Re: [Flightgear-devel] Lights was: Shadows

2005-06-22 Thread Roman Grigoriev
Sorry Erik
I don't want offend anyone here
But If I know that shaders will be used sometimes in fgfs I will work on
them but there are a lot of work to do and if anyone colud help me we can
work on it. So I propose this http://fgfs.narod.ru/glsl.tar.gz as framework
for using shaders in fgfs. What do you think about it?
We can discuss it. if we will work on this shader framework we can make
things better.
Thanx in advance
Bye

- Original Message -
From: Erik Hofman [EMAIL PROTECTED]
To: FlightGear developers discussions flightgear-devel@flightgear.org
Sent: Tuesday, June 21, 2005 5:48 PM
Subject: Re: [Flightgear-devel] Lights was: Shadows


 Roman Grigoriev wrote:

  But fgfs community refuse to use it :(

 You could have made it easier if you had adopted FlightGear's rules for
 platform independent OpenGL extension support, kept the code style close
 to what is used in FlightGear, didn't add a new class at a place where
 it doesn't belong and prevented buffer overflows yourself.

 It requires just too much time to clean up the code before it would
 become useful.

 Erik

 ___
 Flightgear-devel mailing list
 Flightgear-devel@flightgear.org
 http://mail.flightgear.org/mailman/listinfo/flightgear-devel
 2f585eeea02e2c79d7b1d8c4963bae2d



___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Lights was: Shadows

2005-06-22 Thread Ampere K. Hardraade
On June 21, 2005 03:34 am, Roman Grigoriev wrote:
 to Harald JOHNSEN:
 spot lights in fgfs I had 3 years ago. they worked on vertex program and
 registercombiners but everyone afraid of vertex programs and multitexturing
 You can see some screens here http://fgfs.narod.ru
In my opinion, if the code exists already, then it shouldn't be wasted.

Just a couple of questions:

What is the performance hit as a percentage of the highest framerate?

What is the minimal graphic card requirment?

Would you mind explaining how your code works?

I understand that you have a framework for this.  Would you mind explaining to 
me what this framework is and how it works?

How flexible is this particular code?  For example, can the inside of the 
hangar be lit?

Can the light be cast on to other objects beside the ground?



Thanks in advance,
Ampere

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Lights was: Shadows

2005-06-22 Thread Erik Hofman

Roman Grigoriev wrote:

Sorry Erik
I don't want offend anyone here
But If I know that shaders will be used sometimes in fgfs I will work on
them but there are a lot of work to do and if anyone colud help me we can
work on it. So I propose this http://fgfs.narod.ru/glsl.tar.gz as framework
for using shaders in fgfs. What do you think about it?
We can discuss it. if we will work on this shader framework we can make
things better.


I would like to add support for them, just in the proper way. That's why 
it is still in my TODO box. It's just the time ...


Here are a few things to consider:

1. Move the Shader class over to a new file (probably shader.cxx and
   shader.hxx) in SimGear/simgear/screen

2. Use the SimGear extension header files (you will probably need to
   extend them (see FlightGear/docs-mini/README.extensions)

Erik


___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Lights was: Shadows

2005-06-22 Thread Roman Grigoriev

- Original Message -
From: Erik Hofman [EMAIL PROTECTED]
To: FlightGear developers discussions flightgear-devel@flightgear.org
Sent: Wednesday, June 22, 2005 11:56 AM
Subject: Re: [Flightgear-devel] Lights was: Shadows


 Roman Grigoriev wrote:
  Sorry Erik
  I don't want offend anyone here
  But If I know that shaders will be used sometimes in fgfs I will work on
  them but there are a lot of work to do and if anyone colud help me we
can
  work on it. So I propose this http://fgfs.narod.ru/glsl.tar.gz as
framework
  for using shaders in fgfs. What do you think about it?
  We can discuss it. if we will work on this shader framework we can make
  things better.

 I would like to add support for them, just in the proper way. That's why
 it is still in my TODO box. It's just the time ...

 Here are a few things to consider:

 1. Move the Shader class over to a new file (probably shader.cxx and
 shader.hxx) in SimGear/simgear/screen

 2. Use the SimGear extension header files (you will probably need to
 extend them (see FlightGear/docs-mini/README.extensions)

 Erik

I think that you are right Erik!
But I propose a technique and you Erik - fgfs maitainer, so you can decide
where to put this classes
I think this shader method have advantages that shaders are in text files
that can be changed by users without compiling all simgear and flightgear
sources. This framework add you functionality to optimize shaders to you
current architecture (NV/ATI or other machines) so we have higher
framerates. because you can specify shaders that can be loaded to NV only or
ATI only and during fgfs startup we can detect archtecture and load proper
shader. for example using NV shaders on NV hardware can get 20% boost to
framerate.
and detection of hardware is so easy you can only querry about
NV_fragment_program extension - so you have NV hardware overwise -ATI or
other videocard.
But I don't know about SGI - does this architecture support shaders at all?
So I think that if you add new classes to simgear people can start using
them and mekes things better.
Roman



 ___
 Flightgear-devel mailing list
 Flightgear-devel@flightgear.org
 http://mail.flightgear.org/mailman/listinfo/flightgear-devel
 2f585eeea02e2c79d7b1d8c4963bae2d



___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Lights was: Shadows

2005-06-22 Thread Erik Hofman

Roman Grigoriev wrote:


But I don't know about SGI - does this architecture support shaders at all?
So I think that if you add new classes to simgear people can start using
them and mekes things better.


SGI, ehm, well yes, sort of.
They invented the shaders, but only have a software (CPU) 
implementation available ...


Erik

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Lights was: Shadows

2005-06-22 Thread Roman Grigoriev
Ok Ampere
I try to explain so forgive me to my bad english
Lets start from simple For example about runway lights
http://fgfs.narod.ru/glsl.tar.gz
I think that its' not good to use sphere mapping for runway lights points to
calculate visibility and have using triangles instead points. - so you have
huge framerate drops on NV.
but points are quads in close view so you have to use point smooth extesion
have give us framerate drop.
So I decided to use NV_point_sprite extension
http://oss.sgi.com/projects/ogl-sample/registry/NV/point_sprite.txt that
supported from geforce4 or hier
now we have ARB_point_sprite that supports on ATI too ( but I have NV
GFX5950 so I develop on this hardware)
to have they smoohed and have glares on them like on this screen -
http://fgfs.narod.ru/fgfs-006.jpg
I take tga grayscale image with glare and put them into runway light point.
using points instead of polygons - great benefit because you only need 1
vertex insted of 3. but we can calculate visibility to directed runway
lights. w/o shaders you have to use sphere mapping but now we can use
shaders and get benefit from if. in scenery file (.stg) you have for runway
lights vertex positions, normals and color so normal of runway light - is
wnat we need to use because   it a visibility vector and we have view vector
only we need to dot3 them and we have visibility from 0 to 1 that 0- not
visible and 1 full visibility. also in vertex shader we calculate point
size - to have them faded on distances. visibility of lightpoint is placed
to alpha channel and goes to blender stage ( fragment shader) here we have
to add fog formulas and render them.
Its a short story how to render lightpoints :)
I advice you to see to sources  http://fgfs.narod.ru/glsl.tar.gz more deeply
to understand
I run it on GFX5950 linux 6629 (I don't try it on windows but it should
work) - If you have ATI you simply shange NV_point_sprite to
ARB_point_sprite but on nvidia hardware this can be slowdown 5-10%.
If you need more explanation I can give them but I suggest you to read about
shaders in Internet and visited some sites www.delphi3d.net
www.humus.ca http://developer.nvidia.com to see some examples.
Thanx in advance
Roman

- Original Message -
From: Ampere K. Hardraade [EMAIL PROTECTED]
To: FlightGear developers discussions flightgear-devel@flightgear.org
Sent: Wednesday, June 22, 2005 11:14 AM
Subject: Re: [Flightgear-devel] Lights was: Shadows


 On June 21, 2005 03:34 am, Roman Grigoriev wrote:
  to Harald JOHNSEN:
  spot lights in fgfs I had 3 years ago. they worked on vertex program and
  registercombiners but everyone afraid of vertex programs and
multitexturing
  You can see some screens here http://fgfs.narod.ru
 In my opinion, if the code exists already, then it shouldn't be wasted.

 Just a couple of questions:

 What is the performance hit as a percentage of the highest framerate?

 What is the minimal graphic card requirment?

 Would you mind explaining how your code works?

 I understand that you have a framework for this.  Would you mind
explaining to
 me what this framework is and how it works?

 How flexible is this particular code?  For example, can the inside of the
 hangar be lit?

 Can the light be cast on to other objects beside the ground?



 Thanks in advance,
 Ampere

 ___
 Flightgear-devel mailing list
 Flightgear-devel@flightgear.org
 http://mail.flightgear.org/mailman/listinfo/flightgear-devel
 2f585eeea02e2c79d7b1d8c4963bae2d



___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Lights was: Shadows

2005-06-22 Thread Roman Grigoriev

- Original Message -
From: Erik Hofman [EMAIL PROTECTED]
To: FlightGear developers discussions flightgear-devel@flightgear.org
Sent: Wednesday, June 22, 2005 12:35 PM
Subject: Re: [Flightgear-devel] Lights was: Shadows


 Roman Grigoriev wrote:

  But I don't know about SGI - does this architecture support shaders at
all?
  So I think that if you add new classes to simgear people can start using
  them and mekes things better.

 SGI, ehm, well yes, sort of.
 They invented the shaders, but only have a software (CPU)
 implementation available ...

SO sorry to hear it but it's a reality in wich we live.
Roman


 Erik

 ___
 Flightgear-devel mailing list
 Flightgear-devel@flightgear.org
 http://mail.flightgear.org/mailman/listinfo/flightgear-devel
 2f585eeea02e2c79d7b1d8c4963bae2d



___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Lights was: Shadows

2005-06-22 Thread Martin Spott
Roman Grigoriev wrote:

 [...] because you can specify shaders that can be loaded to NV only or
 ATI only and during fgfs startup we can detect archtecture and load proper
 shader. for example using NV shaders on NV hardware can get 20% boost to
 framerate.
 and detection of hardware is so easy you can only querry about
 NV_fragment_program extension - so you have NV hardware overwise -ATI or
 other videocard.

Are you really willing to write special support for every piece of
hardware that's out there ? I slightly suspect that this will probably
not happen !?

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Lights was: Shadows

2005-06-22 Thread Roman Grigoriev

- Original Message -
From: Martin Spott [EMAIL PROTECTED]
Newsgroups: list.flightgear-devel
To: flightgear-devel@flightgear.org
Sent: Wednesday, June 22, 2005 12:58 PM
Subject: Re: [Flightgear-devel] Lights was: Shadows


 Roman Grigoriev wrote:

  [...] because you can specify shaders that can be loaded to NV only or
  ATI only and during fgfs startup we can detect archtecture and load
proper
  shader. for example using NV shaders on NV hardware can get 20% boost to
  framerate.
  and detection of hardware is so easy you can only querry about
  NV_fragment_program extension - so you have NV hardware overwise -ATI or
  other videocard.

 Are you really willing to write special support for every piece of
 hardware that's out there ? I slightly suspect that this will probably
 not happen !?

We can simply use ARB extension - that support on ATI and NV but if you want
get some boost knowing some aspects of architecture sometimes up to 30% you
can simple use vendor specific extentions. That's it that I want to say. And
we can begin to use ARB extentions and after that we can add vendor specific
extensions.
Roman


 Martin.
 --
  Unix _IS_ user friendly - it's just selective about who its friends are !
 --

 ___
 Flightgear-devel mailing list
 Flightgear-devel@flightgear.org
 http://mail.flightgear.org/mailman/listinfo/flightgear-devel
 2f585eeea02e2c79d7b1d8c4963bae2d



___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Lights was: Shadows

2005-06-22 Thread Martin Spott
Roman Grigoriev wrote:

 We can simply use ARB extension - that support on ATI and NV but if you want
 get some boost knowing some aspects of architecture sometimes up to 30% you
 can simple use vendor specific extentions.

I simply fear exactly such proceeding this will manouvre FG into (a)
vendor specific corner(s) and offend numerous users,

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


RE: [Flightgear-devel] Lights was: Shadows

2005-06-22 Thread Vivian Meazza
Martin Spott

 Roman Grigoriev wrote:
 
  We can simply use ARB extension - that support on ATI and NV but if you
 want
  get some boost knowing some aspects of architecture sometimes up to 30%
 you
  can simple use vendor specific extentions.
 
 I simply fear exactly such proceeding this will manouvre FG into (a)
 vendor specific corner(s) and offend numerous users,
 

Not if Roman makes the hardware-specific extensions user-selectable, and as
I understand it, that is his proposal.

I think Roman should press on with this at full speed. It's been hanging
around for years. I would love to have some code to test. It all looks very
attractive.

Regards,

Vivian



___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Lights was: Shadows

2005-06-22 Thread Harald JOHNSEN

Roman Grigoriev wrote:

 


I would like to add support for them, just in the proper way. That's why
it is still in my TODO box. It's just the time ...

Here are a few things to consider:

1. Move the Shader class over to a new file (probably shader.cxx and
   shader.hxx) in SimGear/simgear/screen

2. Use the SimGear extension header files (you will probably need to
   extend them (see FlightGear/docs-mini/README.extensions)

Erik
   



I think that you are right Erik!
But I propose a technique and you Erik - fgfs maitainer, so you can decide
where to put this classes
 

I second what Erik said, extract your code from render.cxx and put them 
in separates files.
Then it will be easier to use your code for new effects, no need for me 
to reinvente the wheel :-)

since you allready have exprerience with shaders.


I think this shader method have advantages that shaders are in text files
that can be changed by users without compiling all simgear and flightgear
sources. 


Good thing.


This framework add you functionality to optimize shaders to you
current architecture (NV/ATI or other machines) so we have higher
framerates. because you can specify shaders that can be loaded to NV only or
ATI only and during fgfs startup we can detect archtecture and load proper
shader. for example using NV shaders on NV hardware can get 20% boost to
framerate.
and detection of hardware is so easy you can only querry about
NV_fragment_program extension - so you have NV hardware overwise -ATI or
other videocard.
 

Ok, but we must at least have a generic hardware independant shader (arb 
or glsl).



But I don't know about SGI - does this architecture support shaders at all?
So I think that if you add new classes to simgear people can start using
them and mekes things better.
Roman

 

And of course shaders don't replace existing code (they can replace 
existing effect), they are allways optional.
I'll have a deeper look at your code in a few days, I need to finish the 
shadow code atm.


Harald.


___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Lights was: Shadows

2005-06-21 Thread Roman Grigoriev
to Harald JOHNSEN:
spot lights in fgfs I had 3 years ago. they worked on vertex program and
registercombiners but everyone afraid of vertex programs and multitexturing
You can see some screens here http://fgfs.narod.ru
But I work on it and now I have runway lights, landing lights, relief
mapping , DXT compression and another cool stuff that work on fragment and
vertex program
But fgfs community refuse to use it :(
to sad to hear it :((
but I have framework to use shaders from VP1.0 to GLSL in fgfs
but you have some influence in fgfs community so I think you can do what I
haven't done yet - have flightgear looks better by using some modern stuff.
we can discuss about shaders with you
feel free to mail me
Thanx in advance
Bye
- Original Message -
From: Ampere K. Hardraade [EMAIL PROTECTED]
To: FlightGear developers discussions flightgear-devel@flightgear.org
Sent: Tuesday, June 21, 2005 9:38 AM
Subject: Re: [Flightgear-devel] Lights was: Shadows


 On June 20, 2005 12:53 pm, Harald JOHNSEN wrote:
  You are a genius, forget my previous reply.
  We can't lighten pixels from the framebuffer because of the low
  precision (8 bits) but we can of course darken them.
  Algo (works better at full night) :
  1) render the scene and all non emissive geometry with a 'day' ambient
term
  2) render all lights (or emissive geometry) and update the stencil
  buffer ( stencil := 1)
  3) render a quad on screen to darken everything where stencil == 0
 
  with 1  3 the scenery goes dark/black as usual
  with 2 the scenery in light stay illuminated
  Its quasi free, simple, support a million (fake) spot light ;)
 
  Harald.

 Nice!  We will finally be able to see at night in FlightGear. =)

 On June 20, 2005 04:15 pm, Josh Babcock wrote:
  I think the shadows are cool, but I think that being able to have
  spotlights is just awesome. Perhaps we should start thinking about how
  this will be implemented from the modeler's perspective.
  ...
  A really cool bit of eye candy would be to make a visible cone of light
  that would change intensity based on how much moisture is in the air.
  That can even produce blinding reflection in a heavy fog, which IMO
  would be very cool to see. It would be great to see two beams stabbing
  out in front of a landing jetliner!
 To increase flexibility, I think it would be a good idea to allow the
modeller
 to specify the light volume.  This way, the spot light can take the shape
of
 a star if the modeller desires.  So, to light the interior of a hangar,
all
 there would need is a box that is as big as the hangar itself.  For normal
 spot light, the modeller can specify a cone as the light volume.  For a
 linear light source, the modeller can use a triangular prism to outline
the
 space being lit.

 The modeller-specified object can also be served to control the parameters
of
 the spot light.  Obviously, the width of the beam would be proportional
the
 the thickness of the object.  In addition to using XML to control the
 brightness of the light source, the size of the object itself can be used
to
 calculate the brightness factor.  The color of the object would be a
 contributing factor to the color of the light source.

 The modeller-specified object should not be hidden by default, however.
The
 modeller would have to make the object hidden manually by setting the
 object's opacity to zero.  An object that is not totally transparent will
be
 self illuminating.  This way, places such as hangar interiors can be
served
 as prop and acted as the light volume simultaneously.

  I guess it would still be up to the modeler to provide Melchior style
  billboards so that the actual light would be visible. I'm not sure how
  one would deal with the directionality of the light though. One can
  also add lights for the nav lights. Imagine being able to look out the
  cockpit window and see your anti-collision lights reflecting off the
ramp!
 Yes.  The same idea occured to me while I was coming home on the bus. =)

 Ampere

 ___
 Flightgear-devel mailing list
 Flightgear-devel@flightgear.org
 http://mail.flightgear.org/mailman/listinfo/flightgear-devel
 2f585eeea02e2c79d7b1d8c4963bae2d



___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Lights was: Shadows

2005-06-21 Thread Gerard Robin
Le mardi 21 juin 2005 à 11:34 +0400, Roman Grigoriev a écrit :
 to Harald JOHNSEN:
 spot lights in fgfs I had 3 years ago. they worked on vertex program and
 registercombiners but everyone afraid of vertex programs and multitexturing
 You can see some screens here http://fgfs.narod.ru
 But I work on it and now I have runway lights, landing lights, relief
 mapping , DXT compression and another cool stuff that work on fragment and
 vertex program
 But fgfs community refuse to use it :(
 to sad to hear it :((
 but I have framework to use shaders from VP1.0 to GLSL in fgfs
 but you have some influence in fgfs community so I think you can do what I
 haven't done yet - have flightgear looks better by using some modern stuff.
 we can discuss about shaders with you
 feel free to mail me
 Thanx in advance
 Bye

That is beautiful which put away any others games (flight) simulators
(don't push me to give a name)
Here is a good example of parallel development.
An energy which must be used.


___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


RE: [Flightgear-devel] Lights was: Shadows

2005-06-21 Thread Giles Robertson
 But I work on it and now I have runway lights, landing lights, relief
 mapping , DXT compression and another cool stuff that work on fragment
and
 vertex program

Where can one download the code?

Giles Robertson

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Lights was: Shadows

2005-06-21 Thread Gerard Robin
Le mardi 21 juin 2005 à 11:34 +0400, Roman Grigoriev a écrit :
 to Harald JOHNSEN:
 spot lights in fgfs I had 3 years ago. they worked on vertex program and
 registercombiners but everyone afraid of vertex programs and multitexturing
 You can see some screens here http://fgfs.narod.ru
 But I work on it and now I have runway lights, landing lights, relief
 mapping , DXT compression and another cool stuff that work on fragment and
 vertex program
 But fgfs community refuse to use it :(
 to sad to hear it :((
 but I have framework to use shaders from VP1.0 to GLSL in fgfs
 but you have some influence in fgfs community so I think you can do what I
 haven't done yet - have flightgear looks better by using some modern stuff.
 we can discuss about shaders with you
 feel free to mail me
 Thanx in advance
 Bye


Hello Roman, have you any patch which could be applied on fg-9.8
I guess, it could be a great pleasure to test it.

thank

 
-- 
Gerard


___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Lights was: Shadows

2005-06-21 Thread Roman Grigoriev

- Original Message -
From: Gerard Robin [EMAIL PROTECTED]
To: FlightGear developers discussions flightgear-devel@flightgear.org
Sent: Tuesday, June 21, 2005 3:43 PM
Subject: Re: [Flightgear-devel] Lights was: Shadows


 Le mardi 21 juin 2005 à 11:34 +0400, Roman Grigoriev a écrit :
  to Harald JOHNSEN:
  spot lights in fgfs I had 3 years ago. they worked on vertex program and
  registercombiners but everyone afraid of vertex programs and
multitexturing
  You can see some screens here http://fgfs.narod.ru
  But I work on it and now I have runway lights, landing lights, relief
  mapping , DXT compression and another cool stuff that work on fragment
and
  vertex program
  But fgfs community refuse to use it :(
  to sad to hear it :((
  but I have framework to use shaders from VP1.0 to GLSL in fgfs
  but you have some influence in fgfs community so I think you can do what
I
  haven't done yet - have flightgear looks better by using some modern
stuff.
  we can discuss about shaders with you
  feel free to mail me
  Thanx in advance
  Bye


 Hello Roman, have you any patch which could be applied on fg-9.8
 I guess, it could be a great pleasure to test it.

If you intrested in I can prepare it
give me some time to test it with flightgear CVS



 thank

 
 --
 Gerard


 ___
 Flightgear-devel mailing list
 Flightgear-devel@flightgear.org
 http://mail.flightgear.org/mailman/listinfo/flightgear-devel
 2f585eeea02e2c79d7b1d8c4963bae2d



___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Lights was: Shadows

2005-06-21 Thread Gerard Robin
Le mardi 21 juin 2005 à 16:02 +0400, Roman Grigoriev a écrit :
 - Original Message -
 From: Gerard Robin [EMAIL PROTECTED]
 To: FlightGear developers discussions flightgear-devel@flightgear.org
 Sent: Tuesday, June 21, 2005 3:43 PM
 Subject: Re: [Flightgear-devel] Lights was: Shadows
 
 
  Le mardi 21 juin 2005 à 11:34 +0400, Roman Grigoriev a écrit :
   to Harald JOHNSEN:
   spot lights in fgfs I had 3 years ago. they worked on vertex program and
   registercombiners but everyone afraid of vertex programs and
 multitexturing
   You can see some screens here http://fgfs.narod.ru
   But I work on it and now I have runway lights, landing lights, relief
   mapping , DXT compression and another cool stuff that work on fragment
 and
   vertex program
   But fgfs community refuse to use it :(
   to sad to hear it :((
   but I have framework to use shaders from VP1.0 to GLSL in fgfs
   but you have some influence in fgfs community so I think you can do what
 I
   haven't done yet - have flightgear looks better by using some modern
 stuff.
   we can discuss about shaders with you
   feel free to mail me
   Thanx in advance
   Bye
 
 
  Hello Roman, have you any patch which could be applied on fg-9.8
  I guess, it could be a great pleasure to test it.
 
 If you intrested in I can prepare it
 give me some time to test it with flightgear CVS
 
 
  Yes, thanks, i hope, i will not be alone to test it,
The community should be interested in.
The advantage, it is existing and working.
 
-- 
Gerard


___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Lights was: Shadows

2005-06-21 Thread Roman Grigoriev
here I upload shader framework that supports shaders from VP1.0 to GLSL and
have runway lights calculated in vertex shader and uses point sprites
http://fgfs.narod.ru/glsl.tar.gz
Tested on Nvidia Geforce5950 and linux 6629 drivers
must compiled with -DGL_GLEXT_PROTOTYPES key in C++ section of makefile
Now I start integrate FBO extension in Harald clouds code to make
render-to-texture more efficiently

- Original Message -
From: Gerard Robin [EMAIL PROTECTED]
To: FlightGear developers discussions flightgear-devel@flightgear.org
Sent: Tuesday, June 21, 2005 3:43 PM
Subject: Re: [Flightgear-devel] Lights was: Shadows


 Le mardi 21 juin 2005 à 11:34 +0400, Roman Grigoriev a écrit :
  to Harald JOHNSEN:
  spot lights in fgfs I had 3 years ago. they worked on vertex program and
  registercombiners but everyone afraid of vertex programs and
multitexturing
  You can see some screens here http://fgfs.narod.ru
  But I work on it and now I have runway lights, landing lights, relief
  mapping , DXT compression and another cool stuff that work on fragment
and
  vertex program
  But fgfs community refuse to use it :(
  to sad to hear it :((
  but I have framework to use shaders from VP1.0 to GLSL in fgfs
  but you have some influence in fgfs community so I think you can do what
I
  haven't done yet - have flightgear looks better by using some modern
stuff.
  we can discuss about shaders with you
  feel free to mail me
  Thanx in advance
  Bye


 Hello Roman, have you any patch which could be applied on fg-9.8
 I guess, it could be a great pleasure to test it.

 thank

 
 --
 Gerard


 ___
 Flightgear-devel mailing list
 Flightgear-devel@flightgear.org
 http://mail.flightgear.org/mailman/listinfo/flightgear-devel
 2f585eeea02e2c79d7b1d8c4963bae2d



___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Lights was: Shadows

2005-06-21 Thread Gerard Robin
Le mardi 21 juin 2005 à 16:26 +0400, Roman Grigoriev a écrit :
 I found some earlier version of renderer.cxx
 I sent it w/o testing with fgfs CVS
 if It doesn't work please reply me
 but you can see my source
 
 OK, i will try to include it in fg 9.8 first,
i need only  some delay, and i will give you the answer.

thanks

 
  
-- 
Gerard


___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Lights was: Shadows

2005-06-21 Thread Erik Hofman

Roman Grigoriev wrote:


But fgfs community refuse to use it :(


You could have made it easier if you had adopted FlightGear's rules for 
platform independent OpenGL extension support, kept the code style close 
to what is used in FlightGear, didn't add a new class at a place where 
it doesn't belong and prevented buffer overflows yourself.


It requires just too much time to clean up the code before it would 
become useful.


Erik

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Lights was: Shadows

2005-06-20 Thread Josh Babcock
Harald JOHNSEN wrote:


 Its quasi free, simple, support a million (fake) spot light ;)


I think the shadows are cool, but I think that being able to have
spotlights is just awesome. Perhaps we should start thinking about how
this will be implemented from the modeler's perspective. I can see the
following being pretty useful in the model.xml file:

PropertyList
 light n=0 archive=y
  pos-x-m0/pos-x-m
  pos-y-m0/pos-y-m
  pos-z-m0/pos-z-m
  azimuth0/azimuth
  elevation0/elevation
  power-cp100/power-cp
  width-deg30/width-deg
  falloff-deg5/falloff-deg
 /light
/PropertyList

By executing commands against power-cp, azimuth and elevation you would
be able to turn the light on and off and steer it, and width could be
used to simulate spotlights focusing in and out. falloff-deg would
represent the width of the band around the cone of light where the light
transitions from full power to none. Whenever someone can implement
colored lights, hue and saturation could be added (power-cp already
takes the place of value in the HSV scheme).

I guess it would still be up to the modeler to provide Melchior style
billboards so that the actual light would be visible. I'm not sure how
one would deal with the directionality of the light though. One could
also add lights for the nav lights. Imagine being able to look out the
cockpit window and see your anti-collision lights reflecting off the ramp!

A really cool bit of eye candy would be to make a visible cone of light
that would change intensity based on how much moisture is in the air.
That could even produce blinding reflection in a heavy fog, which IMO
would be very cool to see. It would be great to see two beams stabbing
out in front of a landing jetliner!

Josh

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Lights was: Shadows

2005-06-20 Thread Ampere K. Hardraade
On June 20, 2005 12:53 pm, Harald JOHNSEN wrote:
 You are a genius, forget my previous reply.
 We can't lighten pixels from the framebuffer because of the low
 precision (8 bits) but we can of course darken them.
 Algo (works better at full night) :
 1) render the scene and all non emissive geometry with a 'day' ambient term
 2) render all lights (or emissive geometry) and update the stencil
 buffer ( stencil := 1)
 3) render a quad on screen to darken everything where stencil == 0

 with 1  3 the scenery goes dark/black as usual
 with 2 the scenery in light stay illuminated
 Its quasi free, simple, support a million (fake) spot light ;)

 Harald.

Nice!  We will finally be able to see at night in FlightGear. =)

On June 20, 2005 04:15 pm, Josh Babcock wrote:
 I think the shadows are cool, but I think that being able to have
 spotlights is just awesome. Perhaps we should start thinking about how
 this will be implemented from the modeler's perspective.
 ...
 A really cool bit of eye candy would be to make a visible cone of light
 that would change intensity based on how much moisture is in the air.
 That can even produce blinding reflection in a heavy fog, which IMO
 would be very cool to see. It would be great to see two beams stabbing
 out in front of a landing jetliner!
To increase flexibility, I think it would be a good idea to allow the modeller 
to specify the light volume.  This way, the spot light can take the shape of 
a star if the modeller desires.  So, to light the interior of a hangar, all 
there would need is a box that is as big as the hangar itself.  For normal 
spot light, the modeller can specify a cone as the light volume.  For a 
linear light source, the modeller can use a triangular prism to outline the 
space being lit.

The modeller-specified object can also be served to control the parameters of 
the spot light.  Obviously, the width of the beam would be proportional the 
the thickness of the object.  In addition to using XML to control the 
brightness of the light source, the size of the object itself can be used to 
calculate the brightness factor.  The color of the object would be a 
contributing factor to the color of the light source.

The modeller-specified object should not be hidden by default, however.  The 
modeller would have to make the object hidden manually by setting the 
object's opacity to zero.  An object that is not totally transparent will be 
self illuminating.  This way, places such as hangar interiors can be served 
as prop and acted as the light volume simultaneously.

 I guess it would still be up to the modeler to provide Melchior style
 billboards so that the actual light would be visible. I'm not sure how
 one would deal with the directionality of the light though. One can
 also add lights for the nav lights. Imagine being able to look out the
 cockpit window and see your anti-collision lights reflecting off the ramp!
Yes.  The same idea occured to me while I was coming home on the bus. =)

Ampere

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d