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Very blue OSM buildings and roads from far away  Topic is solved

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Very blue OSM buildings and roads from far away

Postby TheEagle » Tue Jan 18, 2022 9:14 am

Look at this screenshot:
Image

All OSM buildings and roads look like that for me - I mean that blue tone. It is some shader error because it is not visible from close up, it starts to be noticeable about 1000 to 2000 feet away from them. In the center there is one building that is weirdly not affected.

I'm using AppImage 2020.4.0 from late summer 2021, but I already noticed this on the first version that supported OSM buildings ( 2020.3.8 ).

I have a nVidia GeForce 520 GPU with 1 GB VRAM and the 390 proprietary drivers, but this bug is also present when using an opensource driver (Nouveau).
Last edited by TheEagle on Wed Jan 19, 2022 3:55 am, edited 1 time in total.
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Re: Very blue OSM buildings and roads from far away

Postby Necolatis » Tue Jan 18, 2022 4:01 pm

Mine are orange, even close up.

Image
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Re: Very blue OSM buildings and roads from far away

Postby TheEagle » Tue Jan 18, 2022 4:59 pm

@Necolatis: I don't think your orange colour is related to my blue though - your road is only partially orange.

This bug does not appear with the Low definition renderer, only with ALS.
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Re: Very blue OSM buildings and roads from far away

Postby TheEagle » Sat Feb 05, 2022 7:01 pm

By accident I found out the real (?) cause for this:
Image
It's the same blue as on the buildings and roads ! The screenshot above I took with the Terrain quality at Ultra. While I did not know FlightGear is capable of rendering such amazingly real visibilities (wish I had got a better graphics card and CPU so I could enjoy this with a frame spacing of 50 ms instead of 500 :x …), I think the blue tone is too much - even with Fair weather you can barely see the airport though it's just 5 - 10 miles away, So, I'd like to reduce the intensity of the blue (basically turn down the alpha value) how and where do I do this ? I guess in some fragment shader source code, but I don't know where …
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Re: Very blue OSM buildings and roads from far away

Postby wkitty42 » Sat Feb 05, 2022 9:41 pm

which weather are you using? basic or advanced?
if i'm properly seeing what you are talking about, that's atmospheric haze...
on my setup, i set the visibility and haze to the same distance... the trick is that once in-sim, i open the property browser, navigate to the haze property, click on it like i'm going to edit it and just save it as is... the weather engine will adjust and the haze will fade away... you could set the haze to be half the distance to your horizon if you wanted...
Code: Select all
# visibility is in meters
--visibility=150000
# haze-factor is in kilometers
--prop:/local-weather/config/ground-haze-factor=150
"You get more air close to the ground," said Angalo. "I read that in a book. You get lots of air low down, and not much when you go up."
"Why not?" said Gurder.
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Re: Very blue OSM buildings and roads from far away

Postby TheEagle » Sat Feb 05, 2022 9:57 pm

I'm using Advanced Weather (of course !), most often with Live weather, but sometimes also with one of the other preset weather scenarios - I really don't want to navigate to some property EVERY TIME I open the sim. Can't I just reduce the alpha value somehow ?
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Re: Very blue OSM buildings and roads from far away

Postby wkitty42 » Sat Feb 05, 2022 10:04 pm

it is only once when starting or whenever you think about it... i do it while waiting on other things to finish their starting tasks...

  1. / to open the property browser...
  2. navigate to local-weather and click on it...
  3. navigate to config and click on it...
  4. navigate to ground-haze-factor and click on it... it should already have your value in it...
  5. then click the save or set button in the bottom right of the dialog...
  6. now you can close the property browser unless you have other things to do in it ;)
"You get more air close to the ground," said Angalo. "I read that in a book. You get lots of air low down, and not much when you go up."
"Why not?" said Gurder.
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Re: Very blue OSM buildings and roads from far away

Postby TheEagle » Sat Feb 05, 2022 10:58 pm

Do you mean I have to do this only once ? I understood that I have to do it every time I run fgfs ?
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Re: Very blue OSM buildings and roads from far away

Postby Thorsten » Sun Feb 06, 2022 7:52 am

I think the blue tone is too much - even with Fair weather you can barely see the airport though it's just 5 - 10 miles away,


Then just increase visibility (or allow the weather system to use realistic visibilities - you'll quickly discover what the issue is once you can see for a 100 miles - that's a LOT of memory usage the terrain wants then...)

You can do this

Image


but not on every computer (it's some 400-600 km visibility at arctop)

In essence you're complaining 'I've limited visibility to 15 miles, why can't I see more than 15 miles, I think one should se further?' The answer to that should be obvious, no?
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Re: Very blue OSM buildings and roads from far away

Postby benih » Sun Feb 06, 2022 8:52 am

The blueish tone is maybe also related to the smog/particles setting of your weather.
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Re: Very blue OSM buildings and roads from far away

Postby MariuszXC » Sun Feb 06, 2022 10:19 am

I recompiled 'next' yesterday and got:
Image
This is at night.
Duing the day I see abnormal horizon and a lot of blue tint where was none/little.

This is the same place/scenery we used 4 days ago for our GA Wednesday meeting. Nothing out of ordinary was observed then.

Edit:
I traced the problem to a missing file:
Code: Select all
    5.19 [ALRT]:general    Canvas constructor: node=/canvas/by-index/texture[2]
    5.39 [ALRT]:io         Cannot find image file "allsky_brightness_magten.png"
    5.39 [INFO]:OSG       
    5.39 [WARN]:OSG        Error reading file allsky_brightness_magten.png: file not found
 

after refreshing fgdata all is well.
Last edited by MariuszXC on Sun Feb 06, 2022 9:27 pm, edited 1 time in total.
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Re: Very blue OSM buildings and roads from far away

Postby wkitty42 » Sun Feb 06, 2022 11:27 am

TheEagle wrote in Sat Feb 05, 2022 10:58 pm:Do you mean I have to do this only once ? I understood that I have to do it every time I run fgfs ?

yes, once at the beginning every time... i've gotten so used to it that it is a natural part of my workflow...

it should also be noted that i do not do any of the debug->reset things... if one of them restarts the weather engine, this sequence may need to be repeated again...

TBH, it would be very nice if the weather engine took this haze value and used it at the start so this sequence is not needed but IIRC, this property is set during startup after the weather engine is already going... simply moving the weather engine startup to after all of the properties are set may not be as simple as it sounds...
"You get more air close to the ground," said Angalo. "I read that in a book. You get lots of air low down, and not much when you go up."
"Why not?" said Gurder.
"Dunno. It's frightened of heights, I guess."
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Re: Very blue OSM buildings and roads from far away

Postby TheEagle » Sun Feb 06, 2022 1:47 pm

wkitty42 wrote in Sun Feb 06, 2022 11:27 am:TBH, it would be very nice if the weather engine took this haze value and used it at the start so this sequence is not needed but IIRC

Er, wait, that would mean that the start value is hard-coded somewhere in the local weather code, right ? Then I should be able to simply change it there ! But where ? …
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Re: Very blue OSM buildings and roads from far away

Postby MariuszXC » Sun Feb 06, 2022 1:57 pm

wkitty42 wrote in Sun Feb 06, 2022 11:27 am:... simply moving the weather engine startup to after all of the properties are set may not be as simple as it sounds...

And actually it would be placing the cart before the horse, as some of the properties are weather-derived.

In fact, if there are any changes made to a startup sequence I would be very much in favor of having the weather engine stabilised before anything else is run, including FDM.
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Re: Very blue OSM buildings and roads from far away

Postby wkitty42 » Sun Feb 06, 2022 5:09 pm

MariuszXC wrote in Sun Feb 06, 2022 1:57 pm:
wkitty42 wrote in Sun Feb 06, 2022 11:27 am:... simply moving the weather engine startup to after all of the properties are set may not be as simple as it sounds...

And actually it would be placing the cart before the horse, as some of the properties are weather-derived.

exactly... i placed emphasis to enhance the fact...
"You get more air close to the ground," said Angalo. "I read that in a book. You get lots of air low down, and not much when you go up."
"Why not?" said Gurder.
"Dunno. It's frightened of heights, I guess."
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