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Glass

An exciting "new" option in FlightGear, that includes reflections, lightmaps, the particle system etc.. A lot is yet to be discovered/implemented!

Re: Glass

Postby wlbragg » Sun Mar 22, 2015 7:13 am

Thorsten wrote in Thu Mar 19, 2015 9:37 am:A declaration of a surface with glass.eff should now automatically make it render correctly (with essentially model-transparent.eff) under Rembrandt.


I thought this was a fix for

As I said earlier, anything that uses ALS glass should not use model-transparent because it falls back automatically to the technique in other renderers, and the same surface should not be registered twice for different effects, there is no 'compatibility' for this use case and the results are essentially random and difficult to debug


I am misunderstanding this?
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Re: Glass

Postby Thorsten » Sun Mar 22, 2015 7:18 am

Probably...

Only use glass.eff, watch it come out as transparent surface in Rembrandt without any extra.
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Re: Glass

Postby wlbragg » Sun Mar 22, 2015 7:24 am

Oh, OK, I get what your saying now. I totally misunderstood that.
Thanks.
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Re: Glass

Postby zlsa » Wed Mar 25, 2015 5:09 am

Here's a video showing rain on the windshield of a Cessna Citation V.

https://www.youtube.com/watch?v=q4CCZn45BoE
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Re: Glass

Postby wlbragg » Wed Mar 25, 2015 6:56 am

Really nice, smiling the whole time I watched it.
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Re: Glass

Postby wlbragg » Sun Apr 12, 2015 11:25 pm

I need to control the simulations

/environment/dewpoint-degc
and
/environment/temperature-degc

for testing some code. What is the easiest way to do that?
I tried to set it using weather dialog (both detailed and basic) but can't seem to control it. Especially the dewpoint. Even using the metar manual input isn't giving me what I expect it to.
IE: using -12/-10 I expect -12C temp and -10C dew, but that is not what I get.
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Re: Glass

Postby Necolatis » Sun Apr 12, 2015 11:31 pm

Yes, see this bug: https://sourceforge.net/p/flightgear/codetickets/1701/

You can control it with metar, you just have to wait some minutes for it to take effect.

Alternatively, you can press CTRL-U some times, to get the plane higher up, where the air is colder.
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Re: Glass

Postby wlbragg » Sun Apr 12, 2015 11:54 pm

Thanks, I didn't realize M was for negative that will help. As far as the time it takes to comply, I had a feeling that is what it was doing. Just not to that detail.

It would be really nice if the basic weather settings of temp and dew would work. What are they there for? Or am I not using it correctly, or again, maybe it is a slow trend type of change.
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Re: Glass

Postby wlbragg » Mon Apr 13, 2015 12:09 am

Can you start FG using a manual metar either from FGRun or cmdline?
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Re: Glass

Postby Necolatis » Mon Apr 13, 2015 12:14 am

--metar=""

remember to disable real weather fetch.
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Re: Glass

Postby wlbragg » Mon Apr 13, 2015 3:02 am

Working out fog or dew on glass, in very simplistic terms, if we get dew when the temperature is at or below the dew point should not our equation for the amount of dew on glass be based on time the temperature is at or below the dew point? Then "alpha value" that time scale to conform to 0=none to 1=max fog on glass. Guessing it takes 10 minutes to get .1 and over an hour to get the max of 1.

The only other way I envisioned it, which I think is wrong, would be to use the difference between dewpoint - temperature (assuming that is a positive number) else conditions are not right for dew to form. Then making it an alpha value (0 to 1) to match the 0 to max 1 fog value in ALS.
Example being
temp 40 - dew point of 50 = 10 or range of 0 to 10 which we alpha value to be (0 to 1) ALS fog.

Which would be the more correct method?

Logically the next progression using method one, would be the fog turns to ice based on time the temperature remains at or below freezing.
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Re: Glass

Postby dtlan201 » Wed Jul 29, 2015 4:46 am

I'm adding the rain effect to the a320neo but from the outside view interior it works and nothing from the cockpit view, any suggestion?
Image

Image

Image
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Re: Glass

Postby Thorsten » Wed Jul 29, 2015 8:56 am

Flip the normals of the glass - glass surfaces are rendered under the assumption they're single-sided - if you want double-sided surfaces, you need to duplicate the surface and have one layer with normal inward and one with normal outward.
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Re: Glass

Postby dtlan201 » Wed Jul 29, 2015 10:00 am

I have duplicated the glass but how to define which one is inward and the other is outward?
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Re: Glass

Postby erik » Wed Jul 29, 2015 3:00 pm

You will have to make the glass single sided and then flip the normal vector for one of the two objects.

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