Re: [Flightgear-devel] Local Weather 1.4

2011-12-29 Thread thorsten . i . renk
The LoD is currently hardcoded to 20km, so if visibility 20km, it kicks in before the transparency effect. I have a good fix that takes into account the current visibility as part of the Impostors work, but that won't be available until after the release. In the meantime, I can

Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread Vivian Meazza
Stuart On Sun, Dec 4, 2011 at 10:14 PM, Stuart Buchanan wrote: I've already managed to use a second texture to mask where trees are placed. The following screenshot shows a golf course where I've used a mask so that the random trees are only placed in the rough.

Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread Vivian Meazza
Mathias On Tuesday, December 27, 2011 00:27:41 Stuart Buchanan wrote: Vivian - are you anticipating the materials-dds.xml file replacing materials.xml at some point? Any plans for further DDS texture work? Hmm, regarding dds. I have to say, that not all OpenGL drivers support texture

Re: [Flightgear-devel] Some More Detailed Scenery

2011-12-29 Thread J. Holden
Curt: I would be happy to help, though I don't know of many non-CORINE sceneries (Helgoland and some photoreal sceneries). I can make a list of the sceneries I've created and hopefully other scenery developers will come forward? Oliver: All the sceneries I've been creating are GPL, with the

[Flightgear-devel] DDS texures (Was: Improving random trees buildings)

2011-12-29 Thread Erik Hofman
On Thu, 2011-12-29 at 14:37 +0100, Erik Hofman wrote: On Thu, 2011-12-29 at 14:16 +0100, Mathias Fröhlich wrote: Could we do dds files without compression but with precomputed mipmaps? So at next, can you try out which combination of compression/provided mipmaps/forced simgear

Re: [Flightgear-devel] Local Weather 1.4

2011-12-29 Thread joacher
Hi Curt! Curtis Olson curtol...@gmail.com wrote: Hi Joe, actually the FlightGear scenery is round -- technically oblate ellipsoid based on a wgs-84 coordinate model. If you stitched enough tiles together you will see the earth curvature start to form. I must have missed the implementation

Re: [Flightgear-devel] Local Weather 1.4

2011-12-29 Thread Curtis Olson
Hi Joe, actually the FlightGear scenery is round -- technically oblate ellipsoid based on a wgs-84 coordinate model. If you stitched enough tiles together you will see the earth curvature start to form. The FlightGear world model lets you fly accurate great circle routes, and enables all the

Re: [Flightgear-devel] Local Weather 1.4

2011-12-29 Thread joacher
On Thu, 29 Dec 2011 10:37:44 +0200 (EET) thorsten.i.r...@jyu.fi wrote: http://www.phy.duke.edu/~trenk/pics/local-weather-next05.jpg Impressive! Technically, tile generation is tied to actual visibility. The max. visibility the system generates at high altitude is 140 km or a

Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread jean
Le 29/12/2011 14:16, Mathias Fröhlich a écrit : Hi Erik, On Thursday, December 29, 2011 13:33:09 Erik Hofman wrote: Setting compression to 'none' does speed up texture switching considerably. Unfortunately there's little difference in switching from internal to external view for the first

Re: [Flightgear-devel] Local Weather 1.4

2011-12-29 Thread thorsten . i . renk
At view distances 100 km it becomes more and more apparent that the flightgear scenery is flat and not a sphere, doesn't it? I think a realistic horizon is impossible as long as scenery/world is a disc. What's more important from high altitude is what happens beyond view distance where no

Re: [Flightgear-devel] Local Weather 1.4

2011-12-29 Thread Curtis Olson
On Thu, Dec 29, 2011 at 8:44 AM,wrote: I must have missed the implementation of this capability totally. I assumed a comparatively small cut-out of the ellipsoid was projected on a plane/disc. But, hey, thats great news to me! Thanks for clarification! Each tile is a square shape, and when

Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread Mathias Fröhlich
Vivian, There is no intention to migrate as a whole to .dds: it is offered as an appearance and performance upgrade for those who wish to use it. It is up to aircraft developers to decide which format they will use. Indeed - they could provide models with either format so that the user could

Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread Erik Hofman
On Thu, 2011-12-29 at 17:36 +, Vivian Meazza wrote: Mathias I have checked in a change to flightgear to make the use of the compressed internal formats a starttime configuration option. I am still interrested if we have that hangs also with texture compression disabled and without

Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread Vivian Meazza
Stefan On Thursday 29 December 2011 10:21:11 Vivian Meazza wrote: That said - why use drivers that cannot handle .dds compression formats? I assume closed source drivers are OK? They simply are not. I currently cannot use FlightGear due to simply unusable performance with free

Re: [Flightgear-devel] Some More Detailed Scenery

2011-12-29 Thread ThorstenB
Am 29.12.2011 06:43, schrieb J. Holden: At the same time I do not support the inclusion of some sceneries I've created in the main FlightGear repository, as users with lower-end machines may wish to use the vmap0 scenery over the more detailed ones - plus there is now a marked difference in

Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread Stefan Seifert
On Thursday 29 December 2011 10:21:11 Vivian Meazza wrote: That said - why use drivers that cannot handle .dds compression formats? I assume closed source drivers are OK? They simply are not. I currently cannot use FlightGear due to simply unusable performance with free drivers but still,

Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread Erik Hofman
On Thu, 2011-12-29 at 14:16 +0100, Mathias Fröhlich wrote: Could we do dds files without compression but with precomputed mipmaps? So at next, can you try out which combination of compression/provided mipmaps/forced simgear compression still work fine? Good Idea, I will try that. Erik

Re: [Flightgear-devel] Local Weather 1.4

2011-12-29 Thread thorsten . i . renk
We should agree on a common place to publish actual surface wind (for one or many given locations?) in the property tree. /environment/config is definitely not the best place to use but due to historical reasons, many objects rely on these properties (windsock, chimneys/smoke, many more).

Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread Vivian Meazza
Mathias There is no intention to migrate as a whole to .dds: it is offered as an appearance and performance upgrade for those who wish to use it. It is up to aircraft developers to decide which format they will use. Indeed - they could provide models with either format so that the user

Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread Erik Hofman
On Thu, 2011-12-29 at 12:40 +0100, Mathias Fröhlich wrote: I have checked in a change to flightgear to make the use of the compressed internal formats a starttime configuration option. I am still interrested if we have that hangs also with texture compression disabled and without providing

Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread Mathias Fröhlich
Hi Erik, On Thursday, December 29, 2011 13:33:09 Erik Hofman wrote: Setting compression to 'none' does speed up texture switching considerably. Unfortunately there's little difference in switching from internal to external view for the first time. Thanks. I do also see an initial frame drop

Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread Mathias Fröhlich
Vivian, On Thursday, December 29, 2011 17:36:24 Vivian Meazza wrote: I don't fully understand the point - we're not using .dds, and fancy shaders as the default option - what else isn't working with open source drivers? Well, the default f16 does not work anymore for example. I have also

Re: [Flightgear-devel] Some More Detailed Scenery

2011-12-29 Thread J. Holden
Well, the scenery structure is dissimilar to the normal structure of patching git. A scenery like Washington, DC does not have the same frame rate hit as Juneau or Innsbruck does. And as stated there are now sceneries incompatible with older versions of FlightGear. The problem is, some new

Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread Csaba Halász
2011/12/29 Mathias Fröhlich mathias.froehl...@gmx.net: And this is what I try to do now: Object against using these patented compression algorithms. I do not care for the on disk format of any image file we have. But the problem is that some kind of precompression that can be stored in

Re: [Flightgear-devel] [Flightgear-commitlogs] FlightGear Base Package branch, master,

2011-12-29 Thread Martin Spott
Flightgear-commitlogs wrote: The branch, master has been updated - Log - commit c8d6a0afe0d9f2d35f2da9ce9a23b8974803b731 Author: Gijs de Rooy Date: Thu Dec 29 17:02:33 2011 +0100 Taxiing tutorial: C172P does not move

Re: [Flightgear-devel] Improving random trees buildings

2011-12-29 Thread Vivian Meazza
Erik, On Thu, 2011-12-29 at 17:36 +, Vivian Meazza wrote: Mathias I have checked in a change to flightgear to make the use of the compressed internal formats a starttime configuration option. I am still interrested if we have that hangs also with texture compression

Re: [Flightgear-devel] Live Multiplayer

2011-12-29 Thread Pedro Morgan
Ok.. Then I;m in.. I'd like the idea to maintain openRadar in Java to at least build a skill set.. and get to know the code and mainly comment it..andhopefu;;y find some cool future team.. My hidden motivation is to android and devices for purpose eg a TCAS Android, or a PFD .. live atc chat on

Re: [Flightgear-devel] Live Multiplayer

2011-12-29 Thread Scott
On Fri, 2011-12-30 at 02:50 +, Pedro Morgan wrote: Ok.. Then I;m in.. I'd like the idea to maintain openRadar in Java to at least build a skill set.. and get to know the code and mainly comment it..andhopefu;;y find some cool future team.. I'm a JEE developer, not a Swing developer, so