Re: [Flightgear-devel] Low visibility issues

2013-03-03 Thread Gary Carvell
On Sun, Mar 3, 2013 at 2:07 AM, Renk Thorsten thorsten.i.r...@jyu.fi wrote: *Please* don't drop the z/Z key binding. This is one of the most useful and direct controls we have to affect the visual experience. (...) It's fecking difficult to operate a mouse/menu/slider while using a joystick

Re: [Flightgear-devel] Low visibility issues

2013-03-02 Thread Gary Carvell
On Thu, Feb 21, 2013 at 10:54 AM, Stuart Buchanan stuar...@gmail.com wrote: On Thu, Feb 21, 2013 at 12:59 PM, James Turner wrote: Suggestion - if z/Z are pressed with advanced weather enabled, make the popup-message say 'disabled since visibility is being controlled by advanced weather'.

Re: [Flightgear-devel] Low visibility issues

2013-03-02 Thread James Turner
On 2 Mar 2013, at 17:09, Gary Carvell gary.carv...@gmail.com wrote: I have no problem at all with disabling the keys when (say) advanced weather is selected, but for several classes of users and types of use, it really is an important capability and is used often. I don't see anything in

Re: [Flightgear-devel] Low visibility issues

2013-03-02 Thread Vivian Meazza
Gary Carvell wrote: On Thu, Feb 21, 2013 at 10:54 AM, Stuart Buchanan stuar...@gmail.com wrote: On Thu, Feb 21, 2013 at 12:59 PM, James Turner wrote: Suggestion - if z/Z are pressed with advanced weather enabled, make the popup-message say 'disabled since visibility is being controlled by

Re: [Flightgear-devel] Low visibility issues

2013-03-02 Thread Vivian Meazza
James Turner On 2 Mar 2013, at 17:09, Gary Carvell gary.carv...@gmail.com wrote: I have no problem at all with disabling the keys when (say) advanced weather is selected, but for several classes of users and types of use, it really is an important capability and is used often. I

Re: [Flightgear-devel] Low visibility issues

2013-03-02 Thread Renk Thorsten
*Please* don't drop the z/Z key binding. This is one of the most useful and direct controls we have to affect the visual experience. (...) It's fecking difficult to operate a mouse/menu/slider while using a joystick unless you are ambidextrous (which I'm not) Can anyone please explain to

Re: [Flightgear-devel] Low visibility issues

2013-03-01 Thread Torsten Dreyer
Am 28.02.2013 16:38, schrieb Curtis Olson: We've always been able to set the individual weather parameters, either through the built in weather dialog box, or by setting raw property values. Setting raw property values allows nasal script control over the weather (as I'm sure you well know)

Re: [Flightgear-devel] Low visibility issues

2013-03-01 Thread Vivian Meazza
Torsten wrote Am 28.02.2013 16:38, schrieb Curtis Olson: We've always been able to set the individual weather parameters, either through the built in weather dialog box, or by setting raw property values. Setting raw property values allows nasal script control over the weather (as I'm

Re: [Flightgear-devel] Low visibility issues

2013-03-01 Thread Renk Thorsten
So whatever we do, we can't override the ability to get low level granular control of the weather parameters, and not just so that advanced weather can manipulate them exclusively, also so that external tools can manipulate them without advanced weather getting in the way or overriding

Re: [Flightgear-devel] Low visibility issues

2013-03-01 Thread Chris Calef
Say, while you all are on the subject of key bindings, could anyone tell me where these keymappings are defined in flightgear? My friend is having a severe (to him) issue with the program, in that he loves flying in the sim but is running I believe three monitors. He is able to get the view

Re: [Flightgear-devel] Low visibility issues

2013-03-01 Thread Curtis Olson
On Thu, Feb 28, 2013 at 4:47 PM, Chris Calef wrote: Say, while you all are on the subject of key bindings, could anyone tell me where these keymappings are defined in flightgear? My friend is having a severe (to him) issue with the program, in that he loves flying in the sim but is running I

Re: [Flightgear-devel] Low visibility issues

2013-02-28 Thread Renk Thorsten
You asked for ideas for a more descriptive text - I've gone one better and added descriptive texts to the gui. My design aim was to provide the average user with some indication of which option he should choose and in which circumstance. It's only a shallow redesign. It would be nice, I

Re: [Flightgear-devel] Low visibility issues

2013-02-28 Thread Curtis Olson
Hi Thorsten, Using z/Z to adjust visibility is something from the earliest days of the simulator project, before METAR weather, probably before clouds, and the sky dome. I don't personally mind if the z/Z key bindings go away. What I do care about though is that FlightGear continues to be

Re: [Flightgear-devel] Low visibility issues

2013-02-27 Thread Vivian Meazza
Thorsten Renk wrote ... snip The design idea behind the current GUI was that the user should no longer be presented with two different weather options to choose from, but just see a single GUI which controls weather. If that is still the idea, it works remarkably well. If you have an idea

Re: [Flightgear-devel] Low visibility issues

2013-02-24 Thread Vivian Meazza
Emilian wrote On Saturday, February 23, 2013 07:08:41 Renk Thorsten wrote: A lot of stuff, mostly deflecting the discussion to other irelevant points * Thorsten While I should know better than to answer to this, as it will again get deflected to other areas, let's imagine ourselves

Re: [Flightgear-devel] Low visibility issues

2013-02-24 Thread Stefan Seifert
On Sunday 24 February 2013 18:46:08 Vivian Meazza wrote: I'm probably a day late and a dollar short here - but try as I will so far I've failed to find a visibility slider under environment-weather. It's probably staring me in the face - but could someone point it out to me? In the Weather

Re: [Flightgear-devel] Low visibility issues

2013-02-24 Thread Vivian Meazza
Stefan Seifert wrote On Sunday 24 February 2013 18:46:08 Vivian Meazza wrote: I'm probably a day late and a dollar short here - but try as I will so far I've failed to find a visibility slider under environment-weather. It's probably staring me in the face - but could someone point it

Re: [Flightgear-devel] Low visibility issues

2013-02-24 Thread Renk Thorsten
2. Slider in Advanced Weather - Advanced Settings - sets a max value . The displayed vis in the min value of this and the value derived by Advanced Weather. (Is this true? I'm only inferring this). True. 3. Checkbox named realistic visibility in Advanced Weather - Advanced Settings. What

Re: [Flightgear-devel] Low visibility issues

2013-02-23 Thread Emilian Huminiuc
On Saturday, February 23, 2013 07:08:41 Renk Thorsten wrote: A lot of stuff, mostly deflecting the discussion to other irelevant points * Thorsten While I should know better than to answer to this, as it will again get deflected to other areas, let's imagine ourselves a simple scenario:

Re: [Flightgear-devel] Low visibility issues

2013-02-23 Thread Stefan Seifert
On Saturday 23 February 2013 12:21:02 Emilian Huminiuc wrote: So in the default scheme we load 9 tiles at startup, then we keep loading tiles in the direction we're traveling, and those initial tiles remain resident in the tile cache for a while (in case you decide to double back). So there's

Re: [Flightgear-devel] Low visibility issues

2013-02-23 Thread Emilian Huminiuc
On Saturday, February 23, 2013 11:51:55 Stefan Seifert wrote: The solution is not to give crude tools like limiting visibility to the user. The solution is to fix FG to be consious about how much memory is available and make the best use of it. Yes, many games simply limit visibility if

Re: [Flightgear-devel] Low visibility issues

2013-02-23 Thread Stefan Seifert
On Saturday 23 February 2013 13:20:49 Emilian Huminiuc wrote: Guess what happens when memory is limited and visibility is set to 120km? You see the end of the world, because no more tiles can be loaded to reach that distance. Guess what you need to adjust then, independent of what the real

Re: [Flightgear-devel] Low visibility issues

2013-02-23 Thread Emilian Huminiuc
On Saturday, February 23, 2013 13:09:29 Stefan Seifert wrote: Why do you want the user to have to repeatedly press a key after starting the sim instead of setting the maximum visibility once and for all in the advanced weather dialog? In other words: why should the user press a key _n_ times

Re: [Flightgear-devel] Low visibility issues

2013-02-23 Thread Renk Thorsten
Emilian, just up-front to keep this discussion focused on what it actually is about: Do you, or do you not agree that 20 (or 16) km terrain loaded regardless of the visibility is a sane value? Somehow, you still haven't really answered the question, you're just expressing unspecified

Re: [Flightgear-devel] Low visibility issues

2013-02-23 Thread Renk Thorsten
Let's please be honest here. I'll repeat it once more, I don't have a personal problem with you, I have a problem with your methods, and AFAIK I'm not the only one, but (un)fortunately, the other ones chose to stay silent... If you refer to my methods of coding, I don't think we've had

Re: [Flightgear-devel] Low visibility issues

2013-02-22 Thread James Turner
On 22 Feb 2013, at 07:06, Mathias Fröhlich mathias.froehl...@gmx.net wrote: Well, that's on the way. Please do not steer any lod ranges except may be the lod bias by any property. That's again cross connecting code areas that do not need to be connected and that then suffer from updates

Re: [Flightgear-devel] Low visibility issues

2013-02-22 Thread Saikrishna Arcot
Just to chime in, wouldn't rendering the base tile be easier for the GPU, and then static objects, and then dynamic objects? Saikrishna Arcot On Fri 22 Feb 2013 03:06:37 AM CST, James Turner wrote: On 22 Feb 2013, at 07:06, Mathias Fröhlich mathias.froehl...@gmx.net wrote: Well, that's on

Re: [Flightgear-devel] Low visibility issues

2013-02-22 Thread Emilian Huminiuc
On Thursday, February 21, 2013 12:33:17 Renk Thorsten wrote: I was talking about the 16km value (sorry for not being more clear about that) and see below for the huge value. Let me get this straight. You state that the 16 km are a pretty sane value. The proposal being discussed is to load

Re: [Flightgear-devel] Low visibility issues

2013-02-22 Thread Renk Thorsten
Have you ever read the getstart.pdf? apparently not. I've read it once, a long while ago. But I don't feel bound by what it says, in my view the logic is that we implement what's reasonable, then change the documentation accordingly, not that we first have a documentation as god-given and

Re: [Flightgear-devel] Low visibility issues

2013-02-21 Thread Vivian Meazza
Thorsten wrote: -Original Message- From: Renk Thorsten [mailto:thorsten.i.r...@jyu.fi] Sent: 21 February 2013 06:54 To: FlightGear developers discussions Subject: Re: [Flightgear-devel] Low visibility issues Vivian: There seem to be significant issues with the loading

Re: [Flightgear-devel] Low visibility issues

2013-02-21 Thread Renk Thorsten
I was not referring to a frame rate issue, but FG running out of memory. http://www.flightgear.org/forums/viewtopic.php?f=5t=18913p=177392#p177392 It is rare to see that happening using the current scenery, but here if I select random buildings and objects with a high value for trees, I can

Re: [Flightgear-devel] Low visibility issues

2013-02-21 Thread Emilian Huminiuc
On Wednesday, February 20, 2013 08:44:24 Renk Thorsten wrote: . 1) Black skies: This may either be skydome unloading which I can't reproduce (but we should have a property preventing that, I don't know if it's set only by Advanced Weather, if not then this is a Basic Weather problem, not

Re: [Flightgear-devel] Low visibility issues

2013-02-21 Thread Emilian Huminiuc
On Thursday, February 21, 2013 10:31:18 Renk Thorsten wrote: I was not referring to a frame rate issue, but FG running out of memory. http://www.flightgear.org/forums/viewtopic.php?f=5t=18913p=177392#p17739 2 It is rare to see that happening using the current scenery, but here if I

Re: [Flightgear-devel] Low visibility issues

2013-02-21 Thread Renk Thorsten
Why should those users be forced to give up on those goodies just because one part of the rendering scheme doesn't want to play by the rules? Even more so when there's no indication that happens... The default max visibility value is a pretty sane default, and simply increasing that to

Re: [Flightgear-devel] Low visibility issues

2013-02-21 Thread Emilian Huminiuc
On Thursday, February 21, 2013 11:13:21 Renk Thorsten wrote: Why should those users be forced to give up on those goodies just because one part of the rendering scheme doesn't want to play by the rules? Even more so when there's no indication that happens... The default max

Re: [Flightgear-devel] Low visibility issues

2013-02-21 Thread Emilian Huminiuc
I was talking about the 16km value (sorry for not being more clear about that) Sorry this should have read: I was talking about the 16km value (sorry for not being more clear about that) and see below for the huge value.

Re: [Flightgear-devel] Low visibility issues

2013-02-21 Thread Renk Thorsten
I was talking about the 16km value (sorry for not being more clear about that) and see below for the huge value. Let me get this straight. You state that the 16 km are a pretty sane value. The proposal being discussed is to load terrain to 20 km no matter what the visibility is. Vivian has

Re: [Flightgear-devel] Low visibility issues

2013-02-21 Thread James Turner
On 21 Feb 2013, at 11:33, Emilian Huminiuc emili...@gmail.com wrote: 4) z/Z is disabled because weather comes with a model for the vertical change of visibility as you go to different altitudes. You are allowed to affect that model (that's what sliders are for), but you are not supposed to

Re: [Flightgear-devel] Low visibility issues

2013-02-21 Thread Vivian Meazza
Thorsten -Original Message- From: Renk Thorsten [mailto:thorsten.i.r...@jyu.fi] Sent: 21 February 2013 10:31 To: FlightGear developers discussions Subject: Re: [Flightgear-devel] Low visibility issues I was not referring to a frame rate issue, but FG running out of memory

Re: [Flightgear-devel] Low visibility issues

2013-02-21 Thread Stuart Buchanan
On Thu, Feb 21, 2013 at 12:59 PM, James Turner wrote: Suggestion - if z/Z are pressed with advanced weather enabled, make the popup-message say 'disabled since visibility is being controlled by advanced weather'. Another option would be to move the visibility control to a dialog, with a

Re: [Flightgear-devel] Low visibility issues

2013-02-21 Thread James Turner
On 21 Feb 2013, at 15:54, Stuart Buchanan stuar...@gmail.com wrote: On Thu, Feb 21, 2013 at 12:59 PM, James Turner wrote: Suggestion - if z/Z are pressed with advanced weather enabled, make the popup-message say 'disabled since visibility is being controlled by advanced weather'.

Re: [Flightgear-devel] Low visibility issues

2013-02-21 Thread Renk Thorsten
Another option would be to move the visibility control to a dialog, with a slider / spin box, and explicitly disable it when advanced weather is selection. Then we could lose the keybinding completely, which is something I want to move towards for options that are infrequently used,

Re: [Flightgear-devel] Low visibility issues

2013-02-21 Thread James Turner
On 21 Feb 2013, at 16:32, Renk Thorsten thorsten.i.r...@jyu.fi wrote: I think not... I was about to bring this up as well. We have a mixture of real visibilities and auxiliary LOD parameters * we have visibility-m and ground-visibility-m which are actually used for rendering, i.e. they

Re: [Flightgear-devel] Low visibility issues

2013-02-21 Thread Lorenzo Calabrese
On 02/21/2013 04:26 PM, James Turner wrote: On 21 Feb 2013, at 15:54, Stuart Buchanan stuar...@gmail.com wrote: On Thu, Feb 21, 2013 at 12:59 PM, James Turner wrote: Suggestion - if z/Z are pressed with advanced weather enabled, make the popup-message say 'disabled since visibility is being

Re: [Flightgear-devel] Low visibility issues

2013-02-21 Thread Mathias Fröhlich
Hi, On Thursday, February 21, 2013 16:43:51 James Turner wrote: This is moving in the right direction for sure. I'd like to go a little further, and make the LOD setting a simple checkbox labelled 'reduce detail adaptively'. Then make the LOD ranges (for trees, clouds, AI models, whatever)

[Flightgear-devel] Low visibility issues

2013-02-20 Thread Renk Thorsten
Vivian wrote a while ago: I've only tested Atmospheric Light Scattering for about 10 mins - and so far I've discovered that the Cat III scenario looks decidedly odd with a clear circle around my aircraft on the ground and black skies. I've taken a few hours to look into low visibility

Re: [Flightgear-devel] Low visibility issues

2013-02-20 Thread James Turner
On 20 Feb 2013, at 08:44, Renk Thorsten thorsten.i.r...@jyu.fi wrote: 2) Clear circle around the plane: A while ago, I presented the problem that fog computations are done for the cockpit as well since they run over the same model shader as anything else, so we waste a lot of GPU time on

Re: [Flightgear-devel] Low visibility issues

2013-02-20 Thread James Turner
On 20 Feb 2013, at 09:14, James Turner zakal...@mac.com wrote: I would push for b) because it would also enable some other good things in the future; much easier to auto-hide internal features in exterior views, more potential to do a an early pass with internal geometry to fill Z, etc.

Re: [Flightgear-devel] Low visibility issues

2013-02-20 Thread Vivian Meazza
Thorsten wrote -Original Message- From: Renk Thorsten [mailto:thorsten.i.r...@jyu.fi] Sent: 20 February 2013 08:44 To: FlightGear developers discussions Subject: [Flightgear-devel] Low visibility issues Vivian wrote a while ago: I've only tested Atmospheric Light Scattering

Re: [Flightgear-devel] Low visibility issues

2013-02-20 Thread Renk Thorsten
Vivian: There seem to be significant issues with the loading of terrain. If we load too much, the frame rate drops, if we load too little it looks poor, and AG radar doesn't work. Actually. We don't load enough for AG radar to work realistically in any case. We probably need something