Re: [Flightgear-devel] How to apply different texturing to the terrain mesh? (especially addressing Harald Johnsen)

2007-07-07 Thread Sebastian Bechtold
Georg Vollnhals schrieb:
 Sebastian Bechtold schrieb:
 ..
   
  If possible, I'd like to try to do this 
 without
 doing such further changes. I'd like to avoid a plan where one feature
 requires another, and this one requires another again, and so on. The more
 you change, the higher is the risk of unplanned side effects and work to 
 adapt
 other things to the changes. As I've already said: For myself, some kind of
 golden rule here is to change as little of the existing concepts and 
 code as
 possible. This may rise problems which require some odd and maybe
 suboptimal solutions, but I think that's still better than running into a
 situation where the list of things which have to be changed is growing
 longer and longer. 
 
 ...

 Hi Sebastian,

 once again my suggestion would be in accordance to your point of view
 a) to _minimize all changes to the actual given code
 _b) doing all work and calculation *off* runtime .

 Then it should be possible to
 1. have the lat/lon coordinates calculated for all 4 corners of the used
 _new texture_ of any size
 2. calculate the lat/lon coordinates of every corner of every _triangle_
 out of the *.btg file and sort the tiles
 (the fileformat is sure documented anywhere, I looked for it but did not
 find any documentation)
   
I hope/think that I don't have to care about the .btg file format.
I would like to plug my stuff into the code somewhere downstream
from the point where the terrain is loaded from the .btg file, and ignore
how and from where it is loaded. When the triangles are instantiated
in the scene graph, it must be possible to get the world coordinates
of their vertices and apply the textures based on this information.
 3. split the new texture into the sizes of all given triangles using the
 precalculated triangles area/lat-lat-corners
   
Well, no. You wouldn't split up the textures. First, it's not possible (as
far as I know, textures are always rectangular, I have never heard of
triangular textures. Correct me if I'm wrong). Second, there's no reason
to do so. You simply work with big textures that cover many triangles,
and you do this by telling your 3D engine which area of the big texture
should be mapped onto which triangle. This is not specific to my plan,
it's the standard solution (I'm pretty sure you know this from Blender).

 3.a uncomplicated for all triangles fully located within the new
 texture area = only new texture is used
 3.b more problematic for boarder triangles only partly located
 within the new texture area = merging of old ground texture for the
 outside part and new texture for the inside part has to be done.
   
This would be one theoretically possible solution to handle the
irregular triangulation problem (see the conversation with
Harald Johnsen). Practically, I think it would be very complicated.
In my concept, the texture generation process knows nothing about the
underlying and surrounding triangulation and texturing of the terrain at the
place where a certain texture tile will be mapped. So you don't know when,
where and how you'd have to do this texture merging. The two methods
discussed with Harald Johnsen are probably better ways to go.


 4. this results in a special ground-texture for every given triangle
 5. there must be already a marker in the actual *.btg format for every
 ground-triangle which ground-texture to use.
 But there is only a limited number of ground-textures and therefore
 the marker might not have the data-format for a *big* number
of different ground-textures (what would be necessary if we split
 bigger textures and create a lot of different new ground-textures).
So a slight change of the *.btg format might be necessary.
 6. With this the actual display-routines for OSG and PLIB should work
 principally, only the new *.btg data-format (for the really bigger
 number of available ground-textures) must be handled
   
Well, as explained above and also noticed by yourself here:
There's no one triangle - one texture-association, and we don't
need or want it. You can happily forget points 4 to 6 :).
 _I know, this solution is suboptimal but can be made with a overviewable
 amount of coding_ (and therefore the chance to have very little
 negative  sideeffects) but makes a big ground-texture improvement
 possible. And I know that this can really get more complicated if the
 new ground-texture-area uses partly 2 or more *.btg files.
   
As far as I know, each .btg file contains a number of complete tiles,
and the border of a scenery described in one .btg files consists of
the borders of the tiles in the border area. When we map one
texture on one tile (or several textures on one tile, but no texture
across several tiles), there should be no problem here.

 Once working pretty well, this changes could be improved more and more
 in little further steps - that is what everyone likes to avoid big
 coding-problems.

 Some years ago I did this for X-Plane with own new groundtextures 

Re: [Flightgear-devel] How to apply different texturing to the terrain mesh? (especially addressing Harald Johnsen)

2007-07-07 Thread Georg Vollnhals
Sebastian Bechtold schrieb:
 Georg Vollnhals schrieb:
   
 ...
 Second, if we save these auto-generated textures on the
 hard disk (what should generally be a good idea for performance
 reasons), you could load them into an image manipulation
 program and add your own stuff or, for example, replace
 the auto-generated images with real aerial photos (if you have them
 and you're allowed to use them for FlightGear). In other words,
 you could paint anything anywhere. There are endless possibilities,
 if only the texture resolution is high enough.

   
Ok, I'll wait and see :-)
Almost everything will be better than the actual state.

 With best regards,

 Sebastian

 PS.: Did you try my patch?

   
Well, I had a lot of workload at the end of last week as I worked some
days from 7:00 am to sunset around 10:00 pm. So there was not so much
time for FlightGear. Sometimes I am able to look at the forum or eMail,
but I have no FG to do any work with (I only have a very old and poor
performing laptop :-/ ).
This whole weekend I am working on call (and just came back home) and
if my mobile phone is quite for some hours I would like to compile and
test your nice patch.
Of course, I will give feedback to you, as I am really interested in
this feature :-)

Thank you once again for explaining me what you would like to do.

Regards
Georg

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Re: [Flightgear-devel] How to apply different texturing to, the terrain mesh? (addressing especially Tim Moore)

2007-07-06 Thread Ralf Gerlich
Hello Sebastian!

Sebastian Bechtold wrote:
 Tim Moore wrote:
 So, I don't mean to be discouraging because I think this is ultimately
 the right approach in terms of bumping up terrain detail and
 implementing terrain and texture LOD, but you have a lot of hacking
 ahead of you.
 
 Then it should be so. I'd really like to help making FlightGear better,
 and of course I want to improve the things which, in my option, need it 
 most.

Great to hear that you're so motivated. I hope it stays that way once
you have started! ;-)

 I have to admit that at the moment, I have not the slightest idea about any
 coordinates and stuff, but I'm willed to learn :).

Although I'm a bit skeptical about whether I like the concept at all or
not, there's no better way of finding out than trying. ;-)

I can assure you that I will provide support to you with everything I
learned about scenery design, file formats and coordinate systems in the
FlightGear world. I will not be able to assist you much in coding, and
specifically not in the area of 3D programming, but I will try to do my
very best to help you being successful in the areas I can help with.

Sebastian Bechtold wrote:
 The plan would be to include the raw (meaning not 
 compiled/digested
 into the .btg files) vector data into a scenery file and auto-generate
 the textures using this data.

The .btg-file-format is not well extensible (and probably will not be
needed anymore anyway with your approach), so I wouldn't integrate this
data into the btg or stg files. You don't seem to be thinking about
something like that anyway, so this is merely a note from my side.

Cheers,
Ralf

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Re: [Flightgear-devel] How to apply different texturing to the terrain mesh?

2007-07-06 Thread Harald JOHNSEN
Sebastian Bechtold wrote:

 Your thread title is misleading, 



Sorry, but I don't think so. The title describes my intentions pretty well.

  

what you really want to do is to add
layers, so to add some geometry drapped around the terrain. 


No, I don't I want to do that. I want to do what I've been
talking about in my posting.


Best regards,

Sebastian

  

Ok, I was reading a bit fast and saw rounded curve and you'll never get 
that with textures.
The texture mapping we are using today is done with the function in 
simgear/texcoord.cxx.
I supposed you've read the explanation of how it's done in msfs on the 
fsinsider site, the problem I see here is that we do not have a regular 
mesh grid so we will have the boundary triangles that will span on 
several textures. In msfs they have a regular grid (it's just a height 
map) so the mapping is direct.

HJ.


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Re: [Flightgear-devel] How to apply different texturing to, the terrain mesh? (addressing especially Tim Moore)

2007-07-06 Thread Ralf Gerlich
Hi once more!

Ralf Gerlich wrote:
 I can assure you that I will provide support to you with everything I
 learned about scenery design, file formats and coordinate systems in the
 FlightGear world. I will not be able to assist you much in coding, and
 specifically not in the area of 3D programming, but I will try to do my
 very best to help you being successful in the areas I can help with.

So why not start right now? (forgive me if you already know a lot of the
following).

So what we have in the database is a logical setup of the terrain data
in terms of polygons describing aerial features (forest, town, cities,
etc.) in terms of polylines describing linear features (roads,
railroads, small streams, etc.)

Logical setup means that the data is not yet directly associated with
a texture or in case of linear features also with a width, but this is
typically done when extracting the data from the database and converting
it to a TerraGear-friendly format in the TerraGear working directory. So
the actual association of type of landcover and a texture is established
by the script that does the conversion.

Instead of converting the data to a TerraGear working directory it would
be possible to convert it to a file format useable by your scenery
engine, in which the polygons and lines would be associated with a
display type defining texture and markings, and in case of the lines
also with a width.

The positions in the database are in WGS84 format, i.e. in geodesic
coordinates according to the WGS84 ellipsoid approximation of the
earth's surface.

You can use the functions in simgear/math/SGGeodesy.hxx to convert these
to cartesian coordinates. These functions are, however, a bit
computationally expensive - at least when used hundreds or thousands of
times per frame - so a pre-calculation of the actual cartesian
coordinates used for display would be a good idea.

The cartesian coordinates are used to actually model the earth as a
round shape instead of a flat shape in display space, which makes things
a lot easier (latitude-longitude wrap-around) and also more realistic
(ever seen the curvature of the earth from high above?)

The other data you will probably need is the elevation data. Most of the
elevation data we have is from SRTM, the Shuttle Radar Topography
Mission. The data consists of raster files in different formats, a
non-standard format named HGT and as GeoTIFF. We can of course make
this available in a suitable raw binary format.

As I have some experience in working with all that data and the formats,
I could write the conversion tools. We'd just have to agree on a format
for the files.

Cheers,
Ralf

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Re: [Flightgear-devel] How to apply different texturing to the terrain mesh? (especially addressing Harald Johnsen)

2007-07-06 Thread Sebastian Bechtold
Harald JOHNSEN schrieb:
 Sebastian Bechtold wrote:

   
 Your thread title is misleading, 


   
 Sorry, but I don't think so. The title describes my intentions pretty well.

  

 
 what you really want to do is to add
 layers, so to add some geometry drapped around the terrain. 


   
 No, I don't I want to do that. I want to do what I've been
 talking about in my posting.


 Best regards,

 Sebastian

  

 
 Ok, I was reading a bit fast and saw rounded curve and you'll never get 
 that with textures.
 The texture mapping we are using today is done with the function in 
 simgear/texcoord.cxx.
 I supposed you've read the explanation of how it's done in msfs on the 
 fsinsider site, the problem I see here is that we do not have a regular 
 mesh grid so we will have the boundary triangles that will span on 
 several textures. In msfs they have a regular grid (it's just a height 
 map) so the mapping is direct.
   
Yes, that's true. This might really be something that makes the
implementation a bit more complicated. Currently, I have two
ideas to solve this problem:

1.)
Apply the textures on tile-level. The tiles have a regular rectangular
shape, so you could map one texture on one tile, without any
overlapping. A problem with this could be the dimensions. You'd need
quite large textures to get an acceptable low value of square-meters per
pixel. I don't yet know enough about 3D programming to judge if this
is feasible or not (hardware-limited maximum texture size, OSG / FlightGear
performance with handling such huge textures and so on), but at least
we could try it.

2.)
Use smaller textures (for example 2x2 or 4x4 per tile) and draw
overlapping redundant borders to their neighbor textures. Mhh...I have
problems to write a good explaination of this in english...I mean...near the
borders of each texture (for example a 100 Pixel wide frame), you draw
exactly the same pixels as you draw on the corresponding frame of the 
neighbor
texture in each direction. You would then apply the textures so that they
overlap and decide with triangle in the border area is filled with 
which
one of four adjacent textures. When the frames are wide enough to 
cover every
irregular shape that could occur, it should be possible to handle the 
problem this way.

A clear disadvantage of this approach is, of course, the additional graphics
memory requirement, and it's perhaps a bit harder to implement.

I don't know what's better or if there are other, better ways to solve this.
Feel free to help finding a solution! :)


Cheers,

Sebastian

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Re: [Flightgear-devel] How to apply different texturing to the terrain mesh? (addressing especially Ralf)

2007-07-06 Thread Sebastian Bechtold
Heiko Schulz schrieb:
 Hi,

 the graphic at the end of your steps should be no or
 very small problems. To make pseudo aerial 
  photographs can be done very easy.

 Your idea sounds good now - but one curious question I
 have: when it really works at runtime, we could do
 something like the livery-changing for the textures?
 As an example, when we have rain - the runway will
 look wet? When it's snowing, the landscape will be
 white?
I think this would involve basically the same things as
it would now. You switch textures depending on specific
environment properties. Shouldn't be that hard to do,
no matter by which rules the textures are selected
and applied.

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Re: [Flightgear-devel] How to apply different texturing to the terrain mesh? (especially addressing Harald Johnsen)

2007-07-06 Thread Harald JOHNSEN
Sebastian Bechtold wrote:


Yes, that's true. This might really be something that makes the
implementation a bit more complicated. Currently, I have two
ideas to solve this problem:

1.)
Apply the textures on tile-level. The tiles have a regular rectangular
shape, so you could map one texture on one tile, without any
overlapping. A problem with this could be the dimensions. You'd need
quite large textures to get an acceptable low value of square-meters per
pixel. I don't yet know enough about 3D programming to judge if this
is feasible or not (hardware-limited maximum texture size, OSG / FlightGear
performance with handling such huge textures and so on), but at least
we could try it.

2.)
Use smaller textures (for example 2x2 or 4x4 per tile) and draw
overlapping redundant borders to their neighbor textures. Mhh...I have
problems to write a good explaination of this in english...I mean...near the
borders of each texture (for example a 100 Pixel wide frame), you draw
exactly the same pixels as you draw on the corresponding frame of the 
neighbor
texture in each direction. You would then apply the textures so that they
overlap and decide with triangle in the border area is filled with 
which
one of four adjacent textures. When the frames are wide enough to 
cover every
irregular shape that could occur, it should be possible to handle the 
problem this way.

A clear disadvantage of this approach is, of course, the additional graphics
memory requirement, and it's perhaps a bit harder to implement.

I don't know what's better or if there are other, better ways to solve this.
Feel free to help finding a solution! :)


Cheers,

Sebastian
  

The point 1) will give worse ground texture than today if we set the 
texture size at 4090^2.
The point 2) is better except that this 100 pixel border is arbitrary. 
Sometimes it will be ok but i'm afraid there is some triangles that will 
go very far inside adjacent texture (some sea triangles inside the bay 
are very long for example).
But if the the real problem is those anoying triangle why not simply 
delete them ? Frankly we don't care about the geometry in the btg file, 
we just need a height field, let just built this grid and voila (this is 
for the display, the btg is still used for agl computation, 
intersection, etc or not because finding a height in a grid is instant, 
no more sequential scan of a soup of triangles).

HJ.



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Re: [Flightgear-devel] How to apply different texturing to the terrain mesh? (especially addressing Harald Johnsen)

2007-07-06 Thread Ralf Gerlich
Hi!

Harald JOHNSEN wrote:
 The point 1) will give worse ground texture than today if we set the 
 texture size at 4090^2.

Not necessarily. Currently we have the same basic texture resolution
everywhere. With the approach Sebastian wants to try one could use tiles
of different sizes depending on the distance from the viewer. Which may
or may not be a good thing but we won't know until somebody tries.

 The point 2) is better except that this 100 pixel border is arbitrary. 
 Sometimes it will be ok but i'm afraid there is some triangles that will 
 go very far inside adjacent texture (some sea triangles inside the bay 
 are very long for example).

There won't be triangles oriented along the bay. If I understood Stefan
right, there will be a regular triangle grid depicting the elevation
structure and the borders between different regions will be depicted by
a change in the master texture.

 But if the the real problem is those anoying triangle why not simply 
 delete them ? Frankly we don't care about the geometry in the btg file, 
 we just need a height field, let just built this grid and voila (this is 
 for the display, the btg is still used for agl computation, 
 intersection, etc or not because finding a height in a grid is instant, 
 no more sequential scan of a soup of triangles).

Exactly.

The question that comes to mind is whether OpenSceneGraph does not
already have support for such a thing. The applications of OSG I have
seen seem all to use this concept so maybe it is reasonable to believe
s.th. like that has been included in OSG? Mathias?

As I said I'm skeptical about the outcome, but I would say it's worth a
try. Sebastian seems to be committed, so why not?

Cheers,
Ralf

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Re: [Flightgear-devel] How to apply different texturing to the terrain mesh? (especially addressing Harald Johnsen)

2007-07-06 Thread Tim Moore
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Ralf Gerlich wrote:
 Hi!
 
 Harald JOHNSEN wrote:

 
 But if the the real problem is those anoying triangle why not simply 
 delete them ? Frankly we don't care about the geometry in the btg file, 
 we just need a height field, let just built this grid and voila (this is 
 for the display, the btg is still used for agl computation, 
 intersection, etc or not because finding a height in a grid is instant, 
 no more sequential scan of a soup of triangles).
 
 Exactly.
 
 The question that comes to mind is whether OpenSceneGraph does not
 already have support for such a thing. The applications of OSG I have
 seen seem all to use this concept so maybe it is reasonable to believe
 s.th. like that has been included in OSG? Mathias?
 
OSG has primitive support for rendering heightfields, but it has good
support for producing geocentric (even whole earth), paged databases
with overlay textures and Level-Of-Detail from DEMs... the same sources
that FlightGear uses. The polygons are not a grid but a TIN. So if you
really want to depart from the btg format, there you go. See
http://www.openscenegraph.com/projects/VirtualPlanetBuilder.

I don't think this scheme is the best possible, and you'd still need to
support the surface properties somehow, but it gets a lot of use from
the OSG community.

Tim
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Comment: Using GnuPG with Fedora - http://enigmail.mozdev.org

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Re: [Flightgear-devel] How to apply different texturing to the terrain mesh? (especially addressing Harald Johnsen)

2007-07-06 Thread Sebastian Bechtold
Harald JOHNSEN schrieb:
 Sebastian Bechtold wrote:

   
 Yes, that's true. This might really be something that makes the
 implementation a bit more complicated. Currently, I have two
 ideas to solve this problem:

 1.)
 Apply the textures on tile-level. The tiles have a regular rectangular
 shape, so you could map one texture on one tile, without any
 overlapping. A problem with this could be the dimensions. You'd need
 quite large textures to get an acceptable low value of square-meters per
 pixel. I don't yet know enough about 3D programming to judge if this
 is feasible or not (hardware-limited maximum texture size, OSG / FlightGear
 performance with handling such huge textures and so on), but at least
 we could try it.

 2.)
 Use smaller textures (for example 2x2 or 4x4 per tile) and draw
 overlapping redundant borders to their neighbor textures. Mhh...I have
 problems to write a good explaination of this in english...I mean...near the
 borders of each texture (for example a 100 Pixel wide frame), you draw
 exactly the same pixels as you draw on the corresponding frame of the 
 neighbor
 texture in each direction. You would then apply the textures so that they
 overlap and decide with triangle in the border area is filled with 
 which
 one of four adjacent textures. When the frames are wide enough to 
 cover every
 irregular shape that could occur, it should be possible to handle the 
 problem this way.

 A clear disadvantage of this approach is, of course, the additional graphics
 memory requirement, and it's perhaps a bit harder to implement.

 I don't know what's better or if there are other, better ways to solve this.
 Feel free to help finding a solution! :)


 Cheers,

 Sebastian
  

 
 The point 1) will give worse ground texture than today if we set the 
 texture size at 4090^2.
 The point 2) is better except that this 100 pixel border is arbitrary. 
 Sometimes it will be ok but i'm afraid there is some triangles that will 
 go very far inside adjacent texture (some sea triangles inside the bay 
 are very long for example).
 But if the the real problem is those anoying triangle why not simply 
 delete them ? Frankly we don't care about the geometry in the btg file, 
 we just need a height field, let just built this grid and voila (this is 
 for the display, the btg is still used for agl computation, 
 intersection, etc or not because finding a height in a grid is instant, 
 no more sequential scan of a soup of triangles).

Mh...I have to admit that I can't completely follow your words here. You 
talk
about deleting the problematic triangles. Do you mean deleting at runtime or
by rebuilding the scenery file? If possible, I'd like to try to do this 
without
doing such further changes. I'd like to avoid a plan where one feature
requires another, and this one requires another again, and so on. The more
you change, the higher is the risk of unplanned side effects and work to 
adapt
other things to the changes. As I've already said: For myself, some kind of
golden rule here is to change as little of the existing concepts and 
code as
possible. This may rise problems which require some odd and maybe
suboptimal solutions, but I think that's still better than running into a
situation where the list of things which have to be changed is growing
longer and longer. Not to mention the inacceptable problems related to 
project
coordination and the different opinions everyone has.

I also think that the ground texture resolution you'd get with one big 
texture
per tile won't be that good. Especially not when your original intention 
to do
this was to make things like road markings(!) possible. In the end, the 
ground
might look worse than before. But anyway - I'm convinced that this is
in principle an important feature which opens the door to a lot of visual
improvements, given that texture resolution and performance are fine. So 
I think
it's absolutely worth working on it. If the first version won't pay off, 
there will
surely be ways to improve it.

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Re: [Flightgear-devel] How to apply different texturing to the terrain mesh? (especially addressing Harald Johnsen)

2007-07-06 Thread Georg Vollnhals
Sebastian Bechtold schrieb:
..
  If possible, I'd like to try to do this 
 without
 doing such further changes. I'd like to avoid a plan where one feature
 requires another, and this one requires another again, and so on. The more
 you change, the higher is the risk of unplanned side effects and work to 
 adapt
 other things to the changes. As I've already said: For myself, some kind of
 golden rule here is to change as little of the existing concepts and 
 code as
 possible. This may rise problems which require some odd and maybe
 suboptimal solutions, but I think that's still better than running into a
 situation where the list of things which have to be changed is growing
 longer and longer. 
...

Hi Sebastian,

once again my suggestion would be in accordance to your point of view
a) to _minimize all changes to the actual given code
_b) doing all work and calculation *off* runtime .

Then it should be possible to
1. have the lat/lon coordinates calculated for all 4 corners of the used
_new texture_ of any size
2. calculate the lat/lon coordinates of every corner of every _triangle_
out of the *.btg file and sort the tiles
(the fileformat is sure documented anywhere, I looked for it but did not
find any documentation)
3. split the new texture into the sizes of all given triangles using the
precalculated triangles area/lat-lat-corners
3.a uncomplicated for all triangles fully located within the new
texture area = only new texture is used
3.b more problematic for boarder triangles only partly located
within the new texture area = merging of old ground texture for the
outside part and new texture for the inside part has to be done.
4. this results in a special ground-texture for every given triangle
5. there must be already a marker in the actual *.btg format for every
ground-triangle which ground-texture to use.
But there is only a limited number of ground-textures and therefore
the marker might not have the data-format for a *big* number
   of different ground-textures (what would be necessary if we split
bigger textures and create a lot of different new ground-textures).
   So a slight change of the *.btg format might be necessary.
6. With this the actual display-routines for OSG and PLIB should work
principally, only the new *.btg data-format (for the really bigger
number of available ground-textures) must be handled

_I know, this solution is suboptimal but can be made with a overviewable
amount of coding_ (and therefore the chance to have very little
negative  sideeffects) but makes a big ground-texture improvement
possible. And I know that this can really get more complicated if the
new ground-texture-area uses partly 2 or more *.btg files.

Once working pretty well, this changes could be improved more and more
in little further steps - that is what everyone likes to avoid big
coding-problems.

Some years ago I did this for X-Plane with own new groundtextures from
Landsat 7 . This was a lot easier as  a) the used data-format was well
documented b) there where only little squares with regular size to split
the big texture to (very easy to handle, OLD X-Plane elevation data
format, has changed since then). But I think it was _generally_ the same
process to improve the ground-view as I suggested from 1 to 6 and should
therefore work for FlightGear as well.

Just my thoughts :-)
Regards
Georg EDDW


  

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Re: [Flightgear-devel] How to apply different texturing to the terrain mesh?

2007-07-05 Thread Ralf Gerlich
Hello Sebastian!

Sebastian Bechtold wrote:
 [...] but my plan would, for example, make it possible
 to render markings onto them, or draw softly rounded curves.

I'm specifically interested in the markings part (although I'm also
curious at how you want to implement softly rounded curves without
breaking the current concept of texture display).

This might require information which is currently not in the scenery
files, such as the actual position of the centerline and width of the
linear features. The triangles don't represent this information anymore,
however it is available from the scenery sources (e.g. the scenery
database). In general, making this information available in a suitable
format shouldn't be a technical problem (maybe one of available manpower
for implementing the stuff required, but that only means that it may
take longer).

Another possibility - at least for simple roads - would be to add a
centerline to the road texture and make TerraGear create an appropriate
texture mapping similar to how it is done currently in genapts for the
taxiways. Unfortunately, the part of TerraGear which creates the texture
coordinates does not know anymore that the polygon it is currently
operating on originally was a linear feature (blown up according to its
width to a polygon). So this approach might require some reorganisation
of the TerraGear architecture. Given that the current architecture is
quite complex (mainly due to the fact that the task at hand is complex)
 I don't think this is feasible without risking to break anything to a
larger extent.

When we're discussing about runtime creation of textures we might also
get into discussing blending of ground textures. In that case, we should
keep in mind that in reality not all types of landcovers actually blend
into each other.

When flying overhead forest areas - especially dense forest - these
typically do not blend with surrounding agricultural or greenland areas,
at least not in civilised areas where man tends to create sharp
corners by land usage. That's actually not related to this specific
discussion, but I wanted to note that before I forget.

Cheers,
Ralf


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Re: [Flightgear-devel] How to apply different texturing to the terrain mesh?

2007-07-05 Thread Sebastian Bechtold
  Your thread title is misleading, 

Sorry, but I don't think so. The title describes my intentions pretty well.

 what you really want to do is to add
 layers, so to add some geometry drapped around the terrain. 
No, I don't I want to do that. I want to do what I've been
talking about in my posting.


Best regards,

Sebastian

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Re: [Flightgear-devel] How to apply different texturing to the terrain mesh? (addressing especially Ralf)

2007-07-05 Thread Sebastian Bechtold

 Message: 8
 Date: Thu, 05 Jul 2007 17:12:49 +0200
 From: Ralf Gerlich [EMAIL PROTECTED]
 Subject: Re: [Flightgear-devel] How to apply different texturing to
   the terrain mesh?
 To: FlightGear developers discussions
   flightgear-devel@lists.sourceforge.net
 Message-ID: [EMAIL PROTECTED]
 Content-Type: text/plain; charset=us-ascii

 Hello Sebastian!

 Sebastian Bechtold wrote:
   
  [...] but my plan would, for example, make it possible
  to render markings onto them, or draw softly rounded curves.
 

 I'm specifically interested in the markings part (although I'm also
 curious at how you want to implement softly rounded curves without
 breaking the current concept of texture display).
   
I -want- to break the current concept of texture display. I don't want
to break anything else, but I definitely want to break this. It's all
about breaking this ;).

I want to use large patches of texture which are applied to the ground
mesh, completely ignoring the materials of the triangles. All I need
is to place them correctly, so that a road which is drawn onto
a texture file which represents a certain area in the world apperes
at the correct place in the simulator.

 This might require information which is currently not in the scenery
 files, such as the actual position of the centerline and width of the
 linear features. The triangles don't represent this information anymore,
 however it is available from the scenery sources (e.g. the scenery
 database). In general, making this information available in a suitable
 format shouldn't be a technical problem (maybe one of available manpower
 for implementing the stuff required, but that only means that it may
 take longer).
   
Exactly this is the idea. I have already talked with Martin about this
off-list. The plan would be to include the raw (meaning not 
compiled/digested
into the .btg files) vector data into a scenery file and auto-generate
the textures using this data. Then you could achieve things like
road markings and smooth curves with some more or less simple
2D graphics programming. But however - first, I have to realise this
texture mapping stuff. Without that, all further thoughts about how
to generate the textures are useless.
 Another possibility - at least for simple roads - would be to add a
 centerline to the road texture and make TerraGear create an appropriate
 texture mapping similar to how it is done currently in genapts for the
 taxiways. Unfortunately, the part of TerraGear which creates the texture
 coordinates does not know anymore that the polygon it is currently
 operating on originally was a linear feature (blown up according to its
 width to a polygon). So this approach might require some reorganisation
 of the TerraGear architecture. Given that the current architecture is
 quite complex (mainly due to the fact that the task at hand is complex)
  I don't think this is feasible without risking to break anything to a
 larger extent.
   
That's one reason why I don't want to touch terragear. The second is
that I would like to make it possible to modify the ground textures
without having to regenerate the scenery.
 When we're discussing about runtime creation of textures we might also
 get into discussing blending of ground textures. In that case, we should
 keep in mind that in reality not all types of landcovers actually blend
 into each other.

 When flying overhead forest areas - especially dense forest - these
 typically do not blend with surrounding agricultural or greenland areas,
 at least not in civilised areas where man tends to create sharp
 corners by land usage. That's actually not related to this specific
 discussion, but I wanted to note that before I forget.
   
Yeah, I know. But well, that's more an artistic question, not so much a
technical one. And as said by you (and also by me above), it's not 
related to this
first step of the plan. But anyway, you are surely right. I have quite a 
number
of thoughts about how to create realistic looking pseudo aerial 
photographs.
If I should ever be successful with step 1, I'll come back to you with 
these.

Cheers,

Sebastian

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Re: [Flightgear-devel] How to apply different texturing to the terrain mesh? (addressing especially Ralf)

2007-07-05 Thread Heiko Schulz
Hi,

the graphic at the end of your steps should be no or
very small problems. To make pseudo aerial 
 photographs can be done very easy.

Your idea sounds good now - but one curious question I
have: when it really works at runtime, we could do
something like the livery-changing for the textures?
As an example, when we have rain - the runway will
look wet? When it's snowing, the landscape will be
white?

Good luck
HHS

--- Sebastian Bechtold [EMAIL PROTECTED]
schrieb:

 
  Message: 8
  Date: Thu, 05 Jul 2007 17:12:49 +0200
  From: Ralf Gerlich [EMAIL PROTECTED]
  Subject: Re: [Flightgear-devel] How to apply
 different texturing to
  the terrain mesh?
  To: FlightGear developers discussions
  flightgear-devel@lists.sourceforge.net
  Message-ID: [EMAIL PROTECTED]
  Content-Type: text/plain; charset=us-ascii
 
  Hello Sebastian!
 
  Sebastian Bechtold wrote:

   [...] but my plan would, for example, make it
 possible
   to render markings onto them, or draw softly
 rounded curves.
  
 
  I'm specifically interested in the markings part
 (although I'm also
  curious at how you want to implement softly
 rounded curves without
  breaking the current concept of texture display).

 I -want- to break the current concept of texture
 display. I don't want
 to break anything else, but I definitely want to
 break this. It's all
 about breaking this ;).
 
 I want to use large patches of texture which are
 applied to the ground
 mesh, completely ignoring the materials of the
 triangles. All I need
 is to place them correctly, so that a road which is
 drawn onto
 a texture file which represents a certain area in
 the world apperes
 at the correct place in the simulator.
 
  This might require information which is currently
 not in the scenery
  files, such as the actual position of the
 centerline and width of the
  linear features. The triangles don't represent
 this information anymore,
  however it is available from the scenery sources
 (e.g. the scenery
  database). In general, making this information
 available in a suitable
  format shouldn't be a technical problem (maybe one
 of available manpower
  for implementing the stuff required, but that only
 means that it may
  take longer).

 Exactly this is the idea. I have already talked with
 Martin about this
 off-list. The plan would be to include the raw
 (meaning not 
 compiled/digested
 into the .btg files) vector data into a scenery file
 and auto-generate
 the textures using this data. Then you could achieve
 things like
 road markings and smooth curves with some more or
 less simple
 2D graphics programming. But however - first, I have
 to realise this
 texture mapping stuff. Without that, all further
 thoughts about how
 to generate the textures are useless.
  Another possibility - at least for simple roads -
 would be to add a
  centerline to the road texture and make TerraGear
 create an appropriate
  texture mapping similar to how it is done
 currently in genapts for the
  taxiways. Unfortunately, the part of TerraGear
 which creates the texture
  coordinates does not know anymore that the polygon
 it is currently
  operating on originally was a linear feature
 (blown up according to its
  width to a polygon). So this approach might
 require some reorganisation
  of the TerraGear architecture. Given that the
 current architecture is
  quite complex (mainly due to the fact that the
 task at hand is complex)
   I don't think this is feasible without risking to
 break anything to a
  larger extent.

 That's one reason why I don't want to touch
 terragear. The second is
 that I would like to make it possible to modify the
 ground textures
 without having to regenerate the scenery.
  When we're discussing about runtime creation of
 textures we might also
  get into discussing blending of ground textures.
 In that case, we should
  keep in mind that in reality not all types of
 landcovers actually blend
  into each other.
 
  When flying overhead forest areas - especially
 dense forest - these
  typically do not blend with surrounding
 agricultural or greenland areas,
  at least not in civilised areas where man tends
 to create sharp
  corners by land usage. That's actually not related
 to this specific
  discussion, but I wanted to note that before I
 forget.

 Yeah, I know. But well, that's more an artistic
 question, not so much a
 technical one. And as said by you (and also by me
 above), it's not 
 related to this
 first step of the plan. But anyway, you are surely
 right. I have quite a 
 number
 of thoughts about how to create realistic looking
 pseudo aerial 
 photographs.
 If I should ever be successful with step 1, I'll
 come back to you with 
 these.
 
 Cheers,
 
 Sebastian
 

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Re: [Flightgear-devel] How to apply different texturing to, the terrain mesh? (addressing especially Tim Moore)

2007-07-05 Thread Sebastian Bechtold
Tim Moore wrote:
 This is going to be messy; you're going to have to dive into the code of
 FlightGear, SimGear, and probably TerraGear too.

 The terrain mesh created by TerraGear has texture coordinates that are
 appropriate for the surface texture in each triangle. You're either
 going to have to generate alternate meshes -- with a more uniform
 texture coordinate scheme -- from TerraGear, or you're going to need to
 use OpenGL TexGen stuff to generate the appropriate texture coordinates
 at runtime. Remember that all the geometry is in earth-centric
 coordinates  :) 

 So, I don't mean to be discouraging because I think this is ultimately
 the right approach in terms of bumping up terrain detail and
 implementing terrain and texture LOD, but you have a lot of hacking
 ahead of you.

Then it should be so. I'd really like to help making FlightGear better,
and of course I want to improve the things which, in my option, need it 
most.
Since this one is quite high on my list of ideas for improvements, and 
nobody
else seems to work on it, I want to do it. Or at least try it. I believe 
you when
you say that it is going to be complicated, but wouldn't it be boring if 
it wasn't ?
I have to admit that at the moment, I have not the slightest idea about any
coordinates and stuff, but I'm willed to learn :).

(And well, maybe I shouldn't present myself as being so helpless 
with this. Ok,
I'm completely new to the FlightGear source code and also to 3D programming,
but I think I'm at least not the asolutely worst programmer in the 
world, I found that
I can read and understand the FlightGear code a lot faster than I 
expected before,
and I know how to use a few development tools to untangle it and get a 
picture of how
everything works together. Again, I think this should be possible with 
some help from others.)

Cheers,

Sebastian

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Re: [Flightgear-devel] How to apply different texturing to the terrain mesh? (addressing especially Ralf)

2007-07-05 Thread Georg Vollnhals
Sebastian Bechtold schrieb:

 

...
  -want- to break the current concept of texture display. I don't want
 to break anything else, but I definitely want to break this. It's all
 about breaking this ;).

 I want to use large patches of texture which are applied to the ground
 mesh, completely ignoring the materials of the triangles. All I need
 is to place them correctly, so that a road which is drawn onto
 a texture file which represents a certain area in the world apperes
 at the correct place in the simulator.

 ...

 Cheers,

 Sebastian

   
Hi all,
Sebastian's plan to make the ground texturing independend from the mesh
(triangles) seems to be a very good way to improve the FG scenery.

If I understand it right, nothing would be changed from the actual state
in those regions of the world where no special development has taken
place, you just have the familiar standard ground textures.
But in selected areas scenery designers could create special textures
and they will be drawn elevation-mesh independent instead of the basic
triangle associated textures. You could place whatever you like -
improved FG basic textures, selfcreated ones or even photorealistic ones.
We should have something like my good old Fly! II sim had implemented -
an automatic texture converter where you give the lat/lon coordinates of
ie all 4 corners (to avoid projection problems) of your custom texture
and the process splits your texture into the right sub-sizes, ie fitting
to the given mesh-triangle sizes - which would make the code-changes
much easier as the display would use nearly the same routines as now.
And the process should be able to create soft overlapping (merging)
of the new and old regions (if wished).

So this could be a pretty easy produre for pure users - create a
groundtexture, small or big, run the programm with the right coordinates
and get the result after some time plugged into the FG scenery system.
And there should nearly no performance loss as the work is not done
while running the sim - FG only has to watch where special regions are
to be displayed.

Just my thoughts about it, there might be a lot of more practicable
solutions, but doing some improving work on ground textures display
should be supported.

Regards
Georg EDDW




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Re: [Flightgear-devel] How to apply different texturing to the terrain mesh?

2007-07-04 Thread Heiko Schulz
Hi,

Hmmm sounds like the flat textures which MSFS
has...
I like the way it is, because with the material you
have some informations about bumbiness and so on...

So much as I know, someone is working on the
possibility to change the terrain easily ( I think
Frederic Bouvier )

So I'm not sure about if this is a good idea...

Greetings
HHS
--- Sebastian Bechtold [EMAIL PROTECTED]
schrieb:

 Hello together.
 
 Now that I've found that the FlightGear source code
 does not have to be 
 a book with seven seals for me and I was
 successfull with implementing
 my first, although small and simple, change to it, I
 got the idea to try a
 somewhat bigger modification to the program: 
 
 I'd like to do some experiments with displaying
 ground features
 like roads, rivers and land usage completely through
 (automatically generated) 
 textures instead of the current
 material/triangle-based approach. I think 
 that drawing these features totally indepentent of
 the underlying 
 triangulation has several great advantages, with the
 following two being the 
 most important ones:
 
 - It would offer the possibility of drawing more
 details and generally 
 more organic ground features than it would ever be
 possible with the 
 triangle/materials approach with its inevitable hard
 edges and performance 
 limitations (no way to render zillions of triangles
 for all the smallest 
 details)
 
 - It would uncouple the processes of generating and
 drawing all the flat 
 ground features from the processes of generating and
 displaying the terrain 
 mesh. This would allow us to modify and extend the
 complexity of 
 displayed flat ground stuff completely without
 having to edit or regenerate 
 the terrain mesh. New roads or other things could
 easily be added by  
 modifying a roads vector dataset and regenerate the
 responsible ground 
 texture tiles (or even by painting the road onto
 them with a graphics 
 program).
 
 I know and admit that this approach also may have
 some quite big 
 disadvantages, primarily performance problems
 because of limited hardware 
 resources, and of course the feared blurry ground
 at low altitudes effect.
 
 I have no idea if I will ever get this to work (with
 acceptable results), I 
 have no idea if it will be better than the current
 solution (and even 
 accepted as such by the community), but anyway - I
 would just like to try it. 
 Just for my own fun and interest, if you don't like
 it. 
 
 Now why I'm writing this sermon: 
 It would be great if someone who has good knowledge
 of these parts of 
 FlightGear which are critical for this experiment
 could support me with 
 answers to some questions which will surely arise.
 
 This first one, to which the definition of the whole
 challenge can be reduced 
 as for now, is nothing more or less than the
 following:
 
 How can I implement an override for the current
 way of how the terrain 
 triangles are textured, which allows me to look at
 each single triangle, 
 identified by the world coordinates of its corner
 vertices, and map a defined 
 part of an arbitrary texture file onto it? Like
 saying, I have an image file 
 which represents a certain part of the world with
 four corners at specific 
 lat/lon coordinates, and now I want FlightGear to
 render this image onto the 
 ground at exactly this place in the virtual world. 
 
 I hope my explaination can be understood and I'm
 looking forward to some 
 helpful replies :)
 
 With best regards,
 
 Sebastian
 

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Re: [Flightgear-devel] How to apply different texturing to the terrain mesh?

2007-07-04 Thread Heiko Schulz
Hi,

But I forgot a wish: I would love to see, if we could
change and do individuals paintings of the ground of
airports - all the lines and markings. Maybe that
could be something...

Greetings
HHS
--- Sebastian Bechtold [EMAIL PROTECTED]
schrieb:

 Hello together.
 
 Now that I've found that the FlightGear source code
 does not have to be 
 a book with seven seals for me and I was
 successfull with implementing
 my first, although small and simple, change to it, I
 got the idea to try a
 somewhat bigger modification to the program: 
 
 I'd like to do some experiments with displaying
 ground features
 like roads, rivers and land usage completely through
 (automatically generated) 
 textures instead of the current
 material/triangle-based approach. I think 
 that drawing these features totally indepentent of
 the underlying 
 triangulation has several great advantages, with the
 following two being the 
 most important ones:
 
 - It would offer the possibility of drawing more
 details and generally 
 more organic ground features than it would ever be
 possible with the 
 triangle/materials approach with its inevitable hard
 edges and performance 
 limitations (no way to render zillions of triangles
 for all the smallest 
 details)
 
 - It would uncouple the processes of generating and
 drawing all the flat 
 ground features from the processes of generating and
 displaying the terrain 
 mesh. This would allow us to modify and extend the
 complexity of 
 displayed flat ground stuff completely without
 having to edit or regenerate 
 the terrain mesh. New roads or other things could
 easily be added by  
 modifying a roads vector dataset and regenerate the
 responsible ground 
 texture tiles (or even by painting the road onto
 them with a graphics 
 program).
 
 I know and admit that this approach also may have
 some quite big 
 disadvantages, primarily performance problems
 because of limited hardware 
 resources, and of course the feared blurry ground
 at low altitudes effect.
 
 I have no idea if I will ever get this to work (with
 acceptable results), I 
 have no idea if it will be better than the current
 solution (and even 
 accepted as such by the community), but anyway - I
 would just like to try it. 
 Just for my own fun and interest, if you don't like
 it. 
 
 Now why I'm writing this sermon: 
 It would be great if someone who has good knowledge
 of these parts of 
 FlightGear which are critical for this experiment
 could support me with 
 answers to some questions which will surely arise.
 
 This first one, to which the definition of the whole
 challenge can be reduced 
 as for now, is nothing more or less than the
 following:
 
 How can I implement an override for the current
 way of how the terrain 
 triangles are textured, which allows me to look at
 each single triangle, 
 identified by the world coordinates of its corner
 vertices, and map a defined 
 part of an arbitrary texture file onto it? Like
 saying, I have an image file 
 which represents a certain part of the world with
 four corners at specific 
 lat/lon coordinates, and now I want FlightGear to
 render this image onto the 
 ground at exactly this place in the virtual world. 
 
 I hope my explaination can be understood and I'm
 looking forward to some 
 helpful replies :)
 
 With best regards,
 
 Sebastian
 

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Re: [Flightgear-devel] How to apply different texturing to the terrain mesh?

2007-07-04 Thread Thomas Förster
Am Mittwoch 04 Juli 2007 19:38 schrieb Heiko Schulz:
 Hi,

 But I forgot a wish: I would love to see, if we could
 change and do individuals paintings of the ground of
 airports - all the lines and markings. Maybe that
 could be something...

AFAIK Ralf Gerlich has done some research in that direction, as the new 
X-Plane apt.dat format codes this information. But he is totally overburdened 
with PhD, TaxiDraw, TerraGear, name some 10 projects more  work... :-)

Probably check back with him for more info. Also see the preliminary results 
at http://www.custom-scenery.org/ , especially 
http://www.custom-scenery.org/Research-Deve.274.0.html

Thomas
-- 
PhD Student, Dept. Animal Physiology, HU Berlin
Tel +49 30 2093 6173, Fax +49 30 2093 6375

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