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Shadows

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

Re: Shadows

Postby semaph0r » Tue Nov 16, 2010 1:29 am

Hi there,

i'm proud to announce, that i will have a discuss about this at our computer graphics department later this week.
We will hava a closer look to the existing code and consider which way could have the best potential.

At this point, it is hard to say, which task can be delegated to OSG and which one has to be done by FG.
But I'm sure, that a proper design and refactoring can handle this stuff.
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Re: Shadows

Postby someguy » Tue Nov 16, 2010 4:39 pm

IMHO, the version 1.0 shadows add more to the sense of realism than all the fancy shaders. I would trade the shaders for good shadows in a heartbeat.

Might it be possible to offer the user a choice at runtime between shadows and shaders?
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Re: Shadows

Postby Tuxklok » Tue Nov 16, 2010 5:25 pm

someguy wrote:IMHO, the version 1.0 shadows add more to the sense of realism than all the fancy shaders. I would trade the shaders for good shadows in a heartbeat.

Might it be possible to offer the user a choice at runtime between shadows and shaders?

In modern real time graphics shaders and shadows are very tightly coupled...ie you really won't have one without the other. Whoever wants to integrate shadows is really going to need to work closely with Fred on it...it isn't going to be trivial.

If it were me I'd just port FGFS to OGRE and be done with it....hehehe ;)

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Re: Shadows

Postby semaph0r » Wed Nov 17, 2010 8:37 pm

Tuxklok wrote:
If it were me I'd just port FGFS to OGRE and be done with it....hehehe ;)

cheers


This is a good idea, but unfortunately not an alternative :(
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Re: Shadows

Postby helijah » Tue Nov 23, 2010 3:24 pm

Absolutely not. OGRE is heavy, slow, very slow and very resource intensive. If you want a FlightGear with 0.1 FPS, is your choice. But personally, I am firmly convinced that OSG is the only current solution.

Regards. Emmanuel
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Re: Shadows

Postby Tuxklok » Tue Nov 23, 2010 5:18 pm

Hehe, no worries. While I totally disagree with your assessment of OGRE, my comment was only kidding...I don't think anyones going to be porting FGFS to any other system anytime soon. ;)
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Re: Shadows

Postby openflight » Fri Jun 01, 2012 11:44 am

There is a distinction between aircraft shadows and what I call 'Shadows on Runway" which is seen in even basic flight sims like YS Flight sim. http://wwwe.ysflight.com/

Aircraft shadows, for example, will show the shadow of a high wing against the fuselage, I can live without that at the moment, but seeing the shadow of an aircraft on landing is an absolute must.

Hope "Shadows on Runway" can be implemented soon - the aircraft silhouette needs to be scaled and projected on the runway from about 50 ft or less, since bank and pitch angles are not bound to be very large, the shadow itself only needs to be scaled a little bit.

Or wait for Project Rembrandt and all its stuff
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Re: Shadows

Postby Gijs » Fri Jun 01, 2012 11:53 am

Rembrandt brings both :-)
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