Attached is a small fix for the sorting in CloudShaderGeometry.cxx.
I think the sorting problem stems from the osg idiosyncracy
to store transposed matrices...so the intuitive
osg::Vec4f p = vm * osg::Vec4f(_cloudsprites[i]->position.osg(), 1.0f);
needs to be replaced with...
osg::Vec4f p = vm.preMult(osg::Vec4f(_cloudsprites[i]->position.osg(), 1.0f);
The patch also optimizes the distance calculation - it evaluates the distances
in model space instead of eye space, which reduces computation to a dot-
product instead of a matrix multiplication.
used short's extensively to represent counts of objects (number of points,
number of texture coordinates, number of traingle strips, etc.) and we used
shorts to index into larger structures. But this capped many of our structure
sizes to a maximum of 32768.
By switching to unsigned shorts in the future, we can double the maximum
object/index counts without losing anything. This was a pretty major
oversight in our original specification.
I have bumped up the native object file version from 6 to 7 and added code
in the reader to maintain full backwards compatibilty with version 6
scenery files (i.e. the current 0.9.10 scenery release.)
Curt.
The original code forced a dependency in SimGear back to something that is
defined globaly in FlightGear, not a great strategy for a library with some
"general purpose" intentions.
This patch fixes this SimGear compile error on x86_64 Fedora Development with gcc-4.1:
placement.hxx:49: error: extra qualification ‘SGModelPlacement::’ on member ‘init’
this is the animation code that do randomisation of the spin animation. The XML tags are modified to support the syntax below :
<use-personality type="bool">true</use-personality>
<factor>
<random>
<min>1.8</min>
<max>2.2</max>
</random>
</factor>
<starting-pos-deg>
<random>
<min>0</min>
<max>360</max>
</random>
</starting-pos-deg>
instead of usual :
<factor>1.42</factor>
<starting-deg-pos>42.0</starting-deg-pos>
- In sky.cxx blend low density cloud layers (few/scattered) into nothing (but
don't touch visibility distance) as we approach them so we can fly through
clean.
- For high density cloud layers (broken/overcast) we do not fade the layers
out, but we fade visibility to nearly nothing as we approach the layer.
capability to slowly fade a cloud layer in or out.
We use this effect in combination with lowering visibility as we approach
a cloud layer to hide the fact that it is simply a 2d textured polygon being
drawn across the sky.
but it doesn't. Trying the apple approach to fixing isnan results in an
infinite loop (making me wonder what happens on OSX?) This is an alternative
approach to checking isnan() on freebsd ...
Under rare circumstances we could encounter a non-cooperative external fdm
that could trigger this condition. This patch catches the problem and returns
rather than letting FG get killed.
I was not very happy with the size of the halo, so
I created a new animation to control it. Now we can
control the scale value with the distance from the
viewer to the object. The towers are now beginning to
look good. They might need some tuning though. If
you want to play, locate in radio-*.xml this code :
<animation>
<type>dist-scale</type>
<object-name>RedLight.2</object-name>
<interpolation>
<entry><ind>0</ind><dep>0.1</dep></entry>
<entry><ind>500</ind><dep>0.3</dep></entry>
<entry><ind>16000</ind><dep>3</dep></entry>
</interpolation>
</animation>
You get the idea ? ind is the distance, dep is the
resulting scale value.
The medium tower appears brighter than the tall one,
because the lights are closer to each other. Maybe
they need a smaller scale factor at distance. Feel
free to modify these values if you find a better
setup.
About the code : I renamed flash to custtrans because the
ssg branch is now less specialized. It needs a callback
to compute the so called 'custom transformation'. It can
be used for the SGFlashAnimation and the new
SGDistScaleAnimation. So please cvs remove flash.[ch]xx and
add custtrans.[ch]xx. I also undo some of the code I send
you yesterday that was totally useless. It is replaced by
something simpler and that works.
There is also a patch to matmodel.cxx. This is not related
and was something I forgot. Its purpose is to set the
alpha test on material billboard models that are likely to
be trees to lessen a transparency weird effect with clouds.
I modified the included animation.cxx to have a randomly displaced
time origin, to break the unison. And the flashing period is also
random as you noticed. I also put all the flashing light of the pole
in the same animation so they flash in the same rhythm.
Fix a memory leak, and brownian animation, if not motion.
I have 2 new files : personality.[ch]xx . They store the personality
data that would be deleted when the object is destroyed, instead
of staying in the animation maps. I also manage the current animation
step better and the towers are not flashing randomly now.
Makefile.am is updated.
modellib.cxx :
Add a branch between the model and its transformation to add
a unique identifier for the model. I called it "personality
branch" and it maintains a "current_object" in SGAnimation.
Animations specifically written to support it ( currently only
the timed animation ) can add a degree of variety among the
occurrences of the same model that would look otherwise cloned.
flash.[ch]xx :
Better compute the view vector. The flash is now syncronized with
its axis even at the edge of the screen.
animation.[ch]xx :
Lots of changes :
- add a condition to 'rotate', 'spin', 'translate' and 'range'.
When a condition is specified *and* it evaluates to false, the
animation becomes a no-op. Possible usage : no rotation during
daylight, LOD range variable along the day, ...
- use different durations for each branch in the timed animation.
Enable the use of multiple <branch-duration-sec>, one for each
<object-name> specified. Usage : strobes with flash light.
- allow randomization of the <branch-duration-sec>, by using
<random><min>_min_value_</min><max>_max_value_</max></random>.
The value computed once is between _min_value_ and _max_value_.
- implement model personality in timed animation. If
<use-personality type="bool">true</use-personality> is specified,
a different set of duration is created for every model in the
scenegraph using this animation. Best if used with randomization.
When using strobes where the population of the same object is
dense, it avoids the "cheasy" clone effect.
This allows us to "place" cockpit sounds. For example, we can make left
engine sound come out of the left speaker, right engine out the right
speaker, etc.