geometry* geometry = i-second.buildGeometry();

osg::StateSet* stateOne = new osg::StateSet();

 stateOne-setTextureAttributeAndModes(0,FaceTexture,osg::StateAttribute::ON);
geometry-setStateSet(stateOne);

geode-addDrawable(geometry);
  }

  groupe-addChild(geode);

  return geode;
 }


 With this solution, my issue is : How can I generate photo texture with
 terragear ? Is it possible ?


 Regards,

 Nicolas


 Le mardi 23 septembre 2008 à 13:16 +0200, Tim Moore a écrit :
 Frederic Bouvier wrote:
  Hi Tim,
 
  Tim Moore wrote :
  This code did survive the OSG port, but was removed in a later
  reorganization of  the tile loading code. It's easy enough
  to put this back in, but the old code would add the local
  material permanently to the material library; is that really
  desired? I would think the local material should get deleted
  when the tile is deleted.
 
  I tried to restore that code this past weekend but I experienced
  random access violation when loading the texture. I was wondering
  if loading textures in the pager thread was legal.

 It is legal to load textures from the pager thread, but there might now be a
 problem with adding a material to the material library in the pager thread. 
 Is
 the access violation really random?

 Tim

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Re: [Flightgear-devel] Loading Textures for Photo-Scenery?

2008-10-01 Thread Martin Spott
Curtis Olson wrote:

 The only caveate is that they seem to limit usage of this feature so
 after you fetch an image or two, you get an internal server error for
 a while ...

OAM runs on the sister-machine to our Landcover and Scenery Model
webservice - same hardware, same location, same storage systems, same
network uplink.
As far as I can tell, the current OAM webservice, even though it runs
on really 'nice' hardware, is to be considered as being a 'prototype'.
Therefore it should not be expected to stand the workload of a
'production' system, especially not for a large user base,

Martin.
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Re: [Flightgear-devel] Loading Textures for Photo-Scenery?

2008-10-01 Thread Alex Perry
How does it work?  Where is the source code for the serving side of
the OAM stuff?

On Wed, Oct 1, 2008 at 4:26 PM, Martin Spott [EMAIL PROTECTED] wrote:
 OAM runs on the sister-machine to our Landcover and Scenery Model
 webservice - same hardware, same location, same storage systems, same
 network uplink.
 As far as I can tell, the current OAM webservice, even though it runs
 on really 'nice' hardware, is to be considered as being a 'prototype'.
 Therefore it should not be expected to stand the workload of a
 'production' system, especially not for a large user base,

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Re: [Flightgear-devel] Loading Textures for Photo-Scenery?

2008-09-23 Thread Tim Moore
Frederic Bouvier wrote:
 Hi,
 
 Ralf Gerlich wrote :
 
 Hi!

 Curtis Olson wrote:
 Sure, just like any aircraft or object model can have it's own
 textures.
 There may be some nuances that have disappeared over the years since
 I doubt
 this has been heavily tested, but I used to have a KSJC demo with
 about 1
 pixel per foot resolution.  And don't forget that you could place an
[snip]
 in simgear/scene/tgdb/leaf.cxx branch PRE_OSG_PLIB_20061029, there is this 
 code :
 
 139 :  SGMaterial *mat = matlib-find( material );
 140 :  if ( mat == NULL ) {
 141 : // see if this is an on the fly texture
 142 : string file = path;
 143 : string::size_type pos = file.rfind( / );
 144 : file = file.substr( 0, pos );
 145 : // cout  current file =   file  endl;
 146 : file += /;
 147 : file += material;
 148 : // cout  current file =   file  endl;
 149 : if ( ! matlib-add_item( file ) ) {
 150 :SG_LOG( SG_TERRAIN, SG_ALERT,
 151 :Ack! unknown usemtl name =   material
 152 :  in   path );
[snip]
 
 I didn't test it, but at least, the intention was there ;-)

This code did survive the OSG port, but was removed in a later reorganization 
of 
the tile loading code. It's easy enough to put this back in, but the old code 
would add the local material permanently to the material library; is that 
really 
desired? I would think the local material should get deleted when the tile is 
deleted.

Tim


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Re: [Flightgear-devel] Loading Textures for Photo-Scenery?

2008-09-23 Thread Frederic Bouvier
Hi Tim,

Tim Moore wrote :
 
 This code did survive the OSG port, but was removed in a later
 reorganization of  the tile loading code. It's easy enough 
 to put this back in, but the old code would add the local 
 material permanently to the material library; is that really 
 desired? I would think the local material should get deleted 
 when the tile is deleted.

I tried to restore that code this past weekend but I experienced
random access violation when loading the texture. I was wondering
if loading textures in the pager thread was legal.

-Fred

-- 
Frédéric Bouvier
http://my.fotolia.com/frfoto/  Photo gallery - album photo
http://fgsd.sourceforge.net/   FlightGear Scenery Designer


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Re: [Flightgear-devel] Loading Textures for Photo-Scenery?

2008-09-23 Thread Tim Moore
Frederic Bouvier wrote:
 Hi Tim,
 
 Tim Moore wrote :
 This code did survive the OSG port, but was removed in a later
 reorganization of  the tile loading code. It's easy enough 
 to put this back in, but the old code would add the local 
 material permanently to the material library; is that really 
 desired? I would think the local material should get deleted 
 when the tile is deleted.
 
 I tried to restore that code this past weekend but I experienced
 random access violation when loading the texture. I was wondering
 if loading textures in the pager thread was legal.

It is legal to load textures from the pager thread, but there might now be a 
problem with adding a material to the material library in the pager thread. Is 
the access violation really random?

Tim

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Re: [Flightgear-devel] Loading Textures for Photo-Scenery?

2008-09-23 Thread Frederic Bouvier
Tim Moore wrote :
 Frederic Bouvier wrote:
  Hi Tim,
  
  Tim Moore wrote :
  This code did survive the OSG port, but was removed in a later
  reorganization of  the tile loading code. It's easy enough 
  to put this back in, but the old code would add the local 
  material permanently to the material library; is that really 
  desired? I would think the local material should get deleted 
  when the tile is deleted.
  
  I tried to restore that code this past weekend but I experienced
  random access violation when loading the texture. I was wondering
  if loading textures in the pager thread was legal.
 
 It is legal to load textures from the pager thread, but there might
 now be a problem with adding a material to the material library 
 in the pager thread. Is the access violation really random?

The crash occurred in the openthread code, and looked like a race 
condition or a synchronisation problem. I don't have the details 
at hand, but it was never on the same image file.

I tested with a modified version of the Brest scenery, that I hacked
by hand with an HEX editor to add the .dds extension to the material
string.

-Fred

-- 
Frédéric Bouvier
http://my.fotolia.com/frfoto/  Photo gallery - album photo
http://fgsd.sourceforge.net/   FlightGear Scenery Designer


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[Flightgear-devel] Loading Textures for Photo-Scenery?

2008-09-18 Thread Ralf Gerlich
Hi all!

In the FlightGear forum we came upon the question of how FlightGear
locates textures, e.g. used by scenery generated with the TerraGear
photo-command.

http://www.flightgear.org/forums/viewtopic.php?f=5t=2149

As far as I understand the current OSG loader code, all textures must be
defined in the materials.xml.

According to Fred Bouvier, in the old PLIB-days textures not defined in
the materials.xml where searched for in the same folder the .btg.gz-file
was located in.

I didn't check the PLIB-code, but from a look into the OSG-code I have
seen that currently no such search is performed.

Is this even possible with the current architecture? It seems sensible
to me to distribute such textures with the scenery instead of the base
package.

Cheers,
Ralf

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Re: [Flightgear-devel] Loading Textures for Photo-Scenery?

2008-09-18 Thread Curtis Olson
Sure, just like any aircraft or object model can have it's own textures.
There may be some nuances that have disappeared over the years since I doubt
this has been heavily tested, but I used to have a KSJC demo with about 1
pixel per foot resolution.  And don't forget that you could place an .ac
model at ground level and somehow forget to place the .btg file if you
really wanted to.

Curt.


On Thu, Sep 18, 2008 at 6:11 AM, Ralf Gerlich wrote:

 Hi all!

 In the FlightGear forum we came upon the question of how FlightGear
 locates textures, e.g. used by scenery generated with the TerraGear
 photo-command.

 http://www.flightgear.org/forums/viewtopic.php?f=5t=2149

 As far as I understand the current OSG loader code, all textures must be
 defined in the materials.xml.

 According to Fred Bouvier, in the old PLIB-days textures not defined in
 the materials.xml where searched for in the same folder the .btg.gz-file
 was located in.

 I didn't check the PLIB-code, but from a look into the OSG-code I have
 seen that currently no such search is performed.

 Is this even possible with the current architecture? It seems sensible
 to me to distribute such textures with the scenery instead of the base
 package.

 Cheers,
 Ralf

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Re: [Flightgear-devel] Loading Textures for Photo-Scenery?

2008-09-18 Thread Ralf Gerlich
Hi!

Curtis Olson wrote:
 Sure, just like any aircraft or object model can have it's own textures.
 There may be some nuances that have disappeared over the years since I doubt
 this has been heavily tested, but I used to have a KSJC demo with about 1
 pixel per foot resolution.  And don't forget that you could place an .ac
 model at ground level and somehow forget to place the .btg file if you
 really wanted to.

Well, I think that photo may be better suited, as it takes the task of
taking care of the height-field from the author.

Loading a terrain tile differs in quite some way from loading an object
model or aircraft, which also involves the use of the material library.
The latter currently only loads its materials from materials.xml, but
does not search for tile-specific textures in the scenery folders.

I was rather hinting that maybe somebody more informed about the
architecture of the terrain subsystem might want to implement this type
of search. ;-)

Cheers,
Ralf

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Re: [Flightgear-devel] Loading Textures for Photo-Scenery?

2008-09-18 Thread Frederic Bouvier
Hi,

Ralf Gerlich wrote :

 Hi!
 
 Curtis Olson wrote:
  Sure, just like any aircraft or object model can have it's own
 textures.
  There may be some nuances that have disappeared over the years since
 I doubt
  this has been heavily tested, but I used to have a KSJC demo with
 about 1
  pixel per foot resolution.  And don't forget that you could place an
 .ac
  model at ground level and somehow forget to place the .btg file if
 you
  really wanted to.
 
 Well, I think that photo may be better suited, as it takes the task
 of
 taking care of the height-field from the author.
 
 Loading a terrain tile differs in quite some way from loading an
 object
 model or aircraft, which also involves the use of the material
 library.
 The latter currently only loads its materials from materials.xml, but
 does not search for tile-specific textures in the scenery folders.
 
 I was rather hinting that maybe somebody more informed about the
 architecture of the terrain subsystem might want to implement this
 type
 of search. ;-)
 

in simgear/scene/tgdb/leaf.cxx branch PRE_OSG_PLIB_20061029, there is this code 
:

139 :  SGMaterial *mat = matlib-find( material );
140 :  if ( mat == NULL ) {
141 : // see if this is an on the fly texture
142 : string file = path;
143 : string::size_type pos = file.rfind( / );
144 : file = file.substr( 0, pos );
145 : // cout  current file =   file  endl;
146 : file += /;
147 : file += material;
148 : // cout  current file =   file  endl;
149 : if ( ! matlib-add_item( file ) ) {
150 :SG_LOG( SG_TERRAIN, SG_ALERT,
151 :Ack! unknown usemtl name =   material
152 :  in   path );
153 : } else {
154 :// locate our newly created material
155 :mat = matlib-find( material );
156 :if ( mat == NULL ) {
157 :   SG_LOG( SG_TERRAIN, SG_ALERT,
158 :   Ack! bad on the fly material create = 
159 :material   in   path );
160 :}
161 : }
162 :  }


I didn't test it, but at least, the intention was there ;-)

-Fred

-- 
Frédéric Bouvier
http://my.fotolia.com/frfoto/  Photo gallery - album photo
http://fgsd.sourceforge.net/   FlightGear Scenery Designer


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Re: [Flightgear-devel] Loading Textures for Photo-Scenery?

2008-09-18 Thread Ralf Gerlich
Hi!

Frederic Bouvier wrote:
 in simgear/scene/tgdb/leaf.cxx branch PRE_OSG_PLIB_20061029, there is this 
 code :
 [SNIP]
 I didn't test it, but at least, the intention was there ;-)

In the OSG-version I didn't find anything similar, so I'd say that it's
missing.

I am not able to do anything about it - both due to missing knowledge
about OSG and due to time constraints - so I hope somebody with the
necessary abilities will pick this up as a feature request.

Cheers,
Ralf

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Re: [Flightgear-devel] Loading Textures for Photo-Scenery?

2008-09-18 Thread Curtis Olson
On Thu, Sep 18, 2008 at 9:31 AM, Ralf Gerlich wrote:

 Hi!

 Frederic Bouvier wrote:
  in simgear/scene/tgdb/leaf.cxx branch PRE_OSG_PLIB_20061029, there is
 this code :
  [SNIP]
  I didn't test it, but at least, the intention was there ;-)

 In the OSG-version I didn't find anything similar, so I'd say that it's
 missing.

 I am not able to do anything about it - both due to missing knowledge
 about OSG and due to time constraints - so I hope somebody with the
 necessary abilities will pick this up as a feature request.


It's a shame if this was removed from the OSG version, but I can verify that
it was working at one time (probably several years ago now.)  And I don't
think the btg loader in flightgear differs all that much from any other
model loader, except that the btg loader is part of simgear and the other
model loaders are part of the scene graph library.  And the btg loader
understands how to handle certain higher level constructs such as
references to the materials database library and references to runway light
structures.  But at the core, the btg format is just another 3d model format
... simplistic, but optimized to handle terragear output.

Regards,

Curt.
-- 
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