Re: [Flightgear-devel] Make relief map go up instead of down? (was Re: Shaders experiments)
Frederic Bouvier wrote: Fixed. What do you think of the night lighting ? It's not entirely what I hoped for, for example the park is completely lit now. Maybe it would be an idea to use the light value as a contrast enhancer for the lit areas? Erik -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Make relief map go up instead of down? (was Re: Shaders experiments)
- Erik Hofman a écrit : Frederic Bouvier wrote: Fixed. What do you think of the night lighting ? It's not entirely what I hoped for, for example the park is completely lit now. Maybe it would be an idea to use the light value as a contrast enhancer for the lit areas? The lit areas are in the blue channel of the relief map texture (the z component of the normal is reconstructed from the x and y components locates in the red and green channels), so a better designer/artist could do a better job than me. For the moment, I only took the floor of the height map with a small decay at the border. The emissive color is also hard-coded in the shader. What do you mean by contrast enhancer ? -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Make relief map go up instead of down? (was Re: Shaders experiments)
Frederic Bouvier wrote: What do you mean by contrast enhancer ? Now all lit pixels are lit equally. What I was suggesting would lit lighter pixels more than darker pixels (I expect multiplying by the gray-scaled pixel color would suffice). Erik -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Make relief map go up instead of down? (was Re: Shaders experiments)
- Erik Hofman a écrit : Frederic Bouvier wrote: What do you mean by contrast enhancer ? Now all lit pixels are lit equally. Not exactly. What I was suggesting would lit lighter pixels more than darker pixels (I expect multiplying by the gray-scaled pixel color would suffice). The blue channel has the emission factor. One can redo the map to achieve the effect you are suggesting. -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Make relief map go up instead of down? (was Re: Shaders experiments)
Frederic Bouvier wrote: The blue channel has the emission factor. One can redo the map to achieve the effect you are suggesting. I think I was thinking more something in the line of this patch. Erik Index: urban.frag === RCS file: /var/cvs/FlightGear-0.9/data/Shaders/urban.frag,v retrieving revision 1.3 diff -p -u -r1.3 urban.frag --- urban.frag 23 Mar 2010 22:20:24 - 1.3 +++ urban.frag 24 Mar 2010 12:31:13 - @@ -92,6 +92,8 @@ void main (void) if ( shadow_factor 1.0 ) ambient_light = constantColor + gl_LightSource[0].diffuse * shadow_factor * vec4(diffuse, 1.0); float emission_factor = (1.0 - smoothstep(0.15, 0.25, reflectance)) * emis; +vec4 tc = texture2D(BaseTex, uv); +emission_factor *= 0.5*pow(tc.r+0.8*tc.g+0.2*tc.b, 2) -0.2; ambient_light += (emission_factor * vec4(0.75, 0.59, 0.05, 0.0)); vec4 finalColor = texture2D(BaseTex, uv) * ambient_light; -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Make relief map go up instead of down? (was Re: Shaders experiments)
Frederic Bouvier wrote: visible. Now I think I managed to get it right with 3d objects. See : http://frbouvi.free.fr/flightsim/fgfs-city-relief-4.jpg Even more impressive! Erik -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Make relief map go up instead of down? (was Re: Shaders experiments)
Erik Hofman wrote: Frederic Bouvier wrote: visible. Now I think I managed to get it right with 3d objects. See : http://frbouvi.free.fr/flightsim/fgfs-city-relief-4.jpg Even more impressive! There's just one thing, the wrong side of the buildings seem to be lit with this update? Erik -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Make relief map go up instead of down? (was Re: Shaders experiments)
- Erik Hofman a écrit : Erik Hofman wrote: Frederic Bouvier wrote: visible. Now I think I managed to get it right with 3d objects. See : http://frbouvi.free.fr/flightsim/fgfs-city-relief-4.jpg Even more impressive! There's just one thing, the wrong side of the buildings seem to be lit with this update? It's probable the normals in the normal map are inverted. I'll check that tonight. -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://fgsd.sourceforge.net/ FlightGear Scenery Designer -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Make relief map go up instead of down? (was Re: Shaders experiments)
Looks fantastic! David On Tue, Mar 23, 2010 at 4:22 AM, Erik Hofman e...@ehofman.com wrote: Frederic Bouvier wrote: visible. Now I think I managed to get it right with 3d objects. See : http://frbouvi.free.fr/flightsim/fgfs-city-relief-4.jpg Even more impressive! Erik -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Make relief map go up instead of down? (was Re: Shaders experiments)
- Frederic Bouviera écrit : - Erik Hofman a écrit : Erik Hofman wrote: Frederic Bouvier wrote: visible. Now I think I managed to get it right with 3d objects. See : http://frbouvi.free.fr/flightsim/fgfs-city-relief-4.jpg Even more impressive! There's just one thing, the wrong side of the buildings seem to be lit with this update? It's probable the normals in the normal map are inverted. I'll check that tonight. Fixed. What do you think of the night lighting ? -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Make relief map go up instead of down? (was Re: Shaders experiments)
Le 18/03/2010 23:45, David Megginson a écrit : On Thu, Mar 18, 2010 at 5:56 PM, Frederic Bouvier wrote: I noticed the same problem with roads and 3d buildings -- they're floating above the city. Is it possible to make the bump maps go up instead of down? In Shaders/urban.frag, change line 57 : vec2 dp = gl_TexCoord[0].st; into : vec2 dp = gl_TexCoord[0].st - ds; Tell me what do you think. Try to land in the city. I didn't seem to make any difference -- 3D buildings, trees, etc. were still floating above the roofs of the bump-map buildings. I also tried vec2 dp = gl_TexCoord[0].st + ds; and vec2 dp = gl_TexCoord[0].st - 2 * ds; vec2 dp = gl_TexCoord[0].st - ds; was indeed correct, but without depth information, the effect was barely visible. Now I think I managed to get it right with 3d objects. See : http://frbouvi.free.fr/flightsim/fgfs-city-relief-4.jpg As already specified, the boundary with other types of terrain will not improve because of the parallax trickery. -Fred -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Make relief map go up instead of down? (was Re: Shaders experiments)
David Megginson wrote: I didn't seem to make any difference -- 3D buildings, trees, etc. were still floating above the roofs of the bump-map buildings. I also tried Keep in mind that relief mapping is just trickery to make something look like it is standing out from the scenery. In fact everything is rendered in the same 2d plane. That might be the main cause of this effect. Erik -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Make relief map go up instead of down? (was Re: Shaders experiments)
On Fri, 19 Mar 2010, Erik Hofman wrote: David Megginson wrote: I didn't seem to make any difference -- 3D buildings, trees, etc. were still floating above the roofs of the bump-map buildings. I also tried Keep in mind that relief mapping is just trickery to make something look like it is standing out from the scenery. In fact everything is rendered in the same 2d plane. That might be the main cause of this effect. Yes, indeed. It is (or ought to be) possible to adjust the Z-buffer value for fragments to reflect their new position as determined by the relief computation. This would solve depth problems between the ground triangles and objects on them but will not help for the problems along the edges of the urban area since the urban shader is not run for the fragments of the adjacent ground triangles and consequently a relief building cannot occlude those fragments. There might be other tricks to make the transition to other ground types more pleasing, though. Cheers, Anders -- --- Anders Gidenstam WWW: http://www.gidenstam.org/FlightGear/ -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Make relief map go up instead of down? (was Re: Shaders experiments)
- Erik Hofman a écrit : David Megginson wrote: I didn't seem to make any difference -- 3D buildings, trees, etc. were still floating above the roofs of the bump-map buildings. I also tried Keep in mind that relief mapping is just trickery to make something look like it is standing out from the scenery. In fact everything is rendered in the same 2d plane. That might be the main cause of this effect. Exactly. If you want real silhouettes, you need to add geometry to the current terrain. It should be possible to alter depth information to have realistic intersections with 3d objects, but I didn't manage so far. -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://fgsd.sourceforge.net/ FlightGear Scenery Designer -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Make relief map go up instead of down? (was Re: Shaders experiments)
On Thu, Mar 18, 2010 at 8:43 AM, Torsten Dreyer tors...@t3r.de wrote: First of all: That's a really cool eye candy, good work! Seconded. This is the coolest addition I've seen to FlightGear in a long time. What I noticed from a close up is, that it seems that the floor of the buildings is below elevation zero and the roof is at elevation zero. It looks somewhat as if the cities were carved out of the landscape instead of been built uppon it. This is especially irritating when a waterway is crossing an urban area and the water surface is several meters above the ground. I noticed the same problem with roads and 3d buildings -- they're floating above the city. Is it possible to make the bump maps go up instead of down? All the best, David -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Make relief map go up instead of down? (was Re: Shaders experiments)
Hi David, - David Megginson a écrit : On Thu, Mar 18, 2010 at 8:43 AM, Torsten Dreyer tors...@t3r.de wrote: First of all: That's a really cool eye candy, good work! Seconded. This is the coolest addition I've seen to FlightGear in a long time. What I noticed from a close up is, that it seems that the floor of the buildings is below elevation zero and the roof is at elevation zero. It looks somewhat as if the cities were carved out of the landscape instead of been built uppon it. This is especially irritating when a waterway is crossing an urban area and the water surface is several meters above the ground. I noticed the same problem with roads and 3d buildings -- they're floating above the city. Is it possible to make the bump maps go up instead of down? In Shaders/urban.frag, change line 57 : vec2 dp = gl_TexCoord[0].st; into : vec2 dp = gl_TexCoord[0].st - ds; Tell me what do you think. Try to land in the city. -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://fgsd.sourceforge.net/ FlightGear Scenery Designer -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Make relief map go up instead of down? (was Re: Shaders experiments)
On Thu, Mar 18, 2010 at 5:56 PM, Frederic Bouvier fredfgf...@free.fr wrote: I noticed the same problem with roads and 3d buildings -- they're floating above the city. Is it possible to make the bump maps go up instead of down? In Shaders/urban.frag, change line 57 : vec2 dp = gl_TexCoord[0].st; into : vec2 dp = gl_TexCoord[0].st - ds; Tell me what do you think. Try to land in the city. I didn't seem to make any difference -- 3D buildings, trees, etc. were still floating above the roofs of the bump-map buildings. I also tried vec2 dp = gl_TexCoord[0].st + ds; and vec2 dp = gl_TexCoord[0].st - 2 * ds; Thanks, David -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Make relief map go up instead of down? (was Re: Shaders experiments)
On Thu, 18 Mar 2010, David Megginson wrote: I didn't seem to make any difference -- 3D buildings, trees, etc. were still floating above the roofs of the bump-map buildings. I also tried Hi, You could try this diff: http://pastebin.ca/1845056 It is possible that this does the same as Fred's change but in a more complicated way - however I don't think it does but rather more properly search part of the relief map between the fragment and the viewer (rather than on the other side of the fragment) which will correspond to the relief being above than the polygon. The Z-buffer depth of the fragment remains the same so you will see depth problems - but I'm trying to figure out how to compute the desired Z-buffer depth for the fragment to solve this problem. Cheers, Anders -- --- Anders Gidenstam WWW: http://www.gidenstam.org/FlightGear/ -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel