Re: [Flightgear-devel] trees

2013-06-18 Thread Vivian Meazza
Syd,

 

We fixed that bug a while back, I hope J. Could you rebuild with the latest
FG/SG and try again with the latest FGDATA? I really hope that fixes it!

 

Vivian

 

From: syd adams [mailto:adams@gmail.com] 
Sent: 18 June 2013 19:16
To: FlightGear developers discussions
Subject: [Flightgear-devel] trees

 

No one else has mentioned this so maybe its time for a make clean , but this
is what Im seeing after the recent tree updates :

 

http://imagebin.org/261806

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Re: [Flightgear-devel] trees

2013-06-18 Thread Stuart Buchanan
On Tue, Jun 18, 2013 at 8:22 PM, Vivian Meazza  wrote:
 Syd,
 We fixed that bug a while back, I hope J. Could you rebuild with the latest
 FG/SG and try again with the latest FGDATA? I really hope that fixes it!

Me too!

Syd - if it doesn't fix it, can you let me know the following:

1) Are you seeing this for all forested areas (e.g. around KHAF)?  Or is this
specific to explicitly placed trees in the scenery?

2) Any errors on the console?

3) What rendering settings do you have?

Thanks,

-Stuart

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Re: [Flightgear-devel] Trees have gone

2011-05-05 Thread HB-GRAL
I checked for changes in materials.xml and related. But I can’t find any 
relevant new or changed code, unless my own changes from last summer ...

I didn’t check for textures/terrain/shader use for a long time, maybe 
there are some issues introduced by myself (?) weeks or months ago? 
Doesn’t matter, no one cares about ;-)

Cheers, Yves


Am 05.05.11 18:21, schrieb HB-GRAL:
 Hi all

 I noticed with git from today that there are no trees at all on some
 forest types. You can see it around KSFO, where you see forest base
 textures with and without trees. Looks like some forest types have
 trees, others don’t. Are there some changes in materials.xml ? (sorry if
 this is stated already somewhere else, I couldn’t find older posts about
 this topic in the list).

 Cheers, Yves


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Re: [Flightgear-devel] Trees rendered too large?

2010-02-16 Thread Curtis Olson
On Sat, Feb 13, 2010 at 2:55 AM, Gijs de Rooy wrote:

  Hi Rob,



  I was trying to get a good screenshot which demonstrates this, but I
 can't find the right
  arrangement of objects to prove my point at the moment.

 If you take the UFO, you can place any object at any place... ;)


Do we know what the size of the trees are right now?  Just looking out my
window, I estimate that an average tree around here could be 20-25m tall.
 But of course trees come in all shapes and sizes.

Curt.
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Re: [Flightgear-devel] Trees rendered too large?

2010-02-16 Thread syd adams
its all configurable in the material.xml file...

 wood-coverage4000.0/wood-coverage
 tree-textureTextures/Trees/mixed-summer.png/tree-texture
 tree-varieties8/tree-varieties
 tree-range-m alias=/params/forest/tree-range-m/
 tree-height-m25.0/tree-height-m
 tree-width-m15.0/tree-width-m

(this is a section for MixedForestCover)



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Re: [Flightgear-devel] Trees rendered too large?

2010-02-16 Thread adams . syd
The tree heights are about right for the areas I fly in , although maybe  
just a bit too wide for pines ...
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Re: [Flightgear-devel] Trees rendered too large?

2010-02-16 Thread Stuart Buchanan
Curtis Olson wrote:
On Sat, Feb 13, 2010 at 2:55 AM, Gijs de Rooy wrote:
Hi Rob,

 

 I was trying to get a good screenshot which demonstrates this, but I can't 
 find the right 
 arrangement of objects to prove my point at the moment.

If you take the UFO, you can place any object at any place... ;)

Do we know what the size of the trees are right now?  Just looking out my 
window, I estimate that an average tree around here could be 20-25m tall.  But 
of course trees come in all shapes and sizes.

The standard conifers we defined for the Landmass and EvergreenForest terrain 
are 25m high +/- 50%, and 15m wide, so that's pretty close. Most of our other 
trees are around the same height - some are 20m.

Those interested in playing around with the settings can change the height by 
modifying the self-explanatory tree-height-m and tree-width-m tags in 
materials.xml.

-Stuart



  

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Re: [Flightgear-devel] Trees rendered too large?

2010-02-13 Thread James Sleeman

On 13/02/10 20:24, Rob Shearman, Jr. wrote:


Am I the only one who feels like the trees in FlightGear are 
HUMONGOUS?  In some aircraft and near some buildings I just feel like 
the trees are towering way over some of these larger objects that 
ordinary trees -- at least, not the ones in suburbia that I'm used to 
-- just aren't tall enough to eclipse like that.


Perhaps if you put some numbers on it it would be easier to judge, have 
a look around your town and see what sort of usual height trees are.  
Then compare into FG by looking at how many stories high the usual 
tree is.


I guess around here, mature garden trees (shade, ornamental) would be 1 
to 2 stories (5 to 10 meters), fruit trees usually 1 story at most. 

Pines, gums however much higher, at a guess, a good 20 meters.  Poplars 
similar height, but usually only found as windbreaks in parks and such.




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Re: [Flightgear-devel] Trees rendered too large?

2010-02-13 Thread Gijs de Rooy

Hi Rob,
 
 I was trying to get a good screenshot which demonstrates this, but I can't 
 find the right 
 arrangement of objects to prove my point at the moment.


If you take the UFO, you can place any object at any place... ;)

Cheers,
Gijs 

  
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Re: [Flightgear-devel] trees

2009-11-25 Thread Vivian Meazza
Syd Adams wrote


 Hi Tim , just did another update . clouds  still  hide trees on the
 horizon , but the trees themselves work like they did before ...
 thanks
 
 On 11/24/09, syd adams adams@gmail.com wrote:
  I'll give it another try after work ... I should have mentioned that
  this was the git version I compiled (next branch), Im having trouble
  getting myself to do cvs up  lately , except for data :)...
  I have an NVidia Geforce 6200 , AMD Athlon 2800+  , not the best , but
  has done fairly well , I average 25 - 35 with trees /3d clouds
  enabled.
  Cheers
 
 
  On 11/24/09, Tim Moore timo...@redhat.com wrote:
  On 11/24/2009 10:23 AM, Tim Moore wrote:
  On 11/24/2009 07:53 AM, syd adams wrote:
  I'll try again ... attached an image so the first email didnt go
  through
  .
  The trees are now thinner here , and knocking my framerate down by 10
  fps with the same options I ran before . Trees are being hidden now
 by
  the tree texture in front ... they come into view as you fly past and
  you can distinctly see the tranparent rectangle of the nearest tree
  ...
 
  http://imagebin.ca/view/nP1gTV9m.html
 
  http://imagebin.ca/view/worbbHbL.html
 
  I gather from the cvs logs that this is a known issue , or is it just
  me
  ?
  Cheers
 
  Can you check that your simgear and flightgear are up-to-date? The
  transparent
  parts of the tree polygon should not be obscuring geometry behind
 them.
  If you still have the problem, tell me what hardware you're running
 on.
 
  Thanks,
  Tim
  Whoops, I forgot to check in something. Please update simgear and try
  again.
 


It's not just on the horizon either:

ftp://ftp.abbeytheatre2.org.uk/fgfs/Screen-shots/low-clouds.png


Vivian



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Re: [Flightgear-devel] trees

2009-11-24 Thread Tim Moore
On 11/24/2009 07:53 AM, syd adams wrote:
 I'll try again ... attached an image so the first email didnt go through .
 The trees are now thinner here , and knocking my framerate down by 10
 fps with the same options I ran before . Trees are being hidden now by
 the tree texture in front ... they come into view as you fly past and
 you can distinctly see the tranparent rectangle of the nearest tree
 ...
 
 http://imagebin.ca/view/nP1gTV9m.html
 
 http://imagebin.ca/view/worbbHbL.html
 
 I gather from the cvs logs that this is a known issue , or is it just me ?
 Cheers
 
Can you check that your simgear and flightgear are up-to-date? The transparent
parts of the tree polygon should not be obscuring geometry behind them.
If you still have the problem, tell me what hardware you're running on.

Thanks,
Tim

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Re: [Flightgear-devel] trees

2009-11-24 Thread Tim Moore
On 11/24/2009 10:23 AM, Tim Moore wrote:
 On 11/24/2009 07:53 AM, syd adams wrote:
 I'll try again ... attached an image so the first email didnt go through .
 The trees are now thinner here , and knocking my framerate down by 10
 fps with the same options I ran before . Trees are being hidden now by
 the tree texture in front ... they come into view as you fly past and
 you can distinctly see the tranparent rectangle of the nearest tree
 ...

 http://imagebin.ca/view/nP1gTV9m.html

 http://imagebin.ca/view/worbbHbL.html

 I gather from the cvs logs that this is a known issue , or is it just me ?
 Cheers

 Can you check that your simgear and flightgear are up-to-date? The transparent
 parts of the tree polygon should not be obscuring geometry behind them.
 If you still have the problem, tell me what hardware you're running on.
 
 Thanks,
 Tim
Whoops, I forgot to check in something. Please update simgear and try again.

Tim

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Re: [Flightgear-devel] trees

2009-11-24 Thread syd adams
Hi Tim , just did another update . clouds  still  hide trees on the
horizon , but the trees themselves work like they did before ...
thanks

On 11/24/09, syd adams adams@gmail.com wrote:
 I'll give it another try after work ... I should have mentioned that
 this was the git version I compiled (next branch), Im having trouble
 getting myself to do cvs up  lately , except for data :)...
 I have an NVidia Geforce 6200 , AMD Athlon 2800+  , not the best , but
 has done fairly well , I average 25 - 35 with trees /3d clouds
 enabled.
 Cheers


 On 11/24/09, Tim Moore timo...@redhat.com wrote:
 On 11/24/2009 10:23 AM, Tim Moore wrote:
 On 11/24/2009 07:53 AM, syd adams wrote:
 I'll try again ... attached an image so the first email didnt go
 through
 .
 The trees are now thinner here , and knocking my framerate down by 10
 fps with the same options I ran before . Trees are being hidden now by
 the tree texture in front ... they come into view as you fly past and
 you can distinctly see the tranparent rectangle of the nearest tree
 ...

 http://imagebin.ca/view/nP1gTV9m.html

 http://imagebin.ca/view/worbbHbL.html

 I gather from the cvs logs that this is a known issue , or is it just
 me
 ?
 Cheers

 Can you check that your simgear and flightgear are up-to-date? The
 transparent
 parts of the tree polygon should not be obscuring geometry behind them.
 If you still have the problem, tell me what hardware you're running on.

 Thanks,
 Tim
 Whoops, I forgot to check in something. Please update simgear and try
 again.

 Tim

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Re: [Flightgear-devel] Trees

2008-04-14 Thread Syd
John Wojnaroski wrote:
 My apologies to all the tree-huggers out there ;-)  but how does one 
 disable all the trees?

 Great for mountains and forests scenery tiles; however last month when I 
 was up at Ames don't recall all that lumber around the runway and know 
 that NASA will not care for all the trees around KDFW when they start 
 the research phase of the project.

 Regards
 JW


   
Hi John,
Setting tree-coverage to 0 in the materials.xml file should do it .
Haven't tried myself , I like it as dense as possible :).
Cheers,
Syd

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Re: [Flightgear-devel] Trees

2008-04-14 Thread Vivian Meazza


 Behalf Of Syd
 Sent: 14 April 2008 08:03
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Trees
 
 
 John Wojnaroski wrote:
  My apologies to all the tree-huggers out there ;-)  but 
 how does one
  disable all the trees?
 
  Great for mountains and forests scenery tiles; however last 
 month when 
  I
  was up at Ames don't recall all that lumber around the 
 runway and know 
  that NASA will not care for all the trees around KDFW when 
 they start 
  the research phase of the project.
 
  Regards
  JW
 
 

 Hi John,
 Setting tree-coverage to 0 in the materials.xml file should 
 do it . Haven't tried myself , I like it as dense as possible 
 :). Cheers, Syd
 
 
Nothing like doing things the hard way :-). Try

 --prop:sim/rendering/random-vegetation=false

I use it and it works here.

Vivian



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Re: [Flightgear-devel] Trees

2008-04-14 Thread Syd
Vivian Meazza wrote:
   
 Behalf Of Syd
 Sent: 14 April 2008 08:03
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Trees


 John Wojnaroski wrote:
 
 My apologies to all the tree-huggers out there ;-)  but 
   
 how does one
 
 disable all the trees?

 Great for mountains and forests scenery tiles; however last 
   
 month when 
 
 I
 was up at Ames don't recall all that lumber around the 
   
 runway and know 
 
 that NASA will not care for all the trees around KDFW when 
   
 they start 
 
 the research phase of the project.

 Regards
 JW


   
   
 Hi John,
 Setting tree-coverage to 0 in the materials.xml file should 
 do it . Haven't tried myself , I like it as dense as possible 
 :). Cheers, Syd

 
  
 Nothing like doing things the hard way :-). Try

  --prop:sim/rendering/random-vegetation=false

 I use it and it works here.

 Vivian


   

Well , ok , that is easier , forgot about that one  ...
Syd

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Re: [Flightgear-devel] Trees

2008-04-14 Thread John Wojnaroski
Syd wrote:

Vivian Meazza wrote:
  

  


Behalf Of Syd
Sent: 14 April 2008 08:03
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Trees


John Wojnaroski wrote:

  

My apologies to all the tree-huggers out there ;-)  but 
  


how does one

  

disable all the trees?

Great for mountains and forests scenery tiles; however last 
  


month when 

  

I
was up at Ames don't recall all that lumber around the 
  


runway and know 

  

that NASA will not care for all the trees around KDFW when 
  


they start 

  

the research phase of the project.

Regards
JW


  
  


Hi John,
Setting tree-coverage to 0 in the materials.xml file should 
do it . Haven't tried myself , I like it as dense as possible 
:). Cheers, Syd


  

 
Nothing like doing things the hard way :-). Try

 --prop:sim/rendering/random-vegetation=false

I use it and it works here.

Vivian


  



Well , ok , that is easier , forgot about that one  ...
Syd

  

Thanks,

BTW, was at a conference last week on PC-based simulations.  One 
presenter from AFRL (Air Force Research Labs) did a survey of major 
flight sim programs.  The three top systems were MSFS, X-Plane, and 
Flightgear.  FG matched up nicely in all areas except documentation, but 
it was cut a little slack being an OSS program.The presenter was 
reviewing the 1.0 version.
Curt will get a copy of all the presentations; might want to excise that 
portion and post it

Since Curt was having all kinds of fun cruising the Pacific, I had to 
expand on FG capabilities not discussed. Since the docs are thin in some 
areas some of the features of FG were not covered.  However, while 
presenting the use of FG and JSBSim on the 747 project, I was able to 
fill in and add some areas that were not covered, most notably the 
transition to OSG and AI stuff.

Another interesting tidbit, during the RedHat presentation on virtual 
machines a show off hands from the audience showed a majority (60%) were 
linux users interesting.

John


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Re: [Flightgear-devel] trees

2008-02-27 Thread Nils Erik Svangård
Hi!
I just notice a blog entry about a company that specializes in
tree-simulation for games. As the blogger points out it would be cool
to se trees bending when approaching with a helicopter.
http://simflyer.blogspot.com/2008/02/holy-foliage-batman.html

/nisse

On 2/8/08, Stuart Buchanan [EMAIL PROTECTED] wrote:

 --- Ron Jensen wrote:
  I had to manually create a random-objects entry in preferences.xml to
  get the trees to show up:

 This shouldn't be required, as /sim/rendering/random-vegetation defaults to 
 true.
 Perhaps you you previously set /sim/rendering/random-vegetation to false?

 OTOH, we should include it in the preferences.xml file so people can change it
 easily, so thanks for the patch.

 -Stuart


  Index: preferences.xml
  ===
  RCS file: /var/cvs/FlightGear-0.9/data/preferences.xml,v
  retrieving revision 1.261
  diff -u -r1.261 preferences.xml
  --- preferences.xml   30 Jan 2008 16:48:04 -  1.261
  +++ preferences.xml   8 Feb 2008 05:27:40 -
  @@ -52,6 +52,7 @@
   bare userarchive=y3/bare
  /static-lod
  random-objects type=bool userarchive=ytrue/random-objects
  +   random-vegetation type=bool userarchive=ytrue/random-vegetation
  horizon-effect type=bool userarchive=yfalse/horizon-effect
  point-sprites type=bool userarchive=ytrue/point-sprites
  enhanced-lighting type=bool userarchive=yfalse/enhanced-lighting
 
 
 
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Re: [Flightgear-devel] trees

2008-02-08 Thread Stuart Buchanan

--- Ron Jensen wrote:
 I had to manually create a random-objects entry in preferences.xml to
 get the trees to show up:

This shouldn't be required, as /sim/rendering/random-vegetation defaults to 
true.
Perhaps you you previously set /sim/rendering/random-vegetation to false?

OTOH, we should include it in the preferences.xml file so people can change it
easily, so thanks for the patch.

-Stuart


 Index: preferences.xml
 ===
 RCS file: /var/cvs/FlightGear-0.9/data/preferences.xml,v
 retrieving revision 1.261
 diff -u -r1.261 preferences.xml
 --- preferences.xml   30 Jan 2008 16:48:04 -  1.261
 +++ preferences.xml   8 Feb 2008 05:27:40 -
 @@ -52,6 +52,7 @@
  bare userarchive=y3/bare
 /static-lod
 random-objects type=bool userarchive=ytrue/random-objects
 +   random-vegetation type=bool userarchive=ytrue/random-vegetation
 horizon-effect type=bool userarchive=yfalse/horizon-effect
 point-sprites type=bool userarchive=ytrue/point-sprites
 enhanced-lighting type=bool userarchive=yfalse/enhanced-lighting
 
 
 
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Re: [Flightgear-devel] trees

2008-02-07 Thread Tim Moore
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Stuart Buchanan wrote:
| --- Tim Moore wrote:
| Hi Stuart,
| I've checked in your first patch with my cleanup. I haven't had a chance to
| play with
| the second patch; if you're up for it, you should integrate it with what's 
now
| in CVS; I
| don't think it will be too hard. Otherwise you can leave it for me, but that
| won't
| happen for at least a week.
|
| I've now integrated my second patch with the CVS code to create a new patch
| against CVS. This includes
| - a separate property (/sim/rendering/random-vegetation) to control whether 
the
| trees are displayed or not (the default is true)
| - pseudo-random tree size variation (up to +/- 50%)
| - pseudo-random tree texture variation.
|
| It is available from http://www.nanjika.co.uk/flightgear/trees.tar.gz.
|
| It hasn't had a huge amount of testing, but the changes are fairly
| straightforward.

This has been checked in.

Tim
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Re: [Flightgear-devel] trees

2008-02-07 Thread Ron Jensen
On Fri, 2008-02-08 at 00:18 +0100, Tim Moore wrote:
 | I've now integrated my second patch with the CVS code to create a new patch
 | against CVS. This includes
 | - a separate property (/sim/rendering/random-vegetation) to control whether 
 the
 | trees are displayed or not (the default is true)
 | - pseudo-random tree size variation (up to +/- 50%)
 | - pseudo-random tree texture variation.
 |
 | It is available from http://www.nanjika.co.uk/flightgear/trees.tar.gz.
 |
 | It hasn't had a huge amount of testing, but the changes are fairly
 | straightforward.
 
 This has been checked in.
 
 Tim

I had to manually create a random-objects entry in preferences.xml to
get the trees to show up:

Index: preferences.xml
===
RCS file: /var/cvs/FlightGear-0.9/data/preferences.xml,v
retrieving revision 1.261
diff -u -r1.261 preferences.xml
--- preferences.xml 30 Jan 2008 16:48:04 -  1.261
+++ preferences.xml 8 Feb 2008 05:27:40 -
@@ -52,6 +52,7 @@
 bare userarchive=y3/bare
/static-lod
random-objects type=bool userarchive=ytrue/random-objects
+   random-vegetation type=bool userarchive=ytrue/random-vegetation
horizon-effect type=bool userarchive=yfalse/horizon-effect
point-sprites type=bool userarchive=ytrue/point-sprites
enhanced-lighting type=bool userarchive=yfalse/enhanced-lighting



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Re: [Flightgear-devel] trees

2008-02-06 Thread Stuart Buchanan
--- Tim Moore wrote:
 Hi Stuart,
 I've checked in your first patch with my cleanup. I haven't had a chance to
 play with
 the second patch; if you're up for it, you should integrate it with what's now
 in CVS; I
 don't think it will be too hard. Otherwise you can leave it for me, but that
 won't
 happen for at least a week.

I've now integrated my second patch with the CVS code to create a new patch
against CVS. This includes
- a separate property (/sim/rendering/random-vegetation) to control whether the
trees are displayed or not (the default is true)
- pseudo-random tree size variation (up to +/- 50%)
- pseudo-random tree texture variation.

It is available from http://www.nanjika.co.uk/flightgear/trees.tar.gz.

It hasn't had a huge amount of testing, but the changes are fairly
straightforward.

As people have noticed, currently the different tree textures are merely colour
variations on the current shapes. It would be great if someone who knows their
way around GIMP could spend a little time improving the tree textures. I'm sure
this would improve the realism greatly for minimal effort

Comments are very welcome as always.

-Stuart


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Re: [Flightgear-devel] trees

2008-02-06 Thread Frederic Bouvier
Quoting Stuart Buchanan :

 As people have noticed, currently the different tree textures are
 merely colour variations on the current shapes. It would be great
 if someone who knows their way around GIMP could spend a little
 time improving the tree textures. I'm sure this would improve the
 realism greatly for minimal effort

Are you aware of this tool : http://dryad.stanford.edu/

-Fred

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Re: [Flightgear-devel] trees

2008-02-06 Thread Diogo Kastrup
Em Qua, 2008-02-06 às 16:57 +0100, Frederic Bouvier escreveu:
 Are you aware of this tool : http://dryad.stanford.edu/

Or this one: http://arbaro.sourceforge.net/

Diogo


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Re: [Flightgear-devel] trees

2008-02-06 Thread Norman Vine
Stuart Buchanan writes:
 
 As people have noticed, currently the different tree textures 
 are merely colour
 variations on the current shapes. It would be great if 
 someone who knows their
 way around GIMP could spend a little time improving the tree 
 textures. I'm sure
 this would improve the realism greatly for minimal effort

http://vterrain.org/Plants/index.html


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Re: [Flightgear-devel] trees

2008-02-03 Thread Detlef Faber
Am Sonntag, den 03.02.2008, 00:17 +0100 schrieb Tim Moore:
 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1
 
 Stuart Buchanan wrote:
 | --- Stuart Buchanan  wrote:
 | --- Stuart Buchanan wrote:
 | Hi All,
 |
 | Just a quick note to mention that I've now implemented random tree height,
 | and
 | multiple textures as suggested by Curt. Screenshot here:
 |
 | http://www.nanjika.co.uk/flightgear/forest2.jpg
 |
 | Still some work to be done, but it is looking more realistic.
 |
 | Tim - I've been cleaning up my code a bit, so unless you've already 
 started,
 | I'd
 | hold off trying to kick my previous patch into shape for CVS. I should 
 have a
 | new
 | patch fairly soon.
 | A patch for this is now available from
 | http:/www.nanjika.co.uk/flightgear/trees.tar.gz.
 Hi Stuart,
 I've checked in your first patch with my cleanup. I haven't had a chance to 
 play with
 the second patch; if you're up for it, you should integrate it with what's 
 now in CVS; I
 don't think it will be too hard. Otherwise you can leave it for me, but that 
 won't
 happen for at least a week.
 
This is really impresive! FlightGear experiences some great development
these days. 
Is there a possibility to replace the 3d Model of the trees? I didn't
notice any .ac file for them.

 I'm pretty happy with the results. My test area is KHAF, and I can mostly 
 maintain
 60Hz with an NVidia 8800 GTS. With 400k random trees in the scene graph, 
 that's pretty
 reasonable.
 
 Tim
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Re: [Flightgear-devel] trees

2008-02-02 Thread Tim Moore
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Stuart Buchanan wrote:
| --- Stuart Buchanan  wrote:
| --- Stuart Buchanan wrote:
| Hi All,
|
| Just a quick note to mention that I've now implemented random tree height,
| and
| multiple textures as suggested by Curt. Screenshot here:
|
| http://www.nanjika.co.uk/flightgear/forest2.jpg
|
| Still some work to be done, but it is looking more realistic.
|
| Tim - I've been cleaning up my code a bit, so unless you've already started,
| I'd
| hold off trying to kick my previous patch into shape for CVS. I should have 
a
| new
| patch fairly soon.
| A patch for this is now available from
| http:/www.nanjika.co.uk/flightgear/trees.tar.gz.
Hi Stuart,
I've checked in your first patch with my cleanup. I haven't had a chance to 
play with
the second patch; if you're up for it, you should integrate it with what's now 
in CVS; I
don't think it will be too hard. Otherwise you can leave it for me, but that 
won't
happen for at least a week.

I'm pretty happy with the results. My test area is KHAF, and I can mostly 
maintain
60Hz with an NVidia 8800 GTS. With 400k random trees in the scene graph, that's 
pretty
reasonable.

Tim
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Re: [Flightgear-devel] trees

2008-01-30 Thread till busch
hi stuart,

i have missed you on irc today. and i wanted to tell you that indeed the 
second patch is much better in terms of memory usage. it saves 80 megs of 
allocations compared to your first patch :-)

and considering it looks even prettier than the first one... congratulations!

-till

On Monday 28 January 2008, Stuart Buchanan wrote:
 The current patch is a bit better for memory usage IIRC, but it is still
 quite hefty - a side-effect of generating all the trees at once for the
 tile.

 -Stuart

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Re: [Flightgear-devel] trees

2008-01-29 Thread Nils Erik Svangård
Hi!
It would be cool with a scalable fractal forest, where every tree
differs or is copied (depending on hardware). And then you can hook up
that system with free weaterservices like weatherunderground, and
simulate treemovments based on local weather :D
That could work for other weather in realtime also, rain when it
actually rains, and dynamicly loading a snow layer texture if its
below zero.
;)
/nisse


On 1/28/08, Ulrich Hertlein [EMAIL PROTECTED] wrote:
 Quoting Stuart Buchanan [EMAIL PROTECTED]:
  Currently I create a 32x32 quadtree across the extent of the trees within 
  the
  tile. If there are trees at each corner of the tile, that effectively means
 ...
  Alternative approaches and any comments would be gratefully received.

 As I understand it you have a group of 32x32 LOD nodes for each tile.
 Have you tried using a quad-tree instead of a single node? That may help
 tremendously with the cull performance.

 /ulrich

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Re: [Flightgear-devel] trees

2008-01-28 Thread Stuart Buchanan
--- Tim Moore wrote:
 Curtis Olson wrote:
 | Definitely ... we could vary them in shape and appearance, not just
 | color.  There is much that can be done.

Already supported. The current patch allows different shapes and appearance. The
reason that the trees currently just vary by colour is entirely due to my level
of artistic ability. 

If you have a look in the data/Textures/Trees/ directory you will see that the
.rgb files are actually a strip of different trees, evenly distributed along the
x-axis. You can change them in any way you want, as long as you ensure that they
are evenly spaced, and you update the tree-varieties tag in materials.xml to
match. 

In fact, it would be great if someone with some artistic skill could work on the
textures.

You can even vary the distribution of the different tree types by including 
similar textures multiple times.

 | (I haven't dug much in the code for these trees, but ...) it appears
 | that the random locations are computed as areas come into view (or come
 | close enough to the viewer.)  So each time a new chunk of trees are
 | added, I see a blip in the frame rates.  If there are a lot of chunks
 | that need to be added, that translates into a lot of blips.  Would it be
 | possible to compute the locations of the trees when the tile is loaded
 | (in the load thread) and always have these structures available when
 | needed? Now that we can have such wide tree coverage, we'll be burning
 | the memory for these structures anyway.  Previously, David's code only
 | built the random object structures for areas close by because having all
 | the random object structures for all the tiles in memory simultaneously
 | would be a huge waste.  I suspect the plib based random object scene
 | graph structures were much more wasteful than the structures needed by
 | the OSG shader based approach.
 The locations are computed when the tile is loaded. I think the blips you're
 seeing are
 caused by compiling a new shader program per chunk of trees. That problem
 should go
 away when the code is integrated into cvs.

I think the current patch has already fix this. A single osg::Program which
includes the Shaders is instantiated the first time any trees are generated, and
re-used after that point... unless OSG is doing something particularly silly, or
my code is bugged.

The blips are more likely due to the generation of the huge number of trees when
the tile is loaded. I haven't counted them, but we must be generating hundreds 
of
thousands for some tiles.

BTW - the current patch is more efficient in this respect as well.

-Stuart


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Re: [Flightgear-devel] trees

2008-01-28 Thread Stuart Buchanan
--- Curtis Olson wrote:
 In this case the trees aren't so much loaded ... there's only one small
 texture that defines the trees  (or group of randomized tree images.)  What
 does need to be done is that a set of random locations needs to be generated
 across the surface of each tile ... and this needs to happen sometime after
 the terrain is loaded.
 
 Right now this appears to be done in the main render thread once the
 polygons get within some visible distance (although the behavior of this is
 slightly weird and you can be ontop of an area before the trees are actually
 generated.)

The tree locations are generated when the tile is loaded, not when they come 
into
view.

The tree visibility is a problem I'm still trying to solve. 

Currently I create a 32x32 quadtree across the extent of the trees within the
tile. If there are trees at each corner of the tile, that effectively means that
the tile is split into a straightforward 32x32 grid. Each rectangle in the grid
is a LoD node with a range of 8000m, under which are all the trees within that
space, within a Group node. So, all the trees in the rectangle become visible
when you get within 8000m of the center of the rectangle. 

I _think_ that sometimes the center of the rectangle is more than 8000m from the
edge, which is why you can be ontop of the area before they appear. However, in
some cases I've see the area I am on top of _not_ have trees, even though the
areas to either side do, or the visibility of the trees depends on the direction
I'm looking. I'm not sure the reason for this - it could be that the LoD loader
is catching up, or something.

BTW - could someone tell me the maximum size of a tile, in km?

If people want to experiment with different settings:

- TreeBin.hxx line 57 (#define SG_TREE_QUAD_TREE_SIZE 32) defines the size of 
the
grid.
- materials.xml line 96 (tree-range-m8000/tree-range-m) defines the LoD 
range
for the trees.

I'm thinking of changing the approach so that instead of working out the extent
of the grid from the set of trees, we simply create a NxN grid across the tile,
put the trees in appropriately, and then remove the empty nodes. This would have
the advantage of improving performance when the tile is loaded: Currently we
iterate through the list of trees twice - once to work out the extent of the
grid, and then again to place the trees in the correct rectangle.

Alternative approaches and any comments would be gratefully received.

-Stuart


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Re: [Flightgear-devel] trees

2008-01-28 Thread till busch
hi

since i'm already much into memory-stuff i'll add my 2 cents...

On Sunday 27 January 2008, Curtis Olson wrote:
 ...
  Would it be possible to
 compute the locations of the trees when the tile is loaded (in the load
 thread) and always have these structures available when needed? Now that we
 can have such wide tree coverage, we'll be burning the memory for these
 structures anyway.

from my first research it seems like we are burning *lots* of memory for the 
trees. enabling trees results in about 137 mb of aditional allocations. with 
trees, valgrind reports 818 mb of allocations.

this count is the figure i get from starting fg, waiting for the scenerey to 
be loaded and letting it run for another 10 frames before exiting with 
fgOSExit(0).

also it is important to note that the figure shows all memory that is being 
allocated (on the heap, as far as i can tell). so it also shows temporary 
allocations.

i don't have the time to dig deeper here right now. i just wanted to make 
these firures visible for those concerned.

also note that this is with the first tree implementation 
(one-texture-version), i haven't tried the current one yet.

 ...

On Sunday 27 January 2008, Curtis Olson wrote:

 One of the reasons (I think) that OSG start up times are so long is that
 the loading is getting interleaved with the FDM and everything else, but we
 aren't actually showing the view until the loader has loaded enough data.
 So there is much wasted effort at the beginning until enough terrain is
 loaded and the splash screen is removed and the terrain actually drawn.
 This code has grown really complex over the years, but at some point, now
 that we are using OSG, it might be worth revisiting some of these earlier
 design choices.  They made sense for a plib world, but perhaps not for an
 OSG world with better threading support.

you are very much right on this one. probably a week ago i have modified the 
main loop do delay everything else until the scenery is loaded. startup time 
is a lot better this way (14 vs. 11 secs on the fast machine) -- and from my 
impressions it doesn't seem to break anything.

i will dig deeper into this if noone oppoeses. might take some time though, as 
we just got our second son :-)
i think flightgear could really benefit from a rewrite or restructuring of 
Main. also since we are not near a release yet (is that right?), we do not 
need to fear this.

all together i believe we have a lot of people running cvs versions. cvs can 
move fast until the next release is being prepared.

regards,

- till

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Re: [Flightgear-devel] trees

2008-01-28 Thread Heiko Schulz

--- Stuart Buchanan [EMAIL PROTECTED]
schrieb:


 
 In fact, it would be great if someone with some
 artistic skill could work on the
 textures.
 
 You can even vary the distribution of the different
 tree types by including 
 similar textures multiple times.
 


Sebastian Bechthold had nice trees in a package some
time ago- can be found somewhere in the german forum.
Maybe he is reading it, so he can provide it again...
I have a copy, but without his permission I won't
upload it...

HHS

still in work: http://www.hoerbird.net/galerie.html
But already done: http://www.hoerbird.net/reisen.html


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Re: [Flightgear-devel] trees

2008-01-28 Thread Frederic Bouvier
Quoting AJ MacLeod :

 On Monday 28 January 2008 11:02:11 Stuart Buchanan wrote:

  The current patch is a bit better for memory usage IIRC, but it is still
  quite hefty - a side-effect of generating all the trees at once for the
  tile.

 By all means we should be careful about needless memory usage / wastage (and
 perhaps features that demand lots of memory should be disabled by default.)

 At the same time, memory is extremely cheap, (mostly) easy to upgrade and
 modern PCs are generally equipped with huge amounts of it.  If nice new
 features require lots of memory to work well and are optional, I don't see
 any particular problem...

Don't forget that if you run a 32-bit system, a process is limited to 2Gb of
virtual memory, not matter the actual physical memory.

-Fred

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Re: [Flightgear-devel] trees

2008-01-28 Thread AJ MacLeod
On Monday 28 January 2008 11:02:11 Stuart Buchanan wrote:

 The current patch is a bit better for memory usage IIRC, but it is still
 quite hefty - a side-effect of generating all the trees at once for the
 tile.

By all means we should be careful about needless memory usage / wastage (and 
perhaps features that demand lots of memory should be disabled by default.)

At the same time, memory is extremely cheap, (mostly) easy to upgrade and 
modern PCs are generally equipped with huge amounts of it.  If nice new 
features require lots of memory to work well and are optional, I don't see 
any particular problem...

Cheers,

AJ

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Re: [Flightgear-devel] trees

2008-01-28 Thread Stuart Buchanan
--- till busch wrote:
 hi
 
 since i'm already much into memory-stuff i'll add my 2 cents...
 
 On Sunday 27 January 2008, Curtis Olson wrote:
  ...
   Would it be possible to
  compute the locations of the trees when the tile is loaded (in the load
  thread) and always have these structures available when needed? Now that we
  can have such wide tree coverage, we'll be burning the memory for these
  structures anyway.
 
 from my first research it seems like we are burning *lots* of memory for the 
 trees. enabling trees results in about 137 mb of aditional allocations. with 
 trees, valgrind reports 818 mb of allocations.
 
 this count is the figure i get from starting fg, waiting for the scenerey to 
 be loaded and letting it run for another 10 frames before exiting with 
 fgOSExit(0).
 
 also it is important to note that the figure shows all memory that is being 
 allocated (on the heap, as far as i can tell). so it also shows temporary 
 allocations.
 
 i don't have the time to dig deeper here right now. i just wanted to make 
 these firures visible for those concerned.
 
 also note that this is with the first tree implementation 
 (one-texture-version), i haven't tried the current one yet.

The current patch is a bit better for memory usage IIRC, but it is still quite
hefty - a side-effect of generating all the trees at once for the tile.

-Stuart


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Re: [Flightgear-devel] trees

2008-01-28 Thread Melchior FRANZ
* Maik Justus -- Monday 28 January 2008:
 The texture is scaled (mip mapping?), and therefore the new alpha
 value is interpolated between the original values resulting in
 semi-transparent values.

You could set the alpha threshold appropriately:  $ man glAlphaFunc
(or whatever the OSG equivalent is)

m.

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Re: [Flightgear-devel] trees

2008-01-28 Thread Curtis Olson
On Jan 28, 2008 2:18 PM, Maik Justus wrote:

 The transparency--bug appears only, where the alpha channel of the
 texture is neither 0 nor 100%. Therefore I changed the alpha channel to
 be only zero or 100%. But the problem is not solved. The texture is
 scaled (mip mapping?), and therefore the new alpha value is interpolated
 between the original values resulting in semi-transparent values. If it
 would be possible to exclude the alpha channel of the tree-textures from
 the interpolation, the transparency problem could be solved fully
 without any sorting (just by changing the textures). If it is not
 possible: sorting of the triangles within each tree would help in many
 cases.


If you removed the transparency entirely then I believe that the edges of
all the trees will develop aliasing artifacts ... kind of like if they were
drawn with polygons.  And as the mipmapping switches levels you might see
additional odd artifacts.  I'm pretty sure that if Stuart/Tim switch around
the draw order so that the terrain is drawn first, then the problem will all
but go away.

Regards,

Curt.
-- 
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Re: [Flightgear-devel] trees

2008-01-28 Thread Maik Justus
Hi Stuart,
Stuart Buchanan schrieb am 28.01.2008 10:25:

 If you have a look in the data/Textures/Trees/ directory you will see that the
 .rgb files are actually a strip of different trees, evenly distributed along 
 the
 x-axis. You can change them in any way you want, as long as you ensure that 
 they
 are evenly spaced, and you update the tree-varieties tag in materials.xml to
 match. 

   
The transparency--bug appears only, where the alpha channel of the 
texture is neither 0 nor 100%. Therefore I changed the alpha channel to 
be only zero or 100%. But the problem is not solved. The texture is 
scaled (mip mapping?), and therefore the new alpha value is interpolated 
between the original values resulting in semi-transparent values. If it 
would be possible to exclude the alpha channel of the tree-textures from 
the interpolation, the transparency problem could be solved fully 
without any sorting (just by changing the textures). If it is not 
possible: sorting of the triangles within each tree would help in many 
cases.

Maik


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Re: [Flightgear-devel] trees

2008-01-27 Thread Vivian Meazza
Stuart wrote

 Sent: 26 January 2008 21:18
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] trees
 
 
 --- Stuart Buchanan  wrote:
  
  --- Stuart Buchanan wrote:
   Hi All,
   
   Just a quick note to mention that I've now implemented 
 random tree 
   height,
  and
   multiple textures as suggested by Curt. Screenshot here:
   
   http://www.nanjika.co.uk/flightgear/forest2.jpg
   
   Still some work to be done, but it is looking more realistic.
   
   Tim - I've been cleaning up my code a bit, so unless 
 you've already 
   started, I'd hold off trying to kick my previous patch into shape 
   for CVS. I should have a new
   patch fairly soon.
  
  A patch for this is now available from 
  http:/www.nanjika.co.uk/flightgear/trees.tar.gz.
  
  Note that there are some additional new files for the tree textures 
  and some re-organizing of the code - see the included README.
 
 Doh! I didn't notice that I had changed the FlightGear source too...
 
 The patch below adds the appropriate property value check, 
 and I've updated the tarball and README to include it.
 
 At some point I'll need to add a setting to the 
 preferences.xml file too, but first we need to decide whether 
 the trees should be on by default (like the random objects) or not.
 
 Any opinions?
 

The patch is broken here - there is some corruption in simgear.patch which
causes the file to appear empty when it is read by the patch utility, or by
Vi etc. Csaba provided me with a complete patched Simgear source (thanks) so
I was able to compile and run fg. The trees look very nice, and, at least in
the numbers I saw, have a minimal impact on frame rate (2-3). I would think
that on could be the default mode.

Vivian 



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Re: [Flightgear-devel] trees

2008-01-27 Thread Vivian Meazza
Stuart 

 Sent: 27 January 2008 10:42
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] trees
 
 
 --- Vivian Meazza wrote:
  The patch is broken here - there is some corruption in 
 simgear.patch 
  which causes the file to appear empty when it is read by the patch 
  utility, or by Vi etc. Csaba provided me with a complete patched 
  Simgear source (thanks) so I was able to compile and run 
 fg. The trees 
  look very nice, and, at least in the numbers I saw, have a minimal 
  impact on frame rate (2-3). I would think that on could be the 
  default mode.
 
 It looks like the checked in source to mat.hxx has some 
 strange characters on lines 70, 111, 218, 240, 290. In each 
 case they appear on the line above a block comment. vi thinks 
 they are ^L characters.
 
 The simgear.patch file doesn't change them, though it does 
 include one of them to provide context information for the 
 patch utility on line 120. I wonder if that is what is 
 causing the problem?
 
 According to the CVS browser, they've been in there since the 
 original check-in of the file (4 years ago, but Curt).
 
 Anyone any idea why they are there?
 
 If there isn't any particular reason for them to be there, 
 could someone with CVS access remove them? I'd provide a 
 patch, but it looks like that doesn't work particularly well :)
 

Yes, I guessed that the ^Ls might be the culprit, but couldn't prove it.

And the rest of the patch was fine, just simgear.patch failed

Vivian



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Re: [Flightgear-devel] trees

2008-01-27 Thread Curtis Olson
On Jan 27, 2008 8:00 AM, Maik Justus wrote:

 Yes, that did it. There is a problem with the draw ordering leading to a
 transparency bug. It seems, that the trees are done by only two
 triangles, intersecting each other. Due to the intersecting none of the
 two possible orderings are correct. At least one of the two triangles
 need to be separated into two triangle (along th intersection line).


I suspect that depth sorting a million trees might be prohibitive from a
performance standpoint.  We may have to live with the issue, or switch to
billboarded trees, or come up with something clever that only sorts nearby
trees?

Regards,

Curt.
-- 
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Re: [Flightgear-devel] trees

2008-01-27 Thread Tim Moore
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Curtis Olson wrote:
| On Jan 27, 2008 8:00 AM, Maik Justus wrote:
|
| Yes, that did it. There is a problem with the draw ordering leading to a
| transparency bug. It seems, that the trees are done by only two
| triangles, intersecting each other. Due to the intersecting none of the
| two possible orderings are correct. At least one of the two triangles
| need to be separated into two triangle (along th intersection line).
|
|
| I suspect that depth sorting a million trees might be prohibitive from a
| performance standpoint.  We may have to live with the issue, or switch
| to billboarded trees, or come up with something clever that only sorts
| nearby trees?
|
You've got that right. The approach I'm taking in integrating Stuart's work is 
to not
depth-sort the trees at all. Instead:

crank the alpha test value up
draw the trees after the terrain so the sky doesn't appear to poke through the 
terrain.

Ultimately we might want to change the tree texture maps a bit.

Tim
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Re: [Flightgear-devel] trees

2008-01-27 Thread Curtis Olson
On Jan 27, 2008 12:50 PM, Tim Moore [EMAIL PROTECTED] wrote:

 You've got that right. The approach I'm taking in integrating Stuart's
 work is to not
 depth-sort the trees at all. Instead:

 crank the alpha test value up
 draw the trees after the terrain so the sky doesn't appear to poke through
 the terrain.


That's a good point.  If the terrain is drawn first, then the blue-sky
fringe around the trees will all but go away.

Ultimately we might want to change the tree texture maps a bit.


Definitely ... we could vary them in shape and appearance, not just color.
There is much that can be done.

(I haven't dug much in the code for these trees, but ...) it appears that
the random locations are computed as areas come into view (or come close
enough to the viewer.)  So each time a new chunk of trees are added, I see a
blip in the frame rates.  If there are a lot of chunks that need to be
added, that translates into a lot of blips.  Would it be possible to compute
the locations of the trees when the tile is loaded (in the load thread) and
always have these structures available when needed? Now that we can have
such wide tree coverage, we'll be burning the memory for these structures
anyway.  Previously, David's code only built the random object structures
for areas close by because having all the random object structures for all
the tiles in memory simultaneously would be a huge waste.  I suspect the
plib based random object scene graph structures were much more wasteful than
the structures needed by the OSG shader based approach.

Regards,

Curt.
-- 
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Re: [Flightgear-devel] trees

2008-01-27 Thread Norman Vine
Curtis Olson writes:
 
 (I haven't dug much in the code for these trees, but ...) it 
 appears that the random locations are computed as areas come 
 into view (or come close enough to the viewer.)  So each time 
 a new chunk of trees are added, I see a blip in the frame 
 rates.  If there are a lot of chunks that need to be added, 
 that translates into a lot of blips.  Would it be possible to 
 compute the locations of the trees when the tile is loaded 
 (in the load thread) and always have these structures 
 available when needed? 

 note I haven't dug into the code either 

The standard way of doing this is to time limit the loader
Thread.  Eg loading trees only a few per frame as time allows.  
perhaps into a temporary data object.

The OSG LOD loader thread is an example of how to do this

Cheers

Norman


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Re: [Flightgear-devel] trees

2008-01-27 Thread Melchior FRANZ
* Curtis Olson -- Sunday 27 January 2008:
 Would this speed things up:
 
 find / -name '*.ac' -exec osgconv {} /`basename {} .ac`.osg \;
 
 (i.e. create a model.osg in / for every model.ac on your hard drive?)

Could be, but I wouldn't want that. This has the potential to
break a lot. The problem at the moment is that, indeed, fgfs
searches for a cow.osg and even picks that up from the dir that
the OSG_FILE_PATH variable points to, although the requested
*.ac version is right there! fgfs would just have to pick it,
not ignore it. And the cow.osg version in OSG_FILE_PATH (if set
to the OSG data dir, which is necessary to make the OSG demos
work) is the chrome shaded high-poly cow, halfway sunk in the
ground.

m.


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Re: [Flightgear-devel] trees

2008-01-27 Thread Melchior FRANZ
* Curtis Olson -- Sunday 27 January 2008:
 One of the reasons (I think) that OSG start up times are so long is that the
 loading is getting interleaved with the FDM and everything else, but we
 aren't actually showing the view until the loader has loaded enough data.

One can show the view immediately with

  --prop:sim/sceneryloaded-override=true

but still, OSG takes a lot longer to finish loading scenery objects.
Maybe that's because it scans the whole harddisk for instances of
cow.osg ...  ;-)

m.

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Re: [Flightgear-devel] trees

2008-01-27 Thread Tim Moore
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Curtis Olson wrote:
| On Jan 27, 2008 12:50 PM, Tim Moore [EMAIL PROTECTED]
| mailto:[EMAIL PROTECTED] wrote:
|
| You've got that right. The approach I'm taking in integrating
| Stuart's work is to not
| depth-sort the trees at all. Instead:
|
| crank the alpha test value up
| draw the trees after the terrain so the sky doesn't appear to poke
| through the terrain.
|
|
| That's a good point.  If the terrain is drawn first, then the blue-sky
| fringe around the trees will all but go away.
|
| Ultimately we might want to change the tree texture maps a bit.
|
|
| Definitely ... we could vary them in shape and appearance, not just
| color.  There is much that can be done.
|
| (I haven't dug much in the code for these trees, but ...) it appears
| that the random locations are computed as areas come into view (or come
| close enough to the viewer.)  So each time a new chunk of trees are
| added, I see a blip in the frame rates.  If there are a lot of chunks
| that need to be added, that translates into a lot of blips.  Would it be
| possible to compute the locations of the trees when the tile is loaded
| (in the load thread) and always have these structures available when
| needed? Now that we can have such wide tree coverage, we'll be burning
| the memory for these structures anyway.  Previously, David's code only
| built the random object structures for areas close by because having all
| the random object structures for all the tiles in memory simultaneously
| would be a huge waste.  I suspect the plib based random object scene
| graph structures were much more wasteful than the structures needed by
| the OSG shader based approach.
The locations are computed when the tile is loaded. I think the blips you're 
seeing are
caused by compiling a new shader program per chunk of trees. That problem 
should go
away when the code is integrated into cvs.

Tim
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Re: [Flightgear-devel] trees

2008-01-26 Thread Stuart Buchanan
Hi All,

Just a quick note to mention that I've now implemented random tree height, and
multiple textures as suggested by Curt. Screenshot here:

http://www.nanjika.co.uk/flightgear/forest2.jpg

Still some work to be done, but it is looking more realistic.

Tim - I've been cleaning up my code a bit, so unless you've already started, I'd
hold off trying to kick my previous patch into shape for CVS. I should have a 
new
patch fairly soon.

Two other questions for Tim, or anyone else familiar with OSG/OpenGL:

1) For the diffuse lighting, presumably I should calculate the normal when
creating the geometry, and it will appear as gl_Normal in the shader right?

2) I've been finding it impossible to work out how to pass in generic attributes
into the shader. I've managed to bind an attribute to a location using
program-addBindAttribLocation(textureIndex, 1); but I can't seem to set the
attribute afterwards. I should be able to use glVertexAttrib... functions, but
they don't compile on Visual Studio. Any ideas ?

-Stuart


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Re: [Flightgear-devel] trees

2008-01-26 Thread Jon S. Berndt
 Hi All,
 
 Just a quick note to mention that I've now implemented random tree
 height, and
 multiple textures as suggested by Curt. Screenshot here:
 
 http://www.nanjika.co.uk/flightgear/forest2.jpg
 
 Still some work to be done, but it is looking more realistic.


That looks very impressive! Really nice.

Jon




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Re: [Flightgear-devel] trees

2008-01-26 Thread Frederic Bouvier
Stuart Buchanan a écrit :
 Hi All,

 Just a quick note to mention that I've now implemented random tree height, and
 multiple textures as suggested by Curt. Screenshot here:

 http://www.nanjika.co.uk/flightgear/forest2.jpg

 Still some work to be done, but it is looking more realistic.
   

Impressive

 Tim - I've been cleaning up my code a bit, so unless you've already started, 
 I'd
 hold off trying to kick my previous patch into shape for CVS. I should have a 
 new
 patch fairly soon.

 Two other questions for Tim, or anyone else familiar with OSG/OpenGL:

 1) For the diffuse lighting, presumably I should calculate the normal when
 creating the geometry, and it will appear as gl_Normal in the shader right?
   

According to the orange book, yes
 2) I've been finding it impossible to work out how to pass in generic 
 attributes
 into the shader. I've managed to bind an attribute to a location using
 program-addBindAttribLocation(textureIndex, 1); but I can't seem to set the
 attribute afterwards. I should be able to use glVertexAttrib... functions, but
 they don't compile on Visual Studio. Any ideas ?
   

Why not using osg::Geometry::setVertexAttribArray instead of raw gl
functions ? Standard OpenGL under windows is 1.1. Extensions have to be
loaded manually. OSG should do it for you.

-Fred

-- 
Frédéric Bouvier
http://my.fotolia.com/frfoto/   Photo gallery
http://fgsd.sourceforge.net/FlightGear Scenery Designer


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Re: [Flightgear-devel] trees

2008-01-26 Thread Stuart Buchanan

--- Stuart Buchanan wrote:
 Hi All,
 
 Just a quick note to mention that I've now implemented random tree height, and
 multiple textures as suggested by Curt. Screenshot here:
 
 http://www.nanjika.co.uk/flightgear/forest2.jpg
 
 Still some work to be done, but it is looking more realistic.
 
 Tim - I've been cleaning up my code a bit, so unless you've already started,
 I'd
 hold off trying to kick my previous patch into shape for CVS. I should have a
 new
 patch fairly soon.

A patch for this is now available from
http:/www.nanjika.co.uk/flightgear/trees.tar.gz.

Note that there are some additional new files for the tree textures and some
re-organizing of the code - see the included README.

-Stuart


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Re: [Flightgear-devel] trees

2008-01-26 Thread Timothy Moore
-BEGIN PGP SIGNED MESSAGE-
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Frederic Bouvier wrote:
| Stuart Buchanan a écrit :

| 2) I've been finding it impossible to work out how to pass in generic 
attributes
| into the shader. I've managed to bind an attribute to a location using
| program-addBindAttribLocation(textureIndex, 1); but I can't seem to set 
the
| attribute afterwards. I should be able to use glVertexAttrib... functions, 
but
| they don't compile on Visual Studio. Any ideas ?
|
|
| Why not using osg::Geometry::setVertexAttribArray instead of raw gl
| functions ? Standard OpenGL under windows is 1.1. Extensions have to be
| loaded manually. OSG should do it for you.

Stuart's trying to use attributes to set state before calling a display list, 
so the array
functions aren't usable here. The easiest thing would be to use 
osg::Drawable::Extensions
and look at the OSG source code for examples of using it.

Tim

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Re: [Flightgear-devel] trees

2008-01-26 Thread Frederic Bouvier
Stuart,

Stuart Buchanan a écrit :
 --- Stuart Buchanan wrote:
   
 Hi All,

 Just a quick note to mention that I've now implemented random tree height, 
 and
 multiple textures as suggested by Curt. Screenshot here:

 http://www.nanjika.co.uk/flightgear/forest2.jpg

 Still some work to be done, but it is looking more realistic.

 Tim - I've been cleaning up my code a bit, so unless you've already started,
 I'd
 hold off trying to kick my previous patch into shape for CVS. I should have a
 new
 patch fairly soon.
 

 A patch for this is now available from
 http:/www.nanjika.co.uk/flightgear/trees.tar.gz.

 Note that there are some additional new files for the tree textures and some
 re-organizing of the code - see the included README.
   

I applied your new patch and I don't have trees, although they were
working with the last one. It seems to me that there is a missing bit
for flightgear because the setUseRandomVegetation function is never
called and stay to false. Maybe there is a patch to options.cxx sitting
on your disc.

-Fred

-- 
Frédéric Bouvier
http://my.fotolia.com/frfoto/   Photo gallery
http://fgsd.sourceforge.net/FlightGear Scenery Designer


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Re: [Flightgear-devel] trees

2008-01-26 Thread Nicolas
For everybody, to apply the 2nd Stuart's patch ; don't forget adding the
TreeBin.cxx and TreeBin.hxx in the file : simgear/scene/tgdb/Makefile.am

The patch :
Index: Makefile.am
===
RCS file: /var/cvs/SimGear-0.3/source/simgear/scene/tgdb/Makefile.am,v
retrieving revision 1.7
diff -u -r1.7 Makefile.am
--- Makefile.am 13 Dec 2007 23:30:25 -  1.7
+++ Makefile.am 26 Jan 2008 18:55:17 -
@@ -18,7 +18,8 @@
SGTexturedTriangleBin.hxx \
SGTriangleBin.hxx \
SGVertexArrayBin.hxx \
-   GroundLightManager.hxx
+   GroundLightManager.hxx \
+   TreeBin.hxx
 
 libsgtgdb_a_SOURCES = \
apt_signs.cxx \
@@ -28,6 +29,7 @@
SGOceanTile.cxx \
SGReaderWriterBTG.cxx \
SGVasiDrawable.cxx \
-   GroundLightManager.cxx
+   GroundLightManager.cxx \
+   TreeBin.cxx
 
 INCLUDES = -I$(top_srcdir)



Then, if you want to test quickly the Trees feature :
Index: tileentry.cxx
===
RCS file: /var/cvs/FlightGear-0.9/source/src/Scenery/tileentry.cxx,v
retrieving revision 1.64
diff -u -r1.64 tileentry.cxx
--- tileentry.cxx   20 Dec 2007 23:20:52 -  1.64
+++ tileentry.cxx   26 Jan 2008 18:56:36 -
@@ -273,6 +273,7 @@
 options-setMatlib(globals-get_matlib());
 options-setCalcLights(is_base);
 options-setUseRandomObjects(use_random_objects);
+options-setUseRandomVegetation(true);
 osg::Node* node = osgDB::readNodeFile(path, options.get());
 if (node)
   geometry-addChild(node);



Now, we need to correct all terrains... to have trees working ; 
and add corn (with or without OGM) field, wheat field...


Le samedi 26 janvier 2008 à 19:29 +0100, Maik Justus a écrit :
 Hi Fred, Hi Stuart,
 
 Frederic Bouvier schrieb am 26.01.2008 19:22:
  Stuart,
 
  Stuart Buchanan a écrit :

  --- Stuart Buchanan wrote:

  
  Hi All,
 
  Just a quick note to mention that I've now implemented random tree 
  height, and
  multiple textures as suggested by Curt. Screenshot here:
 
  http://www.nanjika.co.uk/flightgear/forest2.jpg
 
  Still some work to be done, but it is looking more realistic.
 
  Tim - I've been cleaning up my code a bit, so unless you've already 
  started,
  I'd
  hold off trying to kick my previous patch into shape for CVS. I should 
  have a
  new
  patch fairly soon.
  

  A patch for this is now available from
  http:/www.nanjika.co.uk/flightgear/trees.tar.gz.
 
  Note that there are some additional new files for the tree textures and 
  some
  re-organizing of the code - see the included README.

  
 
  I applied your new patch and I don't have trees, although they were
  working with the last one. 
 same here (but your new screenshot looks great).
 
 Maik
  It seems to me that there is a missing bit
  for flightgear because the setUseRandomVegetation function is never
  called and stay to false. Maybe there is a patch to options.cxx sitting
  on your disc.
 
  -Fred
 

 
 
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Re: [Flightgear-devel] trees

2008-01-26 Thread Stuart Buchanan
--- Stuart Buchanan  wrote:
 
 --- Stuart Buchanan wrote:
  Hi All,
  
  Just a quick note to mention that I've now implemented random tree height,
 and
  multiple textures as suggested by Curt. Screenshot here:
  
  http://www.nanjika.co.uk/flightgear/forest2.jpg
  
  Still some work to be done, but it is looking more realistic.
  
  Tim - I've been cleaning up my code a bit, so unless you've already started,
  I'd
  hold off trying to kick my previous patch into shape for CVS. I should have 
  a
  new
  patch fairly soon.
 
 A patch for this is now available from
 http:/www.nanjika.co.uk/flightgear/trees.tar.gz.
 
 Note that there are some additional new files for the tree textures and some
 re-organizing of the code - see the included README.

Doh! I didn't notice that I had changed the FlightGear source too...

The patch below adds the appropriate property value check, and I've updated the
tarball and README to include it.

At some point I'll need to add a setting to the preferences.xml file too, but
first we need to decide whether the trees should be on by default (like the
random objects) or not.

Any opinions?

-Stuart

Index: Scenery/tileentry.cxx
===
RCS file: /var/cvs/FlightGear-0.9/source/src/Scenery/tileentry.cxx,v
retrieving revision 1.64
diff -u -r1.64 tileentry.cxx
--- Scenery/tileentry.cxx   20 Dec 2007 23:20:52 -  1.64
+++ Scenery/tileentry.cxx   26 Jan 2008 16:18:54 -
@@ -266,6 +266,9 @@
 {
 bool use_random_objects =
 fgGetBool(/sim/rendering/random-objects, true);
+
+bool use_random_vegetation = 
+fgGetBool(/sim/rendering/random-vegetation, true);
 
 // try loading binary format
 osg::ref_ptrSGReaderWriterBTGOptions options
@@ -273,6 +276,7 @@
 options-setMatlib(globals-get_matlib());
 options-setCalcLights(is_base);
 options-setUseRandomObjects(use_random_objects);
+options-setUseRandomVegetation(use_random_vegetation);
 osg::Node* node = osgDB::readNodeFile(path, options.get());
 if (node)
   geometry-addChild(node);



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Re: [Flightgear-devel] trees

2008-01-26 Thread Arnt Karlsen
On Sat, 26 Jan 2008 07:30:09 -0600, Jon wrote in message 
[EMAIL PROTECTED]:

  Hi All,
  
  Just a quick note to mention that I've now implemented random tree
  height, and
  multiple textures as suggested by Curt. Screenshot here:
  
  http://www.nanjika.co.uk/flightgear/forest2.jpg
  
  Still some work to be done, but it is looking more realistic.
 
 
 That looks very impressive! Really nice.

..aye.  Warrants its own release, 1.1, sea level rise or 
no sea level rise.  Tweaks would be allowing larger open 
clearings, more trees in tighter and larger clusters, and
let tree height depend on altitude, you'll see the each 
tree getting small at the tree limit, size depends on wind 
and snow coverage.  Shape, too, is affected by prevailing 
wind and wind protection.  Why do I have these eerie images
of emerging forestry etc simulators?  ;o)

-- 
..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] trees

2008-01-26 Thread Tim Moore
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Frederic Bouvier wrote:
| Stuart Buchanan a écrit :

| 2) I've been finding it impossible to work out how to pass in generic 
attributes
| into the shader. I've managed to bind an attribute to a location using
| program-addBindAttribLocation(textureIndex, 1); but I can't seem to set 
the
| attribute afterwards. I should be able to use glVertexAttrib... functions, 
but
| they don't compile on Visual Studio. Any ideas ?
|
|
| Why not using osg::Geometry::setVertexAttribArray instead of raw gl
| functions ? Standard OpenGL under windows is 1.1. Extensions have to be
| loaded manually. OSG should do it for you.

Stuart's trying to use attributes to set state before calling a display list, 
so the array
functions aren't usable here. The easiest thing would be to use 
osg::Drawable::Extensions
and look at the OSG source code for examples of using it.

Tim

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Re: [Flightgear-devel] trees

2008-01-23 Thread Tim Moore
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Stuart Buchanan wrote:
| --- Curtis Olson wrote:
| Hi Guys,
|
| Again, I love and very much appreciate your efforts on the trees.  They are
| really awsome.
|
| Low level flying through the hills has become much more fun...
|
| On the subject of diffuse shading ... I am tempted to argue that we don't
| need it.  In real life, trees are composed of a myriad of surfaces in all
| directions.  Picking one single normal is most likely going to be wrong
| especially in relationship to the aribitrary surface we paste the tree
| texture on top of.  I think going without a surface normal and without
| diffuse lighting will be just fine ... as long as we can have the ambient
| lighting be representative of the scene.
|
| I've been wondering the same thing. Currently we're using the full ambient
| lighting, which is accurate for the scene. So, as the sun goes down, the trees
| get darker.
|
Yeah, but the trees will be just as dark on the side away from the sun. Since 
you have
to specify a normal-per-vertex anyway, you can arrange it to simulate the 
shading of a
cylinder, or point the normals in random directions.

| I've no idea what the performance implications of adding diffuse lighting, but
| I'd personally prefer more trees to better lighting.
It will be very cheap; one dot product in the vertex shader. Or you could use a 
3D
noise texture to choose the normal and do lighting in the fragment shader.

This project could become an endless, if fun, time-sink; there are a lot of 
papers out
there on generating CG tree and forests.

|
| Currently, is the problem that we can only have one single tree type for all
| surfaces in the scene, or is it only one tree type per surface?
|
| We currently have a single tree type (and shader) per type of forest per 
tile, I
| think. As Tim has pointed out, the current architecture is very inefficient.
|
| It should be possible to remove that limitation so that each forest has a 
variety
| of trees - I've already added support for this in the material library. I just
| need to work out how to pass the shader an array of textures, and how to use 
the
| noise function for the texture to be selected. Sounds simple, but writing 
shader
| code has been much harder work than I expected.
As Curt suggests in another mail, you can put all the tree textures in one 
texture and
choose the texture based on another attribute value. There's still that 4th 
value passed
to glColor4fv that isn't used...

Also, you could have more than one forest object per tile, each with a 
completely
different set of models and /or textures.
|
| At any rate, I think they are great, and will generate a lot of excitement
| in the FlightGear community.  (Until this new feature becomes the baseline
| and everyone will say, ho-hum, yeah, trees, and completely forget their
| previous life without them ...) :-)
|
| Well, look how quickly we've become used to random objects again :)
|
| -Stuart

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