Stuart
> Sent: 19 May 2013 21:42
> To: FlightGear developers discussions
> Subject: Re: [Flightgear-devel] Tree issues
>
> On Thu, May 16, 2013 at 11:02 PM, Vivian Meazza wrote:
> >> I'm going to have one more attempt to fix the black hat in a square
> > textur
On Thu, May 16, 2013 at 11:02 PM, Vivian Meazza wrote:
>> I'm going to have one more attempt to fix the black hat in a square
> texture
>> before looking into reducing the number of variations.
>
> Yup, works nicely here, there's definitely an improvement. I've also
> modified the predicates for te
: Stuart
> Sent: 16 May 2013 22:46
> To: FlightGear developers discussions
> Subject: Re: [Flightgear-devel] Tree issues
>
> On Thu, May 16, 2013 at 10:28 AM, Renk Thorsten wrote:
> >> I'm slightly surprised that Thorsten's new system doesn't support
>
On Thu, May 16, 2013 at 10:28 AM, Renk Thorsten wrote:
>> I'm slightly surprised that Thorsten's
>> new system doesn't
>> support this, as evidenced from his screenshots.
>
> glxinfo claims that it does - I get several instances of GL_ARB_multisample
> or GLX_ARB_multisample shown in the resulting
Hi Stuart,
sorry for the silence from my side, I haven't been able to start FG up for the
last week or so, I am a bit swamped in work and family issues at the moment...
> I'm slightly surprised that Thorsten's
> new system doesn't
> support this, as evidenced from his screenshots.
glxinfo clai
On Thu, May 16, 2013 at 8:58 AM, Vivian Meazza wrote:
> I'm rather surprised that you can't see the black outline around the trees.
> It's around all of them, but is more or less visible according to the range
> and angle of incidence. It is also the cause of the "spike" arising from the
> centre o
Stuart
> Sent: 14 May 2013 09:34
> To: FlightGear developers discussions
> Subject: Re: [Flightgear-devel] Tree issues
>
> Hi Vivian,
>
> On Sat, May 11, 2013 at 9:57 AM, Vivian Meazza wrote:
> > That works - the hat artefact is gone. If I look very carefully I can
Hi Vivian,
On Sat, May 11, 2013 at 9:57 AM, Vivian Meazza wrote:
> That works - the hat artefact is gone. If I look very carefully I can see a
> vertical artefact emanating from the centre top of some trees.
>
> I hadn't realised that the high res texture was going to be quite so big.
> Texture s
Stuart
> -Original Message-
> From: Vivian Meazza [mailto:vivian.mea...@lineone.net]
> Sent: 10 May 2013 22:50
> To: 'FlightGear developers discussions'
> Subject: Re: [Flightgear-devel] Tree issues
>
> Stuart
>
> > Sent: 10 May 2013 20:10
&
Stuart
> Sent: 10 May 2013 20:10
> To: FlightGear developers discussions
> Subject: Re: [Flightgear-devel] Tree issues
>
> On Thu, May 2, 2013 at 8:48 AM, Vivian Meazza wrote:
> > I can still see that "hat" on middle distance trees. The effect might
> >
On Thu, May 2, 2013 at 8:48 AM, Vivian Meazza wrote:
> I can still see that "hat" on middle distance trees. The effect might be
> less though - hard to judge. It is certainly no worse.
>
> I think it would be worth trying to spread the images out on the texture so
> that you avoid "bleed". I'm pret
Alan
> Sent: 03 May 2013 22:38
> To: FlightGear developers discussions
> Subject: Re: [Flightgear-devel] Tree issues
>
>
> >
> > They look like stork nests to me. ;-) Now all is that is needed are
> > some storks and their chicks.
> >
>
> I suppo
>
> They look like stork nests to me. ;-) Now all is that is needed are some
> storks and their chicks.
>
I suppose you will want regional variations to match the stork populations?
Ever noticed the bloody great gulls we have winging around the scenery?
Well - I suppose it would be doable ...
Alan
> Sent: 03 May 2013 20:50
> To: FlightGear developers discussions
> Subject: Re: [Flightgear-devel] Tree issues
>
> -Original Message-
> From: Vivian Meazza
>
>
> I part-solved the screenshot issue. Here's a pic of the "hats"
-Original Message-
From: Vivian Meazza
I part-solved the screenshot issue. Here's a pic of the "hats" on the middle
distance trees:
https://dl.dropboxusercontent.com/u/57645542/fgfs-screen-015.png
You have to be really eagle-eyed to spot them, if you change the viewing
angle or zoom i
Stuart,
> Sent: 01 May 2013 22:09
> To: FlightGear developers discussions
> Subject: Re: [Flightgear-devel] Tree issues
>
> On Thu, Apr 25, 2013 at 11:50 PM, Vivian Meazza wrote:
> > I'm using a very recent pull of fgdata with no local mods. The "hat
effect"
Stuart
> -Original Message-
> From: Vivian Meazza [mailto:vivian.mea...@lineone.net]
> Sent: 01 May 2013 23:39
> To: 'FlightGear developers discussions'
> Subject: Re: [Flightgear-devel] Tree issues
>
> : Stuart
>
> > Sent: 01 May 2013 22:09
&
: Stuart
> Sent: 01 May 2013 22:09
> To: FlightGear developers discussions
> Subject: Re: [Flightgear-devel] Tree issues
>
> On Thu, Apr 25, 2013 at 11:50 PM, Vivian Meazza wrote:
> > I'm using a very recent pull of fgdata with no local mods. The "hat
effect"
On Thu, Apr 25, 2013 at 11:50 PM, Vivian Meazza wrote:
> I'm using a very recent pull of fgdata with no local mods. The "hat effect"
> shows up from low angles in all material modes - regional/global/dds. It's
> most apparent at EGMH, but can also be seen at KSFO. At higher angles or if
> I zoom in
> However, one reason I didn't spend more time on it was that it didn't
> seem particularly useful from a sim perspective. If found that to see
> the effect at reason (<30kt) winds you either need to be sitting on
> the ground or at quite low altitude when your attention is elsewhere.
I think yo
> &t=19265&start=15#p179241
It might be opportune to rationalise our tree texture structures to take
that into account.
Vivian
From: Curtis Olson [mailto:curtol...@flightgear.org]
Sent: 26 April 2013 01:27
To: FlightGear developers discussions
Subject: Re: [Flightg
On Fri, Apr 26, 2013 at 7:28 AM, Renk Thorsten wrote:
> this tree movement code is wonderful - how could you possibly not implement
> this?
Glad you like it.
It got stuck under a bunch of other stuff and forgotten about more
than anything else.
However, one reason I didn't spend more time on it
Hi Stuart,
this tree movement code is wonderful - how could you possibly not implement
this?
I've been looking out of the window, timing the movement of trees in our
forest, and I think the time constant should rather be 1.7-2.0 and the
amplitude about 2.5 times as large - all of which make
Vivian,
Your description makes sense in conjunction with a mipmapping issue.
Think about how mipmapping works. The default mipmap generation algorithm
creates the 1/2 size image by averaging each 2x2 block of pixels in the
higher level down to 1 pixel in the next level. Then repeat, generating
Stuart
> On Tue, Apr 23, 2013 at 7:22 AM, Renk Thorsten wrote:
> >> Definitely looks like it. Could you provide some further details on
> >> this please:
> >> a) Where are you seeing this ?
> >> b) which materials file (dds ? regions? )
> >> c) Have you deleted the Textures.high file to use lowe
Hi Curt,
On Thu, Apr 25, 2013 at 9:42 PM, Curtis Olson wrote:
> When I've seen the bits of pixels on the very edges of the transparent tree
> areas it has sure looked like a texture wrapping issue to me. This is a
> flag you can turn on/off at least at the low level of opengl and I'm sure
> OSG
When I've seen the bits of pixels on the very edges of the transparent tree
areas it has sure looked like a texture wrapping issue to me. This is a
flag you can turn on/off at least at the low level of opengl and I'm sure
OSG would expose this.
Basically the bits at the very top of the tree proba
On Tue, Apr 23, 2013 at 7:22 AM, Renk Thorsten wrote:
>> Definitely looks like it. Could you provide some further details on
>> this please:
>> a) Where are you seeing this ?
>> b) which materials file (dds ? regions? )
>> c) Have you deleted the Textures.high file to use lower resolution
>> text
On Tue, Apr 23, 2013 at 12:38 PM, Renk Thorsten wrote:
> Oh, do you still have that somewhere? I would love to play with this
> implemented in an optional high-quality tree shader - I could probably also
> add some grass movement by translating the grain texture or the hires noise
> with time i
> Actually, I had this working very nicely a couple of months ago - using
> a sine function on time multiplied by wind factor to shift the top
> texture coordinates so the top of the trees move. I even had a nice
> larger scale effect to produce the sort of wave affect you see across
> the
On 23 Apr 2013, at 07:22, Renk Thorsten wrote:
>> Stuart, is it possible to pass somehow the info what trees are deciduous?
>> I've done some testing, and I can selectively pick 'green' hue in the shader
>> and color-rotate these pixels to autumn colors, but this is not sensitive
>> enough to k
> Definitely looks like it. Could you provide some further details on
> this please:
> a) Where are you seeing this ?
> b) which materials file (dds ? regions? )
> c) Have you deleted the Textures.high file to use lower resolution
> textures? The
> trees in the screenshot look even more blocky t
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