From: Curtis O. <cur...@gm...> - 2011-04-28 20:32:28
|
Hi Stuart, I saw that you recently made some updates and bug fixes to the "global weather" 3d clouds including fixing a problem with overcast coverage and also making clouds drift with the wind. This afternoon I started up at my local airport (KANE) and did observe the clouds drifting, which looks really good. But I also noticed some other discrepancies. The METAR report was (is): 2011/04/28 19:45 KANE 281945Z 36009KT 10SM BKN027 OVC032 A2981 KANE is officially at an altitude of 912' MSL I believe. The global weather dialog box shows that two clouds layers have been created. 1. @ 3612 MSL Broken 2. @ 4112 MSL Overcast This all appears to be correct 912 + 2700 for the broken layer, and 912 + 3200 for the overcast layer. However, when I observe what is actually drawn, I see just one broken layer and no overcast layer. In addition, the broken layer is drawn at about 2600 MSL or 1700 AGL (as reported by the HUD so the layer is drawn about 1000 feet too low.) Thanks, Curt. -- Curtis Olson: http://www.atiak.com - http://aem.umn.edu/~uav/ http://www.flightgear.org - http://gallinazo.flightgear.org |
From: Stuart B. <stu...@gm...> - 2011-05-13 20:50:10
|
Hi Curt, I've been looking at the altitude problem all evening, but haven't (yet) found the bug. AFAICT the correct altitude (in m) is being passed down the stack and used to create an altitude offset, so it's not just a case of the stack using the height of the clouds rather than the altitude. It looks like there is a further offset elsewhere of the airport altitude that's causing the error, but I've yet to find it. Just so you know I'm not ignoring this... -Stuart On Thu, Apr 28, 2011 at 9:32 PM, Curtis Olson <cur...@gm...> wrote: > Hi Stuart, > I saw that you recently made some updates and bug fixes to the "global > weather" 3d clouds including fixing a problem with overcast coverage and > also making clouds drift with the wind. > This afternoon I started up at my local airport (KANE) and did observe the > clouds drifting, which looks really good. But I also noticed some other > discrepancies. > The METAR report was (is): 2011/04/28 19:45 KANE 281945Z 36009KT 10SM BKN027 > OVC032 A2981 > KANE is officially at an altitude of 912' MSL I believe. > The global weather dialog box shows that two clouds layers have been > created. > 1. @ 3612 MSL Broken > 2. @ 4112 MSL Overcast > This all appears to be correct 912 + 2700 for the broken layer, and 912 + > 3200 for the overcast layer. > However, when I observe what is actually drawn, I see just one broken layer > and no overcast layer. In addition, the broken layer is drawn at about 2600 > MSL or 1700 AGL (as reported by the HUD so the layer is drawn about 1000 > feet too low.) > Thanks, > Curt. > -- > Curtis Olson: > http://www.atiak.com - http://aem.umn.edu/~uav/ > http://www.flightgear.org - http://gallinazo.flightgear.org > > ------------------------------------------------------------------------------ > WhatsUp Gold - Download Free Network Management Software > The most intuitive, comprehensive, and cost-effective network > management toolset available today. Delivers lowest initial > acquisition cost and overall TCO of any competing solution. > http://p.sf.net/sfu/whatsupgold-sd > _______________________________________________ > Flightgear-devel mailing list > Fli...@li... > https://lists.sourceforge.net/lists/listinfo/flightgear-devel > > |
From: Curtis O. <cur...@gm...> - 2011-05-13 21:30:17
|
Hi Stuart, thanks for taking a look. How was your trip? Hope you logged a lot of nice flying days! Our weather has been pretty much crap around here and then the nice days I've had to work or had family stuff, so I've logged about 5 minutes of (RC) stick time so far in 2011. :-( Curt. On Fri, May 13, 2011 at 3:50 PM, Stuart Buchanan <stu...@gm...> wrote: > Hi Curt, > > I've been looking at the altitude problem all evening, but haven't > (yet) found the bug. > > AFAICT the correct altitude (in m) is being passed down the stack and > used to create an altitude offset, so it's not just a case of the > stack using the height of the clouds rather than the altitude. It > looks like there is a further offset elsewhere of the airport altitude > that's causing the error, but I've yet to find it. > > Just so you know I'm not ignoring this... > > -Stuart > > On Thu, Apr 28, 2011 at 9:32 PM, Curtis Olson <cur...@gm...> wrote: > > Hi Stuart, > > I saw that you recently made some updates and bug fixes to the "global > > weather" 3d clouds including fixing a problem with overcast coverage and > > also making clouds drift with the wind. > > This afternoon I started up at my local airport (KANE) and did observe > the > > clouds drifting, which looks really good. But I also noticed some other > > discrepancies. > > The METAR report was (is): 2011/04/28 19:45 KANE 281945Z 36009KT 10SM > BKN027 > > OVC032 A2981 > > KANE is officially at an altitude of 912' MSL I believe. > > The global weather dialog box shows that two clouds layers have been > > created. > > 1. @ 3612 MSL Broken > > 2. @ 4112 MSL Overcast > > This all appears to be correct 912 + 2700 for the broken layer, and 912 + > > 3200 for the overcast layer. > > However, when I observe what is actually drawn, I see just one broken > layer > > and no overcast layer. In addition, the broken layer is drawn at about > 2600 > > MSL or 1700 AGL (as reported by the HUD so the layer is drawn about 1000 > > feet too low.) > > Thanks, > > Curt. > > -- > > Curtis Olson: > > http://www.atiak.com - http://aem.umn.edu/~uav/ > > http://www.flightgear.org - http://gallinazo.flightgear.org > > > > > ------------------------------------------------------------------------------ > > WhatsUp Gold - Download Free Network Management Software > > The most intuitive, comprehensive, and cost-effective network > > management toolset available today. Delivers lowest initial > > acquisition cost and overall TCO of any competing solution. > > http://p.sf.net/sfu/whatsupgold-sd > > _______________________________________________ > > Flightgear-devel mailing list > > Fli...@li... > > https://lists.sourceforge.net/lists/listinfo/flightgear-devel > > > > > > > ------------------------------------------------------------------------------ > Achieve unprecedented app performance and reliability > What every C/C++ and Fortran developer should know. > Learn how Intel has extended the reach of its next-generation tools > to help boost performance applications - inlcuding clusters. > http://p.sf.net/sfu/intel-dev2devmay > _______________________________________________ > Flightgear-devel mailing list > Fli...@li... > https://lists.sourceforge.net/lists/listinfo/flightgear-devel > -- Curtis Olson: http://www.atiak.com - http://aem.umn.edu/~uav/ http://www.flightgear.org - http://gallinazo.flightgear.org |
From: Stuart B. <stu...@gm...> - 2011-05-14 06:50:12
|
Hi Curt, I've managed to find the problem, and once I get git to play ball, I'll make a merge request! If you've got a list of the 3D clouds bugs you've found and not fixed yourself, I'd be interested in fixing them. The flying trip was fantastic. We flew just over 1000 miles over 8 days (19 hours of flying). By far the longest trip I've done and a great challenge. Photos here: http://www.nanjika.co.uk/photos/wight/ -Stuart |
From: syd a. <ada...@gm...> - 2011-05-14 13:21:07
|
Great photos , thanks for sharing ! |
From: Curtis O. <cur...@gm...> - 2011-05-14 13:43:05
|
Hi Stuart, Great to hear you figured out the elevation issue. Those were the two issues that I noticed: - cloud elevations off - overcast cloud layers not drawn at all One other that I haven't paid close attention to, but one time I wondered if the cloud layer had slid off to the far end of the sky? Someday I hope to get my license, and then have this dream of buying an airplane 1000 miles away and having to ferry it back cross country. Once in a while (maybe a couple times a day) :-) I go online and look at little classic 2 seater airplanes that are for sale for $20,000 and dream -- but I probably should get my pilots license before I buy an airplane, and if I buy an airplane that isn't a total piece of junk then I need a hangar to store it and a way to pay the recurring maintenance costs. I live in a big city so hangar space close by is in high demand and expensive ... so I probably need to get a real job first, but then I won't have time to take lessons and fly, so I might as well just forget about the whole thing and have fun playing on my computer and flying my little model airplanes. :-) Curt. On Sat, May 14, 2011 at 1:50 AM, Stuart Buchanan <stu...@gm...> wrote: > Hi Curt, > > I've managed to find the problem, and once I get git to play ball, > I'll make a merge request! > > If you've got a list of the 3D clouds bugs you've found and not fixed > yourself, I'd be interested in fixing them. > > The flying trip was fantastic. We flew just over 1000 miles over 8 > days (19 hours of flying). By far the longest trip I've done and a > great challenge. Photos here: http://www.nanjika.co.uk/photos/wight/ > > -Stuart > > > ------------------------------------------------------------------------------ > Achieve unprecedented app performance and reliability > What every C/C++ and Fortran developer should know. > Learn how Intel has extended the reach of its next-generation tools > to help boost performance applications - inlcuding clusters. > http://p.sf.net/sfu/intel-dev2devmay > _______________________________________________ > Flightgear-devel mailing list > Fli...@li... > https://lists.sourceforge.net/lists/listinfo/flightgear-devel > -- Curtis Olson: http://www.atiak.com - http://aem.umn.edu/~uav/ http://www.flightgear.org - http://gallinazo.flightgear.org |
From: <ca...@mm...> - 2011-05-14 19:40:43
|
Hi, Was also looking over Thorsten's pics and writeup on the FG forum (assume those were the pics referenced) and wondering how to go about setting up the cloud scenery. Looked over the README.3DClouds writeup and that pretty much answered the howto but was unable to find any complete xml files (simple or complex) to start from. Are there any available? Two related questions: 1) how does one enable (use) the hi-res texture files? and 2) where (how) are the shader programs enabled? Thanks John |
From: Stuart B. <stu...@gm...> - 2011-05-14 21:17:00
|
On Sat, May 14, 2011 at 9:13 PM, John wrote: > Hi, > > Was also looking over Thorsten's pics and writeup on the FG forum (assume > those were the pics referenced) and wondering how to go about setting up > the cloud scenery. I think the pics referenced were my photos from a recent RL flying trip. > Looked over the README.3DClouds writeup and that pretty much answered the > howto but was unable to find any complete xml files (simple or complex) to > start from. Are there any available? See Environment/cloudlayers.xml for the cloud definitions used in the global 3D clouds. > Two related questions: > > 1) how does one enable (use) the hi-res texture files? and I don't recall whether the 3D clouds code uses the hi-rez textures at all. Sorry. > 2) where (how) are the shader programs enabled? If you enable the 3D clouds from the View->Rendering Options menu you should see them. -Stuart |
From: <ca...@mm...> - 2011-05-14 22:25:44
|
> > See Environment/cloudlayers.xml for the cloud definitions used in the > global > 3D clouds. Found it, so assume you need to add a reference in the preferences.xml file to include this xml file for cloud types, correct? > >> Two related questions: >> >> 1) how does one enable (use) the hi-res texture files? and > > I don't recall whether the 3D clouds code uses the hi-rez textures at > all. Sorry. > >> 2) where (how) are the shader programs enabled? > > If you enable the 3D clouds from the View->Rendering Options menu you > should > see them. Yes, have been able to get the 3D clouds working in 2.0 and now finally understand how they are actually instantiated and now how to incorporate the additional cloud types. Thanks again. I should have been more explicit in the hi-res questions, Trying to understand how to use these hi-res textures for terrain features. If anyone understands this area any help would be appreciated. Looked over the doc for effects and shaders; kind of get the gist of the writeup, but still a bit fuzzy on understanding the actual implementation.. Regards John |
From: <ca...@mm...> - 2011-05-17 04:48:56
|
Hi Curt, A while back Tim Moore offered to post the image warping code onto the GIT site. Since then I've not heard from him and emails have gone unanswered -- no idea as to why... :-( At any rate, tried to setup a GIT library myself and nothing but frustration and zero success in setting up a branch or whatever to make the code public. Might you have a moment to help me get it posted? Would tomorrow be a good time? And best time and number to call if you have the patience to walk me through the process. Or if you're too busy, no problem -- sooner or later I'll get it figured out..... is there a good howto somewhere that would do the trick? Regards Jack |
From: Curtis O. <cur...@gm...> - 2011-05-17 18:03:07
|
Hi Jack, I'm kind of slogging through a stressful day today with some other stuff hanging over my head. If the patches are intended to go into the main line, I'd love to have Tim take a pass at reviewing them. For a quick hack you could just do a traditional "diff -c" sort of patch if you wanted to share the changes and let other people try them or take a look at the code. Curt. On Mon, May 16, 2011 at 11:45 PM, <ca...@mm...> wrote: > Hi Curt, > > A while back Tim Moore offered to post the image warping code onto the > GIT site. Since then I've not heard from him and emails have gone > unanswered -- no idea as to why... :-( > > At any rate, tried to setup a GIT library myself and nothing but > frustration and zero success in setting up a branch or whatever to make > the code public. > > Might you have a moment to help me get it posted? Would tomorrow be a > good time? And best time and number to call if you have the patience to > walk me through the process. Or if you're too busy, no problem -- sooner > or later I'll get it figured out..... is there a good howto somewhere > that would do the trick? > > Regards > Jack > > > > > > ------------------------------------------------------------------------------ > Achieve unprecedented app performance and reliability > What every C/C++ and Fortran developer should know. > Learn how Intel has extended the reach of its next-generation tools > to help boost performance applications - inlcuding clusters. > http://p.sf.net/sfu/intel-dev2devmay > _______________________________________________ > Flightgear-devel mailing list > Fli...@li... > https://lists.sourceforge.net/lists/listinfo/flightgear-devel > -- Curtis Olson: http://www.atiak.com - http://aem.umn.edu/~uav/ http://www.flightgear.org - http://gallinazo.flightgear.org |
From: <ca...@mm...> - 2011-05-17 20:01:56
|
> Hi Jack, > > I'm kind of slogging through a stressful day today with some other stuff > hanging over my head. If the patches are intended to go into the main > line, > I'd love to have Tim take a pass at reviewing them. For a quick hack you > could just do a traditional "diff -c" sort of patch if you wanted to share > the changes and let other people try them or take a look at the code. > Ok, let me try that. The goal is to move them into the main line at some point and a review is definitely in order. In the near term, a quicky would work ATM slogging through the code to understand how shaders work. The edge blending will be a shader program, most likely a fragment shader at the pixel level. But having a tough time getting my head around how to include the shader in the code as part of the scene graph. The Docs help, but more info than what is needed ( at least that's my impression ). Just need to understand how to incorporate, say, an "edgeblend.frag" chunk of GLSL code into the scenegraph, It's pretty much a static set of functions with zero options, no fancy animation, techniques, quality-levels, or other predicates. The code will test the pixels in the overlap region, adjust the RGB values based on position and then apply a gamma correction. Any thoughts or examples from the community of a basic template and a howto for adding a fragment shader would help. Thanks Jack > Curt. > > > On Mon, May 16, 2011 at 11:45 PM, <ca...@mm...> wrote: > >> Hi Curt, >> >> A while back Tim Moore offered to post the image warping code onto the >> GIT site. Since then I've not heard from him and emails have gone >> unanswered -- no idea as to why... :-( >> >> At any rate, tried to setup a GIT library myself and nothing but >> frustration and zero success in setting up a branch or whatever to make >> the code public. >> >> Might you have a moment to help me get it posted? Would tomorrow be a >> good time? And best time and number to call if you have the patience to >> walk me through the process. Or if you're too busy, no problem -- sooner >> or later I'll get it figured out..... is there a good howto somewhere >> that would do the trick? >> >> Regards >> Jack >> >> >> >> >> >> ------------------------------------------------------------------------------ >> Achieve unprecedented app performance and reliability >> What every C/C++ and Fortran developer should know. >> Learn how Intel has extended the reach of its next-generation tools >> to help boost performance applications - inlcuding clusters. >> http://p.sf.net/sfu/intel-dev2devmay >> _______________________________________________ >> Flightgear-devel mailing list >> Fli...@li... >> https://lists.sourceforge.net/lists/listinfo/flightgear-devel >> > > > > -- > Curtis Olson: > http://www.atiak.com - http://aem.umn.edu/~uav/ > http://www.flightgear.org - http://gallinazo.flightgear.org > ------------------------------------------------------------------------------ > Achieve unprecedented app performance and reliability > What every C/C++ and Fortran developer should know. > Learn how Intel has extended the reach of its next-generation tools > to help boost performance applications - inlcuding clusters. > http://p.sf.net/sfu/intel-dev2devmay_______________________________________________ > Flightgear-devel mailing list > Fli...@li... > https://lists.sourceforge.net/lists/listinfo/flightgear-devel > |
From: Tim M. <tim...@gm...> - 2011-05-20 20:57:49
|
Sorry that I've dropped the ball on this. I will take a look at that code soon and try to get it into the source tree. Tim On Tue, May 17, 2011 at 9:58 PM, <ca...@mm...> wrote: >> Hi Jack, >> >> I'm kind of slogging through a stressful day today with some other stuff >> hanging over my head. If the patches are intended to go into the main >> line, >> I'd love to have Tim take a pass at reviewing them. For a quick hack you >> could just do a traditional "diff -c" sort of patch if you wanted to share >> the changes and let other people try them or take a look at the code. >> > Ok, let me try that. > > The goal is to move them into the main line at some point and a review is > definitely in order. In the near term, a quicky would work > > ATM slogging through the code to understand how shaders work. The edge > blending will be a shader program, most likely a fragment shader at the > pixel level. But having a tough time getting my head around how to include > the shader in the code as part of the scene graph. The Docs help, but > more info than what is needed ( at least that's my impression ). Just > need to understand how to incorporate, say, an "edgeblend.frag" chunk of > GLSL code into the scenegraph, It's pretty much a static set of functions > with zero options, no fancy animation, techniques, quality-levels, or > other predicates. > > The code will test the pixels in the overlap region, adjust the RGB values > based on position and then apply a gamma correction. > > Any thoughts or examples from the community of a basic template and a > howto for adding a fragment shader would help. > > Thanks > Jack > >> Curt. >> >> >> On Mon, May 16, 2011 at 11:45 PM, <ca...@mm...> wrote: >> >>> Hi Curt, >>> >>> A while back Tim Moore offered to post the image warping code onto the >>> GIT site. Since then I've not heard from him and emails have gone >>> unanswered -- no idea as to why... :-( >>> >>> At any rate, tried to setup a GIT library myself and nothing but >>> frustration and zero success in setting up a branch or whatever to make >>> the code public. >>> >>> Might you have a moment to help me get it posted? Would tomorrow be a >>> good time? And best time and number to call if you have the patience to >>> walk me through the process. Or if you're too busy, no problem -- sooner >>> or later I'll get it figured out..... is there a good howto somewhere >>> that would do the trick? >>> >>> Regards >>> Jack >>> >>> >>> >>> >>> >>> ------------------------------------------------------------------------------ >>> Achieve unprecedented app performance and reliability >>> What every C/C++ and Fortran developer should know. >>> Learn how Intel has extended the reach of its next-generation tools >>> to help boost performance applications - inlcuding clusters. >>> http://p.sf.net/sfu/intel-dev2devmay >>> _______________________________________________ >>> Flightgear-devel mailing list >>> Fli...@li... >>> https://lists.sourceforge.net/lists/listinfo/flightgear-devel >>> >> >> >> >> -- >> Curtis Olson: >> http://www.atiak.com - http://aem.umn.edu/~uav/ >> http://www.flightgear.org - http://gallinazo.flightgear.org >> ------------------------------------------------------------------------------ >> Achieve unprecedented app performance and reliability >> What every C/C++ and Fortran developer should know. >> Learn how Intel has extended the reach of its next-generation tools >> to help boost performance applications - inlcuding clusters. >> http://p.sf.net/sfu/intel-dev2devmay_______________________________________________ >> Flightgear-devel mailing list >> Fli...@li... >> https://lists.sourceforge.net/lists/listinfo/flightgear-devel >> > > > > ------------------------------------------------------------------------------ > What Every C/C++ and Fortran developer Should Know! > Read this article and learn how Intel has extended the reach of its > next-generation tools to help Windows* and Linux* C/C++ and Fortran > developers boost performance applications - including clusters. > http://p.sf.net/sfu/intel-dev2devmay > _______________________________________________ > Flightgear-devel mailing list > Fli...@li... > https://lists.sourceforge.net/lists/listinfo/flightgear-devel > |