Re: [Flightgear-devel] new 3d clouds - strange movement

2005-05-08 Thread Gerard ROBIN
Hello, 

working with CVS MAY-08   --2 o clock--


FIRST
 When using -enable-real-weather-fetch, i get a non permanent presence
of the clouds.
once every disappear , once only one disappear, once every coming back. 
This, randomly  during a very short period  of  time 3 ,4 second.
Sometime its quiet.

Flying during 10 min, over the se,a altitude 500.


Looking at the content of the data coming from metar:
elevation 907 
coverage few  
thickness 65


If i run again without real-weather everything is good. 
The clouds are nice and very fluid.

SECOND
The option --disable-clouds3  has no effect. We still continu loading on
3D clouds.


Grard




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Re: [Flightgear-devel] new 3d clouds - strange movement

2005-05-08 Thread Erik Hofman
Gerard ROBIN wrote:
Hello, 

working with CVS MAY-08   --2 o clock--
FIRST
 When using -enable-real-weather-fetch, i get a non permanent presence
of the clouds.
once every disappear , once only one disappear, once every coming back. 
This, randomly  during a very short period  of  time 3 ,4 second.
Sometime its quiet.

Flying during 10 min, over the se,a altitude 500.
Looking at the content of the data coming from metar:
elevation 907 
coverage few  
thickness 65
When the coverage is few or broken the cloud layer disappears when 
inside the layer. This behavior is rather new but is useful for training 
purposes. It should not be necessary to do it this way when the 3d 
clouds are good enough to replace the 2d cloud layers.

If i run again without real-weather everything is good. 
The clouds are nice and very fluid.

SECOND
The option --disable-clouds3  has no effect. We still continu loading on
3D clouds.
That's because we now have two(!) pieces of code for generating 3d 
clouds, this option is only for the old cloud code. You should be able 
to disable them by adding the following:

--prop:/sim/rendering/clouds3d-enable=false
Erik
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Re: [Flightgear-devel] new 3d clouds - strange movement

2005-05-08 Thread Harald JOHNSEN
Erik Hofman wrote:
Gerard ROBIN wrote:
Hello,
working with CVS MAY-08   --2 o clock--
FIRST
 When using -enable-real-weather-fetch, i get a non permanent presence
of the clouds.
once every disappear , once only one disappear, once every coming 
back. This, randomly  during a very short period  of  time 3 ,4 second.
Sometime its quiet.

Flying during 10 min, over the se,a altitude 500.
Looking at the content of the data coming from metar:
elevation 907 coverage few  thickness 65

When the coverage is few or broken the cloud layer disappears when 
inside the layer. This behavior is rather new but is useful for 
training purposes. It should not be necessary to do it this way when 
the 3d clouds are good enough to replace the 2d cloud layers.

Yes, even with 3d clouds there was still the 2D code running for this 
effect. Also your version still have an hard coded 3d cloud layer (and 
the base of the two layers is not coherent).
I will commit in a day or two a version that handle the metar and the 
cloud dialog a bit better.

If i run again without real-weather everything is good. The clouds 
are nice and very fluid.

SECOND
The option --disable-clouds3  has no effect. We still continu loading on
3D clouds.

That's because we now have two(!) pieces of code for generating 3d 
clouds, this option is only for the old cloud code. You should be able 
to disable them by adding the following:

--prop:/sim/rendering/clouds3d-enable=false
Erik
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They won't be enabled by default in my next release because I am now 
generating different type of layers and - ahem - it's far from perfect ;)

Harald.
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Re: [Flightgear-devel] new 3d clouds - strange movement

2005-05-08 Thread Lee Elliott
On Saturday 07 May 2005 15:14, Harald JOHNSEN wrote:
 Lee Elliott wrote:
 On Saturday 07 May 2005 10:04, Harald JOHNSEN wrote:
 Lee Elliott wrote:
 On Friday 06 May 2005 17:29, Ampere K. Hardraade wrote:
 On May 6, 2005 10:06 am, Karsten Krispin wrote:
 If you bank your plane the clouds will move in the
  opposite direction as you turn
 to - They move  to the right or to the left depending
 whether you turn left or right. (And I'am not talking
  about the movements through the wind ;)). It is strange
  to discribe this - The easiest way would be you try it
  your self :) - You'll immediatly recognize what I mean.
  - Just do some hard and fast turns. Also it looks like
  if they get zoomed in or zoomed out...
 
 You are right there is a strange movement. It's perhaps the
 rotation axes of the clouds that are a bit off.
 
 I know what you mean.  It seems you can never go inside
  the cloud.
 
 Perhaps visibility should be decreased to a few meters
  when one is inside the clouds?
 
 
 
 Ampere
 
 I think that you have that effect if you fly to the border
  of a cloud. The quads are rotated to face the camera and
  when the quads are very near on the left or the right the
  rotation is too big and the quad go out of sight. This will
  be corrected.
 
 Hmm... I've flown inside them pretty convincingly but I'm
 seeing a darkened region within the clouds, even when I'm
 outside them, between the horizon and what I presume to be
 the bottom of the sky-sphere.
 
 I can post some screen shots of inside the clouds or of the
 horizon problem if anyone wants.
 
 LeeE
 
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 Can you post screen shots of the darkened clouds problem ?
 
 Harald.
 
 Hello Harald,
 
 there's a screen-grab (425k) at
 
 http://www.overthetop.freeserve.co.uk/fgfs-screen-009.jpg
 
 I've got the weather visibility set to 3m at this
  altitude.
 
 LeeE
 
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 I'm affraid I can't reproduce the problem, but I have allready
 changed a few things in the rendering order of clouds to
 correct the problem of scenario objects visible in front of
 clouds, I changed the transparency of clouds too, they now
 appear totaly transparent at the horizon.

 3 screen shots, visibility set to 3,  clouds visibility
 set at 3 different ranges :
 http://sites.estvideo.net/tipunch/flightgear/images/fgfs-scree
n-025.jpg
 http://sites.estvideo.net/tipunch/flightgear/images/fgfs-scree
n-026.jpg
 http://sites.estvideo.net/tipunch/flightgear/images/fgfs-scree
n-027.jpg

 another screen shot from another view :
 http://sites.estvideo.net/tipunch/flightgear/images/fgfs-scree
n-029.jpg

 Harald.

I think you may be a bit too far away in the first three shots 
but I'd expect to have seen the problem in the last one, on the 
left hand side.

The region that's getting darkened on my system is definitely 
outlined by the horizon, along the bottom, but I'm not sure what 
matches with the top.  There just seems to be a 'gap' between 
the top of the horizon and the bottom of the sky.

Incidentally, I was wrong about the visibility setting I have for 
that altitude - it is actually 2m.

This could just be a problem with the video card driver  sigh...

LeeE

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Re: [Flightgear-devel] new 3d clouds - strange movement

2005-05-07 Thread Harald JOHNSEN
Lee Elliott wrote:
On Friday 06 May 2005 17:29, Ampere K. Hardraade wrote:
 

On May 6, 2005 10:06 am, Karsten Krispin wrote:
   

If you bank your plane the clouds will move in the opposite
direction as you turn
to - They move  to the right or to the left depending
whether you turn left or right. (And I'am not talking about
the movements through the wind ;)). It is strange to
discribe this - The easiest way would be you try it your
self :) - You'll immediatly recognize what I mean. - Just do
some hard and fast turns. Also it looks like if they get
zoomed in or zoomed out...
 

You are right there is a strange movement. It's perhaps the rotation 
axes of the clouds that are a bit off.

I know what you mean.  It seems you can never go inside the
cloud.
Perhaps visibility should be decreased to a few meters when
one is inside the clouds?

Ampere
   

I think that you have that effect if you fly to the border of a cloud. 
The quads are rotated to face the camera and when the quads are very 
near on the left or the right the rotation is too big and the quad go 
out of sight. This will be corrected.

Hmm... I've flown inside them pretty convincingly but I'm seeing 
a darkened region within the clouds, even when I'm outside them, 
between the horizon and what I presume to be the bottom of the 
sky-sphere.

I can post some screen shots of inside the clouds or of the 
horizon problem if anyone wants.

LeeE
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Can you post screen shots of the darkened clouds problem ?
Harald.
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Re: [Flightgear-devel] new 3d clouds - strange movement

2005-05-07 Thread Lee Elliott
On Saturday 07 May 2005 10:04, Harald JOHNSEN wrote:
 Lee Elliott wrote:
 On Friday 06 May 2005 17:29, Ampere K. Hardraade wrote:
 On May 6, 2005 10:06 am, Karsten Krispin wrote:
 If you bank your plane the clouds will move in the opposite
 direction as you turn
 to - They move  to the right or to the left depending
 whether you turn left or right. (And I'am not talking about
 the movements through the wind ;)). It is strange to
 discribe this - The easiest way would be you try it your
 self :) - You'll immediatly recognize what I mean. - Just
  do some hard and fast turns. Also it looks like if they
  get zoomed in or zoomed out...

 You are right there is a strange movement. It's perhaps the
 rotation axes of the clouds that are a bit off.

 I know what you mean.  It seems you can never go inside the
 cloud.
 
 Perhaps visibility should be decreased to a few meters when
 one is inside the clouds?
 
 
 
 Ampere

 I think that you have that effect if you fly to the border of
 a cloud. The quads are rotated to face the camera and when the
 quads are very near on the left or the right the rotation is
 too big and the quad go out of sight. This will be corrected.

 Hmm... I've flown inside them pretty convincingly but I'm
  seeing a darkened region within the clouds, even when I'm
  outside them, between the horizon and what I presume to be
  the bottom of the sky-sphere.
 
 I can post some screen shots of inside the clouds or of the
 horizon problem if anyone wants.
 
 LeeE
 
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 Can you post screen shots of the darkened clouds problem ?

 Harald.

Hello Harald,

there's a screen-grab (425k) at

http://www.overthetop.freeserve.co.uk/fgfs-screen-009.jpg

I've got the weather visibility set to 3m at this altitude.

LeeE

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Re: [Flightgear-devel] new 3d clouds - strange movement

2005-05-07 Thread Harald JOHNSEN
Lee Elliott wrote:
On Saturday 07 May 2005 10:04, Harald JOHNSEN wrote:
 

Lee Elliott wrote:
   

On Friday 06 May 2005 17:29, Ampere K. Hardraade wrote:
 

On May 6, 2005 10:06 am, Karsten Krispin wrote:
   

If you bank your plane the clouds will move in the opposite
direction as you turn
to - They move  to the right or to the left depending
whether you turn left or right. (And I'am not talking about
the movements through the wind ;)). It is strange to
discribe this - The easiest way would be you try it your
self :) - You'll immediatly recognize what I mean. - Just
do some hard and fast turns. Also it looks like if they
get zoomed in or zoomed out...
 

You are right there is a strange movement. It's perhaps the
rotation axes of the clouds that are a bit off.
   

I know what you mean.  It seems you can never go inside the
cloud.
Perhaps visibility should be decreased to a few meters when
one is inside the clouds?

Ampere
   

I think that you have that effect if you fly to the border of
a cloud. The quads are rotated to face the camera and when the
quads are very near on the left or the right the rotation is
too big and the quad go out of sight. This will be corrected.
   

Hmm... I've flown inside them pretty convincingly but I'm
seeing a darkened region within the clouds, even when I'm
outside them, between the horizon and what I presume to be
the bottom of the sky-sphere.
I can post some screen shots of inside the clouds or of the
horizon problem if anyone wants.
LeeE
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Can you post screen shots of the darkened clouds problem ?
Harald.
   

Hello Harald,
there's a screen-grab (425k) at
http://www.overthetop.freeserve.co.uk/fgfs-screen-009.jpg
I've got the weather visibility set to 3m at this altitude.
LeeE
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I'm affraid I can't reproduce the problem, but I have allready changed a 
few things in the rendering order of clouds to correct the problem of 
scenario objects visible in front of clouds, I changed the transparency 
of clouds too, they now appear totaly transparent at the horizon.

3 screen shots, visibility set to 3,  clouds visibility set at 3 
different ranges :
http://sites.estvideo.net/tipunch/flightgear/images/fgfs-screen-025.jpg
http://sites.estvideo.net/tipunch/flightgear/images/fgfs-screen-026.jpg
http://sites.estvideo.net/tipunch/flightgear/images/fgfs-screen-027.jpg

another screen shot from another view :
http://sites.estvideo.net/tipunch/flightgear/images/fgfs-screen-029.jpg
Harald.
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Re: [Flightgear-devel] new 3d clouds - strange movement

2005-05-07 Thread Karsten Krispin
Am Samstag 07 Mai 2005 11:04 schrieb Harald JOHNSEN:
 You are right there is a strange movement. It's perhaps the rotation
 axes of the clouds that are a bit off.


 I think that you have that effect if you fly to the border of a cloud.
 The quads are rotated to face the camera and when the quads are very
 near on the left or the right the rotation is too big and the quad go
 out of sight. This will be corrected.


 Harald.

Well, I'am not envolved in 3d-programming. But what would happen if you 
suppress the rotating in whole.

If i look sideward out the the cockpit I see a couple of clouds rotating - 
other not. This looks ugly ;)

The other thing is the lightning which also changes when the cloud rotates. 
When it was darker befor, then it is brighter, even white -  depending of 
where the sun is - sure.

When you apply the patch, do you just query whether the plane is too near to 
the cloud or is it something more complex? If so, I would try a always-false 
condition to the query to see what's the result if rotating is turned off.

Karsten

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Re: [Flightgear-devel] new 3d clouds - strange movement

2005-05-07 Thread Manuel Massing
Hi,

 I think that you have that effect if you fly to the border of a cloud.
 The quads are rotated to face the camera and when the quads are very
 near on the left or the right the rotation is too big and the quad go
 out of sight. This will be corrected.

so are you using billboards rather than impostors? Is a single cloud
represented by multiple billboard primitives or by a single quad? 

In the latter case, you could try to use impostors with fixed world-space
orientation, which are invalidated (updated) above a certain viewing angle
treshold and distance treshold (which depend on the extent of the cloud
bounding box and impostor texture resolution, respectively).

 Manuel

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Re: [Flightgear-devel] new 3d clouds - strange movement

2005-05-07 Thread Harald JOHNSEN
Manuel Massing wrote:
Hi,
 

I think that you have that effect if you fly to the border of a cloud.
The quads are rotated to face the camera and when the quads are very
near on the left or the right the rotation is too big and the quad go
out of sight. This will be corrected.
   

so are you using billboards rather than impostors? Is a single cloud
represented by multiple billboard primitives or by a single quad? 

In the latter case, you could try to use impostors with fixed world-space
orientation, which are invalidated (updated) above a certain viewing angle
treshold and distance treshold (which depend on the extent of the cloud
bounding box and impostor texture resolution, respectively).
Manuel
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A cloud is represented by multiple billboard primitives. Above a certain 
distance they are replaced by an impostor (one quad).
When they are near I draw all their billboards, each having its viewing 
angle to face the camera. It's that angle that must be locked above a 
certain value.

Harald.
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Re: [Flightgear-devel] new 3d clouds - strange movement

2005-05-07 Thread Erik Hofman
Harald JOHNSEN wrote:
A cloud is represented by multiple billboard primitives. Above a certain 
distance they are replaced by an impostor (one quad).
When they are near I draw all their billboards, each having its viewing 
angle to face the camera. It's that angle that must be locked above a 
certain value.
I think this is the same problem that the viewer code has when looking 
straight up (or straight down). It supposedly has something to do with 
the rotation matrix and should be solved by using quaternations.

Now, if I only knew what those are :-)
Erik
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Re: [Flightgear-devel] new 3d clouds - strange movement

2005-05-07 Thread Jim Wilson
 From: Erik Hofman 
 
 Harald JOHNSEN wrote:
 
  A cloud is represented by multiple billboard primitives. Above a certain 
  distance they are replaced by an impostor (one quad).
  When they are near I draw all their billboards, each having its viewing 
  angle to face the camera. It's that angle that must be locked above a 
  certain value.
 
 I think this is the same problem that the viewer code has when looking 
 straight up (or straight down). It supposedly has something to do with 
 the rotation matrix and should be solved by using quaternations.
 
 Now, if I only knew what those are 
 


This describes the matrix conversions and the problem with them:
http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/

You can see it in flightgear by going into chase view and looking straight down 
at the aircraft (scenery normal 0,0,0).  The camera and hence the whole scene 
will start doing rapid rotations.

This describes the Quaternian:
http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/index.htm

You don't really need to understand how a quaternian works to use one.  There 
are quaternian objects and methods in plib that correspond to the matrix 
methods now used in the veiwer and model position/animation code (see plib's 
sgQuat class).  You can convert between quats and matrices and concatenate 
multiple quats just like the matrices.

Now that the viewer code is pretty stable it might be a good time to try to 
convert.  Norman has suggested this to me serveral times in the past and I've 
pretty much tried to ignore him :-).  I think my concern was with the prospect 
of trying to fix a rotation related bug when everything is quaternian.  
Matrices on the other hand are pretty easy to visualize if you've been working 
with them for a little bit.  As much as I've looked at examples I haven't been 
able to do that with quats.   But since we know the viewer code works pretty 
well, then we could probably go ahead and switch it.  I guess if a problem did 
come up we could alway convert the quaternian to a matrix and dump the 
resulting matrix.

Best,

Jim



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Re: [Flightgear-devel] New 3d clouds

2005-05-06 Thread Arnt Karlsen
On Thu, 5 May 2005 19:35:36 -0400, Ampere wrote in message 
[EMAIL PROTECTED]:

 On May 5, 2005 06:32 pm, Curtis L. Olson wrote:
  They look a lot nicer in 24bit depth, there are some issues, but I

..also be aware that ATI cards are strictly 24 bit, so running 16 or 15
bit is about as pointless as 32bit, 8bit _may_ be an idea if you dont
mind ugly performance.  Nvidea will do 15, 16 and 32 bit much better, 
because they went that extra mile (2*16bit  1*32 rather than just
1*24) on their hardware, AFAIU my web research of video cards.

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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Re: [Flightgear-devel] New 3d clouds

2005-05-06 Thread Jim Wilson
 From: Curtis L. Olson
 
 Ampere K. Hardraade wrote:
 
 The new 3D clouds are great!  However, on the ground, I noticed the clouds 
 seem a bit grainy.  They are also darker than they should be.  On closer 
 observation, I see this:
 http://www.students.yorku.ca/~ampere/fgfs-screen-006.jpg
 
 Does anybody know I am seeing these artifacts?  Would my use of 16-bits 
 depth 
 be one of the contributions
   
 
 
 Yes, the clouds look a lot nicer in 24 bit depth.  16bit depth only 
 gives you 4 bits each for RGB and A so you see a *lot* of banding with 
 alpha textures.
 
 They look a lot nicer in 24bit depth, there are some issues, but I 
 assume this is still a work in progress so I'll wait a bit longer before 
 I start complaining. 
 

It would be possible to improve that though by reducing the number of shades 
and doing appropriate dithering.

Best,

Jim



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Re: [Flightgear-devel] new 3d clouds - strange movement

2005-05-06 Thread Ampere K. Hardraade
On May 6, 2005 10:06 am, Karsten Krispin wrote:
 If you bank your plane the clouds will move in the opposite direction as
 you turn
 to - They move  to the right or to the left depending whether you turn
 left or right. (And I'am not talking about the movements through the
 wind ;)). It is strange to discribe this - The easiest way would be you try
 it your self :) - You'll immediatly recognize what I mean. - Just do some
 hard and fast turns. Also it looks like if they get zoomed in or zoomed
 out...
I know what you mean.  It seems you can never go inside the cloud.

Perhaps visibility should be decreased to a few meters when one is inside the 
clouds?



Ampere

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Re: [Flightgear-devel] new 3d clouds - strange movement

2005-05-06 Thread Gerard ROBIN
Le vendredi 06 mai 2005  16:06 +0200, Karsten Krispin a crit :
 Hi!
 
 I've tried FG from CVS (05.05.05 haha...). Great work with the 3d-clouds.
 But there are two things to mention:
 
 If you bank your plane the clouds will move in the opposite direction as you 
 turn
 to - They move  to the right or to the left depending whether you turn
 left or right. (And I'am not talking about the movements through the
 wind ;)). It is strange to discribe this - The easiest way would be you try
 it your self :) - You'll immediatly recognize what I mean. - Just do some 
 hard 
 and fast turns. Also it looks like if they get zoomed in or zoomed out...
 
 Second thing: please make a switch for both cloud types. Flying with plain
 3d-clouds  looks truly great, but not really realistic if there are more than
 one layer or even there is just one, but it should be overcast.
 


I agree with Karsten. and in addition to these wishes  
the option --disable-clouds3d is not operational now. 


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Re: [Flightgear-devel] new 3d clouds - strange movement

2005-05-06 Thread Lee Elliott
On Friday 06 May 2005 17:29, Ampere K. Hardraade wrote:
 On May 6, 2005 10:06 am, Karsten Krispin wrote:
  If you bank your plane the clouds will move in the opposite
  direction as you turn
  to - They move  to the right or to the left depending
  whether you turn left or right. (And I'am not talking about
  the movements through the wind ;)). It is strange to
  discribe this - The easiest way would be you try it your
  self :) - You'll immediatly recognize what I mean. - Just do
  some hard and fast turns. Also it looks like if they get
  zoomed in or zoomed out...

 I know what you mean.  It seems you can never go inside the
 cloud.

 Perhaps visibility should be decreased to a few meters when
 one is inside the clouds?



 Ampere

Hmm... I've flown inside them pretty convincingly but I'm seeing 
a darkened region within the clouds, even when I'm outside them, 
between the horizon and what I presume to be the bottom of the 
sky-sphere.

I can post some screen shots of inside the clouds or of the 
horizon problem if anyone wants.

LeeE

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Re: [Flightgear-devel] New 3d clouds

2005-05-05 Thread Ampere K. Hardraade
The new 3D clouds are great!  However, on the ground, I noticed the clouds 
seem a bit grainy.  They are also darker than they should be.  On closer 
observation, I see this:
http://www.students.yorku.ca/~ampere/fgfs-screen-006.jpg

Does anybody know I am seeing these artifacts?  Would my use of 16-bits depth 
be one of the contributions?

Thanks in advance,
Ampere

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Re: [Flightgear-devel] New 3d clouds

2005-05-05 Thread Curtis L. Olson
Ampere K. Hardraade wrote:
The new 3D clouds are great!  However, on the ground, I noticed the clouds 
seem a bit grainy.  They are also darker than they should be.  On closer 
observation, I see this:
http://www.students.yorku.ca/~ampere/fgfs-screen-006.jpg

Does anybody know I am seeing these artifacts?  Would my use of 16-bits depth 
be one of the contributions
 

Yes, the clouds look a lot nicer in 24 bit depth.  16bit depth only 
gives you 4 bits each for RGB and A so you see a *lot* of banding with 
alpha textures.

They look a lot nicer in 24bit depth, there are some issues, but I 
assume this is still a work in progress so I'll wait a bit longer before 
I start complaining. :-)

Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] New 3d clouds

2005-05-05 Thread Ampere K. Hardraade
On May 5, 2005 06:32 pm, Curtis L. Olson wrote:
 They look a lot nicer in 24bit depth, there are some issues, but I
 assume this is still a work in progress so I'll wait a bit longer before
 I start complaining. :-)
hehe.  I see why you would think I am complaining.  I missed the word why in 
one of my sentences. =P

What I meant to say was:
Does anybody know _why_ I am seeing these artifacts?  Would my use of 16-bits 
depth be one of the contributions?

Sorry if I cause any misunderstanding. =P



Ampere

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RE: [Flightgear-devel] New 3d clouds

2005-04-27 Thread Vivian Meazza
Erik Hofman wrote
 
 Frederic Bouvier wrote:
 
  I know this is preliminary code, but is there a reason why 100% cloud
 density
  doesn't give us overcast rather than scatered/broken as it is now ?
 
 I don't think we want to draw overcast (and cirrus) using 3d clouds but
 rather using the existing code, don't we?
 

The existing medium and high clouds seem to be drawn very nicely with the
existing code.

Regards,

Vivian



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Re: [Flightgear-devel] New 3d clouds

2005-04-27 Thread Frederic Bouvier
Quoting Erik Hofman:

 Frederic Bouvier wrote:

  I know this is preliminary code, but is there a reason why 100% cloud
 density
  doesn't give us overcast rather than scatered/broken as it is now ?

 I don't think we want to draw overcast (and cirrus) using 3d clouds but
 rather using the existing code, don't we?

So the 3d code shouldn't exclude 2d clouds but fade into them.
But if we want to model front one day, it is a thing to ponder now.
Overcast layers are flat at the base but often show towers from the top, at
altitude a 737 or an Airbus are supposed to fly.
I wish we could one day see really big clouds in FG and not only small cumulus
blobs.
I agree cirrus can stay 2d.

BTW: how are computed cloud shapes ? In the M. Harris code, they are modeled
with a tool he never released and stuck to the same set of shape ( stored in a
binary format file ). Is it a procedural function or something fixed ?
I am dreaming loudly here but we could envision in a distant future that clouds
could be reshaped at runtime by wind and current. So implementing a very simple
procedural function rather than something fixed could be seen as the first step
of something more ambitious later. In fact I was thinking about implicit
surfaces ( see http://www.unchainedgeometry.com/jbloom/papers.html ) aka
metaballs in blender to picture the sky at a rough level and refine individual
clouds with impostors like M. Harris' or now Harald's code. /dreaming

-Fred
ideas provider

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Re: [Flightgear-devel] New 3d clouds

2005-04-27 Thread Harald JOHNSEN
Frederic Bouvier wrote:
So the 3d code shouldn't exclude 2d clouds but fade into them.
But if we want to model front one day, it is a thing to ponder now.
Overcast layers are flat at the base but often show towers from the top, at
altitude a 737 or an Airbus are supposed to fly.
I wish we could one day see really big clouds in FG and not only small cumulus
blobs.
 

Is that towering cumulus or perhaps some cumulonimbus ?
I agree cirrus can stay 2d.
 

Yup.
BTW: how are computed cloud shapes ? In the M. Harris code, they are modeled
with a tool he never released and stuck to the same set of shape ( stored in a
binary format file ). Is it a procedural function or something fixed ?
I am dreaming loudly here but we could envision in a distant future that clouds
could be reshaped at runtime by wind and current. So implementing a very simple
procedural function rather than something fixed could be seen as the first step
of something more ambitious later. In fact I was thinking about implicit
surfaces ( see http://www.unchainedgeometry.com/jbloom/papers.html ) aka
metaballs in blender to picture the sky at a rough level and refine individual
clouds with impostors like M. Harris' or now Harald's code. /dreaming
-Fred
ideas provider
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I made 3 screenshot of my lab test program. First I give position and 
size of containers, those will give the general shape
of the cloud : 
http://sites.estvideo.net/tipunch/flightgear/images/cldbuild1.jpg
With that, and given some hardcoded rules (cu bottom are flat, stratus 
only use 1 metaball, etc), metaballs are generated :
http://sites.estvideo.net/tipunch/flightgear/images/cldbuild2.jpg
We have now a sort of volumetric shape that we render with simple quads 
for speed :
http://sites.estvideo.net/tipunch/flightgear/images/cldbuild3.jpg

The idea is to build the cloud with a very simple definition (position 
of boxes, size, content). This definition will be in an xml so
everybody will be able to test new shapes. To reply at your question, 
yes it is fixed, but there is still the possibility to alter the shape 
by moving the metaballs or adding new.

Harald.

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Re: [Flightgear-devel] New 3d clouds

2005-04-27 Thread Paul Kahler
I think the old implementation has some features that the new one is
missing. Of course the new one is better integrated with FG, so that's a
big plus. I'd leave them both for now.

On a related note, I seem to recall MS having some patents on cloud
rendering. They had an article in game developer a while back that
discussed it. I think they implemented the Mark Harris method or
something very much like it (or did he do it for them?). Anyway, as long
as Marks contribution is in FGFS I don't think anyone can claim any
proprietary ownership of his methods :-)

-Paul K.

On Sun, 2005-04-24 at 08:43 -0700, Andy Ross wrote:
 Erik Hofman wrote:
  I have added the new 3d clouds code from Harald Johnson to CVS.
 
 Should we then remove the previous implementation?  Ultimately, there
 is only space for one cloud implementation; if the existing clouds3d
 stuff isn't going to be the current target of development, it is only
 complicating things by being present.
 
 Andy
 
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Re: [Flightgear-devel] New 3d clouds

2005-04-26 Thread Harald JOHNSEN
Jon Stockill wrote:
Yes, it's slightly odd seeing the clouds appear/disappear (even when 
stationary - just rotating the view seems to cause the problem). 
However, the overall effect is fantastic - is there any way to see the 
precipitation model yet?

Great work Harald!
Shame on me.
I was not using an up to date flightgear cvs, now that I have updated it 
I see the desastrous effect.
Clouds are not culled correctly. That explains the poping, but it had 
also an enormous impact on fps.
In attachment is a quick hack.

Harald.

cvs diff -u -- cloudfield.cxx (in directory 
F:\dvlp\SG\source\simgear\scene\sky\)
Index: cloudfield.cxx
===
RCS file: /var/cvs/SimGear-0.3/source/simgear/scene/sky/cloudfield.cxx,v
retrieving revision 1.4
diff -u -r1.4 cloudfield.cxx
--- cloudfield.cxx  26 Apr 2005 09:08:58 -  1.4
+++ cloudfield.cxx  26 Apr 2005 18:28:46 -
@@ -180,6 +180,7 @@
// correct the frustum with the right far plane
ssgContext *context = ssgGetCurrentContext();
frustum = *context-getFrustum();
+   frustum.setFOV(55.0,0);
frustum.setNearFar(1.0, CloudVis);
 }
 
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Re: [Flightgear-devel] New 3d clouds

2005-04-26 Thread Frederic Bouvier
Selon Melchior FRANZ:

 * Harald JOHNSEN -- Tuesday 26 April 2005 20:41:
  Clouds are not culled correctly. That explains the poping, but it had
  also an enormous impact on fps.
  In attachment is a quick hack.

 Ahh. That makes a big difference. Almost usable now.  :-)

 Now, if you could fix the fog problem and fade clouds inout rather than
 popping them up abruptly, it would be quite cool already.

I just compile them with MSVC without a single warning. And they work fine ( I
missed the initial glitches ;-). I am really impressed.

I know this is preliminary code, but is there a reason why 100% cloud density
doesn't give us overcast rather than scatered/broken as it is now ?

-Fred

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Re: [Flightgear-devel] New 3d clouds

2005-04-26 Thread Harald JOHNSEN
Frederic Bouvier wrote:
Selon Melchior FRANZ:
 

* Harald JOHNSEN -- Tuesday 26 April 2005 20:41:
   

Clouds are not culled correctly. That explains the poping, but it had
also an enormous impact on fps.
In attachment is a quick hack.
 

Ahh. That makes a big difference. Almost usable now.  :-)
Now, if you could fix the fog problem and fade clouds inout rather than
popping them up abruptly, it would be quite cool already.
   

I just compile them with MSVC without a single warning. And they work fine 
( I
missed the initial glitches ;-). I am really impressed.
 

Erik did a few adaptations, I'm only using .net since a week or two and 
I have allready forgotten the headach I had with templates and MSVC ;)

I know this is preliminary code, but is there a reason why 100% cloud density
doesn't give us overcast rather than scatered/broken as it is now ?
-Fred
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The density is supposed to reduce the number of clouds on low to mid 
level computer, it won't change a broken layer into an overcast one.

Harald.
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Re: [Flightgear-devel] New 3d clouds

2005-04-25 Thread Roman Grigoriev
Hi guys!
Seen new clouds code but to be it need some tweaks to work perfectly
1) use pointsprites  to render impostors because they are quads (all cards
supports them)
2) use FBO to reder-to-texture it gives us speedup.(all cards supports them)
3)use at least ARB vertex programs (will work on geforce3) to calculate
lighting and billboard transformations
4) use ARB fragment programs (will work on geforceFX) for hardware blending.
But clouds looks good to tweak them out :)
Roman


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Re: [Flightgear-devel] New 3d clouds

2005-04-25 Thread Jon Stockill
Harald JOHNSEN wrote:
- fog bug : ok I think I have not re-enable fog
Sort of. The terrain seems to be hidden by fog at the appropriate range, 
but any objects appear to have infinite visibility, so they appear to 
float until the ground eventually comes into view beneath them.

--
Jon Stockill
[EMAIL PROTECTED]
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RE: [Flightgear-devel] New 3d clouds

2005-04-24 Thread Norman Vine
Erik Hofman writes:
  
 Another thing is that it seems to depend on glut functions which need to 
 be resolved for SDL users also.

Hmm...  a quick grep of the directory yields

f:\tmp\fgfs\SimGear\simgear\scene\sky\bbcache.cxx: #include SG_GLUT_H
f:\tmp\fgfs\SimGear\simgear\scene\sky\cloudfield.cxx: #include SG_GLUT_H
f:\tmp\fgfs\SimGear\simgear\scene\sky\newcloud.cxx: #include SG_GLUT_H

so it looks as if it is only that the headers are being included
but nothing is actually being used

Norman

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Re: [Flightgear-devel] New 3d clouds

2005-04-24 Thread Jon Stockill
Erik Hofman wrote:

Hi,
I have added the new 3d clouds code from Harald Johnson to CVS. The code 
is not yet perfect (the movements to the viewer needs some tweaking) but 
the effects are really nice. I hope we can figure out the problems and 
eliminate them because the results are even better than I had expected!
Yes, it's slightly odd seeing the clouds appear/disappear (even when 
stationary - just rotating the view seems to cause the problem). 
However, the overall effect is fantastic - is there any way to see the 
precipitation model yet?

Great work Harald!
--
Jon Stockill
[EMAIL PROTECTED]
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Re: [Flightgear-devel] New 3d clouds

2005-04-24 Thread Paul Surgeon
On my system the new 3D clouds only appear when I look directly at them.
I have to move the pan cursor over them to see them.

Paul


On Sunday, 24 April 2005 13:35, Erik Hofman wrote:
 Hi,

 I have added the new 3d clouds code from Harald Johnson to CVS. The code
 is not yet perfect (the movements to the viewer needs some tweaking) but
 the effects are really nice. I hope we can figure out the problems and
 eliminate them because the results are even better than I had expected!

 Another thing is that it seems to depend on glut functions which need to
 be resolved for SDL users also.

 A third problem is that it uses the RenderTexture class which hasn't
 been implemented for MacOS-X yet.


 Anyway, en

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Re: [Flightgear-devel] New 3d clouds

2005-04-24 Thread Erik Hofman
Norman Vine wrote:
Hmm...  a quick grep of the directory yields
f:\tmp\fgfs\SimGear\simgear\scene\sky\bbcache.cxx: #include SG_GLUT_H
f:\tmp\fgfs\SimGear\simgear\scene\sky\cloudfield.cxx: #include SG_GLUT_H
f:\tmp\fgfs\SimGear\simgear\scene\sky\newcloud.cxx: #include SG_GLUT_H
so it looks as if it is only that the headers are being included
but nothing is actually being used
I thought I had seen some references to glut but it turned out to be glu 
only.

Erik
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Re: [Flightgear-devel] New 3d clouds

2005-04-24 Thread Harald JOHNSEN
Erik Hofman wrote:

Hi,
I have added the new 3d clouds code from Harald Johnson to CVS. The 
code is not yet perfect (the movements to the viewer needs some 
tweaking) but the effects are really nice. I hope we can figure out 
the problems and eliminate them because the results are even better 
than I had expected!

Another thing is that it seems to depend on glut functions which need 
to be resolved for SDL users also.

A third problem is that it uses the RenderTexture class which hasn't 
been implemented for MacOS-X yet.

Anyway, en
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Ok let's see the different problems :
- use of RenderTexture class on MacOs : I didn't know (and didn't look 
very hard either), I am wondering if its is not implemented in the cvs 
tree of SDL, should check that.

- poping clouds when rotating view : I don't think I had this bug, will 
recheck that, perhaps it depends on the location.

- FPS droping from 40 to 10 and can't disable clouds : try to set 0 in 
texture cache size to disable but I must admit that this code was a bit 
bugged, its allready corrected at home. Also there was another bug, a 
lot of computation were done even for impostors.
Never push the visibility of 3d clouds behind 3 meters.
Also try to set the texture cache to 1024k, that should give a lot of 
impostors. The default number of impostor is not right and that's why 
you have a degradation of fps.

- fog bug : ok I think I have not re-enable fog
Harald.
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Re: [Flightgear-devel] New 3d clouds

2005-04-24 Thread Harald JOHNSEN
Roy Vegard Ovesen wrote:
On Sunday 24 April 2005 15:21, Paul Surgeon wrote:
 

On my system the new 3D clouds only appear when I look directly at them.
I have to move the pan cursor over them to see them.
   

Same thing here, and there are red/white squares around the clouds that have 
not yet turned into 3D clouds.

 

Red/white square was for debug only.
If the rendering options don't do anything when you press ok perhaps you 
missed the flightgear patch in envirenment_mgr.cxx.

About the display bug, nobody can see that at KSFO ?
on ground : 
http://sites.estvideo.net/tipunch/flightgear/images/fgfs-screen-017.jpg
in the air : 
http://sites.estvideo.net/tipunch/flightgear/images/fgfs-screen-018.jpg

Harald.
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Re: [Flightgear-devel] New 3d clouds

2005-04-24 Thread Andy Ross
Erik Hofman wrote:
 I have added the new 3d clouds code from Harald Johnson to CVS.

Should we then remove the previous implementation?  Ultimately, there
is only space for one cloud implementation; if the existing clouds3d
stuff isn't going to be the current target of development, it is only
complicating things by being present.

Andy

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Re: [Flightgear-devel] New 3d clouds

2005-04-24 Thread Erik Hofman
Andy Ross wrote:
Erik Hofman wrote:
I have added the new 3d clouds code from Harald Johnson to CVS.

Should we then remove the previous implementation?  Ultimately, there
is only space for one cloud implementation; if the existing clouds3d
stuff isn't going to be the current target of development, it is only
complicating things by being present.
To be honest I'm not sure yet.
Both approaches have their advantages and disadvantages at this point. I 
would like to keep the Haris' code just a little bit longer.

Erik
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Re: [Flightgear-devel] New 3d clouds

2005-04-24 Thread Erik Hofman
Erik Hofman wrote:
To be honest I'm not sure yet.
Both approaches have their advantages and disadvantages at this point. I 
would like to keep the Haris' code just a little bit longer.
Off course I couldn't resist:
http://www.a1.nl/~ehofman/fgfs/gallery/clouds/fgfs-screen-007.jpg
http://www.a1.nl/~ehofman/fgfs/gallery/clouds/fgfs-screen-008.jpg
http://www.a1.nl/~ehofman/fgfs/gallery/clouds/fgfs-screen-009.jpg
:-)
Erik
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