Re: [Flightgear-devel] Tree textures conclusion

2010-08-31 Thread 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


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

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Re: [Flightgear-devel] Tree textures conclusion

2010-08-30 Thread 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


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Re: [Flightgear-devel] Tree textures conclusion

2010-08-30 Thread 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?

Thanks, Yves

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Re: [Flightgear-devel] Tree textures conclusion

2010-08-30 Thread HB-GRAL
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




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Re: [Flightgear-devel] tree textures

2008-02-12 Thread Georg Vollnhals
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

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Re: [Flightgear-devel] tree textures

2008-02-12 Thread SydSandy
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

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Re: [Flightgear-devel] tree textures

2008-02-12 Thread SydSandy
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


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Re: [Flightgear-devel] tree textures

2008-02-12 Thread Georg Vollnhals

 

 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

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Re: [Flightgear-devel] tree textures

2008-02-12 Thread SydSandy
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


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Re: [Flightgear-devel] tree textures

2008-02-12 Thread LeeE
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

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Re: [Flightgear-devel] tree textures

2008-02-12 Thread Georg Vollnhals
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

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Re: [Flightgear-devel] tree textures

2008-02-12 Thread SydSandy
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

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Re: [Flightgear-devel] tree textures

2008-02-11 Thread Chris Metzler
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


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Re: [Flightgear-devel] tree textures

2008-02-11 Thread SydSandy
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 

-- 
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Re: [Flightgear-devel] tree textures

2008-02-11 Thread Georg Vollnhals
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

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Re: [Flightgear-devel] tree textures

2008-02-11 Thread Stuart Buchanan

--- 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



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Re: [Flightgear-devel] tree textures

2008-02-11 Thread Stuart Buchanan
--- 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


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Re: [Flightgear-devel] tree textures

2008-02-10 Thread Csaba Halász
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

2008-02-10 Thread Heiko Schulz

--- 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

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Re: [Flightgear-devel] tree textures

2008-02-10 Thread Csaba Halász
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

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Re: [Flightgear-devel] tree textures

2008-02-10 Thread SydSandy
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
 
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-- 
SydSandy [EMAIL PROTECTED]

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Re: [Flightgear-devel] tree textures

2008-02-10 Thread Heiko Schulz

--- 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

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Re: [Flightgear-devel] tree textures

2008-02-10 Thread Heiko Schulz

 
 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

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Re: [Flightgear-devel] tree textures

2008-02-10 Thread Heiko Schulz

 
 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

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Re: [Flightgear-devel] tree textures

2008-02-10 Thread Georg Vollnhals
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



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Re: [Flightgear-devel] tree textures

2008-02-10 Thread Csaba Halász
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

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Re: [Flightgear-devel] tree textures

2008-02-10 Thread Georg Vollnhals
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

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Re: [Flightgear-devel] tree textures

2008-02-10 Thread SydSandy
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]

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Re: [Flightgear-devel] tree textures

2008-02-09 Thread Vivian Meazza
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 



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