Re: [Flightgear-devel] Tree issues

2013-05-20 Thread Vivian Meazza
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

Re: [Flightgear-devel] Tree issues

2013-05-19 Thread Stuart Buchanan
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

Re: [Flightgear-devel] Tree issues

2013-05-16 Thread Vivian Meazza
: 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 >

Re: [Flightgear-devel] Tree issues

2013-05-16 Thread Stuart Buchanan
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

Re: [Flightgear-devel] Tree issues

2013-05-16 Thread Renk Thorsten
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

Re: [Flightgear-devel] Tree issues

2013-05-16 Thread Stuart Buchanan
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

Re: [Flightgear-devel] Tree issues

2013-05-16 Thread Vivian Meazza
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

Re: [Flightgear-devel] Tree issues

2013-05-14 Thread Stuart Buchanan
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

Re: [Flightgear-devel] Tree issues

2013-05-11 Thread Vivian Meazza
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 &

Re: [Flightgear-devel] Tree issues

2013-05-10 Thread Vivian Meazza
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 > >

Re: [Flightgear-devel] Tree issues

2013-05-10 Thread Stuart Buchanan
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

Re: [Flightgear-devel] Tree issues

2013-05-03 Thread Vivian Meazza
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

Re: [Flightgear-devel] Tree issues

2013-05-03 Thread Alan Teeder
> > 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 ...

Re: [Flightgear-devel] Tree issues

2013-05-03 Thread Vivian Meazza
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"

Re: [Flightgear-devel] Tree issues

2013-05-03 Thread Alan Teeder
-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

Re: [Flightgear-devel] Tree issues

2013-05-03 Thread Vivian Meazza
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"

Re: [Flightgear-devel] Tree issues

2013-05-02 Thread Vivian Meazza
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 &

Re: [Flightgear-devel] Tree issues

2013-05-01 Thread Vivian Meazza
: 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"

Re: [Flightgear-devel] Tree issues

2013-05-01 Thread Stuart Buchanan
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

Re: [Flightgear-devel] Tree issues

2013-04-29 Thread Renk Thorsten
> 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

Re: [Flightgear-devel] Tree issues

2013-04-26 Thread Vivian Meazza
> &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

Re: [Flightgear-devel] Tree issues

2013-04-26 Thread Stuart Buchanan
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

Re: [Flightgear-devel] Tree issues

2013-04-25 Thread Renk Thorsten
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

Re: [Flightgear-devel] Tree issues

2013-04-25 Thread Curtis Olson
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

Re: [Flightgear-devel] Tree issues

2013-04-25 Thread Vivian Meazza
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

Re: [Flightgear-devel] Tree issues

2013-04-25 Thread Stuart Buchanan
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

Re: [Flightgear-devel] Tree issues

2013-04-25 Thread Curtis Olson
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

Re: [Flightgear-devel] Tree issues

2013-04-25 Thread Stuart Buchanan
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

Re: [Flightgear-devel] Tree issues

2013-04-24 Thread Stuart Buchanan
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

Re: [Flightgear-devel] Tree issues

2013-04-23 Thread Renk Thorsten
> 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

Re: [Flightgear-devel] Tree issues

2013-04-23 Thread Stuart Buchanan
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

[Flightgear-devel] Tree issues

2013-04-22 Thread Renk Thorsten
> 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