Am 22.01.2012 21:27, schrieb Stuart Buchanan:
On Sun, Jan 22, 2012 at 5:34 PM, Torsten Dreyer wrote:
And I just pushed that to FGDATA. Global Weather and Local Weather
is dead. Long live Basic Weather and Advanced Weather :-)
Thanks Torsten. That looks great.
BTW, if this change is merged
I feel a bit bad that it has taken that long to get it done, but at least
I made it before the 2.6 release - here are the updated documentation
files for Advanced (Local) Weather 1.4
http://users.jyu.fi/~trenk/doc_update.tgz
including the description of the new gui and updates on the 'known
Hello,
I just faild to set the wind speed and direction in the new weather menue
structure (up to date next-branch). My intention was to set the wind profile
from ground up to 3000ft.
Hence I used the Basic Weather menue and set the desired values in the table.
But I found that I got the wind
I just faild to set the wind speed and direction in the new weather menue
structure (up to date next-branch). My intention was to set the wind
profile
from ground up to 3000ft.
Hence I used the Basic Weather menue and set the desired values in the
table.
But I found that I got the wind
The change is releatively small but I'd feel better if ThorstenR tested
it before it gets picked.
The menu structure works like a charm - I think the switching button is a
very elegant solution. I did a couple of tests yesterday, and I didn't run
into any problems here.
I've also had a look at
I am hesitating from picking this into the release branch as one could
argue if that was a bug fix. But if it's general consensus that this a
an improvement that should make it into the release, we should do it.
The change is releatively small but I'd feel better if ThorstenR tested
it
On Mon, Jan 23, 2012 at 8:08 AM, Thorsten Renk wrote:
Stuart Buchanan wrote:
BTW, if this change is merged into the 2.6.0 branch, we should also include
commit a38820828c5343dbcb77d97a65597d736c845ff4, which removes
a now-redundant reference to the local_weather_tiles menu item.
I'm hoping
So, let's add a Advanced-- button to the global weather dialog which
closes the global-weather dialog, enabled local weather and opens the
local weather dialog. In return, the local-weather dialog gets a
Basic-- button which disables local weather, closes the
local-weather-dialog and opens
On Sun, Jan 22, 2012 at 5:34 PM, Torsten Dreyer wrote:
And I just pushed that to FGDATA. Global Weather and Local Weather
is dead. Long live Basic Weather and Advanced Weather :-)
Thanks Torsten. That looks great.
BTW, if this change is merged into the 2.6.0 branch, we should also include
Am 22.01.2012 21:27, schrieb Stuart Buchanan:
On Sun, Jan 22, 2012 at 5:34 PM, Torsten Dreyer wrote:
And I just pushed that to FGDATA. Global Weather and Local Weather
is dead. Long live Basic Weather and Advanced Weather :-)
Thanks Torsten. That looks great.
BTW, if this change is merged
Just an idea: as global and local weather are mutually exclusive, what
about having just one single weather menu item and add button in each,
global and local weather dialog causing the current dialog disappear and
open the other dialog.
While we are at it, I'd like to rename global and local
My GIT is now a week old, but in all likelihood this hasn't changed and is
in the release branch:
In reaction to concerns about a confusing menu structure, I moved all
relevant configurations to
/gui/dialogs/local_weather_tiles.xml
(insofar as they are not controlled by the rendering dialog,
On Fri, Jan 20, 2012 at 9:59 AM, Thorsten Renk wrote:
My GIT is now a week old, but in all likelihood this hasn't changed and is
in the release branch:
In reaction to concerns about a confusing menu structure, I moved all
relevant configurations to
/gui/dialogs/local_weather_tiles.xml
On Fri, Jan 20, 2012 at 12:21 PM, Stuart Buchanan wrote:
Also, I noticed that there's another local_weather.xml dialog under
gui/dialogs
that appears to be obsolete. Can you confirm that it can be deleted?
Scratch that - I've just noticed this is used in the Debug menu.
-Stuart
It's not clear from your mail whether the local_weather_config dialog in
the
release branch can be removed once this checkbox issues is resolved.
Can you confirm?
I haven't actually tried if removing it causes an error somewhere, but
it's not needed any more - all functions are either shifted
I don't know what the solution should be, but I don't think the current
state of offering a configuration dialog which doesn't affect anything is
very good for a release. On the other hand, it should be clearly
recognizable that the Nasal module has to be loaded before the system
becomes
I've just committed to origin/next a better fix for the LoD range that
adjusts
based on the view distance, and also attempts to account for the possible
size of the cloud itself.
Thanks - working fine here!
Does this contain the impostor functionality already or not?
Cheers,
* Thorsten
On Tue, Jan 3, 2012 at 4:44 PM, Thorsten Renk wrote:
Does this contain the impostor functionality already or not?
No - the Impostor function will be committed after the 2.6.0 release.
-Stuart
--
Write once. Port to
On Wed, Dec 28, 2011 at 3:45 PM, Stuart Buchanan wrote:
On Wed, Dec 28, 2011 at 3:04 PM, thorsten.i.renk wrote:
4) Clouds now appear to be loaded in discrete lumps when they come into
visual range rather than gradually be faded in via transparency which
looks a bit ugly from high altitude -
It's actually surprisingly intricate. For instance, Local Weather allows
for boundary layer gusty winds. For some problems (the wave pattern) you'd
like to have the base (mean) wind at the surface, for others (windsock)
rather the actual wind that the aircraft is feeling.
I am now
The LoD is currently hardcoded to 20km, so if visibility 20km, it
kicks in
before the transparency effect.
I have a good fix that takes into account the current visibility as part
of
the Impostors work, but that won't be available until after the release.
In the meantime, I can
Hi Curt!
Curtis Olson curtol...@gmail.com wrote:
Hi Joe, actually the FlightGear scenery is round -- technically oblate
ellipsoid based on a wgs-84 coordinate model. If you stitched enough
tiles together you will see the earth curvature start to form.
I must have missed the implementation
Hi Joe, actually the FlightGear scenery is round -- technically oblate
ellipsoid based on a wgs-84 coordinate model. If you stitched enough tiles
together you will see the earth curvature start to form.
The FlightGear world model lets you fly accurate great circle routes, and
enables all the
On Thu, 29 Dec 2011 10:37:44 +0200 (EET)
thorsten.i.r...@jyu.fi wrote:
http://www.phy.duke.edu/~trenk/pics/local-weather-next05.jpg
Impressive!
Technically, tile generation is tied to actual visibility. The max.
visibility the system generates at high altitude is 140 km or a
At view distances 100 km it becomes more and more apparent that the
flightgear scenery is flat and not a sphere, doesn't it?
I think a realistic horizon is impossible as long as scenery/world is
a disc.
What's more important from high altitude is what happens beyond view
distance where no
On Thu, Dec 29, 2011 at 8:44 AM,wrote:
I must have missed the implementation of this capability totally. I
assumed a comparatively small cut-out of the ellipsoid was projected on
a plane/disc.
But, hey, thats great news to me! Thanks for clarification!
Each tile is a square shape, and when
We should agree on a common place to publish actual surface wind (for
one or many given locations?) in the property tree. /environment/config
is definitely not the best place to use but due to historical reasons,
many objects rely on these properties (windsock, chimneys/smoke, many
more).
Local Weather is now (almost) in the shape I would like to see in the
release, and I've worked quite a bit through the list of issues:
1) Local Weather places clouds at the wrong altitude.
I've corrected that.
2) The GUI is not consistent with the system (I will fix that)
A new gui combines
On Wed, Dec 28, 2011 at 3:04 PM, thorsten.i.renk wrote:
Local Weather is now (almost) in the shape I would like to see in the
release, and I've worked quite a bit through the list of issues:
Great!
4) Clouds now appear to be loaded in discrete lumps when they come into
visual range rather
Am 28.12.2011 16:04, schrieb thorsten.i.r...@jyu.fi:
8) Local Weather has no precipitation rendering. This is due to the fact
that the system uses its own layer altitude definition and a 3d
definition
..
Still to be fixed. I tried a workaround using negative cloud altitudes
with respect to a
Hi,
I know that Thorsten Renk is having to deal with
some hardware problems, so that he may not be around for sometime.
Nevertheless, we have been promoting the local weather stuff quite
exensively, so I would really like to demonstrate it at FSWeekend.
The problem here is that still the
Hi Thorsten,
I have just started on the new gui, and he first sketch is in my
forum-posted snapshot of the terrain haze shader.
Thanks for the explanation. Emilian had already pointed me to the corresponding
forum thread. I do have the terrain haze shader in a local branch of fgdata,
and
Hi,
Okay, last bug report for the day. When I'm trying to run local weather, I am
seeing an error on the console (writing off the top of my head):
Nasal runtime error in Nasal/local_weather/local_weather.nas:line 1480, no such
symbol 'c'. The offending line is:
Hi Durk,
It seems to be working for me here, although I haven't pushed it very hard.
What options are you setting up? Maybe I haven't hit the same code path
here?
Thanks,
Curt.
On Sun, Oct 30, 2011 at 4:20 PM, Durk Talsma durkt...@gmail.com wrote:
Hi,
Okay, last bug report for the day.
On Sun, Oct 30, 2011 at 10:20 PM, Durk Talsma durkt...@gmail.com wrote:
Nasal runtime error in Nasal/local_weather/local_weather.nas:line 1480, no
such symbol 'c'. The offending line is:
local_weather.cloudassembly.rel_alt = c.alt - c.mean_alt
The variable c is indeed not defined anywhere I
On Sunday 30 October 2011 23:33:22 Durk Talsma wrote:
Hi Czaba,
On 30 Oct 2011, at 23:18, Csaba Halász wrote:
That should make nasal happy, but whether it does what was originally
intended, I do not know.
Yes, that brings the clouds back. Whether the cloud patterns *look* sensible
is
Hi
for inspecting the upcoming Swiss airports, I obviously needed to zoom out (see
my posts in the forum's hardware and scenery
section)
Apt.dat 8.5 will be a great move forward but local weather is ugly. Only one
tile seems to be rendered, everything outside
is black. And yea scenery
for inspecting the upcoming Swiss airports, I obviously needed to zoom
out (see my posts in the forum's hardware and scenery
section)
After looking through the Forum - I guess what you mean is that you want a
viewpoint from high above (outer space)?
As established in lengthy discussions with
, thorsten.i.r...@jyu.fi thorsten.i.r...@jyu.fi wrote:
From: thorsten.i.r...@jyu.fi thorsten.i.r...@jyu.fi
Subject: Re: [Flightgear-devel] Local weather, apt.dat 8.5 and scenery textures
To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net
Date: Monday, September 12, 2011, 9:22
See some screens. Default before and after
using local weather. both with high z
Yes, just shows that you haven't understood the issue.
Fact 1: The Scattering Skydome shader doesn't work for low visibility
(100 km) because the haze it creates (the yellow-black stuff) doesn't
blend with the
no definitely not not even your explanations...so i have to live with such as
local weather is not capable of doing
such? ok no problem
--- On Mon, 9/12/11, thorsten.i.r...@jyu.fi thorsten.i.r...@jyu.fi wrote:
From: thorsten.i.r...@jyu.fi thorsten.i.r...@jyu.fi
Subject: Re: [Flightgear-devel
no definitely not not even your explanations...so i have to live with
such as local weather is not capable of doing
such? ok no problem
Quoting myself:
This has *nothing* to do with Local Weather, it's only related to the
value of /environment/visibility-m at your position.
What in these
Please note, the check for
features.can_disable_environment == 1 is gone now. It doesn't make any
sense there.
In a current GIT, none of the checks make any sense, because current GIT
always has all the features. On the other hand, the purpose of the
compat_layer.nas is to provide
Thorsten wrote
-Original Message-
From:.i.r...@jyu.fi [mailto:thorsten.i.r...@jyu.fi]
Sent: 04 August 2011 07:57
To: FlightGear developers discussions
Subject: [Flightgear-devel] Local Weather - backward compatibility
Please note, the check for
features.can_disable_environment
We don't normally maintain 2 versions: we leave the last stable as is,
and
only work on the Git version. If it's too much work, or too confusing I
would suggest you abandon the version intended to be distributed via
Forums, since that is not how we usually conduct our business.
That's
Am 04.08.2011 08:57, schrieb thorsten.i.r...@jyu.fi:
Please note, the check for
features.can_disable_environment == 1 is gone now. It doesn't make any
sense there.
In a current GIT, none of the checks make any sense, because current GIT
always has all the features. On the other hand, the
Sorry, I was unclear.
The computation of wind-from-down-fps can not be disabled at all, it is
independent of the feature can_disable_environment.
Thanks for clarifying - that makes sense. Sorry for the confusion then.
* Thorsten
I've just placed an updated version of Local Weather online. This version
doesn't contain any genuinely new features but fixes one timing problem in
loading the Nasal modules and a couple of issues which have been bugging
me for some time (some improved textures, a couple of cloud model changes,
Hi All,
I've had a short look at how ThorstenB has implemented Local Weather as a
run-time loadable submodule, and for me it performs just fine, but in the
Forum I had a few people reporting problems either with METAR mode or in
general (unfortunately not with enough info so that I could
Hi Cathy,
Let me know if you'd like some performance tests.
My system is relatively old and slow. Without local weather on, no
shadows, no 3D clouds, and no material shaders, I typically get frame
rates around 20. With no local weather, shadows on, 3D clouds on,
material shaders on, I
How about using plain old textured plane crosses for clouds at bigger
distances? (the way trees are done, only with a (or several) horizontal
plane(s) added)
These might work better for bigger structures like cumulonimbus, and
such,
too, as you can control the shape a bit. (no fancy shader
On Saturday 26 March 2011 10:16:47 thorsten.i.r...@jyu.fi wrote:
Yes, certainly. I suggest that we pack your /Models/Weather/ then into a
tarball and I host that for the time being as a dds texture patch to Local
Weather so that people can test what works better for them. Once we know
how
Yes, certainly. I suggest that we pack your /Models/Weather/ then into a
tarball and I host that for the time being as a dds texture patch to Local
Weather so that people can test what works better for them. Once we know
how this affects different systems, we can decide what to do and which
The local weather menu option is first before the other local weather
options. This does open up a dialog box where you do have to create
clouds
1-by-1. Looking at this, it appears that the intent of this is more for
debugging. Maybe it would make sense to move this option over to the
The main thing that bugs me with the system is that the view frustum
culling
around the edges of the screen is visible, so you continuously see the
clouds being created and disappearing at the edges of the screen as you
turn
or change views. If it was once in a while I could live with it,
On Friday 25 March 2011 10:01:33 thorsten.i.r...@jyu.fi wrote:
The main thing that bugs me with the system is that the view frustum
culling
around the edges of the screen is visible, so you continuously see the
clouds being created and disappearing at the edges of the screen as you
turn
This happens here as well (nVidia 8600GT (256MB VRAM) on linux). Now
that I
think of it it looks and behaves like graphics card memory bandwidth
issue,
maybe it is cured with the image cache set with CACHE_ALL? as by adding
some
more sistem RAM things haven't improved here.
Hm, I'm running
On Fri, Mar 25, 2011 at 7:44 AM, Thorsten Renk wrote:
The local weather menu option is first before the other local weather
options. This does open up a dialog box where you do have to create
clouds
1-by-1. Looking at this, it appears that the intent of this is more for
debugging. Maybe
On Friday 25 March 2011 11:31:57 thorsten.i.r...@jyu.fi wrote:
Hm, I'm running an nVidia GeForce 8600M GT from linux - unless the mobile
version makes all the difference, that would argue against a graphics card
issue (or maybe I'm missing something, I'm not a hardware specialist
either...).
Or maybe the mobile card's design is a bit different, or a bit newer and might
have better memory specs.(bandwidth, timings, size etc...)
--
Enable your software for Intel(R) Active Management Technology to meet the
Hmm, I'm gonna do a compile with the changed CACHE_OFF to CACHE_ALL, and see
if that makes a difference.
--
Enable your software for Intel(R) Active Management Technology to meet the
growing manageability and security
On Friday 25 March 2011 11:57:38 Emilian Huminiuc wrote:
Hmm, I'm gonna do a compile with the changed CACHE_OFF to CACHE_ALL, and
see if that makes a difference.
Yep things improve, noticeably. And I'm more convinced it's a lack of gpu
memory issue (as in it gets filled up pretty quick with
Yep things improve, noticeably. And I'm more convinced it's a lack of gpu
memory issue (as in it gets filled up pretty quick with the clouds), as I
caught a glimpse of scenery getting redrawn too.
You may be right - I looked up the specs of my computer, and it seems I
have 512 MB VRAM, so
On Friday 25 March 2011 12:52:58 thorsten.i.r...@jyu.fi wrote:
Yep things improve, noticeably. And I'm more convinced it's a lack of gpu
memory issue (as in it gets filled up pretty quick with the clouds), as I
caught a glimpse of scenery getting redrawn too.
You may be right - I looked
On Friday 25 March 2011 13:38:38 Emilian Huminiuc wrote:
On Friday 25 March 2011 12:52:58 thorsten.i.r...@jyu.fi wrote:
Yep things improve, noticeably. And I'm more convinced it's a lack of
gpu memory issue (as in it gets filled up pretty quick with the
clouds), as I caught a glimpse of
On Friday 25 March 2011 14:00:20 thorsten.i.r...@jyu.fi wrote:
The most efficient way seems to have everything else maxed out, and
selected.
Not always. Asymmetric buffering is good if you fly straight, but very bad
if you circle - for soaring it's completely unsuitable as you'd
On Friday 25 March 2011 14:00:20 thorsten.i.r...@jyu.fi wrote:
Quick and easy way out, compressed textures for the clouds as in .dds
textures
:D
(sorry about that, couldn't help myself :P)
I doubt it's a general solution since I get 30% framerate reduction for
dds textures. But
Nice white-out or rather gray-out when entering the rainy bit :) . (Not
recommended with a plane that has no interior :P )
As for texture sizes, I think that those that are 6-9/sheet can be converted
to 6-9 textures of 256x256, for the rest I think it depends on their shape,
and of course
however just try to modify the wind kt within the local weather tile gui,
iget nasal error
After some reflection and a similar problem discussed in the forum, I
think I start to see a potential misunderstanding here.
In an integrated weather system, there's no way to 'just modify the wind'
That's was my conclusion a potential misunderstanding here.
Your system is more a simulator dedicated to meteorologist engineer.
To fly within Flightgear we have a lot of ready made aircraft model , we are
not obliged to make the aircraft.
With your local weather system we must build the
To fly within Flightgear we have a lot of ready made aircraft model , we
are
not obliged to make the aircraft.
With your local weather system we must build the weather.,
No, you certainly don't have to build the weather. Your problem appears to
be in fact the exact opposite - you were trying
Here is a suggestion:
The local weather menu option is first before the other local weather
options. This does open up a dialog box where you do have to create clouds
1-by-1. Looking at this, it appears that the intent of this is more for
debugging. Maybe it would make sense to move this
Sorry what do you mean with
(= tick the option box). ?
however just try to modify the wind kt within the local weather tile gui,
iget nasal error
Cheers
2011/3/21 thorsten.i.r...@jyu.fi
when playing with the Local weather menu, i get the following message
Nasal runtime error: setprop()
Sorry what do you mean with
(= tick the option box). ?
The menu 'local weather tiles' has an option called 'debug output', if
that is ticked, a log is written to the console.
however just try to modify the wind kt within the local weather tile gui,
iget nasal error
I don't.
So in
Hi,
Git version:
when playing with the Local weather menu, i get the following message
Nasal runtime error: setprop() value is not string or number
at /../data/Nasal/weather_tile_management.nas, line
189
called from:
when playing with the Local weather menu, i get the following message
Nasal runtime error: setprop() value is not string or number
at /../data/Nasal/weather_tile_management.nas, line
189
called from:
/../data/Nasal/local_weather.nas,
line
On Thu, 11 Nov 2010 07:58:08 +0100, fiers...@zonnet.nl wrote in message
4cdb9400.1090...@zonnet.nl:
I limited the frame rate to 30, used a smaller window. No difference.
..any change when you play with X Window frame rates and X desktop
size? _They_ are still drawn at your full X Window
On Thu, Nov 11, 2010 at 6:16 PM, Arnt Karlsen a...@c2i.net wrote:
On Thu, 11 Nov 2010 07:58:08 +0100, fiers...@zonnet.nl wrote in message
4cdb9400.1090...@zonnet.nl:
I limited the frame rate to 30, used a smaller window. No difference.
..any change when you play with X Window frame rates
On Thu, 11 Nov 2010 19:26:04 +0100, Tim wrote in message
aanlktikrympzsrjy8ontu7vq8lv-o2tjr+rqqax4o...@mail.gmail.com:
On Thu, Nov 11, 2010 at 6:16 PM, Arnt Karlsen a...@c2i.net wrote:
On Thu, 11 Nov 2010 07:58:08 +0100, fiers...@zonnet.nl wrote in
message 4cdb9400.1090...@zonnet.nl:
Thorsten asked me to switch off xxx-loop-flags in /local-weather/ to
rule out Nasal.
Set to zero:
buffer-loop-flag = '0' (double)
convective-loop-flag = '0' (double)
dynamics-loop-flag = '0' (double)
effect-loop-flag = '0' (double)
housekeeping-loop-flag = '0' (double)
On Wed, 10 Nov 2010 14:00:02 +0100, fiers...@zonnet.nl wrote in message
4cda9752.3020...@zonnet.nl:
Hi All,
I have been in an exchange of messages with Thorsten
(http://www.flightgear.org/forums/viewtopic.php?f=5t=7358p=101746#p101746
Thorsten asked me to switch off xxx-loop-flags in /local-weather/ to
rule out Nasal.
Set to zero:
buffer-loop-flag = '0' (double)
convective-loop-flag = '0' (double)
dynamics-loop-flag = '0' (double)
effect-loop-flag = '0' (double)
housekeeping-loop-flag = '0' (double)
I limited the frame rate to 30, used a smaller window. No difference.
However, I noticed that with fewer clouds the effect disappeared. There
seems to be a relation with cloud density.
Another thing I noticed:
While I am changing the viewing angle, the log window show errors.
First a lot of
Ah. The warnings and errors in the log window are related to local
weather. They do not appear until I use local weather.
Op 11-11-10 07:58, fiers...@zonnet.nl schreef:
Another thing I noticed:
While I am changing the viewing angle, the log window show errors.
First a lot of Warning:
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