Re: [Flightgear-devel] Tree textures conclusion
Am 30.08.10 09:27, schrieb Erik Hofman: On Mon, 2010-08-30 at 03:10 +0200, HB-GRAL wrote: Hey, this is to much for me. Can someone help? (I apologize in advance if this is a known issue and tree code is not finished yet, I couldn’t find any postings about.) I think the trees are rendered using a shader now. And for shaders the texture file is defined in the effect configuration file. Erik Weird. When I do a change in materials.xml in the tree section of category 'urban' everything changes. All following materials take tree defintions from urban. Density, width, height, texture, all. But NOT wood-coverage. Give it a try and write me if this is reproducable also on other platforms, otherwise I am getting sick in the woods ;-) Thanks, Yves -- This SF.net Dev2Dev email is sponsored by: Show off your parallel programming skills. Enter the Intel(R) Threading Challenge 2010. http://p.sf.net/sfu/intel-thread-sfd ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Tree textures conclusion
On Mon, 2010-08-30 at 03:10 +0200, HB-GRAL wrote: Hey, this is to much for me. Can someone help? (I apologize in advance if this is a known issue and tree code is not finished yet, I couldn’t find any postings about.) I think the trees are rendered using a shader now. And for shaders the texture file is defined in the effect configuration file. Erik -- Sell apps to millions through the Intel(R) Atom(Tm) Developer Program Be part of this innovative community and reach millions of netbook users worldwide. Take advantage of special opportunities to increase revenue and speed time-to-market. Join now, and jumpstart your future. http://p.sf.net/sfu/intel-atom-d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Tree textures conclusion
Am 30.08.10 09:27, schrieb Erik Hofman: On Mon, 2010-08-30 at 03:10 +0200, HB-GRAL wrote: Hey, this is to much for me. Can someone help? (I apologize in advance if this is a known issue and tree code is not finished yet, I couldn’t find any postings about.) I think the trees are rendered using a shader now. And for shaders the texture file is defined in the effect configuration file. Erik In the effect file there is only nameEffects/tree/name parameters texture n =0 /texture /parameters I guess the shader should work with the texture in materials.xml but it puts only one (or first?) texture to osg? Thanks, Yves -- Sell apps to millions through the Intel(R) Atom(Tm) Developer Program Be part of this innovative community and reach millions of netbook users worldwide. Take advantage of special opportunities to increase revenue and speed time-to-market. Join now, and jumpstart your future. http://p.sf.net/sfu/intel-atom-d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Tree textures conclusion
Am 30.08.10 09:47, schrieb HB-GRAL: Am 30.08.10 09:27, schrieb Erik Hofman: On Mon, 2010-08-30 at 03:10 +0200, HB-GRAL wrote: Hey, this is to much for me. Can someone help? (I apologize in advance if this is a known issue and tree code is not finished yet, I couldn’t find any postings about.) I think the trees are rendered using a shader now. And for shaders the texture file is defined in the effect configuration file. Erik In the effect file there is only nameEffects/tree/name parameters texture n =0 /texture /parameters I guess the shader should work with the texture in materials.xml but it puts only one (or first?) texture to osg? Here is mat.cxx: const SGPropertyNode* treeTexNode = props-getChild(tree-texture); if (treeTexNode) { string treeTexPath = props-getStringValue(tree-texture); tree_texture = osgDB::findDataFile(treeTexPath, options); } -Yves -- Sell apps to millions through the Intel(R) Atom(Tm) Developer Program Be part of this innovative community and reach millions of netbook users worldwide. Take advantage of special opportunities to increase revenue and speed time-to-market. Join now, and jumpstart your future. http://p.sf.net/sfu/intel-atom-d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] tree textures
SydSandy schrieb: Hi Georg, The winter textures are in cvs now, I'm working on those ugly trees next and a higher resolution set to put in Textures.high . If you spot a texture I might have missed , let me know ... Cheers Syd, thank you very much, I'll download and test immediately. Feedback guaranted :-) Georg - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] tree textures
On Tue, 12 Feb 2008 16:34:47 -0500 Will Harrison [EMAIL PROTECTED] wrote: FRAGMENT glCompileShader I'm no expert in that area , but the error statement seems to indicate that. Maybe someone with more knowledge can answer better ... Cheers -- SydSandy [EMAIL PROTECTED] - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] tree textures
On Wed, 13 Feb 2008 02:36:30 +0100 Csaba Halász [EMAIL PROTECTED] wrote: On Feb 13, 2008 2:13 AM, SydSandy [EMAIL PROTECTED] wrote: If there is a property to show the Terrain type below , I haven't found it ... it would make things easier A little nasal combining geo.click_position and geodinfo should do the trick. -- Csaba/Jester Thanks , Jester , I've never poked around in there , didn't know it could be done :) Cheers -- SydSandy [EMAIL PROTECTED] - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] tree textures
Hi Georg, The winter textures are in cvs now, I'm working on those ugly trees next and a higher resolution set to put in Textures.high . If you spot a texture I might have missed , let me know ... Cheers Hi Syd, after updating CVS and testing I found the city textures of this area still missing (city1 .. city3). Although these don't fit really well for European cities - but this is another question. And some coniferous-tree convered areas where I don't know what the underlying material name is (what I mean, ie. nameDeciduousNeedleCover/name). Is there any property which indicates this name when I am flying over the terrain? Otherwise I'll try to identify tomorrow by view which summer-texture is at those places still uncovered with winter textures. Regards Georg - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] tree textures
On Tue, 12 Feb 2008 16:43:58 +0100 Georg Vollnhals [EMAIL PROTECTED] wrote: LeeE schrieb: The next one: Did you see these tree areas, seems to be something like an ongoing ecological desaster in FlightGear: http://home.arcor.de/vollnhals-bremen/EcologicalDesaster/ Any ideas? Regards Georg Brings to mind the Tunguska event - http://physics.uoregon.edu/~jimbrau/BrauImNew/Chap14/FG14_24.jpg and the tree die-off around Mammoth Mountain in the Long Valley caldera area due to volcanic CO2 - http://quake.usgs.gov/prepare/factsheets/CO2/index.html LeeE Yes, and for me some areas in Germany due to acid rain - might be not so large areas and could be stopped a little by chalking the ground (mostly done by helicopters). Anyway, for our FlightGear world Syd has some recipes up his sleeve :-) Georg Hi Georg, The winter textures are in cvs now, I'm working on those ugly trees next and a higher resolution set to put in Textures.high . If you spot a texture I might have missed , let me know ... Cheers -- SydSandy [EMAIL PROTECTED] - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] tree textures
On Monday 11 February 2008 16:20, Georg Vollnhals wrote: SydSandy schrieb: On Mon, 11 Feb 2008 03:47:26 +0100 Georg Vollnhals [EMAIL PROTECTED] wrote: Hi Georg , the tree problem is because I created a set of 8 instead of 4 trees per texture for the coniferous trees , and the originally commented out parts of the material.xml file probably still have tree-varieties4/tree-varieties If you change that to tree-varieties8/tree-varieties everything should be fine ... I'm also adding winter textures that were missing from the Terrain.winter folder but that's a bit more work , so it will take a while ... Thank you, that helped. I found three entries with 4 and changed them. Now the winter-trees look fine (only coniferous found), normally. I'm still getting a few strange things here but still testing ... Cheers Hi Syd, you know that I am not complaining? I am just feeling like a Beta-Tester doing some helping work to improve the stuff. If you agree with me, there are a lot of things to discuss - but I just want to do it step for step. The next one: Did you see these tree areas, seems to be something like an ongoing ecological desaster in FlightGear: http://home.arcor.de/vollnhals-bremen/EcologicalDesaster/ Any ideas? Regards Georg Brings to mind the Tunguska event - http://physics.uoregon.edu/~jimbrau/BrauImNew/Chap14/FG14_24.jpg and the tree die-off around Mammoth Mountain in the Long Valley caldera area due to volcanic CO2 - http://quake.usgs.gov/prepare/factsheets/CO2/index.html LeeE - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] tree textures
LeeE schrieb: The next one: Did you see these tree areas, seems to be something like an ongoing ecological desaster in FlightGear: http://home.arcor.de/vollnhals-bremen/EcologicalDesaster/ Any ideas? Regards Georg Brings to mind the Tunguska event - http://physics.uoregon.edu/~jimbrau/BrauImNew/Chap14/FG14_24.jpg and the tree die-off around Mammoth Mountain in the Long Valley caldera area due to volcanic CO2 - http://quake.usgs.gov/prepare/factsheets/CO2/index.html LeeE Yes, and for me some areas in Germany due to acid rain - might be not so large areas and could be stopped a little by chalking the ground (mostly done by helicopters). Anyway, for our FlightGear world Syd has some recipes up his sleeve :-) Georg - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] tree textures
On Tue, 12 Feb 2008 23:27:08 +0100 Georg Vollnhals [EMAIL PROTECTED] wrote: Hi Georg, The winter textures are in cvs now, I'm working on those ugly trees next and a higher resolution set to put in Textures.high . If you spot a texture I might have missed , let me know ... Cheers Hi Syd, after updating CVS and testing I found the city textures of this area still missing (city1 .. city3). Although these don't fit really well for European cities - but this is another question. And some coniferous-tree convered areas where I don't know what the underlying material name is (what I mean, ie. nameDeciduousNeedleCover/name). Is there any property which indicates this name when I am flying over the terrain? Otherwise I'll try to identify tomorrow by view which summer-texture is at those places still uncovered with winter textures. Regards Georg If there is a property to show the Terrain type below , I haven't found it ... it would make things easier I'll double check , I get city textures here , but I've removed the textureTerrain.winter/***.rgb/texture back to textureTerrain/***.rgb/texture , since it looks in the winter folder anyway if you specify --season=winter. But the condition option now enables solid (frozen ), slippery lakes , which I,ve added to my materials.xml file ... that might be causing a problem there ... Cheers -- SydSandy [EMAIL PROTECTED] - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] tree textures
On Mon, 11 Feb 2008 10:05:20 + (GMT) Stuart Buchanan wrote: I have been thinking for a while that it would be good to have some way to have a finer granularity within materials.xml. For example: - Towns and villages in different countries/continents are quite different in terms of the buildings, and it would be good to reflect this. - Tropical forests are quite different from that of temperate climates - I did a virtual flight over Denali recently, and due to the limitations of the current terrain definitions, large parts of it were forest. I've wanted this for years. There's more, too. For instance, farmland looks different in different countries -- when we went to the more photorealistic textures a couple of years ago, we dumped a texture that I think Erik Hofman had created for farmland that, on one hand, looked less like a photo and more like art, but on the other hand, looked *much* more like farmland as you would see it in England and parts of northern Europe. And I remember Paul Surgeon creating one that looked *exactly* like farmland in places like Indiana/Illinois/Iowa, but not like in the western U.S. and definitely not outside the U.S. Middle Eastern/central Asian cities look different than western ones. And there ought to be different parts of cities -- the types of buildings you see in the inner city (and their frequency) should be different from the types you see in suburbs, and both sets should be different in different places around the world. The problem is . . . I think that as well as a property defining the season, it would be good to have a set of properties based on the geographical region, for example: /sim/geography/continent (africa, europe...) /sim/geography/climate (tropical, temperate, arctic...) I'm sure we can think of some more. If we could define these regions based on lat/lon (in an XML file?), FG could set them, and they could be easily used within materials.xml. . . .I don't think defining by lat/lon is sufficient. I guess some of these issues could be improved that way; but lines of constant latitude or longitude aren't really correct, even for the ones they would improve. The region boundaries won't look realistic. The right way to do it is to use GIS data in TerraGear, and to expand the groundcover types coming out of TerraGear. Once upon a time, it was actually in the works to start creating those groundcover types/material definitions, in advance of actually labelling ground polys with them in TerraGear, so that people could experiment with setting them in fgsd; but I was gone for a while and I don't know what the status of any of that is now. -c -- Chris Metzler [EMAIL PROTECTED] (remove snip-me. to email) As a child I understood how to give; I have forgotten this grace since I have become civilized. - Chief Luther Standing Bear signature.asc Description: PGP signature - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] tree textures
On Mon, 11 Feb 2008 17:20:24 +0100 Georg Vollnhals [EMAIL PROTECTED] wrote: Hi Syd, you know that I am not complaining? I am just feeling like a Beta-Tester doing some helping work to improve the stuff. If you agree with me, there are a lot of things to discuss - but I just want to do it step for step. Oh i didn't consider it complaining :) The next one: Did you see these tree areas, seems to be something like an ongoing ecological desaster in FlightGear: http://home.arcor.de/vollnhals-bremen/EcologicalDesaster/ Any ideas? Yeah I get that too. The blank ground area is because when the new , better terrain textures were added , the equivalant winter textures weren't created ... I'm in the process of adding the missing winter textures The dead (leafless) trees are caused by scaling the tree texture down to 64 pixels in height , so the small, bare branches disappear , I'll have to redo those ones ... If you spot anything else let me know . Cheers -- SydSandy [EMAIL PROTECTED] - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] tree textures
SydSandy schrieb: On Mon, 11 Feb 2008 03:47:26 +0100 Georg Vollnhals [EMAIL PROTECTED] wrote: Hi Georg , the tree problem is because I created a set of 8 instead of 4 trees per texture for the coniferous trees , and the originally commented out parts of the material.xml file probably still have tree-varieties4/tree-varieties If you change that to tree-varieties8/tree-varieties everything should be fine ... I'm also adding winter textures that were missing from the Terrain.winter folder but that's a bit more work , so it will take a while ... Thank you, that helped. I found three entries with 4 and changed them. Now the winter-trees look fine (only coniferous found), normally. I'm still getting a few strange things here but still testing ... Cheers Hi Syd, you know that I am not complaining? I am just feeling like a Beta-Tester doing some helping work to improve the stuff. If you agree with me, there are a lot of things to discuss - but I just want to do it step for step. The next one: Did you see these tree areas, seems to be something like an ongoing ecological desaster in FlightGear: http://home.arcor.de/vollnhals-bremen/EcologicalDesaster/ Any ideas? Regards Georg - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] tree textures
--- Csaba Halász wrote: On Feb 11, 2008 11:05 AM, Stuart Buchanan wrote: I'm sure we can think of some more. If we could define these regions based on lat/lon (in an XML file?), FG could set them, and they could be easily used within materials.xml. Needs more invasive changes to the code. The simple condition handling I added just works at startup. Is that startup or initialization? If it is read during (re-)initialization, then I think it would be a good starting point. I would guess that most people's virtual flights start and end in the same continent. -Stuart ___ Support the World Aids Awareness campaign this month with Yahoo! For Good http://uk.promotions.yahoo.com/forgood/ - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] tree textures
--- Csaba Halász wrote: On Feb 9, 2008 12:29 PM, Vivian Meazza [EMAIL PROTECTED] wrote: I would be pleasantly surprised if condition worked in materials.xml Here you go :) As a side effect, we could get rid of the ugly code that makes Terrain.season out of Terrain at the expense of some more xml. I attached a patch against Syd's new materials.xml as well. This is fantastic - thank you very much! I have been thinking for a while that it would be good to have some way to have a finer granularity within materials.xml. For example: - Towns and villages in different countries/continents are quite different in terms of the buildings, and it would be good to reflect this. - Tropical forests are quite different from that of temperate climates - I did a virtual flight over Denali recently, and due to the limitations of the current terrain definitions, large parts of it were forest. I think that as well as a property defining the season, it would be good to have a set of properties based on the geographical region, for example: /sim/geography/continent (africa, europe...) /sim/geography/climate (tropical, temperate, arctic...) I'm sure we can think of some more. If we could define these regions based on lat/lon (in an XML file?), FG could set them, and they could be easily used within materials.xml. -Stuart ___ Yahoo! Answers - Got a question? Someone out there knows the answer. Try it now. http://uk.answers.yahoo.com/ - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] tree textures
On Feb 9, 2008 12:29 PM, Vivian Meazza [EMAIL PROTECTED] wrote: I would be pleasantly surprised if condition worked in materials.xml Here you go :) As a side effect, we could get rid of the ugly code that makes Terrain.season out of Terrain at the expense of some more xml. I attached a patch against Syd's new materials.xml as well. -- Greets, Csaba/Jester Index: src/Main/fg_init.cxx === RCS file: /var/cvs/FlightGear-0.9/source/src/Main/fg_init.cxx,v retrieving revision 1.192 @@ -1613,7 +1613,7 @@ SGPath mpath( globals-get_fg_root() ); mpath.append( materials.xml ); string season = fgGetString(/sim/startup/season, summer); -if ( ! globals-get_matlib()-load(globals-get_fg_root(), mpath.str(), season.c_str()) ) { +if ( ! globals-get_matlib()-load(globals-get_fg_root(), mpath.str(), season.c_str(), globals-get_props()) ) { SG_LOG( SG_GENERAL, SG_ALERT, Error loading material lib! ); exit(-1); } Index: simgear/scene/material/matlib.cxx === RCS file: /var/cvs/SimGear-0.3/source/simgear/scene/material/matlib.cxx,v retrieving revision 1.29 diff -u -r1.29 matlib.cxx --- simgear/scene/material/matlib.cxx 24 Jan 2008 23:05:19 - 1.29 +++ simgear/scene/material/matlib.cxx 10 Feb 2008 21:28:06 - @@ -63,6 +63,7 @@ #include simgear/misc/sg_path.hxx #include simgear/misc/sgstream.hxx #include simgear/props/props_io.hxx +#include simgear/props/condition.hxx #include simgear/scene/tgdb/userdata.hxx #include mat.hxx @@ -77,7 +78,7 @@ } // Load a library of material properties -bool SGMaterialLib::load( const string fg_root, const string mpath, const char *season ) { +bool SGMaterialLib::load( const string fg_root, const string mpath, const char *season, SGPropertyNode *prop_root ) { SGPropertyNode materials; @@ -94,6 +95,16 @@ for (int i = 0; i nMaterials; i++) { const SGPropertyNode * node = materials.getChild(i); if (!strcmp(node-getName(), material)) { +const SGPropertyNode* conditionNode = node-getChild(condition); +if (conditionNode) { +SGSharedPtrconst SGCondition condition = sgReadCondition(prop_root, conditionNode); +if (!condition-test()) { +SG_LOG(SG_INPUT, SG_DEBUG, Skipping material entry # + i (condition false)); +continue; +} +} + SGSharedPtrSGMaterial m = new SGMaterial(fg_root, node, season); vectorSGPropertyNode_ptrnames = node-getChildren(name); Index: simgear/scene/material/matlib.hxx === RCS file: /var/cvs/SimGear-0.3/source/simgear/scene/material/matlib.hxx,v retrieving revision 1.16 diff -u -r1.16 matlib.hxx --- simgear/scene/material/matlib.hxx 24 Jan 2008 23:05:19 - 1.16 +++ simgear/scene/material/matlib.hxx 10 Feb 2008 21:28:06 - @@ -41,6 +41,7 @@ #include osg/StateSet class SGMaterial; +class SGPropertyNode; SG_USING_STD(string); SG_USING_STD(map); @@ -65,7 +66,7 @@ SGMaterialLib ( void ); // Load a library of material properties -bool load( const string fg_root, const string mpath, const char *season ); +bool load( const string fg_root, const string mpath, const char *season, SGPropertyNode *prop_root ); // Add the named texture with default properties bool add_item( const string tex_path ); --- materials.xml.test 2008-02-10 00:30:00.0 +0100 +++ materials.xml 2008-02-10 22:37:09.0 +0100 @@ -657,6 +657,12 @@ !-- Coniferous Summer-- material + condition + not-equals + propertysim/startup/season/property + valuewinter/value + /not-equals + /condition nameLandmass/name nameSomeSort/name nameEvergreenBroadCover/name @@ -679,6 +685,12 @@ /material material + condition + not-equals + propertysim/startup/season/property + valuewinter/value + /not-equals + /condition nameEvergreenNeedleCover/name nameWoodedTundraCover/name textureTerrain/evergreen.rgb/texture @@ -696,6 +708,12 @@ /material material + condition + not-equals + propertysim/startup/season/property + valuewinter/value + /not-equals + /condition nameDeciduousNeedleCover/name textureTerrain/dec_evergreen.rgb/texture xsize1000/xsize @@ -711,14 +729,14 @@ bumpiness1/bumpiness /material -!-- Coniferous Winter +!-- Coniferous Winter -- material condition - equals - propertysim/startup/season/property - valuewinter/value - /equals + equals + propertysim/startup/season/property + valuewinter/value + /equals /condition nameLandmass/name nameSomeSort/name @@ -741,10 +759,10 @@ material condition - equals - propertysim/startup/season/property - valuewinter/value - /equals + equals + propertysim/startup/season/property +
Re: [Flightgear-devel] tree textures
--- Csaba Halász [EMAIL PROTECTED] schrieb: On Feb 9, 2008 12:29 PM, Vivian Meazza [EMAIL PROTECTED] wrote: I would be pleasantly surprised if condition worked in materials.xml Here you go :) As a side effect, we could get rid of the ugly code that makes Terrain.season out of Terrain at the expense of some more xml. I attached a patch against Syd's new materials.xml as well. -- Greets, Csaba/Jester Index: src/Main/fg_init.cxx Did I read right? That meand the thae lakes, Rivers etc. will be frozen ( solid!) if it is winter in FGFS? We discussed this on IRC- but it seemed not really possible ( to me) still in work: http://www.hoerbird.net/galerie.html But already done: http://www.hoerbird.net/reisen.html __ Ihre erste Baustelle? Wissenswertes für Bastler und Hobby Handwerker. www.yahoo.de/clever - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] tree textures
On Feb 10, 2008 11:22 PM, Heiko Schulz [EMAIL PROTECTED] wrote: Did I read right? That meand the thae lakes, Rivers etc. will be frozen ( solid!) if it is winter in FGFS? We discussed this on IRC- but it seemed not really possible ( to me) http://picasaweb.google.com/Csaba.Halasz/MiscFlightgear/photo#5165494507393805650 Certainly looks possible :) -- Csaba/Jester - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] tree textures
On Mon, 11 Feb 2008 00:41:31 +0100 (CET) Heiko Schulz [EMAIL PROTECTED] wrote: --- Csaba Halász [EMAIL PROTECTED] schrieb: On Feb 10, 2008 11:22 PM, Heiko Schulz [EMAIL PROTECTED] wrote: Did I read right? That meand the thae lakes, Rivers etc. will be frozen ( solid!) if it is winter in FGFS? We discussed this on IRC- but it seemed not really possible ( to me) http://picasaweb.google.com/Csaba.Halasz/MiscFlightgear/photo#5165494507393805650 Certainly looks possible :) -- Csaba/Jester Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel You are genious! Can we add this feature to the runways too? Means that the runway is more slippery? Im testing now , but yes you can change solid , bumpiness , friction , etc , so it should be possible Cheers still in work: http://www.hoerbird.net/galerie.html But already done: http://www.hoerbird.net/reisen.html Lesen Sie Ihre E-Mails auf dem Handy. www.yahoo.de/go - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- SydSandy [EMAIL PROTECTED] - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] tree textures
--- Csaba Halász [EMAIL PROTECTED] schrieb: On Feb 10, 2008 11:22 PM, Heiko Schulz [EMAIL PROTECTED] wrote: Did I read right? That meand the thae lakes, Rivers etc. will be frozen ( solid!) if it is winter in FGFS? We discussed this on IRC- but it seemed not really possible ( to me) http://picasaweb.google.com/Csaba.Halasz/MiscFlightgear/photo#5165494507393805650 Certainly looks possible :) -- Csaba/Jester Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel You are genious! Can we add this feature to the runways too? Means that the runway is more slippery? still in work: http://www.hoerbird.net/galerie.html But already done: http://www.hoerbird.net/reisen.html Lesen Sie Ihre E-Mails auf dem Handy. www.yahoo.de/go - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] tree textures
Im testing now , but yes you can change solid , bumpiness , friction , etc , so it should be possible Cheers Even, when it is raining or snowing? That would be a feature which MSFS has not ( only graphic, but not in the behaviour of the aircraft) still in work: http://www.hoerbird.net/galerie.html But already done: http://www.hoerbird.net/reisen.html Lesen Sie Ihre E-Mails auf dem Handy. www.yahoo.de/go - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] tree textures
Im testing now , but yes you can change solid , bumpiness , friction , etc , so it should be possible Cheers Even, when it is raining or snowing? That would be a feature which MSFS has not ( only graphic, but not in the behaviour of the aircraft) still in work: http://www.hoerbird.net/galerie.html But already done: http://www.hoerbird.net/reisen.html E-Mails jetzt auf Ihrem Handy. www.yahoo.de/go - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] tree textures
Csaba Halász schrieb: On Feb 9, 2008 12:29 PM, Vivian Meazza [EMAIL PROTECTED] wrote: I would be pleasantly surprised if condition worked in materials.xml Here you go :) As a side effect, we could get rid of the ugly code that makes Terrain.season out of Terrain at the expense of some more xml. I attached a patch against Syd's new materials.xml as well. Hi Csaba, after applying your patches, recompiling and starting FG with --season=winter I get some strange effects regarding the trees. It seems as if the both crossing planes are not fitting - so I get a 2-D display (and it seems to me the proportions of the trees are not right, they look rather strange, very high but small). I am not sure the problem is only on my side, therefore I made some screenshots so that you can see what I mean: (click on the preview picture(s) to get the big ones) http://home.arcor.de/vollnhals-bremen/WinterTrees/ Apart from this, the improvement of the seasonal effects is enhancing the FlightGear world one more step. Thank you for this work. Regards Georg EDDW - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] tree textures
On Feb 11, 2008 2:09 AM, Georg Vollnhals [EMAIL PROTECTED] wrote: Apart from this, the improvement of the seasonal effects is enhancing the FlightGear world one more step. Thank you for this work. I just did the condifion part, you should thank Stuart, Syd and Tim ... -- Csaba/Jester - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] tree textures
Csaba Halász schrieb: On Feb 11, 2008 2:09 AM, Georg Vollnhals [EMAIL PROTECTED] wrote: Apart from this, the improvement of the seasonal effects is enhancing the FlightGear world one more step. Thank you for this work. I just did the condifion part, you should thank Stuart, Syd and Tim ... I really hope Stuart, Syd and Tim already know how thankful I am for their work :-) It is really thrilling for me how many of my secret wishes now are getting reality - landing lights, populated landscape (better autogen, trees, seasonal effects), rain (and snow???), particle effects, etc. But now back to your patches and my problems. Although it is in the middle of the night I could not but do some further tests (.. and because I do not have to work today :-) ). When I start FG with no season argument, there is a strange display and I cannot see any tree: http://home.arcor.de/vollnhals-bremen/NoSeason/ Trying with --season=summer als seems to be ok, the surface textures are normal and the trees look not only normal but very nice: http://home.arcor.de/vollnhals-bremen/SummerTrees/ So my conclusion is after applying your patches: -- you have to start FG with the --season=summer argument to have a normal summer display -- if you start FG without a --season=... argument there is a partially strange display regarding the ground textures and with no trees visible -- starting FG with --season=winter shows corrupted trees (see my earlier eMail). Is there anyone out there who also has tested Csaba's work and can confirm / not confirm my observations? Regards Georg - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] tree textures
On Mon, 11 Feb 2008 03:47:26 +0100 Georg Vollnhals [EMAIL PROTECTED] wrote: Csaba Halász schrieb: On Feb 11, 2008 2:09 AM, Georg Vollnhals [EMAIL PROTECTED] wrote: Apart from this, the improvement of the seasonal effects is enhancing the FlightGear world one more step. Thank you for this work. I just did the condifion part, you should thank Stuart, Syd and Tim ... I really hope Stuart, Syd and Tim already know how thankful I am for their work :-) It is really thrilling for me how many of my secret wishes now are getting reality - landing lights, populated landscape (better autogen, trees, seasonal effects), rain (and snow???), particle effects, etc. But now back to your patches and my problems. Although it is in the middle of the night I could not but do some further tests (.. and because I do not have to work today :-) ). When I start FG with no season argument, there is a strange display and I cannot see any tree: http://home.arcor.de/vollnhals-bremen/NoSeason/ Trying with --season=summer als seems to be ok, the surface textures are normal and the trees look not only normal but very nice: http://home.arcor.de/vollnhals-bremen/SummerTrees/ So my conclusion is after applying your patches: -- you have to start FG with the --season=summer argument to have a normal summer display -- if you start FG without a --season=... argument there is a partially strange display regarding the ground textures and with no trees visible -- starting FG with --season=winter shows corrupted trees (see my earlier eMail). Is there anyone out there who also has tested Csaba's work and can confirm / not confirm my observations? Regards Georg Hi Georg , the tree problem is because I created a set of 8 instead of 4 trees per texture for the coniferous trees , and the originally commented out parts of the material.xml file probably still have tree-varieties4/tree-varieties If you change that to tree-varieties8/tree-varieties everything should be fine ... I'm also adding winter textures that were missing from the Terrain.winter folder but that's a bit more work , so it will take a while ... I'm still getting a few strange things here but still testing ... Cheers -- SydSandy [EMAIL PROTECTED] - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] tree textures
Syd wrote Subject: [Flightgear-devel] tree textures I tried to commit my tree texture sets (summer, fall,winter), but it appears I can't write to the Trees folder , so this might be a waste of time, but does the condition work for the material.xml file ? What I,m trying to do is select a tree texture based on the sim/startup/season property , (and to get rid of that ugly gray snow, freeze and solidify the lakes and rivers), but I've had no luck yet ... Cheers -- SydSandy [EMAIL PROTECTED] I know winter stuff was at least partly broken a (long) while back, but did you investigate textures/terrain.winter? I would be pleasantly surprised if condition worked in materials.xml Vivian - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel