Re: [Flightgear-devel] Regional textures merge request

2012-05-23 Thread Renk Thorsten
 Sorry for my impatience, but I think before one start to have tousands of
 custom scenery textures in fgdata we should discuss if such limited  
 custom scenery changes makes sense to be in the (already heavy) fgdata
 repository.

Okay, what would your answer to the following question be:

'We already have 400+ aircraft available, shouldn't we discuss if it makes any 
sense adding more aircraft to the already heavy fgdata repository?'

The answer to the aircraft designers currently is 'Yes, keep adding, there is 
no restriction.'  Why would scenery suddenly be a concern?

I would think different if our problem were really thousands of people trying 
to commit their custom textures, but somehow I don't see that coming. I have 
been trying for years to get folks interested in texturing without any success, 
and if there are even 10 regional texture projects in the next years I will be 
surprised. So my prediction is that what will be added to scenery textures is 
actually less than what we can remove from FGData as obsolete weather textures, 
I don't see data size as a real concern here but the 'thousands of scenery 
textures' as a strawman argument.

Also note that these are *not* custom scenery textures - they are regional 
textures for our default world scenery. This is not trying to by-pass a 
consistent world scenery, this is trying to support it. They're also not 
limited to a particular region - I've found that rice textures work nicely for 
irrigation in Hawaii for instance and European-agricultural patterns fit well 
my photos from the Caribbean. 

 I may rot in custom scenery hell for what I write down here because I
 still have some kind of world scenery in mind ... Something I really
 fear meantime is a git-exploding texture folder in fgdata because of  
 focus  on better textures for small custom scenery projects.

Again, regional textures are not custom scenery, they are a way to make world 
scenery richer.


 Yes, it's just as simple as this more or less useless comparison in this
 first post at the forums. The only thing that needs to be done here is
 improving landcover shapefiles to get more details, later changing some
 textures and materials.xml and providing a custom scenery project,  
 trought
 whatever channel ... but when I look at this, why not being consistent  
 and just go for detailed photo scenery at the end ? Looks wow all the time.
 (But once you will realize with photoscenery you're only flying at noon
 for the rest of your flightgear scenery life ;-)

I beg to disagree. I never ever found any comparison of Flightgear with a real 
photograph useless. I often work for 2-3 hours trying to adjust parameters to 
reproduce a particular cloud scene just to see if it works theoretically and we 
have all relevant knobs in the code, or if there is something missing that 
should be added.

But - why should the Caribbean be a custom scenery project? Is that now the 
stated design goal that people working on scenery should create their custom 
patches?  

As for photo-scenery, I guess your comment is somewhat skeptical? I think it's 
not feasible except for small areas because of sheer data size and license, and 
since I tend to work on solutions working for a larger scope, I didn't look 
into that.

 Here I will add a note to the concept of the transition shader I
 introduced a longer time ago. Stupid, but the idea was to have LESS
 texture files at the end to free resources. It was inspired by the idea  
 of
 having natural structures, giving (transitional) patterns with  
 different
 colour schemes, following water/clima/temperature or whatever parameters.

*shrugs* You're talking to the guy who introduced a dust-cover into the shader 
to make dry desert areas more realistic in the current scheme.

I don't think it's an either - or question, there are some things one can do 
better with a shader effect, and some which one can't. Shader code saves space 
on the harddisk, but takes a lot of framerate runtime - I'm guessing most 
people these days see framerate limits before harddisk limits, so it's easier 
to use a new texture for a complicated pattern than to create it in a shader.

But simple patterns are rather limited - vertex altitude is about the only 
thing which you can use to introduce transition patterns, the rest you'd have 
to do with noise textures and such like. 

 But personally I vote against having a big bunch of rural textures in a
 wow-fgdata for the moment. I would really like that new overall
 shader/texture concepts are tested and discussed well and gives proposals
 and roadmaps to all the scenery projects, eating less resources when
 possible. Otherwise I guess we will end up with a heavy archive of
 temporary custom scenery approaches.

Again, the whole point of regional texturing is to make some regions of the 
world look more realistic without creating a private custom scenery project. I 
also don't understand why this should be seen as temporary? Scenery 

Re: [Flightgear-devel] Regional textures merge request

2012-05-23 Thread Stuart Buchanan
On Wed, May 23, 2012 at 12:45 AM,  Yves wrote:
 The GIS shapefile might be easy, but this will first need some new sg/fg
 and probably terragear code for such meta coverage. And more proposals,
 ideas and some kind of a scenery master plan.

Using a GIS shapefile would simply be a case of some changes to simgear,
materials.xml and a small shapefile checked into fgdata.

I envisage something like the following syntax in the materials.xml file:

shapefileworld.shp/shapefile
regionNorthernEurope/region

Simgear would simply check whether the tile lies within a polygon labeled
with NorthernEurope in world.shp.

Those developing regional texturing would need to use a simple shapefile
editor (say QGIS) to draw a polygon that bounds the region for the material.
In fact, we'd probably just need one shapefile defining the
significant landmasses
(Caribbean, Pacific, Northern Europe, Equatorial Africa).

As Thorsten has already pointed out, this is really orthogonal to custom/world
scenery,  and is really about providing alternative ways to render the scenery
data.

I can understand your concern about increased texture sizes.  Reducing
the size of some of the regional textures is on my TODO list. I've avoided doing
so thus far, as I wanted to fix the tiling at maximum resolution.

-Stuart

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Re: [Flightgear-devel] Regional textures merge request

2012-05-22 Thread Stuart Buchanan
On Tue, May 15, 2012 at 8:52 AM, Renk Thorsten wrote:

 Quick question to Stuart:

 Currently the conditionals for texture selection are done using 
 /position/longitude-deg,... i.e. aircraft position. The actual tile position 
 however is different from that by the visibility and an direction, which 
 makes for some uncertainty.

 So, it'd be more consistent to place a condition on the position of the tile 
 to be loaded rather than the aircraft - is that information exposed somewhere 
 (or would it be difficult to do that)?

Sorry for the delay in replying - I've been away.

As Fred says, it would be possible, with some changes to the
materials.xml format and the tile loader.  However, I think we can do
better.

Martin Spott pointed out to me off-list that one could use a GIS
shapefile to define a region.  This would be much more flexible,
allowing for non-rectangular areas to be defined.  So, if we're going
to change the tile loader, I'd want to go down that route instead.

I doubt it would be too difficult, but as always it's a question of
having enough time to do the coding.  I'm probably going to have much
reduced FG time for the next year or so, so I doubt I'll get around to
it any time soon.

-Stuart

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Re: [Flightgear-devel] Regional textures merge request

2012-05-22 Thread flightgear
 On Tue, May 15, 2012 at 8:52 AM, Renk Thorsten wrote:

 Quick question to Stuart:

 Currently the conditionals for texture selection are done using
 /position/longitude-deg,... i.e. aircraft position. The actual tile
 position however is different from that by the visibility and an
 direction, which makes for some uncertainty.

 So, it'd be more consistent to place a condition on the position of the
 tile to be loaded rather than the aircraft - is that information exposed
 somewhere (or would it be difficult to do that)?

 Sorry for the delay in replying - I've been away.

 As Fred says, it would be possible, with some changes to the
 materials.xml format and the tile loader.  However, I think we can do
 better.

 Martin Spott pointed out to me off-list that one could use a GIS
 shapefile to define a region.  This would be much more flexible,
 allowing for non-rectangular areas to be defined.  So, if we're going
 to change the tile loader, I'd want to go down that route instead.


Hi Stuart

Good point from Martin Spott off-list ;-) but anyway, has there ever been
a proposal how this regions could be defined ? Is there a wiki, a readme
or something ?

I stumbled over an interesting system the last months, because I was
looking for a landcover system with less inconsistency than corine or
other systems ... and found a complete different approach which might be
interesting for getting such materials/texture regions probably ? Not
sure, but this could also lead to a new approach how to use textures at
all with flightgear, but of course this is just a very vague assumption.

LCCS is the only universally applicable classification system in
operational use at present. It enables a comparison of land cover classes
regardless of data source, economic sector or country. The LCCS method
enhances the standardization process and minimizes the problem of dealing
with a very large amount of pre-defined classes.
Taken from here: http://www.glcn.org/sof_1_en.jsp

Cheers, Yves








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Re: [Flightgear-devel] Regional textures merge request

2012-05-22 Thread Martin Spott
Hi Yves,

flightg...@sablonier.ch wrote:

 Good point from Martin Spott off-list ;-) but anyway, has there ever been
 a proposal how this regions could be defined ? Is there a wiki, a readme
 or something ?

Well, in case of doubt, a simple, easily maintained text list would
serve the task of mapping country- or region-codes to the various
texture sets.

Cheers,
Martin.
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Re: [Flightgear-devel] Regional textures merge request

2012-05-22 Thread flightgear
 As Fred says, it would be possible, with some changes to the
 materials.xml format and the tile loader.  However, I think we can do
 better.

 Martin Spott pointed out to me off-list that one could use a GIS
 shapefile to define a region.  This would be much more flexible,
 allowing for non-rectangular areas to be defined.  So, if we're going
 to change the tile loader, I'd want to go down that route instead.

 Well, I don't want to be greedy, I just wanted to know if it's trivial to
 do  - what we have now is quite a bit better than what we had previously -
 it's just not perfect and still has some issues. But if that's how it
 stands, I'll create a merge request for my Hawaii project as it is (i.e.
 including the visibility-range dependent artefact generated by the
 transition from lush green to volcano red in shrub and tundra). I think
 it's still nice to fly Hawaii with the regional scheme.

Hi Thorsten

Sorry for my impatience, but I think before one start to have tousands of
custom scenery textures in fgdata we should discuss if such limited custom
scenery changes makes sense to be in the (already heavy) fgdata
repository.


 What I like about conditioning on position is that it's simple - everyone
 can do it, and it already seems to inspire some to try to use the scheme:

 http://www.flightgear.org/forums/viewtopic.php?f=5t=16418

I may rot in custom scenery hell for what I write down here because I
still have some kind of world scenery in mind ... Something I really
fear meantime is a git-exploding texture folder in fgdata because of focus
on better textures for small custom scenery projects.

Yes, it’s just as simple as this more or less useless comparison in this
first post at the forums. The only thing that needs to be done here is
improving landcover shapefiles to get more details, later changing some
textures and materials.xml and providing a custom scenery project, trought
whatever channel ... but when I look at this, why not being consistent and
just go for detailed photo scenery at the end ? Looks wow all the time.
(But once you will realize with photoscenery you’re only flying at noon
for the rest of your flightgear scenery life ;-)


 I think that wouldn't be so easy with a GIS shapefile (I would not know
 how to start that way for instance). But if we ever move to a more
 faithful solution, e may have all the texture sets for various parts of
 the world already in place :-) - so we're not losing anything.


The GIS shapefile might be easy, but this will first need some new sg/fg
and probably terragear code for such meta coverage. And more proposals,
ideas and some kind of a scenery master plan.

Here I will add a note to the concept of the transition shader I
introduced a longer time ago. Stupid, but the idea was to have LESS
texture files at the end to free resources. It was inspired by the idea of
having natural structures, giving (transitional) patterns with different
colour schemes, following water/clima/temperature or whatever parameters.
(The code for the texture/shader handling with transition shader was
simply based on an idea of Tim Moore and an uncited/unknown contributor
for the old but working crop shader).

Parallel to the transition shader I had the idea for an improved texture
system based completely on transitions, having a texture folder with some
small structures and another with colour schemes, following some newly
introduced meta-vegetation-parameters. Ok, I never finished this task
because I’m not able to introduce the new parameters to sg/fg code.

But personally I vote against having a big bunch of rural textures in a
wow-fgdata for the moment. I would really like that new overall
shader/texture concepts are tested and discussed well and gives proposals
and roadmaps to all the scenery projects, eating less resources when
possible. Otherwise I guess we will end up with a heavy archive of
temporary custom scenery approaches.

Cheers, Yves


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Re: [Flightgear-devel] Regional textures merge request

2012-05-15 Thread Renk Thorsten

Quick question to Stuart:

Currently the conditionals for texture selection are done using 
/position/longitude-deg,... i.e. aircraft position. The actual tile position 
however is different from that by the visibility and an direction, which makes 
for some uncertainty. 

So, it'd be more consistent to place a condition on the position of the tile to 
be loaded rather than the aircraft - is that information exposed somewhere (or 
would it be difficult to do that)?

* Thorsten
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Re: [Flightgear-devel] Regional textures merge request

2012-05-15 Thread Frederic Bouvier
Hi Thorsten,

 Quick question to Stuart:
 
 Currently the conditionals for texture selection are done using
 /position/longitude-deg,... i.e. aircraft position. The actual tile
 position however is different from that by the visibility and an
 direction, which makes for some uncertainty.
 
 So, it'd be more consistent to place a condition on the position of
 the tile to be loaded rather than the aircraft - is that information
 exposed somewhere (or would it be difficult to do that)?

I suspect that special keywords in the format of the material file and 
a change in the tile loader are required to do that.

Regards,
-Fred

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Re: [Flightgear-devel] Regional textures merge request

2012-05-08 Thread Vivian Meazza
Stuart

Snip ...

  It is possible to use the same scheme to change sea color (this is
  asked now and then in the forum), but that would produce sharp
  transitions which don't look very natural - I've cooked up a different
  scheme to smoothly change base (= for clear sky) sea color (which is
  then modified by the environment) which seems to be working just fine.
  All this needs is the following information
 
  # St. Maarten
  s = seaColorPoint.new(18.03, -63.11, 1.0,0.08, 0.40, 0.425);
 
  which is latitude, longitude, weight (in 1000 km), (rgb) - if the weight
is 1,
 the declaration will be valid about 1000 km around the specified radius,
if the
 weight is 0.1, it will be valid about 100 km, and so on. So please
consider
 submitting any sea color information in this form rather than as a
regional
 texture statement.
 
 I see/sea what you mean, having done a grep in Nasal/local_weather and
 found it in sea_colors.nas.  Nice solution.  Might be worth a note in the
next
 newsletter to suggest that people submit sea colors.
 

50 years ago I joined the Royal Navy to see the world, and what did I see? I
saw the sea. So far as I remember, it's mostly dark blue, apart from where
the river outflows make it a muddy colour. Where the sea is deep (more than
approx. 50m) it is pretty much the same everywhere. The Caribbean is not a
light blue/green, apart from shallow water over sandy beaches. Of course
there are phytoplankton blooms, but these are of a transient nature. 

This scheme introduces yet another for loop in Nasal, of undetermined size.
This potentially introduces yet another source of stagger to FG, or it would
if it worked, but as far as I can see it never runs here. Is it meant? Or do
I need to do something to make it work?

Nevertheless, perhaps it has promise in introducing muddy water.

Vivian



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Re: [Flightgear-devel] Regional textures merge request

2012-05-08 Thread Renk Thorsten
 This scheme introduces yet another for loop in Nasal, of undetermined  
 size. This potentially introduces yet another source of stagger to FG, or it  
 would if it worked, but as far as I can see it never runs here. Is it meant? 

Well, anticipating your reaction, yes, at this point it's meant not to run by 
default. It is an experimental feature which you get to see only when running 
Advanced Weather and lightfield shaders - meant as a proof of concept, 
borrowing the load-by-default structure of Advanced Weather. I wouldn't dream 
of sneaking any Nasal loop running by default into FGData, I know very well how 
that would be received. If the idea catches, I will bother to give it a 
separate on-demand control structure.

Having said that, your argument about performance is actually rather far 
fetched.

The loop runs every 5 seconds (!), in each loop iteration it updates the 
distance table for one single interpolation point (i.e. the loop performance 
consumption doesn't really increase even if you have 1000 interpolation points 
in there because I'm not doing 1000 distances per iteration, I'm doing one), so 
I seriously doubt you will ever be able to measure the performance footprint of 
the thing even if you try really hard. So, I don't think there's a good case 
against this apart from general dislike of Nasal solutions.


 Nevertheless, perhaps it has promise in introducing muddy water.

It's an interpolation system. The output depends on the input - how to 
determine reasonable input is quite a different matter. My take on that is 
that, for whatever reason, I never got the impression that the North Sea ever 
looked like the Mediterrainean to me. So there is more to water color than just 
the reflected sky. In any case, having the possibility to change things runtime 
seems perferable to me over not having it. 

The scheme is certainly not completely realistic and also a bit simplistic - 
but it's more realistic than a constant water color everywhere, and it is so at 
the expense of one distance computation every 5 seconds (and sums which don't 
really count because basic arithmetics is dead-cheap to do).

Cheers,

* Thorsten
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Re: [Flightgear-devel] Regional textures merge request

2012-05-08 Thread Vivian Meazza
Thorsten

  This scheme introduces yet another for loop in Nasal, of undetermined
  size. This potentially introduces yet another source of stagger to FG,
  or it would if it worked, but as far as I can see it never runs here. Is
it
 meant?

 Well, anticipating your reaction, yes, at this point it's meant not to run
by
 default. It is an experimental feature which you get to see only when
running
 Advanced Weather and lightfield shaders - meant as a proof of concept,
 borrowing the load-by-default structure of Advanced Weather. I wouldn't
 dream of sneaking any Nasal loop running by default into FGData, I know
 very well how that would be received. If the idea catches, I will bother
to give
 it a separate on-demand control structure.

Hmm I've got something wrong here then - if I understand that right I select
Advanced Weather,  and skydome and the sea colour stuff should run? I get
this:

http://dl.dropbox.com/u/57645542/fgfs-screen-190.png

It doesn't seem to have any interpolation.

 Having said that, your argument about performance is actually rather far
 fetched.
 
 The loop runs every 5 seconds (!), in each loop iteration it updates the
 distance table for one single interpolation point (i.e. the loop
performance
 consumption doesn't really increase even if you have 1000 interpolation
 points in there because I'm not doing 1000 distances per iteration, I'm
doing
 one), so I seriously doubt you will ever be able to measure the
performance
 footprint of the thing even if you try really hard. So, I don't think
there's a
 good case against this apart from general dislike of Nasal solutions.
 

I was thinking of this for loop

for (var i = 0; i  ivector_size; i = i + 1)

I take the view that any for loop is not good, but if  ivector_size is
small, I guess it won't matter.

I put a print statement inside this loop - and so far I've not seen it run.
I also put print statements in the  sea_color_loop, and  one in
init_sea_colors, but they don't run either. I'm definitely missing something
here.

  Nevertheless, perhaps it has promise in introducing muddy water.
 
 It's an interpolation system. The output depends on the input - how to
 determine reasonable input is quite a different matter. My take on that is
 that, for whatever reason, I never got the impression that the North Sea
 ever looked like the Mediterrainean to me. So there is more to water color
 than just the reflected sky. In any case, having the possibility to change
 things runtime seems perferable to me over not having it.

There are good sources for sea colour out there - here is one:

http://oceancolor.gsfc.nasa.gov/FEATURE/IMAGES/A2008129125500.Scotland.png

The Northern North Sea, away from the turbidity and major river outfalls of
the Southern North Sea, is indistinguishable from the Atlantic, the other
side of Scotland. There are many examples in this archive, and if there are
differences in the deep ocean colour in any of the oceans they are darned
hard to spot. Similarly, if there is a difference between the Atlantic and
the Mediterranean, it's very hard to see. 

 The scheme is certainly not completely realistic and also a bit simplistic
- but
 it's more realistic than a constant water color everywhere, and it is so
at the
 expense of one distance computation every 5 seconds (and sums which
 don't really count because basic arithmetics is dead-cheap to do).

Whilst variations in the blue of the deep oceans is arguably not worth the
effort, there are many regions where the deep ocean blue is not appropriate
- the outflows of major rivers, the turbid shallower seas and so forth We
can do muddy. Phytoplankton blooms! To difficult!

Hope I can make this work soon

Vivian








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Re: [Flightgear-devel] Regional textures merge request

2012-05-07 Thread Stuart Buchanan
Hi Thorsten,

 I have a merge request adding an optional  materials.xml definition with 
 regional texturing here:

 https://gitorious.org/fg/fgdata/merge_requests/149

This is now checked in.  Thanks very much for trail-blazing with
these regionalized textures and the re-organized materials format.  Do
let me know if you think there's anything in the infrastructure that
gets in the way, or you feel is inefficient.

 What I haven't done yet is to make use of the effects Adrian originally had 
 included into his materials.xml, or to provide placement masks for the new 
 textures. Also, some of the European textures have tiling problems and are 
 really more suitable for hires custom scenery than for default scenery.

I've checked it in unchanged, but I'm going to spend a little time
- fixing the tiling issue
- removing the American Football field in the town texture, which
isn't really appropriate for Europe!
- adding a placement mask
- reducing the size of the textures  - at the moment I think they are
a bit too large - 9MB in some cases.

 The regional concept really is more powerful if people start contributing 
 special textures from their part of the world. The idea and implementation is 
 pretty easy - all exceptions go before the default declaration. An exception 
 to the exception (say, specific Irish textures with a Europe declaration 
 present) go in front of the less detailed. And so on. Basically, the first 
 valid declaration is taken.

Yes,  I'm hoping that someone with an interest in the Caribbean will
create some new materials for that region.  With the random buildings
feature they should also be able to create realistic towns with the
characteristic orange or green roofing, plus some more appropriate
tree textures.

 It is possible to use the same scheme to change sea color (this is asked now 
 and then in the forum), but that would produce sharp transitions which don't 
 look very natural - I've cooked up a different scheme to smoothly change base 
 (= for clear sky) sea color (which is then modified by the environment) which 
 seems to be working just fine. All this needs is the following information

 # St. Maarten
 s = seaColorPoint.new(18.03, -63.11, 1.0,0.08, 0.40, 0.425);

 which is latitude, longitude, weight (in 1000 km), (rgb) - if the weight is 
 1, the declaration will be valid about 1000 km around the specified radius, 
 if the weight is 0.1, it will be valid about 100 km, and so on. So please 
 consider submitting any sea color information in this form rather than as a 
 regional texture statement.

I see/sea what you mean, having done a grep in Nasal/local_weather and
found it in sea_colors.nas.  Nice solution.  Might be worth a note in
the next newsletter to suggest that people submit sea colors.

-Stuart

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will include endpoint security, mobile security and the latest in malware 
threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/
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